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Other Projects => Other Games => Topic started by: LASD on February 21, 2009, 04:45:40 am

Title: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: LASD on February 21, 2009, 04:45:40 am
Trading thread behind this link (http://www.bay12forums.com/smf/index.php?topic=67343.0)

As we have a thread that is organizing a TF2 event, the scout update coming up, have a thread about Gang Garrison and I've got terrible urge to talk about the game, I think we really need a thread about the game "Team Fortress 2" itself.

(http://upload.wikimedia.org/wikipedia/en/5/59/TF2_Group.jpg)

For those few that don't know what it is, Team Fortress 2 is Valve's (not originally) revolutionary (not originally), cartoony, humorous, class-based multiplayer first person shooter. And if you haven't tried it, I dare say that it'll be more fun than you have ever had in a FPS. Just check out these videos (http://www.teamfortress.com/movies.htm) by the makers and you will be convinced.


Personally TF2 is the only FPS I have ever liked to play, there's just something so fun and different about it. The classes with their accents and personalities, taunts, shouts, weapons, carts, sandviches, pretty much everything really. Or it might just be the achievements messing up my brain in a non-healthy way. Oh, well, at least I'm having fun.

So, on to the discussion:
What!... do you think of the scout update? (http://www.teamfortress.com/scoutupdate/)
Why!... do I lose my stats frequently?
What!... in the world happened to my guest pass?
How!... much fun you've had igniting snipers with the flare gun?

and most importantly...

What!... ever you can think of?!



The old blurp for the Server that is now sadly gone:

Official Dwarf Fortress Server info:
IP is 217.163.25.175:27015 (add it through your favorites tab)

To help pay for it > www.gameservers.com/clanpay/?clanid=87e2b262511f49a7c04876421d5a05da
Check out our web site aswell > http://www.gametracker.com/server_info/217.163.25.175:27015/
And our clan > http://www.gametracker.com/clan/dwarffortress/

Also, our steam group > http://steamcommunity.com/groups/dwarfortress
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: Yanlin on February 21, 2009, 04:57:21 am
Oktoberfest!
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: Jack_Bread on February 21, 2009, 06:49:53 am
I've tried TF2, but I didn't really like it. I spent a lot of the game firing at teammates and accidentally yelling "Medic!"
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: Tormy on February 21, 2009, 06:55:45 am
cartoony

This is my biggest problem with the game. I just don't like this gfx style sadly.  :-\
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: Duke 2.0 on February 21, 2009, 08:01:13 am

 Good lord Gang Garrison was fun. now if there are as many idiots on the actual game as they are on the knockoff, it should not be too difficult to get accustomed to the style. Now to have my brother download it into the good computer and set steam to offline on i-

 Oh, wait a minute...

 Crap.
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: Aqizzar on February 21, 2009, 09:22:33 am
Team Fortress 2 is Valve's revolutionary...

Let me just stop you right there.  Team Fortress was originally a Quake mod cooked up by some amateur data crackers.  After a couple abortive attempts to reupdate it in other engines, somebody finally remade it for Half-Life, which Valve then happily paid them to appropriate like they did with CounterStrike.  Valve has certainly done some great things with their inhouse remake of the concept, but that 2 in the title does mean something, and isn't even accurate.
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: Servant Corps on February 21, 2009, 12:23:51 pm
But don't you see? PAYING people for mods? That's the revolution right there!
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: Nilocy on February 21, 2009, 12:48:52 pm
Yeah, the OG TF2 may have been a quake mod. But it got made into a BETTER HL mod. Then Valve came along, hired the coders for the original one, and made it into a revolution. And I for one agree with this.
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: ToonyMan on February 21, 2009, 12:49:32 pm
Whiny 8 year olds.






Still fun though when you have a helpful, fun team.





EDIT:   The scout has always been my favorite class too!   ;D
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: KaelGotDwarves on February 21, 2009, 12:52:19 pm
EDIT:   The scout has always been my favorite class too!   ;D
BONK!!! BONK! BONKBONKBNOK! BOOOOOOOOOOONK! BONK BONK BOIIIIIIIIIIIIIIINK! BONK!

Scout, pyro, spy, soldier, engie... all the way baby.
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: Puck on February 21, 2009, 01:00:49 pm
TF as it is today has some sound and solid design decisions. It's a very decent game.

I even have it, I rarely ever play it, I'm not a big fan of shooters. But I do agree with most of the design choices.
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: LASD on February 21, 2009, 01:53:24 pm
I didn't think I was qualified to make a thread about this game, so thank you Aqizzar for setting a thing straight. I've edited the OP accordingly.


Now, about the game:
I've had insane amounts of fun with the "Attention Getter" achievement in the last few days.
(http://steamgames.com/tf2/pyro/images/AchievementIcons/attention_getter.png)
Having it on the Head-up display causes the game to play a cheery "Ding"-sound every time I ignite someone with the flare gun, which amuses me to no end. Few times I've even absurdly burst out laughing when "dinging" snipers. Though that must because I have the holiday before final exams, so days are quite stale otherwise.

I'll only need 10 more hits now, which is quite sad.

Also, this feature will become rather hilarious when combined with the new scout achievements. (http://www.teamfortress.com/scoutupdate/energydrink.htm) Block a capture, "Ding!", Do a double jump, "Ding!", run ten meters, "Ding", kill someone, "Ding"

Reminds me of an awesome game... (http://armorgames.com/play/2893/achievement-unlocked)


P.S. Duke, TF2 is 20 bucks (or less, if you find a good deal like Orange Box for 20 €, which I did) and will get a lot of free content for a good while still. There should be a free weekend shortly after next Tuesday's scout update, so you can try the game and buy it if you like it.
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: Dasleah on February 21, 2009, 06:10:17 pm
While all you PC players are having fun with your mods, free content, fast servers, large player base, anti-cheating methods, and regular updates, we players of TF2 on the Xbox 360 are kicking it up old school, baby. That's right - we're version 1.0 and with a whopping three updates in the past year, none of which added any content or fixed any major bugs.

You PC kids have it easy these days.

Anyway, for any fellow Bay12ers that want to have some fun and shoot some dudes, add me and we'll find a time to play. The gamertag is Aaronicon.
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: Nilocy on February 21, 2009, 06:14:34 pm
LASD, thats a great achievement to get. I did have alot of fun playing it. There are a few good pyro achievements out there. Like the dance dance immolation, and the got a light. All pointless, but sooo much fun to get.
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: ToonyMan on February 21, 2009, 09:10:33 pm
Pyro's shotgun taunt has always been hilarious to me.  So is the Heavy's "POW!  Haha!"
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: Mulch Diggums on February 21, 2009, 10:21:48 pm
The flare gun is terrible. Its a realy fun toy, but its completely useless in an actual game. Sure, you can annoy snipers at a distance, but, not having the shotgun messes my gameplay up so much that its realy not worth it.

I cant wait for the spy update, its my favorite class! I hope they give him a much more accurate revolver, while still having enough damage to actually kill shit.
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: Zako on February 22, 2009, 09:22:13 am
Scouts... grrr...

I never liked fighting them. They kill me so many times its not funny. If a scout can take on like 3 guys at once an win easily, somethings wrong.

Im not too sure on the scout upgrades either. My only safety, the ubercharge, is gone! That and if an entire team scout rushes, they can continuously stun for an easy win! WHY GOD WHY?!?

Any tips for killing em? :)
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: Nilocy on February 22, 2009, 09:51:55 am
The flare gun is great. Its great for pissing of snipers, and making medics run away. And the fact that it has such a short reload time makes it viable to use against everything, turrets for example. I've killed a many great people by spamming flare guns at them.
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: Aldaris on February 22, 2009, 09:59:51 am
The flare gun is great. Its great for pissing of snipers, and making medics run away. And the fact that it has such a short reload time makes it viable to use against everything, turrets for example. I've killed a many great people by spamming flare guns at them.
Ah, I was about to meniton turrets, seeing as the flare gun fires in arcs, you can crouch a few metres from the edge of a roof and just spam it into submission as it completely ignores you.
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: Dwarfaholic on February 22, 2009, 10:34:13 am
Flare guns are awesome.

Let me tell you a small story. Imagine Gravelpit, we are defending, and annoying snipers are camping at their starting place near A.

I, annoyed by them constantly jumping around the corner to take potshots, shoot a flaregun shot in disgust. I quickly, without looking where the shot goes, turn around to kill off some annoying spy.

Suddenly, I see my name appear on the screen, next to a crit flare gun image and the name of the sniper. I feel joy.
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: Soulwynd on February 22, 2009, 11:22:01 am
Scouts... grrr...

I never liked fighting them. They kill me so many times its not funny. If a scout can take on like 3 guys at once an win easily, somethings wrong.

Im not too sure on the scout upgrades either. My only safety, the ubercharge, is gone! That and if an entire team scout rushes, they can continuously stun for an easy win! WHY GOD WHY?!?

Any tips for killing em? :)
TF2 has a rock-paper-scissors scheme, somewhat. Scouts are easier to kill if you're a heavy or a pyro. Demos are alright if you can set a trap first, but that goes for killing anything, sometimes you get lucky and throw a bomb on their face tho.
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: LASD on February 22, 2009, 11:37:50 am
Also hitting a cloaked spy with the flare gun completely by accident is quite fun.  :)

----

Pyro's shotgun taunt has always been hilarious to me.  So is the Heavy's "POW!  Haha!"
I just got the 1st Heavy Milestone from Show Trial.  ;D
(http://steamgames.com/tf2/heavy/images/AchievementIcons/tf_heavy_kill_taunt.png)
Playing the third stage of Dustbowl, me and the rest of the BLUs were taking a severe beating and REDs were pouring in our base from doors and windows. So I positioned myself in the end of the corridor that has a doorway on its side, turned around and started "POW!"'ing. On the third shot the best player of RED, a Soldier, decided to get through the doorway.

Needless to say, everyone, especially me and him, were very amused.

----

Also, do you have any devious tactics that you'd like to share?

I have one, when playing a slow class on defence, I play engineer on setup to upgrade the teleporters of other engis and usually around 15 seconds before the end of setup one of them fires up, I get to the front line as a Heavy right on time and the whole team benefits.
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: Soulwynd on February 22, 2009, 02:28:42 pm
My tactic is usually playing an attack engie. Pushing the sentry forward as much as possible. I build it right at their spawn in some maps.

You may think the sentry doesn't last long in those cases, but that doesn't matter if you get 2 or 3 kills with it. Just keep shoving it on their faces.
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: Onlyhestands on February 22, 2009, 04:56:49 pm
Scouts... grrr...

I never liked fighting them. They kill me so many times its not funny. If a scout can take on like 3 guys at once an win easily, somethings wrong.

Im not too sure on the scout upgrades either. My only safety, the ubercharge, is gone! That and if an entire team scout rushes, they can continuously stun for an easy win! WHY GOD WHY?!?

Any tips for killing em? :)
TF2 has a rock-paper-scissors scheme, somewhat. Scouts are easier to kill if you're a heavy or a pyro. Demos are alright if you can set a trap first, but that goes for killing anything, sometimes you get lucky and throw a bomb on their face tho.

A level 3 sentry is pretty much insta death for scouts too. Don't know about after the update, havn't played it yet.
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: Sowelu on February 23, 2009, 03:02:14 pm
The text on the Friday update makes me think the Scout's scattergun replacement is a grappling hook.

Either that or an airfist that actually pushes you, unlike the Pyro's thing...  But GRAPPLING HOOK!  The Grappling Hook is to CTF like apple pie is to America!

I'm going to hate it!  But I'm going to love it too.

And it sounds like the energy drink is going to let scouts ignore (mostly?) bullets (only?) for a brief period, so they can go right past level 2 sentries...however I'm guessing they will not be able to ignore rockets...  Level 3 sentries will still kill them, but you'll need a heavy AND a soldier to guard your intel!

(Also very much amusement if you are a heavy unloading bullets on a hyper scout and not hitting him, so you go to your fists and knock his head off...)
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: LASD on February 23, 2009, 04:03:20 pm
The achievements reveal that the Scattergun replacement is called Force-A-Nature and it's most likely a double shotgun with a terrifyingly powerful kick as one of the achievements is in fact getting yourself killed because of it:  ;D
Quote from: Valve
(http://www.teamfortress.com/scoutupdate/images/AchievementIcons/fall_classic.png)Fall Classic: Cause an environmental death or suicide using the Force-A-Nature's knockback
Oh wait, that's not really about you, or is it? Well, I guess it has knockback and a big kick to match. At last Newton's laws are respected when dealing with shotgun knockback in shooters!


Also, the Scout Monday update should be coming quite soon. I wonder if it's the new game mode (double payload?) hinted on the background of the Energy Drink update thingie?

(I promise I won't be gathering too much unnecessary information from the official TF2 forums anymore, the people are insane over there. If you don't believe me, go see the "Scout update is in fact the Spy update" conspiracies or the overwhelmingly common complaint threads about complaining. Or don't, it's really quite scary.)
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: Soulwynd on February 23, 2009, 05:14:04 pm
I wish the game had more diverse weapons for each class.
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: ToonyMan on February 23, 2009, 05:15:40 pm
I don't like the Steam fourms.   :(




WHAT TOONYMAN DON'T LIKE GO KABOOM!!!
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: Sowelu on February 23, 2009, 08:15:45 pm
Force-A-Nature?  Awesome!  The achievement descriptions weren't there a couple days ago, just the icons and names.

My money is on the airfist.  Or...

One achievement mentions BATTING SOMEONE 25 meters.  Another one mentions knocking someone's ball back at them.  Surely the Sandman could be used to reflect stuff like the Pyro's air blast...but could you use the Sandman to whack another player?  Maybe the Force-A-Nature is another bat, and you can have two bats at once!

But then, how would you move yourself with it :x Okay, maybe not
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: Fualkner on February 23, 2009, 09:04:18 pm
Maybe the Force-A-Nature is another bat, and you can have two bats at once!


(http://i4.photobucket.com/albums/y150/PrincessSugar/Stuff/IdHitItWithTwoCrowbars.png)
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: Dasleah on February 23, 2009, 09:30:24 pm
And it's out. (http://www.teamfortress.com/scoutupdate/force-a-nature.htm) A double-barrelled shotgun that pushes you around if you fire it while jumping, meaning that you can apparently still double jump with the Sandman, so long as you use this thing as well. Looks like the knockback applies to the target if you hit them, as well, so I expect to see many 'quad jumping' videos of Scouts double jumping, firing this thing, and then getting hit by an enemy Scout's Force Of Nature as well.

Oh well. Only speculation left now is what the name of the Double Payload map is, and who's the star of the next "Meet The..." video. All of us hoping that this update heralding the introduction of the updates to the Xbox version are out of luck, too.
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: umiman on February 23, 2009, 09:40:55 pm
I feel sad. I haven't managed to unlock any TF2 weapons... :( I want my backburner...
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: Dasleah on February 23, 2009, 09:42:44 pm
I have to admit, this is the first class update I've been bothered enough to follow 'live' and it's all rather underwhelming. Perhaps my impressions are simply marred by being foolish enough to browse the Steam forums at the same time...

Ugh.
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: Sowelu on February 23, 2009, 09:49:49 pm
Man, what the hell are you doing on the Steam forums?!

SHOTGUN!  THAT IS AWESOME!
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: beorn080 on February 23, 2009, 09:53:25 pm
Maybe the kick applies to allied units as well. Imagine, your a sniper, you see a couple of enemy scouts and heavy group together as high as the heavy can get, you start to take aim, the heavy jumps and the half dozen scouts send him flying in a kamikaze course straight for you. Now that would be a video worth shooting.
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: SHAD0Wdump on February 23, 2009, 11:17:08 pm
And then you'd get the guy who keeps shooting their own team-mates back into the spawn.

I really doubt the kickback is gonna effect allies.
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: Puck on February 23, 2009, 11:53:02 pm
If we ignore the medic gun for a moment....

TF2 equals no FF and also no FF effects. Apart from yourself. You can rocket/grenade jump, but you cannot rocket/grenade jump your buddy.

edit: well, i suppose you can turn it on in the server settings, but it's not really meant to be working that way...
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: Zako on February 24, 2009, 08:49:23 am
I discovered an interesting turn of events with the flare gun recently.

If you are at about moderate to long range and hit a guy with the flare, he will usually RUN AWAY. To go heal and get rid of the fire is my guess. If you could use this to your advantage, it could come in handy...
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: Soulwynd on February 24, 2009, 09:04:54 am
Double jump, aim down, shoot, go even higher.
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: Dasleah on February 24, 2009, 10:43:44 pm
And the last update is up! (http://www.teamfortress.com/scoutupdate/results.htm) And... it's not updating anything! That's right, the final update for the Scout page, that has been teasing us for nearly a week, is nothing more than an announcement of the poll results for unlockables (with Force-a-Nature coming in first, then Sandman, then Bonk!). Well, TF2 is half-price until Friday, but that's it - no Double Payload maps, no Meet The... video, nutink.

Oh well. Maybe now you PC TF2 players can feel the bitter sting of disappointment that we console players feel  ;)
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: Soulwynd on February 24, 2009, 11:03:00 pm
Why would I be disappointed?

That's rather common.
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: Ioric Kittencuddler on February 24, 2009, 11:59:42 pm
And the last update is up! (http://www.teamfortress.com/scoutupdate/results.htm) And... it's not updating anything! That's right, the final update for the Scout page, that has been teasing us for nearly a week, is nothing more than an announcement of the poll results for unlockables (with Force-a-Nature coming in first, then Sandman, then Bonk!). Well, TF2 is half-price until Friday, but that's it - no Double Payload maps, no Meet The... video, nutink.

Oh well. Maybe now you PC TF2 players can feel the bitter sting of disappointment that we console players feel  ;)

I do hope that statement was meant to be painfully ironic.  It's about time console gamers got some of the disappointment.  I felt bad for them with PC gamers holding it all for themselves.
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: ToonyMan on February 25, 2009, 03:06:36 pm
Nah, I played enough TF2 yesterday.  I'll sit this one out.
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: Sowelu on February 25, 2009, 06:42:45 pm
Man, I would be all over this with a heavy if I wasn't working on a game :(
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: ToonyMan on February 25, 2009, 07:19:19 pm
The Sandman is the best Uber Remover(tm) ever.




EVER.  Just hit the medic.  It's gone.
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: Onlyhestands on February 25, 2009, 07:33:15 pm
Christ I'm so sick of everyone playing scouts >:(
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: Ioric Kittencuddler on February 25, 2009, 09:01:22 pm
Well, makes playing an Engi easier I bet.
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: Metalax on February 26, 2009, 01:57:30 am
Heh yeah, I've racked up a stupid number of kills as an engie over the past day. Ctf well can be defended entirely by two engineers if the other team insists on using all scouts, we had pretty much everybody else on the team sitting back eating sandvich to taunt them ;-)
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: Ioric Kittencuddler on February 26, 2009, 02:03:42 am
roflolmao :D
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: LASD on February 26, 2009, 04:30:03 am
(http://steamgames.com/tf2/goldrush/images/AchievementIcons/Does_It_Hurt_When_I_Do_This.png)
I got the "Does it hurt when I do this?"-achievement in about an hour yesterday, from 8 to 50 dead scouts by Blutsauger. And with that, the Übersaw, finally!

Having dozens of scouts running around is quite fun actually, when playing anything but the scout (or spy or sniper) though the games become really quite hectic.

----

Anyone read the last two blog posts? I think they make a really good job dealing out critique and punishment to the players, while still being on par with the light-hearted style of the game.

Also, did some of you get hit by these disciplinary actions? Though taking the items away only for a week doesn't seem like that harsh a punishment, unless the ill-gained achievements go with them.

P.S. I didn't quite get Sentry Gunner (8 kills) while playing Engineer, but I did make my new kill record with any class (16 kills!)
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?" Scout update OUT!
Post by: Ioric Kittencuddler on February 26, 2009, 06:37:27 am
Hm, I got 24 kills in one life as an Engi once.  I wonder if I could finally top that?  I need to test this later today when I get home.  Maybe I can even top my top overall score in one life of 34 (also Engi).
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?" Scout update OUT!
Post by: Cheeetar on February 26, 2009, 06:42:18 am
I've been absolutely sucking in a team of all scouts as defense, but I've gotten the first unlock. I think it's the clear better than the normal scattergun, and reloading to full takes less time than the normal scattergun, despite what the description says.
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?" Scout update OUT!
Post by: ToonyMan on February 26, 2009, 07:00:41 am
I got the last achievement weapon last night:  The Bonk!




Needless to say, you're invincible for about 5 seconds.  You can easily run by sentries now in quick bursts.  No luck in an open field though...


Wahahahaha.





ALSO!  The Sandman taunt is my favorite now, you actually need to do it to get an achievement.
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?" Scout update OUT
Post by: LASD on March 03, 2009, 10:21:51 am
This page (http://steampowered.com/status/tf2/achievements.php?agroup=scout) made me think that there's quite a lot of cheating going on with the scout unlocks:

(http://img401.imageshack.us/img401/7378/scoutcheat.png)

Then I understood that people don't need to have the same 10 achievements to get to the milestone.

Still, it sounds quite weird that the 6th most common Scout achievement is having 10 of them. (With Medic it's 8th, with Heavy 9th and Pyro 7th.)

-----

This made me wonder what people here think about achievements and the fact that you have to gather them to unlock new weapons. Some think that the achievements are completely stupid, that the weapons should just be given for "free" and feel that Valve just makes the players grind for them.

I think the achievements and unlocks are great (if it wasn't apparent already as each of my posts is about them), because with them the game isn't only about winning and there's always progress to be made when playing. Though stats have somewhat the same purpose too.

Also, I would never go to an achievement server or use a hack to get the new weapons as there's such a great feeling of accomplishment to be had from playing fair. And I would feel as bad as I do when I have to turn to walkthroughs when playing adventure games.

So, what do you think? Do you just want to play without thinking of achievements and so got the weapons in some dodgy way or even try to completely ignore them? Do you think that the more outlandish achievements, like Placebo Effect (Kill 5 enemies with Übercharge ready, but undeployed) ruin the game? And would you like the weapons and achievements to be separate, or connected like now?


P.S. Also I've been wondering how much effort the programmers have to do to track all the achievements. Though they seem to pick primarily things that are already tracked, but there's also the oddballs like No-Hitter, FYI I'm a Medic or Photostroika.
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?" Scout update OUT!
Post by: Soulwynd on March 03, 2009, 11:30:21 am
Programming isn't actually hard, but every achievement they track does add a certain cpu usage. Even if there are conditionals that make it stop checking for the ones you already have, there's still the conditional overhead. It doesn't seem like it would matter much, but if you were at the cpu limit of the game and they kept adding them, you'd prolly notice it.

As for archievements themselves, well, a lot of people just grind them for the weapons. I mean, the day the game patched the scout update for me, I went to play, and there already scouts with all new weapons. I like to just play the game, one of the reason I don't have many upgraded weapons. For some of the harder ones (like ubering a scout and getting X kills), I actually try to do them in a normal game. Kind of adds an extra challenge and some fun, even tho some asses might scream at you.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker."
Post by: LASD on April 03, 2009, 11:19:08 am
I decided to give some CPR to this here thread as Valve posted some big news yesterday.

Sniper will be the star the next update and it's going to be a big one. Also, there's an update coming that gives something to all classes before that.

Check it out: http://www.teamfortress.com/ (http://www.teamfortress.com/)

P.S. Also, check out the totally real unlock they're giving to Sniper in the post before.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker."
Post by: Duke 2.0 on April 03, 2009, 11:22:32 am
 Because of my lack of money, my Brother has allowed me to play his TF2 game on his steam account, simply because he finds it stupid. So if you find somebody with the name of Dudeman, it is like me.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker."
Post by: Yanlin on April 03, 2009, 12:00:14 pm
Dudeman... How unoriginal... Meh. Not my place to judge.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker."
Post by: ToonyMan on April 03, 2009, 01:01:24 pm
Are you saying something about people with names that end with -man?
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker."
Post by: Yanlin on April 03, 2009, 01:08:17 pm
Yes.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker."
Post by: Puck on April 03, 2009, 04:36:36 pm
Better than "Dude, the Dudedude" I suppose. Think positive!
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker."
Post by: Duke 2.0 on April 03, 2009, 04:40:38 pm
 Yes, my brother did think of these things upon creation of his steam account.

 Let me tell you, hearing others call me that makes me pause for a split second to debate why my brother is playing.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Yanlin on April 04, 2009, 02:38:22 pm
Ugh. I still doubt the sniper is REALLY next. He could be. But I refuse to believe that he's going to get a jar of piss as an unlockable for 2 reasons:

1: It completely violates the class. It gives him a use in short range. Where he's supposed to be useless.

2: APRIL 1ST!!!
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Duke 2.0 on April 04, 2009, 05:03:03 pm
 He has an effin' knife. A jar of piss won't change that, and every class has an alternate for each piece of their equipment, no matter what they do.

 Just like the Sandvich doesn't remove the need of a medic, the addition of a jar of piss won't make the sniper a melee class.

 I'm just sour that the Heavy has no way of countering the classes it is weak to.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: ToonyMan on April 04, 2009, 06:15:25 pm
I use the sandvich to stop those pesky snipers in their tracks.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Yanlin on April 05, 2009, 12:12:27 am

 I'm just sour that the Heavy has no way of countering the classes it is weak to.

Wasn't that part of the idea? All the classes were supposed to have this. RPS balancing with soft limits to be compensated with good teamwork.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: umiman on April 06, 2009, 01:44:21 am
Reminds me of how people in Everquest were complaining about how their knights can't cast spells well or how their mages can't tank properly.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Tormy on April 06, 2009, 09:01:58 am
Some of my friends are addicted to this FPS game, but I refused to try it out, because of it's cartoonish graphics. However I might give it a try, because as I heard you need serious teamwork in this game in order to be successful. [...however if it's true this is not a "skill game", IE. you don't need to have good aiming skills for example, and I don't like this part, but ah well, I shall see.  ;D]
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: AlStar on April 06, 2009, 10:36:03 am
Some of my friends are addicted to this FPS game, but I refused to try it out, because of it's cartoonish graphics. However I might give it a try, because as I heard you need serious teamwork in this game in order to be successful. [...however if it's true this is not a "skill game", IE. you don't need to have good aiming skills for example, and I don't like this part, but ah well, I shall see.  ;D]

Definately don't let the style of the graphics (which I actually happen to like) turn you off the game. Although it seems odd to say such a thing in the DF forums.

I'm not sure that I follow your line of reasoning that a game that requires serious teamwork (which is definately true - a team that works together will be stronger than a bunch of maveriks, even if they are individually more skilled) would negate the need for individual ability.

Certainly, some classes have a lesser need for aiming (engineers, medics... maybe pyros) but you're not going to get anywhere as a sniper that can't shoot straight.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Sowelu on April 06, 2009, 02:35:26 pm
Ha.  The designers keep going on about their graphics, if you read the dev diaries and stuff. They worked on it for like eight years with no real focus or anything to set it apart, and eventually figured out that this graphics style could make it one of the most immediately recognizable modern games.  And honestly?  They also accomplish their goal of making each class way more instantly recognizable than in TFC.

Yeah, they put humor into the game too, but it's not a BAD thing.  It's slightly tongue-in-cheek, that's all.  The announcer is also one of the most awesome things; she wouldn't have a place in a more serious game, but she is so utterly devastatingly -disapproving- when you are losing...  Meh it's awesome.  I like it.  I normally hate cartoonish, humorous games, but I like TF2.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: ToonyMan on April 06, 2009, 02:40:09 pm
"YOU HAVE FAILED"



Booooooooo.   ;D


Like some gaint metal godzilla or t-rex.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Yanlin on April 06, 2009, 03:08:18 pm
"THE BOMB HAS ALMOST REACHED THE FINAL TERMINUS WHOUHAHAHAHAHA!"
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: ToonyMan on April 06, 2009, 03:19:53 pm
WWEEEEEEEEEEEEWWWOOOOOOOOOOOOWWEEEEEEEEEWOOOOOOOOO
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Sowelu on April 06, 2009, 03:37:13 pm
Yeah, it's the subtle touches that really set the mood for TF2.  Like, when time expires on a map with no set offensive/defensive team, it's not a tie.  It's EVERYONE loses.

And the Announcer...She announces for BOTH teams...  Whose side is she really on, anyway?!

(I'm really, really hoping for "Meet the Announcer".)
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: umiman on April 06, 2009, 03:42:58 pm
Maybe she's actually twin sisters: one for each team.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Sowelu on April 06, 2009, 03:50:09 pm
That's the great thing.  EVERY explanation has the makings of an awesome story...and in every single one, the Announcer is the cruel mistress behind the scenes, while both teams are just little puppets.

The round will begin in ten seconds!  DANCE, PUPPETS, DANCE!
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Duke 2.0 on April 06, 2009, 05:46:43 pm
 What I mean by my heavy statement: His weaknesses are instant-kill classes. Every other class that has a weakness can at least run for cover. Heavies don't have that luxury.

 Say you are a demoman and you see a pyro going for you. You have a couple of seconds to react and somehow either kill the pyro using awesome demoman skills, or run away. A heavy see-HEADSHOT!

 Even with my horrible aim, I could take down heavies with no problems. I'm just thinking they could use either a defensive boost or more health. Their current health advantage means an extra second of sustained fire as opposed to the normal health rates.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Sowelu on April 06, 2009, 05:53:28 pm
So let me get this straight.  You're saying that, as a sniper, if a single lone heavy walks out onto the bridge in 2fort alone, you can kill him easily?

No kidding!  Heavies need cover fire, and they need distractions when advancing!  If their buddies can pin down the snipers, suddenly they own the place...and if you're a sniper sneaking into the enemy base and you have enough time to charge up a shot and kill a heavy, well, the other team probably has bigger problems than "heavy is weak to headshots".

Not all classes are useful in all situations.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Duke 2.0 on April 06, 2009, 05:57:24 pm
 Heavies are made to soak damage in front of the more squishy members of the team. If they can be felled in one hit easily in most situations, then they cannot fulfill their purpose.

 I can understand some situations are better for classes than others, but heavies are most vulnerable in positions they were made for. Sure they have a very harmful position, but they should be able to take some punishment.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Soulwynd on April 06, 2009, 06:18:00 pm
I separate most classes by range instead of a rps scheme. Heavy is a close to mid range class. Any insta kill class is dead if the heavy turns to them in close range while firing.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Sowelu on April 06, 2009, 06:25:11 pm
Heavies are made to soak damage in front of the more squishy members of the team. If they can be felled in one hit easily in most situations, then they cannot fulfill their purpose.

 I can understand some situations are better for classes than others, but heavies are most vulnerable in positions they were made for. Sure they have a very harmful position, but they should be able to take some punishment.

No, I'm sorry, I'm pretty sure you're wrong.  Heavies aren't meant to soak damage.  You can aim AROUND them.  No, heavies are meant to be a source of constant damage that is fairly hard to make go away--and that's different.  Also, "most situations"?  I think you really haven't been playing the heavy right, or you've been playing against people who use him badly.  Specifically you're using him in places that he shouldn't be...like long sniper alleys.

Heavies LOVE indoors spaces, and they love places where you have to try to run past them.  A heavy is a way of saying "You are going to take one hundred and fifty hit points of damage if you want to go through this room", or "Anyone who stays in here with me is dead".  With good medic support, they can beat down anyone who doesn't have time to organize against them...which means they're great on defense (O tends to get chased in and be in a hurry), or as part of an offensive push that can make it into the enemy buildings (oh crap!  it's a heavy!)

None of these are sniper friendly spots.  Heavies don't like sniper friendly spots.

Heavy is one of my favorite classes since all the way back in early TFC (I was usually my clans' heavy if I wasn't their conc-jumping medic); if anyone's going to whine about them being underpowered or too easy to counter it would be me.  But no.  I think they're perfect.

EDIT:  Did I really just type that?  I've been playing Team Fortress for WAY too many years.  Gah.  All the memories are welling up again.  Of all the hours I've spent in my life when I've been alone doing nothing, the most happy and satisfying of all of them were while I was a Heavy, guarding the flag, in Well.

Because every once in a while, someone would peek into the flagroom.  And soon after, they would die.  Horribly.

On public servers sometimes they would even try to ride up the elevator while I unloaded on them from above, which was hilarious...
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: The Doctor on April 06, 2009, 06:40:10 pm
(http://cache.gawker.com/assets/images/2008/11/custom_1226260520814_tf2announcer.jpg)
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Duke 2.0 on April 06, 2009, 06:47:23 pm
 The area between what is effective for snipers and what is effective for pyros is small and hazy. While I agree that a medic-heavy combo against people not organized towards them, that applies for every class.

 Still, I have issues with Heavy. Except as a defensive class, in which case they do indeed rock.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Soulwynd on April 06, 2009, 10:00:22 pm
Defensive? Hold back a crit uber on them to see what aggressive means. beats the hell of any other crits except for maybe a good demo who has the time to cover the field with crit stickies.

I'd always rather classify them by range when picking a class to play in the team, not if they are defensive or aggressive, all can do both. I play an aggressive engie for example, once I had 10 kills in a life without a single sentry up. For each part of each maps, some areas are better for short ranged people, some areas are better for mid range, and some for long range. So I try to balance the team by picking what's the best option to the area we're fighting in, while keeping in mind what everyone else is.

As for snipers, if you are doing the sniper game of killing the other team sniper, you're being useless, spies should be killing other snipers while you kill the enemy's medics/pyros/heavies/soldiers. As for pyros, it depends, you're better off protecting sentries or going from behind people if the map allows that. If you don't use the backburner, like me, you can protect your team by deflecting soldier's missiles as well, pretty awesome when you're charging with a payload and they are trying to missile/bomb your team.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Tormy on April 07, 2009, 08:49:16 am
Some of my friends are addicted to this FPS game, but I refused to try it out, because of it's cartoonish graphics. However I might give it a try, because as I heard you need serious teamwork in this game in order to be successful. [...however if it's true this is not a "skill game", IE. you don't need to have good aiming skills for example, and I don't like this part, but ah well, I shall see.  ;D]

Definately don't let the style of the graphics (which I actually happen to like) turn you off the game. Although it seems odd to say such a thing in the DF forums.

Yeah it might seems odd to say things like this on the DF forum, but somehow this cartoonish gfx looks extremely weird. I will try out the game anyways.  :)
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Soulwynd on April 07, 2009, 09:44:39 am
Some of my friends are addicted to this FPS game, but I refused to try it out, because of it's cartoonish graphics. However I might give it a try, because as I heard you need serious teamwork in this game in order to be successful. [...however if it's true this is not a "skill game", IE. you don't need to have good aiming skills for example, and I don't like this part, but ah well, I shall see.  ;D]

Definately don't let the style of the graphics (which I actually happen to like) turn you off the game. Although it seems odd to say such a thing in the DF forums.

Yeah it might seems odd to say things like this on the DF forum, but somehow this cartoonish gfx looks extremely weird. I will try out the game anyways.  :)
It only seems that cartoonish in still pictures, in my opinion. When it's in motion it looks better than a lot of more realistic games out there, It's always amazing to see the weapons reflection and shading when you turn around.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Abyss on April 07, 2009, 01:35:26 pm
I have to agree on the graphics, the cartoony look really is a boon for the game. It actually doesn't pull you out of the game, and all of the movements seem very realistic and the faces are pure gold. I believe that one of the reasons Valve went with a cartoon style is because it is a video game, and unrealistic moments WILL happen no matter how good the engine. If the graphics are uberrealistic, then when something odd happens it will draw the player out of the game. But if the graphics are presented in a somewhat silly style, then when something silly happens the player's immersion isn't damaged.

Although the characters closing their mouths after yelling when dead can be disturbing...
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Sowelu on April 07, 2009, 02:14:45 pm
the faces are pure gold.

The Heavy changes his expression based on things like his damage intake and how many hundred bullets he's fired recently.  He gets so HAPPY when he wipes out several enemies, and as a medic keeping him healed, it's a true joy to watch.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Soulwynd on April 07, 2009, 02:16:06 pm
Yeah, snipers get a sarcastic smirk once they do a few headshots too. It's fun.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is ne
Post by: LASD on April 07, 2009, 03:06:05 pm
the faces are pure gold.

The Heavy changes his expression based on things like his damage intake and how many hundred bullets he's fired recently.  He gets so HAPPY when he wipes out several enemies, and as a medic keeping him healed, it's a true joy to watch.
And it's a joy to hear his singing and laughing in similar conditions. The voices are pure gold too.

Though currently I can mostly enjoy just the voices as my crappy computer forces me to crank down on graphics and so the facial expressions (isn't there an option to get even fancier expressions on their faces somewhere?). I really look forward to playing TF2 with the new computer I'm getting in a few months.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: SHAD0Wdump on April 07, 2009, 03:32:48 pm
All you need to do is pop character detail to medium and you have it...

Still a somewhat adverse effect.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is ne
Post by: LASD on April 07, 2009, 05:29:09 pm
No, not that easy.

After searching around a bit, I found the thing I was looking for. It's HWM models. When you have those things on, the characters will supposedly look as good and have as diverse facial expressions as in the "Meet the Team" videos.

Also, apparently mat_picmip, which defines the texture quality of the game goes under -1 (very high), In fact it goes all the way to -10, which should make the game look pretty damn nice.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: ToonyMan on April 07, 2009, 05:31:33 pm
If it doesn't run at 0.01 FPS.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Yanlin on April 07, 2009, 05:43:50 pm
I used to play on the secret ultra graphics settings. I'd get 25 FPS on my shitty rig.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: ToonyMan on April 07, 2009, 05:44:38 pm
Ehh....that's a little low for me.  I rather have at the lowest 40.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Soulwynd on April 07, 2009, 06:11:17 pm
Any links to pages that tell you to set those ultra high settings? I tried googling without luck, course, I'm busy playing tf2 at the same time, so I'm hoping for someone's kindness.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Puck on April 07, 2009, 06:20:16 pm
same. without the "playing tf2 atm" thing. but wtf ultra high?

I believe that one of the reasons Valve went with a cartoon style is because it is a video game, and unrealistic moments WILL happen no matter how good the engine. If the graphics are uberrealistic, then when something odd happens it will draw the player out of the game. But if the graphics are presented in a somewhat silly style, then when something silly happens the player's immersion isn't damaged.
The dev commentary has some very nice details about how and why they picked the 60ties advertisement cartoon style. And it does make sense. Seriously, obviously I cant say it enough:

LISTEN TO THE FRIGGIN DEV COMMENTARY, youll notice how every design decision falls into place. It just fits, it just makes sense. Those guys aren't dumb, at all.

The reason you mentioned wasnt mentioned in the commentary, but it definetly makes sense, too. No matter how hard you try, with todays hardware a character will never look 100% realistic, but games already try. Which is totally weird, and makes the average protagonist in a videogame look like some weird creepy doll. emphasis on creepy.

Until we get it down properly, we should actually focus on abstraction a bit more.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Puck on April 07, 2009, 06:28:29 pm
No, I'm sorry, I'm pretty sure you're wrong.  Heavies aren't meant to soak damage.
in fact, they are. they have this big hitpoint buffer so the medic has an easier time keeping them alive. even if "tanking" actually has no place in pvp (almost never ever, in almost no game) it has the ability to tank, for a reason. Again, dev commentary.

ooops, meant to nudge that in the above post, but screwed up.

Oh well, sue me  ;D
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Sowelu on April 07, 2009, 06:44:04 pm
Okay...Yeah, that's true.  ;D  The main advantage of being a heavy in a group, though, is that enemies will often not try to kill you first.  They aim for your medic, or they aim for the pyro with half your health...  while YOU get to go absolutely wild with your gun and mow down everything.  While other people are dodging rockets, you don't need to bother because shooting at you is a little pointless...shooting at a heavy means it takes more shots to lower the damage your team is dealing.

The first reaction to "omg pyro" is "KILL IT".  The gut reaction to "omg heavy" is "Get behind something!"  You kind of own the battlefield, especially indoors.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: ToonyMan on April 07, 2009, 06:47:37 pm
The heavy crouching in the corner of the CP always gets me.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Sowelu on April 07, 2009, 06:57:13 pm
Let's speculate on new sniper weapons!

Okay, I was a big fan of leg shots in TFC.  There's kind of no point when you can just kill them with a headshot, but leg shots worked without being fully charged.  So my guess for the primary replacement is:  A rifle that takes 50% longer to charge, but can slow someone for three seconds if you shoot them in the leg when at least, iunno, 1/3 charged.

What do snipers hate...well, among other things, spies.  I'm going out on a real limb here and suggesting that snipers might get something to deal with that little spy problem while requiring more devoted teamwork.  Replace the machine gun with binoculars that don't zoom very hard, but can spot cloaked spies!  They DON'T tag them for your team...that's your job!  Voice chat makes it easy.  Hell, let's throw in enemy ubercharge % while we're at it.

That leaves the machete...though my binocs idea could easily have replaced the machete instead.  However, nobody likes giving up a melee weapon so let's keep it.  I'm guessing...  A BIGGER MACHETE.  As in, "THIS is a knife."  Snipers like charging shots, right?  Let them spend a second to charge up a swing for higher damage, or...  Let's say 50% crit chance.  Something along those lines.  Lets you take down a spy from the front or do a little back stabbin' of your own, makes you scary to an unprepared opponent, but dude, it's just a knife, they can back out of range if they want.

So my guesses are a Legshot Rifle, Binoculars, and a Bigger Knife.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: The Doctor on April 07, 2009, 08:16:44 pm
The problem with the knife is that they don't want a replacement, they want an alternative.

You didn't say anything that would make some people favor the old one over the new.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Sowelu on April 07, 2009, 08:19:55 pm
Mmm.  Can ONLY charge up your melee shot then, with no fast strikes.  That would make me really think twice about it.  Though to be honest it's really not all that different of a weapon in the end.  So that's the weakest of my ideas, yeah, IMO.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Puck on April 07, 2009, 08:23:38 pm
The main advantage of being a heavy in a group, though, is that enemies will often not try to kill you first.  They aim for your medic, or they aim for the pyro with half your health... 
And that's exactly why there is so little room for actual tankers in pvp games, why would anybody shoot a damage sponge when there are glass cannons to break?  ;D
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: ToonyMan on April 07, 2009, 08:38:52 pm
Yeah, like in CoH.  Everybody thinks tankers are the big bad guys that can take damage and dish it out, but in reality tankers are one of the weaker classes.  Blasters are the complete opposite, oh how much I hate blasters that think they are tankers, but oh well.  Maybe there's a reason for it.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: WorkerDrone on April 07, 2009, 08:46:33 pm
Sniper Update? New weapon?

Piss Gernades. (JARS OF PISS!)

Slows opponents. Reveals spies. Low splash damage. And for a limited amount of time, a direct shot from a 50% charged Sniper Rifle results in Instant kill.

GET YOURS TODAY.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Soulwynd on April 07, 2009, 08:55:57 pm
I don't think they will get binoculars, that's pointless. I think either dual-shot rifles for a faster pewpew with slower reload, similar to the scout or a rifle with adjustable zoom. I'd like to see them get some sort of camo, which is something snipers usually do, they use camouflage or some sort of alarm they can put down that will warn them is someone is getting close.

Jar of piss would be a must. xD  I think that a bigger knife would be just sad, like the heavy's gloves.

The main advantage of being a heavy in a group, though, is that enemies will often not try to kill you first.  They aim for your medic, or they aim for the pyro with half your health... 
And that's exactly why there is so little room for actual tankers in pvp games, why would anybody shoot a damage sponge when there are glass cannons to break?  ;D
A good heavy will move in front of people and a good team will hide behind him. There's always room for tanking.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Puck on April 07, 2009, 09:14:26 pm
Hence "little room" and not "no room"  ;D
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Sowelu on April 07, 2009, 09:15:46 pm
Ooh.  I like that alarm idea.  But I think a two shot rifle would be so oh my god overpowered.

Being able to see a spy coming, whether visually or audibly or whatever, would be great in a lot of ways.

I'm not sure how camo would work...  Something like a spy cloak as long as you hold still, or what?  That could work.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Puck on April 07, 2009, 09:21:06 pm
My bet is on a semi automatic rifle. Higher rate of fire, no need to leave zoom, but less or no charging power.

Also I think the piss jar was an aprils fools joke, but I guess we'll see.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Soulwynd on April 07, 2009, 10:59:03 pm
50% transparency and 50% speed for some time? Even 50% is enough to keep you from being seen in the middle of the frail. But i'd rather have the textures change color to match a wall you target when using the camo.

The jar of piss was the april's fool joke, but people really liked it, haha.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: WorkerDrone on April 07, 2009, 11:37:44 pm
Knowing Valve, you CAN'T know what Valve will do.

Because Valve does what Valve wants.

That's just Valve.

So.

In all likelyhood, we shall be seeing Jars o' Piss included in the Sniper's armoury. Because lets face it. Jars of Piss are just awesome.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Gunner-Chan on April 07, 2009, 11:42:23 pm
I have this game but I can't play it right now... Fucking utorrent... I miss my Pyro.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is ne
Post by: LASD on April 08, 2009, 02:58:34 am
Soulwynd, I found something that should make the game look nicer:

Writing these:
Code: [Select]
mat_picmip -10
mp_usehwmmodels 1
mp_usehwmcvds 1
in the console should make the game a lot prettier. You should also be able to put these to the config or autoexec file, so they would be on automatically, but I couldn't find a file anywhere that includes them.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Yanlin on April 08, 2009, 05:48:39 am
I have this game but I can't play it right now... Fucking utorrent... I miss my Pyro.

Hey pirate scum, how about you actually buy the game? It's fucking $20.

http://store.steampowered.com/app/440/
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Soulwynd on April 08, 2009, 09:18:42 am
I have this game but I can't play it right now... Fucking utorrent... I miss my Pyro.

Hey pirate scum, how about you actually buy the game? It's fucking $20.

http://store.steampowered.com/app/440/
Go troll your mom. You don't even know if he owns the game or not (or maybe you do, but I like pirates <3). Yesterday I couldn't play because I was downloading the new fansub of fullmetal alchemist on utorrent.

(http://img.photobucket.com/albums/v68/soulwind/external/JerkStore.jpg)

Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Puck on April 08, 2009, 09:37:12 am
Yesterday I couldn't play because I was downloading the new fansub of fullmetal alchemist on utorrent.
Why?
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Soulwynd on April 08, 2009, 11:34:11 am
Yesterday I couldn't play because I was downloading the new fansub of fullmetal alchemist on utorrent.
Why?
Cause I wanted to watch something and I keep up with most anime/shows releases there are, so that was the only thing that was new yesterday.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Puck on April 08, 2009, 11:38:03 am
But why did it prevent you from playing?
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: JoRo on April 08, 2009, 12:54:05 pm
People tend to not appreciate it when you get on the server with a four-digit ping.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Gunner-Chan on April 08, 2009, 12:58:21 pm
I have this game but I can't play it right now... Fucking utorrent... I miss my Pyro.

Hey pirate scum, how about you actually buy the game? It's fucking $20.

http://store.steampowered.com/app/440/

Just so you know, I own the game legally and would never pirate anything from valve. It's not even my torrent running preventing me from playing.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Puck on April 08, 2009, 01:00:22 pm
People tend to not appreciate it when you get on the server with a four-digit ping.
I'm actually quite astounded that still happens these days, unless you're trying to transport data via smoke signals.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: umiman on April 08, 2009, 01:07:11 pm
What does uTorrent have to do with running TF2? (Other than piracy)
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Gunner-Chan on April 08, 2009, 01:08:57 pm
What does uTorrent have to do with running TF2? (Other than piracy)

A torrent works by trying to connect to other users constantly, TF2 works by maintaining a connection to the server. So the torrent ends up sucking up all the bandwidth and you get a ping that makes a 56k user laugh at you.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: umiman on April 08, 2009, 01:09:43 pm
So why don't you turn it off?
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Puck on April 08, 2009, 01:14:17 pm
One guy in this thread didnt turn it off because he wanted something off that torrent badly, the other one because he had no control, somebody else is obviously sucking on the same intertube.

The thing is... I dont know where you have to live, or how you have to configure your torrent client, that it still manages to fuck up your connection to a gameserver. that really shouldnt happen anymore these days.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Gunner-Chan on April 08, 2009, 01:14:58 pm
So why don't you turn it off?

Because it's my brothers and I don't wanna be a dick.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: umiman on April 08, 2009, 01:19:18 pm
And here we see the revelation. If only people were more precise in their conversations, then we wouldn't be constantly involved in these kinds of misunderstandings.

Quote
Hey, do you want to come along?
Come along where?
We're going to a party.
What party?
Elaine's birthday party man!
Now?
Yeah, now.

Can now be!

Quote
Hey, want to come to Elaine's birthday party now?
Sure.

Likewise, Sniper Joe could have avoided looking like a perversive pirate if he had simply said:

Quote
I have this game but I can't play it right now... I wish my brother would stop leaving uTorrent on all the time on the computer... I miss my Pyro.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Gunner-Chan on April 08, 2009, 01:23:31 pm
Actually I don't see why it would matter anyway, all it takes is for someone to see "torrent" then they disregard the rest of the text and jump on you for pirating. The kind of person that complains about that isn't going to believe you.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: ToonyMan on April 08, 2009, 01:24:26 pm
I torrent for a torrent.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: umiman on April 08, 2009, 01:33:10 pm
I have transcended torrents. You lowly fools are merely worms in my divine eyes. P2P? Hah! Childs play. Enlightenment in file transfer leads back to full circle, bringing us to the ultimate forum in which only the truly worthy can access. From there we (Royal) bask in our stable 3mb/s download speeds from which we are able to finish downloading 1080i episodes of House 30 minutes after its showing alongside complete and total file transfer invisibility.

Hear me mortals, you are but far... far below our realm, constantly plunging into risk after risk, exposing your IP and transfer rates for all to see. When the great cleansing comes in the form of black suited individuals, only those who believe in a higher order will survive.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: ToonyMan on April 08, 2009, 01:35:38 pm
Muahahahahaah!
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Gunner-Chan on April 08, 2009, 01:38:47 pm
We should get back to TF2 now... ON that note, what does everyone think of the Blutsauger? Is it possibly the best unlock weapon in the game due to having no real drawback, or is it just keeping medics from doing their job?
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Sowelu on April 08, 2009, 01:47:27 pm
I torrent for a torrent.

I heard you liked downloading, so I put a torrent in your torrent so you can download while you download.

As for Blutsauger, I only just got that recently and yeah it is pretty nice, at least in theory.  I'm not a great shot with it but I have killed some scouts with it on Well recently.  I think the original gun is a bit weak, and could be improved if healing also contributed to your crit chance--so heal a heavy up from almost dead, then get a lot more crit needles for a little bit.

As for "doing their job", medics can't always be healers.  When you just stepped out of spawn and realize that your last cap point is open and needs defending, or when your pet heavy dies, it's important that you can run over and sit on that point and actually defend it!  Sure you're weak against most other classes or skilled players, but it CAN be done.  The blutsauger makes medics more useful when they're forced to defend while waiting for backup.

Pathetic ammo and clip still makes it not feel overpowered, to me.

And if you want to talk about anything overpowered on a medic...well, I was my TFC clans' medic, and I was used to capturing the flag solo and almost unchallenged while the whole rest of my team defended.  When conc grenades got nerfed I stopped playing, because the medic was SO overpowered beforehand that it was hard to go back.  :D
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Puck on April 08, 2009, 01:53:05 pm
I love both syringe guns. They shoot pretty similar to a paintball marker, so I was comfortable with them right away.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: ToonyMan on April 08, 2009, 02:13:30 pm
I tested a HWG vs. a Medic at 3 meters from each other.



I made them both fire at the same time, one had a mini-gun.  The other a Blutsauger.


Guess who won?


THE MEDIC!  I honestly think The Blutsauger is the best weapon in the game.  It destroys anything.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: The Doctor on April 08, 2009, 02:47:24 pm
It not so much destroys everything, but it makes you last longer so you can win a war of attrition.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: AlStar on April 08, 2009, 03:28:05 pm
I tested a HWG vs. a Medic at 3 meters from each other.

I made them both fire at the same time, one had a mini-gun.  The other a Blutsauger.
...

The fact that the Heavy's main gun takes a second or two to start firing would definately put him at a disadvantage against the medic, especially one armed with the Blutsauger.

That's why I try to never stop spinning my barrels if I'm in known hostile territory - that couple of seconds can and will get you killed.


Do you guys have any favorite server that you play on? It'd be neat to play against you - plus, I've been looking for a good server for a while now.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Jreengus on April 08, 2009, 03:39:38 pm
I normally play on the Spa servers, All maps 1 normally. http://www.specialattack.net/tf2 (http://www.specialattack.net/tf2). Be sure to register on their forums so you can collect Spa points which you can then use to set the next map buy a spray permit or even reserve a slot. My name on steam is Jreengus Occured.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: ToonyMan on April 08, 2009, 03:49:57 pm
I tested a HWG vs. a Medic at 3 meters from each other.

I made them both fire at the same time, one had a mini-gun.  The other a Blutsauger.
...

The fact that the Heavy's main gun takes a second or two to start firing would definately put him at a disadvantage against the medic, especially one armed with the Blutsauger.

That's why I try to never stop spinning my barrels if I'm in known hostile territory - that couple of seconds can and will get you killed.


Do you guys have any favorite server that you play on? It'd be neat to play against you - plus, I've been looking for a good server for a while now.


I meant they both actually fired at the same time.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Sowelu on April 08, 2009, 04:06:56 pm
I call shens.  Relevant TF2wiki pages:
http://tf2wiki.net/wiki/Minigun
http://tf2wiki.net/wiki/Blutsauger

The Blutsauger fires 10 needles per second.  If they all hit that's a gain of 30/second, that we can subtract from the Heavy's damage, but it seems very small honestly.

Heavy at point blank does 500-540 damage per second, medic does 100-150.  That's too obvious.  Let's back up to midrange where the heavy won't hit with all bullets.

Heavy: 50-300/sec, which puts the average at oh...175/sec.  Medic at long range: 50-100/sec, or 75.  Once you apply the vampirism, heavy is doing 145/sec and medic is doing 75/sec.  Heavy has 300 health, medic has 150 health.

So the heavy is doing very nearly twice the damage after healing is factored in, AND he has twice the hit points, all this at a range defined as "Medium range is defined as the main resupply door to the opposite wall on the upper level of 2fort."  AND the heavy can crit for what is essentially an instant kill, while the medic can't with the blutsauger.  Oh yeah and the medic has to reload in a prolonged firefight.

At long range, battlement to battlement of 2fort, heavy does 50-100 or 75/sec, modified to 45/sec, while the medic does 50-60 or 55/sec.  So the medic has a little advantage!  Except there's still reloading, and oh yeah, the syringe gun and presumably also the blutsauger don't always fire straight!  Plus the heavy still has 2x the hit points.

I'd be interested in verifying your results sometimes, but the math doesn't seem to stand up.  Even with the 1-second spin-up time, I would still expect the heavy to win against a Blutsauger wielding medic at ALL ranges.  I don't know how you got those results but they're so out-of-line I have to think SOMEthing went wrong.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: ToonyMan on April 08, 2009, 04:09:39 pm
That's weird.  Maybe I was hallucinating.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Sowelu on April 08, 2009, 04:17:07 pm
If the heavy was firing off-center and not hitting with enough bullets, that could totally happen.  But either way the medic with blutsauger CAN'T kill a heavy in less than exactly two seconds...period, even at max damage.  And blutsauger never crits.  Max is 150/sec and heavy has 300 hp.  I think we've ALL been killed by a heavy in less than one second at that kind of range.

Oh yeah, other things:  Blutsauger clip is 40 shots, or four seconds of fire.  Medic carries 150 total ammo, or 15 seconds of fire, while the heavy carries 200 ammo at 10 ammo per second, 20 seconds of fire.  Wiki claims that the Blutsauger takes 1.6 seconds to reload...That actually seems a little bit high to me, but if it's accurate, that's crippling!

Heck, the heavy's SHOTGUN does 133-150 damage per second at point blank, and can fire for a little over three seconds before reloading.  I'd give good odds to the heavy killing a medic before needing to reload with shotgun vs blutsauger at short range, and definately winning as soon as the medic starts reloading.

Oh...Medics do have natural regen, but when they've recently taken damage it's only 1/sec.  So that doesn't change any results here.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: ToonyMan on April 08, 2009, 04:25:56 pm
I remember that the medic had to reload once to kill the heavy.  The medic usually had about red health when he killed the heavy, but he was alive and the heavy was dead.  I...uh....I swear that's what I remember.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Sowelu on April 08, 2009, 04:32:12 pm
Oh hey...Was the heavy in question using the alternate minigun?  Because that does damage slower and might push it over the edge in some situations...
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: ToonyMan on April 08, 2009, 04:39:02 pm
Nope.




I think it was because a heavy is VERY inaccurate at even mid-ranges and the medic could survive long enough to kill him.



EDIT:  The health bonus for every hit is what makes the difference from live and death.  Wouldn't work with the default needle gun if I recall.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is ne
Post by: LASD on April 08, 2009, 05:12:26 pm
In a Medic vs Heavy situation, the Medic is usually circle-strafing and has it easy hitting the slow-moving revved-up Heavy. Whereas the Heavy must flail his crosshairs around trying to hit the strafing and jumping Medic. With a good Medic and a mediocre Heavy, the latter will soon be dead and the Medic will probably be in good condition after the fight, thanks to Blutsauger.

Sometimes when I'm at half life and alone, I'm happy to see a Pyro in mid-range so I can suck his blood and heal up, also when one manages to set me on fire, I'm quite glad if (s)he chooses to follow me as I can heal faster with the Blütsauger than the fire can hurt me.  Blutsauger is pretty much an upgrade in my eyes, there's just so many situations where it's useful.

Also, the 1,6 sec reload time sounds about right as it has caused me great frustration oh so many times.


P.S. The Sniper might get a Boomerang to replace the Kukri. He might even be able to throw it because they have already made a ranged melee weapon.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is ne
Post by: Sowelu on April 08, 2009, 05:33:11 pm
P.S. The Sniper might get a Boomerang to replace the Kukri. He might even be able to throw it because they have already made a ranged melee weapon.

OH MY GOD YES.  Except...that would be way too overpowered in the melee-only sudden death modes :x
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Yanlin on April 08, 2009, 05:44:15 pm
Melee weapons work just like ranged weapons. Only they cut off at a very short range.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker" The Sniper update is next.
Post by: Sowelu on April 08, 2009, 06:34:26 pm
Well yeah, but you really think a half-skilled sniper with a boomerang isn't going to beat the tar out of, I dunno, a pyro with an axe that doesn't catch him off guard?  You're going to get a lot of free hits while they approach, well, probably one anyway.  I wonder what happens if you get out of line of sight to it, if you chuck the boomerang then run through a doorway...hmm.

I'm worried that it would end up being far weaker than the kukri, because when you throw it, you can't still keep swinging it around.  Many many less hits probably in the long run.

Still, this HAS to at least be a weapon they considered.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Puck on April 09, 2009, 08:57:41 am
Melee weapons work just like ranged weapons. Only they cut off at a very short range.
and they have unlimited ammo and no clipsize, hence, no reloading.

I always wondered... for instance the bottle of the demoman... is there any difference to the bottle as a whole or when its broken already? My theory is, when it breaks its just a notifier of "you just had a critical hit, hooray". Basically indicating only the first critical hit you land with it.

Anybody knows whats up with that? Are there any other (melee) weapons that "transform"?
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker" The Sniper update is next.
Post by: Duke 2.0 on April 09, 2009, 09:18:26 am
 Spy Update.
 Throwing knives.
 That is all.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker" The Sniper update is next.
Post by: Yanlin on April 09, 2009, 10:49:41 am
Shurikens.

That is all.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker" The Sniper update is next.
Post by: ToonyMan on April 09, 2009, 01:26:28 pm
(I need to think of something witty for the spy to have.  Hmmmm..)



Lit cigarettes!
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker." The Sniper update is next.
Post by: Sowelu on April 09, 2009, 01:27:40 pm
Melee weapons work just like ranged weapons. Only they cut off at a very short range.
and they have unlimited ammo and no clipsize, hence, no reloading.

I always wondered... for instance the bottle of the demoman... is there any difference to the bottle as a whole or when its broken already? My theory is, when it breaks its just a notifier of "you just had a critical hit, hooray". Basically indicating only the first critical hit you land with it.

Anybody knows whats up with that? Are there any other (melee) weapons that "transform"?

Demoman has the only transforming one, and according to the wiki and its piles of community testing (tf2wiki.net), there is no difference whether it's broken or not.  Though it is funny to use the taunt where he drinks from it when it's broken.  He doesn't even notice...
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker" The Sniper update is next.
Post by: Puck on April 09, 2009, 02:40:04 pm
Don't ridicule my demoman!

Oh and does the wiki say anything about WHY the bottle breaks?
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker" The Sniper update is next.
Post by: Gunner-Chan on April 09, 2009, 02:49:18 pm
Oh and does the wiki say anything about WHY the bottle breaks?

I think it's the crit animation.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker" The Sniper update is next.
Post by: The Doctor on April 09, 2009, 06:37:24 pm
Yeah, been playing demoman alot.

It doesn't happen on no-crit servers, and it always happens when you get a crit with the bottle.

And it doesn't do extra damage... *sadface*
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker" The Sniper update is next.
Post by: ToonyMan on April 09, 2009, 06:48:10 pm
Looks cool though, and we all know that's what only matters.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker" The Sniper update is next.
Post by: The Doctor on April 09, 2009, 06:58:25 pm
*looks cool*

*dies from nerdy looking assassins*

*comes back as ghost*

You... were wrong.

DEAD WRONG. *pun*
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker" The Sniper update is next.
Post by: Nilocy on April 09, 2009, 08:11:55 pm
Well, the broken bottle happens because it was a crit... so it does do extra damge. But when its broken it still does the normal damage and possible crits.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker" The Sniper update is nex
Post by: LASD on April 13, 2009, 11:47:57 am
Hahah, TF2 stats (http://steampowered.com/status/tf2/tf2_stats.php) are completely broken weapon-wise, here's a snippet:
Spoiler (click to show/hide)

Syringe gun and SMG dealt a third of all damage done last week in the game, that doesn't sound quite right. Also, 7% of damage by shovel! I've probably seen 3 people get killed by shovels ever. Apparently that will change as the blue stats say that the shovel averages at 107 per hit. I'd start using it if it hit that hard.

Also, other tables tell a story of SMG being used from the furthest away (a little shy of 1600 game inches) and the Sniper Rifle being used of only half that distance.

I think the secondary weapons are being mixed with the melee weapons and primary weapons with secondarys or something like that. Funny nonetheless.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker" The Sniper update is next.
Post by: Yanlin on April 13, 2009, 12:04:21 pm
If you think that's funny, look at the win ratio per team for Goldrush.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker" The Sniper update is next.
Post by: Sowelu on April 13, 2009, 12:20:34 pm
Huh.  The stats were pretty accurate last time I looked, a few weeks back...I'm guessing they're a little hosed right now due to possible expansion-related stuff.  I'm guessing the "pipe bomb launcher" is actually the rocket launcher, the "smg" is actually the sniper rifle, the (blank) is new sniper gun, and the bottle is something else, who knows what.  Look at the distance when compared with late last year (http://web.archive.org/web/20080213214944/http://www.steampowered.com/status/tf2/tf2_stats.php).

It looks like an indexing error to me.  IE they added new weapons that shifted the names around on the old ones; the data is indexed differently to how it's displayed (and possibly it's a mix of old and new data anyway).
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker" The Sniper update is next.
Post by: The Doctor on April 13, 2009, 05:41:07 pm
And the soldier/engi shotgun...

The soldiers shotgun is used closer then some melee weapons! D:
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker" The Sniper update is next.
Post by: Jreengus on April 21, 2009, 10:30:56 am
SO what does everyone think of the newest update? The ability to delete items seems retarded since you will never ever get it back, also anyone want to guess at the new head items? What will they do? Who will get which? Will the pyro substitute his mask for something that lets us see his face and hear his voice?
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker" The Sniper update is next.
Post by: Gunner-Chan on April 21, 2009, 10:36:42 am
My guess is the item deletion is just so that you can reset everything when they implement achievement resetting.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker" The Sniper update is next.
Post by: Sowelu on April 21, 2009, 12:10:06 pm
You mean see HER face and hear HER voice.

Also.  WHAT DO YOU MEAN NEW UPDATE?! *foams*  I've been checking teamfortress.com religiously, like, twice a day for the last couple weeks!  There's still nothing there!  O_O

*fishes up details (http://store.steampowered.com/news/?appids=440)*

Oh.  That wasn't very interesting.

So there's a new slot for 'head' items?  My guess is going to be minor buffs and not-so-minor ones.  Helmets for reducing sniper damage?...seems excessive, even if it just means it takes two headshots to kill a heavy.  Bonk resistance, same thing.  Might be worth it if the helmet blocked the top 1/4 of your vision or something though.  Binoculars?..maps aren't that big.  A replacement for the scout's headset?  What would that even mean?  I mean this isn't sci-fi, so targeting things for boosting damage don't make sense, and I don't see how a head item would boost running speed or reduce non-sniper damage.  Scuba mask?  Hmm...
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker" The Sniper update is nex
Post by: LASD on April 21, 2009, 03:09:42 pm
There were some snippets (http://forums.steampowered.com/forums/showthread.php?t=845583) from server code or something people managed to fish out over at steamforums that reveal quite many things. Apparently Demo is getting a FRO and Heavy a Football Helmet, the less were quite uninteresting.

Frankly, I'm quite worried with the tide of weapons that will pour in, but I trust Valve to keep things balanced and fun. They haven't let me down yet.

EDIT: Oh yeah, also the Spy's 3rd unlockable will substitute the watch as that's the third item in the new equipment screen. Though the picture is of the disguise kit.
Title: Re: Team Fortress 2: "Wave goodbye to yer head, wanker" The Sniper update is next.
Post by: Sowelu on April 21, 2009, 03:20:52 pm
OH MY GOD DEMO WITH A 'FRO.

...

>_O

My god, Valve.

Ha, I'm so amused that that post bolded this line:
"LoadoutSlot_Grenade" "Grenade"
(I don't know if I do want or don't want)

*keeps reading*

OH JESUS CHRIST IT REALLY IS DIABLO OMFG.

...Except this is old code, so they probably decided against it a long time ago.
Title: Re: Team Fortress 2: "Nice goin' ya bludgers!" Hats incoming!
Post by: Duke 2.0 on April 21, 2009, 03:25:38 pm
 Due to the fact that my brothers account has been the one I have been playing, a lot of achievements have been unlocked that he wanted to do. An achievement reset would be handy here.

 Still, resetting stats so when I get my own copy he can play fresh would be grand.

 Although I get the feeling the people who disconnect in order to not have a kill registered would take healthy advantage of this.

 Edit: Also, I dunno if this was mentioned in this thread, but there is a grenade object ingame that Valve didn't allow to be used because playtesters found it had... issues.

 Takes me back to the days of playing Halo 1, and the random mortar-like deaths of the more cramped and vertical maps.
Title: Re: Team Fortress 2: "Nice goin' ya bludgers!" Hats incoming!
Post by: Sowelu on April 21, 2009, 03:47:03 pm
Ok, more thoughts:
- Demo 'fro needs to have a purple headband.  JUST BECAUSE.  And I'm betting it gives more crits but weaker stickybombs?
- Batter's Helmet probably is either sandman related, or maybe increases bat damage for weaker other stuff, oh hell yes.
- What if the grenade item is actually something for the demo's launcher?  IE you customize your launcher and you customize what it launches, more or less bounce, longer or shorter fuse...  Iunno.
- If these random weapons are at all tied to performance, instead of something like 'play for an hour' or something, it's going to be horrible because of achievement servers.  It's not like Diablo's Bnet servers, they won't actually be hosted by Valve.
- Oh man I know what would be awesome
- If your random weapons were TIED TO A SERVER or to a server group
- so they are stored on whatever server you get them on, and maybe they can be shared across some clan's four servers or whatever
- wouldn't that be freaking sweet
- yes it would

EDIT:  Now this (http://forums.steampowered.com/forums/showthread.php?t=844795) is epic.
Title: Re: Team Fortress 2: "Nice goin' ya bludgers!" Hats incoming!
Post by: Xotes on April 21, 2009, 06:11:15 pm
Snip because I fail at detecting an obvious troll/parody.
Title: Re: Team Fortress 2: "Nice goin' ya bludgers!" Hats incoming!
Post by: Sowelu on April 21, 2009, 06:43:01 pm
I really miss the Quake 2 "King of the Server" mod...server...thing.

It was one server, like three interconnected ones at its height, that tracked stats, gave you experience for kills, and let you upgrade your weapons by hitting up their website.  Man I loved my highly upgraded machine gun.
Title: Re: Team Fortress 2: "Nice goin' ya bludgers!" Hats incoming!
Post by: JoRo on April 22, 2009, 05:56:53 pm
Valve could've stood to learn something about keeping their devblog updated when Toady visited.  Then at least the Steam forums would be whining about some real information, instead of things that are only hinted at and mostly exist only in their heads.
Title: Re: Team Fortress 2: "Nice goin' ya bludgers!" Hats incoming!
Post by: Sowelu on April 22, 2009, 07:19:37 pm
The kerfuffle with no information is drumming up interest!  Heck, it got ME playing again.
Title: Re: Team Fortress 2: "Nice goin' ya bludgers!" Hats incoming!
Post by: Ampersand on April 24, 2009, 05:13:26 pm
I'm in the diablo-like weapon system camp. Nothing else explains why all the weapons have levels.
Title: Re: Team Fortress 2: "Nice goin' ya bludgers!" Hats incoming!
Post by: Sowelu on April 24, 2009, 05:36:36 pm
Someone dug up some XML-like stuff that controls what bonuses each attribute gives, and what item levels the attribute is allowed on.  It looks straight out of Diablo, yes.
Title: Re: Team Fortress 2: "Nice goin' ya bludgers!" Hats incoming!
Post by: Jreengus on April 24, 2009, 06:17:47 pm
So what's everyone's favourite moment they've had in game?

I recently got a new favourite, playing as a sniper in granary we had pushed to the fourth point so I ran over to it and ended up on the balcony just as the enemy retook it. For some reason none of them looked up so I figured I had nothing to lose and leapt down wielding a kukri to deliver my own little sniper backstab to one of the medics, and I actually critted killing them in one hit.  I then gave the other medic a whack but got turned on by a heavy demo and soldier. Just had me smiling though at the image of my crazed Australian sniper leaping down onto this medic and slashing him in half with his kukri.
Title: Re: Team Fortress 2: "Nice goin' ya bludgers!" Hats incoming!
Post by: Sowelu on April 24, 2009, 06:28:00 pm
One of my favorite times was as a sniper too--I'm terrible with a sniper, but on one newbie server I staked out the end of a way-too-long alley on some unpopular map, and managed to take off like fifteen heads because all the fighting was way down the other way...
Title: Re: Team Fortress 2: "Nice goin' ya bludgers!" Hats incoming!
Post by: Soulwynd on April 24, 2009, 06:50:32 pm
My fav time was being a pyro and killing 6 people with a single taunt.

Second fav would be as demo trapping the bridge and blowing quite a few people with a single click.

I just wish steam would record my records correctly, my client shows different numbers from steam. :(
Title: Re: Team Fortress 2: "Nice goin' ya bludgers!" Hats incoming!
Post by: SHAD0Wdump on April 24, 2009, 07:16:21 pm
My fav time was being a pyro and killing 6 people with a single taunt.
What I'd do to see that...
Title: Re: Team Fortress 2: "Nice goin' ya bludgers!" Hats incoming!
Post by: Duke 2.0 on April 24, 2009, 07:22:31 pm
 Last Dustbowl map as defenders. Demoman. Two engineers give me a bit of a safe zone as I sticky the hell out of the beginning choke point. It was that which made me appreciate the power of a demoman in my hands.

 Then there was that arena moment where only me as a soldier and the enemy spy were the only ones left. We were hunting eachother, him decloaking to get some potshots and me generally hitting him with rocket splash every time he shows. Eventually I'm terribly low on health, to the point where another shot could kill me. So I turn into a room and crouch into a corner, because the next hall goes into an exposed area and he might expect me to just rush out.
 Knowing there is a possibility he could be following me, I shoot a rocket at the middle of the room.
 It hits him dead center.
 My team gives me mad props, despite it being a luck shot. Then the teams balance and I go on the team with the guy I just killed. He gave me props as well.
 I think I might be getting half-decent at this game.
Title: Re: Team Fortress 2: "Nice goin' ya bludgers!" Hats incoming!
Post by: Soulwynd on April 24, 2009, 10:42:59 pm
My fav time was being a pyro and killing 6 people with a single taunt.
What I'd do to see that...
I don't remember the map, but I was around the corner and they moved in with two heavy, two pyros and two docs. All together... Like one giant blob... I was reading the taunt by the corner, (I did that 3 times before with nobody coming in) and then bam... all 6 down in one hit. People laughed hard on mic.

I had another great moment today, last map of goldrush I manged to get around the entire red team's back (Actually spy backstab close) and I set a sentry right on a demo's feet, behind him... sentry level 1 wiped the red team, I loled.
Title: Re: Team Fortress 2: "G'Day!" Orange Box 10 $ on Steam!
Post by: JoRo on April 25, 2009, 04:46:46 am
My favorite moment was getting the Big Pharma achievement.  In addition to me and my Heavy staying alive for 32 kills, there was good teamwork all around and we managed to totally shut down the point.  My other favorite moments would be anytime a Heavy starts singing.  It's just so perfect.
Title: Re: Team Fortress 2: "G'Day!" Orange Box 10 $ on Steam!
Post by: Mephisto on April 25, 2009, 12:15:52 pm
I'm a little late to the party, but it was worth the wait. Why pay $20 for one game when I can get six or so for $10?

Related: Does anyone want Half-Life 2 or a TF2 guest pass that expires 5/25/2009?
Title: Re: Team Fortress 2: "G'Day!" Orange Box 10 $ on Steam!
Post by: Soulwynd on April 25, 2009, 01:35:22 pm
Yeah, I was about to mention it, the orange box is on discount this weekend, 9,99.

And if any of you guys are new to HL2, search for synergy on steam, it's a free mod that lets you play HL2 coop. I'm up for some of that any time.
Title: Re: Team Fortress 2: "G'Day!" Orange Box 10 $ on Steam!
Post by: Yanlin on April 26, 2009, 08:06:12 am
Disclaimer: ONLY A COMPLETE AND UTTER IDIOT WOULD REFUSE TO BUY THE ORANGE BOX.

Am I right or am I right?
Title: Re: Team Fortress 2: "G'Day!" Orange Box 10 $ on Steam!
Post by: umiman on April 26, 2009, 08:13:46 am
Or, you know, people in countries where $10 is still a shitload of money.
Title: Re: Team Fortress 2: "G'Day!" Orange Box 10 $ on Steam!
Post by: Jreengus on April 26, 2009, 10:02:40 am
Or, you know, people in countries where $10 is still a shitload of money.
Then they aren't refusing to buy it, they are unable to buy it.
Title: Re: Team Fortress 2: "G'Day!" Orange Box 10 $ on Steam!
Post by: Puzzlemaker on April 26, 2009, 10:39:14 am
Ten Backstabs as a spy.  Managed to get to the enemy spawn, and the entire team just lined up heading towards the front lines.  Oh god it was BEAUTIFUL.
Title: Re: Team Fortress 2: "G'Day!" Orange Box 10 $ on Steam!
Post by: Soulwynd on April 26, 2009, 12:41:21 pm
Disclaimer: ONLY A COMPLETE AND UTTER IDIOT WOULD REFUSE TO BUY THE ORANGE BOX.

Am I right or am I right?
Uh, no. Besides tf2 and portal the rest if meh.
Title: Re: Team Fortress 2: "G'Day!" Orange Box 10 $ on Steam!
Post by: Yanlin on April 26, 2009, 01:11:20 pm
Disclaimer: ONLY A COMPLETE AND UTTER IDIOT WOULD REFUSE TO BUY THE ORANGE BOX.

Am I right or am I right?
Uh, no. Besides tf2 and portal the rest if meh.

Get your blasphemy out of my forum!
Title: Re: Team Fortress 2: "G'Day!" Orange Box 10 $ on Steam!
Post by: Sowelu on April 26, 2009, 01:56:23 pm
Quote from: Soulwynd link=topic=31265.msg529463#msg529463
Uh, no. Besides tf2 and portal the rest if meh.

That's still TF2 and Portal for $9.99, which is DAMN cheap.

Portal is entertainment more along the lines of a movie than just a puzzle game, IMO.  You replay it because the voice acting and monologues are so much fun to watch.  So it's like buying a decent DVD, and getting a free, pretty good multiplayer FPS with it.

I AM a little confused about putting the Sniper update in about the same time as a whole bunch of newbies start joining the game.  Seems a little hazardous to have a bunch of newbies getting their heads blown off.  I mean, yeah, a newbie influx will help make sure that all servers aren't 80% snipers now, but still.
Title: Re: Team Fortress 2: "G'Day!" Orange Box 10 $ on Steam!
Post by: Soulwynd on April 26, 2009, 03:07:13 pm
Disclaimer: ONLY A COMPLETE AND UTTER IDIOT WOULD REFUSE TO BUY THE ORANGE BOX.

Am I right or am I right?
Uh, no. Besides tf2 and portal the rest if meh.

Get your blasphemy out of my forum!
If this were your forum I wouldn't be here, no worries there.

Just remember it isn't.

Quote from: Soulwynd link=topic=31265.msg529463#msg529463
Uh, no. Besides tf2 and portal the rest if meh.

That's still TF2 and Portal for $9.99, which is DAMN cheap.

Portal is entertainment more along the lines of a movie than just a puzzle game, IMO.  You replay it because the voice acting and monologues are so much fun to watch.  So it's like buying a decent DVD, and getting a free, pretty good multiplayer FPS with it.

I AM a little confused about putting the Sniper update in about the same time as a whole bunch of newbies start joining the game.  Seems a little hazardous to have a bunch of newbies getting their heads blown off.  I mean, yeah, a newbie influx will help make sure that all servers aren't 80% snipers now, but still.
Yeah, it's a great deal, tf2+portal are worth more than 9,99 if you ask me. You gotta also remember, they don't care if newbies stay or not, they care about people buying it. Course, it would help if newbies started advertising the game as fun, but I'm sure the oldbies already do a good job advertising tf2 for free.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Yanlin on April 27, 2009, 12:22:10 pm
If this were your forum I wouldn't be here, no worries there.

Just remember it isn't.

More blasphemy?!
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: ToonyMan on April 27, 2009, 01:54:13 pm
I thought it was blepharisma?  :?
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Sowelu on April 27, 2009, 01:59:54 pm
o.O
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Yanlin on April 27, 2009, 04:16:43 pm
This is blasphemy! This is madness!
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Ha
Post by: LASD on April 27, 2009, 04:35:30 pm
This is blasphemy! This is madness!
It is, so let's get back on topic, shall we?


I'd really like to see a new TF2 blog update that shed even some light on the backpack and hat business. It's been too long time since the last one.

Also I know I've had some truly epic moments in TF2, but I just can't recall a single one. It's really frustrating.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Jreengus on April 27, 2009, 04:55:11 pm
Another epic moment I've had was shortly after the pyro pack came out, I was mucking about with the backblast a lot. So on a 2 fort map I have the intelligence going up the spiral and a soldier comes round the corner. My immediate instinct was backblast and through sheer luck I get it right on time, he retreats around a corner and I think to myself "OK he's going to come round that corner at some point may as well take a random guess with the backblast and see if I get it right" Obviously the Announcer (Hallowed be her name) was smiling down on me because not only do I get it right but it's a crit rocket, goes sailing back and kills 4 enemies in total, a scout, medic, the soldier and an engineer. Kind of spoiled it that a demo had stickied the corner after that though :(.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Sowelu on April 27, 2009, 05:00:30 pm
Oh, man.  If you've been playing a Scout with the Force of Nature for a while, do yourself a favor and go back to scattergun.  All of a sudden it's like you've just been given this wonderful present, it's a FaN with a tighter spread, and you can shoot it three times as much before reloading...

I just went from being a 'meh' scout, to annihilating every light-to-medium class that stands before me.  Now I just need to learn to aim the Medic's blutsauger better.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Duke 2.0 on April 27, 2009, 05:02:56 pm
 Every time I see somebody with an alternate weapon, I metally tell myself that they are skilled. Then I remember 90% of achievements are done on servers made for such and not normal play.

 So you really don't need to be good at scout to get the FaN. Curses.

 Also, too many deaths to the FaN have taught me that if aimed properly, that thing can kill in two hits.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Jreengus on April 27, 2009, 05:03:45 pm
Yeh the FaN is annoying me a lot, nothing like running up behind a heavy getting 2 shots in and thinking, Dam I wish I didn't have to run off to reload. Once I get the 20 kills I'm switching back.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Sowelu on April 27, 2009, 05:26:18 pm
Well, a lot of the first scout things are simple ones.  Like, shoot some teleporters, and jump up and down a lot.  Kill a sentry from out of range with your pistol.  And steal the intel three times in a round--doesn't take THAT much effort on small servers.  Hell I think I got like three achievements just by capping point C at Gravelpit, I was standing there when my team got both A and B...

What's annoying me are how many of the achievements for the Scout require his special weapons.

I've failed to kill snipers at point blank range with two shots of the FaN, but I haven't failed to kill them with two shots of the scattergun.  Plus, the scattergun just plain works at longer range anyway.

Using the FaN to jump never got me anywhere interesting...  If it could get up that rocket-jump hole at the entrance of 2fort, then it would REALLY be something.  But nope.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Jreengus on April 27, 2009, 05:43:20 pm
Double jump back crouch and fire down, it does let you reach some new areas and others easier, for example on well you can stand on the traffic lights closest to the trains blocking you from the other team do that to get over.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Sowelu on April 27, 2009, 05:46:43 pm
Wait, so you can sneak over before the round starts?  Ooh.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Soulwynd on April 27, 2009, 06:03:11 pm
The FaN is meant to be used on-your-face style if you want to -kill- something. The other style is the push back. You can keep a pyro out of his flamer range with FaN. You can drive a medic behind a corner to kill his healing stream. You can stop jumping soldiers/demos in mid air. It's a much more tactical weapon than just a point and kill weapon.

Maybe it just fits my style better, I get more kills with it than with the regular scattergun.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Nilocy on April 27, 2009, 06:27:32 pm
I love to be a rocket man. and an engy. Thats my two cent's

Spoiler (click to show/hide)
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: JoRo on April 27, 2009, 09:34:26 pm
http://steamcommunity.com/profiles/76561197971021727 (http://steamcommunity.com/profiles/76561197971021727)
is my profile and I'm looking for friends so I can get that "uber 10 friends" achievement.  I'll feel cool once I get the Ubersaw.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Soulwynd on April 27, 2009, 10:30:51 pm
http://steamcommunity.com/profiles/76561197971021727 (http://steamcommunity.com/profiles/76561197971021727)
is my profile and I'm looking for friends so I can get that "uber 10 friends" achievement.  I'll feel cool once I get the Ubersaw.
Added.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: JoRo on April 28, 2009, 12:31:06 am
Huh, I didn't realize there was a B12 group.  Cool!
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Yanlin on April 28, 2009, 01:35:07 am
Yesterday I decided I wanted the rationing achievement for the heavy.

So I switched my sandvich for a shotgun, spent some good money firing all the ammo out of Sasha and went to the front line looking like a tard.

I annihilated the entire team...

Seriously. Lolwut?
Title: Re: Team Fortress 2: "G'Day!" Orange Box 10 $ on Steam!
Post by: Techhead on April 28, 2009, 05:40:59 am
Disclaimer: ONLY A COMPLETE AND UTTER IDIOT WOULD REFUSE TO BUY THE ORANGE BOX.

Am I right or am I right?
Doesn't work on a Mac. I wish it did.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Yanlin on April 28, 2009, 06:21:12 am
Only a complete and utter idiot would try to game on a mac anyway.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Sowelu on April 28, 2009, 11:17:42 am
So what if it doesn't work on a mac?  You should have bought it anyway, so that when you eventually get a real computer, you'd already have gotten it cheap
<.<
>.>
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Yanlin on April 28, 2009, 11:27:53 am
Ah... But considering how much cheaper it gets with every passing month... They'll hold out until it costs one cent.

But even then you'll have people saying it's a horrible deal.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: ToonyMan on April 28, 2009, 02:00:08 pm
We want it free!!  GIVE IT TO THE PEOPLE DAMNIT!!!  Wait, I already have it....SO WHAT!! AHAHAH.



And that's how stupid works.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Duke 2.0 on April 28, 2009, 02:41:10 pm
 Alright, I trawled through the thread and didn't find the relevant information:

 Which group should I join? It appears there are multiple DF groups on Steam, and two of them have an equal possibility of being the one everybody uses.

 So, which one? I wanna play you guys.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Mephisto on April 28, 2009, 03:08:04 pm
Dwarf Fortress Community. I believe there may be two threads and we sort of migrated from the DFC thread to this one.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Nilocy on April 28, 2009, 04:26:24 pm
Well, I started the DFC, which is basically just people from this forum who want to play games together can meet up and talk. Sort of. Anyones welcome to join 'cept the people who havn't played DF ofc.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Zai on April 28, 2009, 04:47:25 pm
I just joined the DFC. Woo? Woo.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Ha
Post by: LASD on April 28, 2009, 04:58:22 pm
I just joined the DFC. Woo? Woo.
I joined only yesterday too, I even put [DFC] in front of my name. Woo.

Also I bought Left 4 Dead today (at 84% now). Woo. I would be quite interested to play TF2 (and potentially L4D when I handle it) with the [DFC]-folks (I'd prefer [Bay12]) sometime.

Woo.
EDIT: I think I should be sleeping instead of waiting for L4D to install.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: WorkerDrone on April 28, 2009, 05:06:11 pm
You would be correct sir.

Not that I ever see anyone in DFC playing TF2, I'll be out there, either mowing down scouts and soldiers as a Heavy in TF2, or getting headshots aplenty as a Sniper.

"Why, is that a dot on you forehead? Why Medic, I didn't know you we're a Buddhist."

"...Vhats No vot-"
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Sowelu on April 28, 2009, 05:51:51 pm
So how does this whole community thing work?  I get annoyed at big friends lists because let's face it, if I'm not playing I rarely care if anyone but like two or three close friends are, and I never care if they're off playing L4D.  Yet Steam insists on keeping me informed.

Is there a way to make it less annoying?

Though I would like to get that medic achievement >.>
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Mephisto on April 28, 2009, 05:59:00 pm
So how does this whole community thing work?  I get annoyed at big friends lists because let's face it, if I'm not playing I rarely care if anyone but like two or three close friends are, and I never care if they're off playing L4D.  Yet Steam insists on keeping me informed.

Is there a way to make it less annoying?

Though I would like to get that medic achievement >.>
You've got your friends list for people you care about and you've got your communities. I've got three people in my friends list, mostly because they added me. There are roughly 300 people in all of my communities added together. I don't get spammed with what all 300 people are doing, but I can still check in once in a while to see if anything interesting is going on in the group.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Cthulhu on April 28, 2009, 06:00:55 pm
I used to have the DFC tag, but I was playing L4D when I got the tank.  I knocked three of them down and thought I had gotten the fourth one.  When I realized what had happened three were already up and I died.  I got berated, teamkilled, and all-around harrassed for a few minutes, so I changed my name to hide my identity.

It was embarrassing, and I lol'd
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Ha
Post by: Techhead on April 28, 2009, 06:07:56 pm
Only a complete and utter idiot would try to game on a mac anyway.
I don't OWN the computer, I simply use it. My parents own the macs because my dad does graphic design for a living from home. If I bought myself a gaming rig I would either get a PC or pick up a copy of windows so I can run it in bootcamp.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Yanlin on April 29, 2009, 02:24:22 am
Only a complete and utter idiot would try to game on a mac anyway.
I don't OWN the computer, I simply use it. My parents own the macs because my dad does graphic design for a living from home. If I bought myself a gaming rig I would either get a PC or pick up a copy of windows so I can run it in bootcamp.

So let me get this straight. Your dad bought into the whole "Macs are better for artsy stuff" fad too?

Sheesh people. Photoshop works on PC too!
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Ha
Post by: Jackrabbit on April 29, 2009, 04:54:02 am
But macs look more artsy!

Artsy is better! It was scientifically proven by Steve! I'm not sure how but he said he did it, so it must be true!
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Yanlin on April 29, 2009, 05:48:24 am
Speaking of macs, how can their commercials even be legal? They slander PCs and false advertise Macs.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Ha
Post by: Jackrabbit on April 29, 2009, 05:57:48 am
Whilst not accurate, they're funny and clever. Maybe apple buys off everyone! dun dun dunnnnnnnnnnn. But I really don't know.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: umiman on April 29, 2009, 02:50:39 pm
Apparently it's not illegal to spread slander and lies through TV because it's considered "entertainment", (which is why lawsuits against gameshows which rig the shows fail) but it's only illegal if those same lies were put down in print. I don't care though, it just seperates the sheep from the challengers and helps me identify my targets for manipulation.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: The Doctor on April 29, 2009, 03:03:52 pm
Don't scripts fall under "Print"?
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: umiman on April 29, 2009, 03:09:27 pm
Don't scripts fall under "Print"?
Suppose a secretary reads a document she was handling for the board of directors when she sees that it's a proposed contract they were dicussing about giving her a $10,000,000 retirement bonus. She gets very happy and retires but the board doesn't give her that money. She sues, but the courts find that reading a contract not meant for you to read is not enough justification to qualify a contract.

I'm guessing the same logic is in effect here... though using "logic" to explain law is hardly the correct way.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Metalax on April 29, 2009, 09:22:15 pm
Just a note for anyone who hasn't got Left4Dead yet and wants to check it out, there is a free 24 hour trial coming up this Friday.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Sowelu on April 29, 2009, 10:02:36 pm
OOoooh.  Thanks for the heads up.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Yanlin on April 30, 2009, 02:12:29 am
Oh shit. A free weekend for L4D? It's too soon!
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Ha
Post by: LASD on April 30, 2009, 03:10:26 am
Just a note for anyone who hasn't got Left4Dead yet and wants to check it out, there is a free 24 hour trial coming up this Friday.
Oh god damn! The main reason I bought L4D was to finally try it out (and to find out if my bank card can be used to pay on Steam.) No doubt it will be half price on the weekend just to hurt me more.

At least it's fun, even though there's a rather unfortunate amount of idiots running around. That might be because it matches me with people "most suitable to my experience level", which apparently means 12-year-old French morons.

Also, I'm derailing my own thread. Maybe I should extend this to cover L4D? Or better yet start a new thread for L4D to advertise the free week-end? Yeah, I think I'll do that.

EDIT: Done, now back to TF2.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Zai on April 30, 2009, 02:13:58 pm
So, uh, yeah. I played a game or two with Sowelu about an hour ago. Fun stuff.

And by the way, I'm currently going by the name of "Elmo." Unfortunately, this computer isn't friendly to mics. As in, it doesn't recognize them at all.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Ha
Post by: LASD on May 02, 2009, 03:34:39 am
Hahah, Valve answered the MMO-complaints in their new patch. In the same gfc-files where people found the weapon modifiers and the hats now reads:
Code: [Select]
// TF2 MMO
"TF_MMO_LFG" "Looking For Group"
"TF_MMO_Quest1" "You must kill %s1 %s2 to complete this quest."
"TF_MMO_Monster1" "Boars"
"TF_MMO_Monster2" "Rats"
"TF_MMO_Monster3" "Bats"
"TF_MMO_Monster4" "Wolves"
"TF_MMO_Monster5" "Spiders"
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Zaranthan on May 02, 2009, 06:26:07 am
I vant you to keel seex snow moose.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Yanlin on May 02, 2009, 10:39:47 am
Eye vant yoo two keel feeftee scauts weeth blautsaughar.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Asehujiko on May 02, 2009, 12:27:44 pm
Something me and a couple of friends found out is that the syringe gun/blutsauger can be used as artillery instead of direct fire. Just practice a bit on an empty server with a spotter to see where they land. 3 medics arround a dispenser near B on gravelpit can make the blue spawn a nightmare for putting down engineer crap and occasionaly kill something too.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Yanlin on May 02, 2009, 12:44:40 pm
Demomen are a bit more effective at that, no?
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Soulwynd on May 02, 2009, 01:12:21 pm
Actually no. Syringe spam is pure hell. They are hard to notice and usually hit you en masse, while demo's bomb come in slow 4s and you can dodge them easily.

A good medic can kill engies hiding behind their sentries without being seen by the sentry on certain maps/locations.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Yanlin on May 02, 2009, 01:53:55 pm
A good engy wont let the medic do that.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Soulwynd on May 02, 2009, 03:42:00 pm
A good engy wont let the medic do that.
A good medic will have the engie killed before he realizes what's going on.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Duke 2.0 on May 02, 2009, 06:21:45 pm
A good engy wont let the medic do that.
A good medic will have the engie killed before he realizes what's going on.
A good engie would have their machines protect their fragile flesh body from the needles.
 Then again, in such a state they are sniperbait.

 Alas, my firing is too spread out to be effective at this. What mouse sensitivity do you guys use? It always shifts between too fast to stay on a moving target, and too slow to take down spies who sidestab me while I fumble about.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Soulwynd on May 02, 2009, 07:13:18 pm
A good engy wont let the medic do that.
A good medic will have the engie killed before he realizes what's going on.
A good engie would have their machines protect their fragile flesh body from the needles.
 Then again, in such a state they are sniperbait.

 Alas, my firing is too spread out to be effective at this. What mouse sensitivity do you guys use? It always shifts between too fast to stay on a moving target, and too slow to take down spies who sidestab me while I fumble about.
I'm an engie player first before all. An aggro engie nevertheless. But whenever on defense in a classic engie setting, ie, sentry next to dispenser, people do surprise you, be it a spy, a medic, or a sniper. The most classic setting with sentry-engie-dispenser is a spy treat. The second classic setting with engie sitting on top of the dispenser is also a spy treat and possibly a sniper treat.

Prolly the reason I avoid those trappings with my engie.. I tend to shove sentries up to their face and keep my dispenser near the battle for other players to use. I rarely build engie bases, which normally suck on giving points and also aren't very fun.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Duke 2.0 on May 02, 2009, 07:19:09 pm
 I only do that myself on defend CP maps, where you really need to be there all the damn time to keep those things alive.

 Otherwise I'm always trying to be too clever with teleporters.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Yanlin on May 03, 2009, 12:53:12 am
I'm a career medic. I for one know that it's bloody impossible to kill an engy near a dispenser before he notices he is taking damage and legs it.

So yes. A good engy wouldn't let a medic do that.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Soulwynd on May 03, 2009, 02:06:05 am
You're a sucky medic then.

Even I who don't like playing medic killed engies by their dispenser and sentry by syringe arc of death.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Ha
Post by: Jackrabbit on May 03, 2009, 02:25:20 am
of course, not everyone on TF2 plays it regularly or plays engie regularly. You might just be getting lucky and facing bad engies or just lucking out with your shots.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Ha
Post by: Soulwynd on May 03, 2009, 02:38:54 am
of course, not everyone on TF2 plays it regularly or plays engie regularly. You might just be getting lucky and facing bad engies or just lucking out with your shots.
Yeah, well, with luck you can do anything. But in some maps I already know where to stand to get the typical engie position with a syringe gun without being seen. If you don't kill him, at least you distract him and whoever is close to him. I don't remember if syringes damage engie buildings, but I've never destroyed one with a medic myself, so yeah.

I'm also so used with playing demo (my 2nd fav class) that I think I might have an advantage when imagining the syringe arc before shooting. It certainly helped with the pyro's flare, which is one of my fav weapons in the game.

Edit: Stats, if you wanna take look. http://steamcommunity.com/id/soulwynd/stats/TF2

Bleh, I hate it how my client stats do not match up with the steam stats somehow, I should screenshot it.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: SHAD0Wdump on May 03, 2009, 02:58:01 am
Syringes do...

I would once in a while go medic and focus on spewing needles at every enemy that would move,only healing when I didn't have something to shoot at.

Pisses the team off,but I could be pretty deadly.

Heh... I got less kills as a scout than I do as a medic.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Asehujiko on May 03, 2009, 03:38:59 am
I always set up a sentry inside the tunnels leading to the battlements on 2fort. No medic ever goes there and it always catches the scouts/low health demo's/soldiers by suprise. Safe from syringe rain, safe from grenades, safe from stickies unless the demoman is a veteran ut2k4 trial jumper and has a degree in math. Then i go annoy snipers on the far end with my pistol or try to sneak a teleporter in their base. Nest campaing is a waste on maps other then Attack/Defend ones.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Yanlin on May 03, 2009, 07:54:00 am
You're a sucky medic then.

Even I who don't like playing medic killed engies by their dispenser and sentry by syringe arc of death.

Show me some proof that you can get an engy with a reaction time so slow that he would sit in place for more than the 4 seconds it takes to kill somebody with the syringe gun.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Duke 2.0 on May 03, 2009, 08:00:11 am
You're a sucky medic then.

Even I who don't like playing medic killed engies by their dispenser and sentry by syringe arc of death.

Show me some proof that you can get an engy with a reaction time so slow that he would sit in place for more than the 4 seconds it takes to kill somebody with the syringe gun.
Then add a second or a half for the dispenser/natural spread of the syringe gun and the time it takes to get the aim right...

 Are we playing on the same types of servers?
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Yanlin on May 03, 2009, 08:21:27 am
I think he's playing on crit only servers or something.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Soulwynd on May 03, 2009, 11:45:27 am
You're a sucky medic then.

Even I who don't like playing medic killed engies by their dispenser and sentry by syringe arc of death.

Show me some proof that you can get an engy with a reaction time so slow that he would sit in place for more than the 4 seconds it takes to kill somebody with the syringe gun.
Then add a second or a half for the dispenser/natural spread of the syringe gun and the time it takes to get the aim right...

 Are we playing on the same types of servers?
I play mostly on custom maps nowadays and some of them are perfect for that, but I will try to get it recorded next time I'm playing a medic.

And no, it's not crit only.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Yanlin on May 03, 2009, 12:03:02 pm
Well then. It is settled. You're playing against the worst engies ever. A medic tried to pull this one over me. So what did I do? Sit there? I FUCKING MOVED AND TRIED TO FIND THE MEDIC SO I COULD WRENCH HIM!

Or... You know... Let my sentry take care of it? A medic is useless without a healing target.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Duke 2.0 on May 03, 2009, 12:08:56 pm
 Actually, there was one arena round on Badlands where only an engineer and a medic survived. the engineer had a level three turret from a dead engie protecting the point, as his own was unbuilt. So as the engineer sent to the point, the medic rained needle death upon him. So it was a devilish standoff:
 The engineer could not really kill the medic rushing head-on into him.
 The medic could not get the engineer thanks to the turret.

 Then the medic found a small sliver on the point protecting him from the turret, but not shotgun blasts to the legs.

 It was a good ten minutes of them shooting at eachother from afar with close-range weapons and healing periodically.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: ToonyMan on May 03, 2009, 12:48:44 pm
Ahh, the curseful double medic pair.  You should all coward in fear!
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Yanlin on May 03, 2009, 12:52:03 pm
Actually, there was one arena round on Badlands where only an engineer and a medic survived. the engineer had a level three turret from a dead engie protecting the point, as his own was unbuilt. So as the engineer sent to the point, the medic rained needle death upon him. So it was a devilish standoff:
 The engineer could not really kill the medic rushing head-on into him.
 The medic could not get the engineer thanks to the turret.

 Then the medic found a small sliver on the point protecting him from the turret, but not shotgun blasts to the legs.

 It was a good ten minutes of them shooting at eachother from afar with close-range weapons and healing periodically.

How quaint. I was in a similar situation once. It was just little medic me and one enemy engineer left in Granary arena. He built a sentry covering the point in one of those little passages between the shipping containers. So what do I do? I saw him when he goes for ammo.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Soulwynd on May 03, 2009, 01:26:22 pm
Well then. It is settled. You're playing against the worst engies ever. A medic tried to pull this one over me. So what did I do? Sit there? I FUCKING MOVED AND TRIED TO FIND THE MEDIC SO I COULD WRENCH HIM!

Or... You know... Let my sentry take care of it? A medic is useless without a healing target.
No. The position in which syringe rain happens is when nor the sentry nor the engie can see the medic. Ie. when the sentry is on a higher ground and the medic is on a lower ground and the syringes arc up and rain over the sentry right on the engie. The spread is actually what ensures the engie gets hit the fuck up and you can keep that up non-stop. If the engie moves you can get his sentry/dispenser anyway.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Yanlin on May 03, 2009, 01:30:41 pm
Well then. It is settled. You're playing against the worst engies ever. A medic tried to pull this one over me. So what did I do? Sit there? I FUCKING MOVED AND TRIED TO FIND THE MEDIC SO I COULD WRENCH HIM!

Or... You know... Let my sentry take care of it? A medic is useless without a healing target.
No. The position in which syringe rain happens is when nor the sentry nor the engie can see the medic. Ie. when the sentry is on a higher ground and the medic is on a lower ground and the syringes arc up and rain over the sentry right on the engie. The spread is actually what ensures the engie gets hit the fuck up and you can keep that up non-stop. If the engie moves you can get his sentry/dispenser anyway.

I keep my statement. Only a dumbass engy puts a sentry nest in such a location.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Soulwynd on May 03, 2009, 01:44:02 pm
Well then. It is settled. You're playing against the worst engies ever. A medic tried to pull this one over me. So what did I do? Sit there? I FUCKING MOVED AND TRIED TO FIND THE MEDIC SO I COULD WRENCH HIM!

Or... You know... Let my sentry take care of it? A medic is useless without a healing target.
No. The position in which syringe rain happens is when nor the sentry nor the engie can see the medic. Ie. when the sentry is on a higher ground and the medic is on a lower ground and the syringes arc up and rain over the sentry right on the engie. The spread is actually what ensures the engie gets hit the fuck up and you can keep that up non-stop. If the engie moves you can get his sentry/dispenser anyway.

I keep my statement. Only a dumbass engy puts a sentry nest in such a location.
So? In some custom maps and even some steam maps it's the only practical place to defend a point. I'm not saying the engie cannot do something about it or placing the sentry in some other place. I'm saying syringe rain of death happens and if you're good with arcing weapons, you can do it quite a bit.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Cthulhu on May 03, 2009, 06:20:23 pm
I saw a medic kill four people with a syringe gun in about five seconds on an Arena map.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: ToonyMan on May 03, 2009, 06:24:55 pm
Fear the medic I say.......BOO!!!
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Soulwynd on May 03, 2009, 06:30:33 pm
Fear the medic I say.......BOO!!!
Don't you hate medic pairs going around ubering each other non-stop?

edit:Typo of doom.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: ToonyMan on May 03, 2009, 07:36:26 pm
Fear the medic I say.......BOO!!!
Don't you hate medic pairs going around ubering each other non-stop?

edit:Typo of doom.

Yes.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Zai on May 03, 2009, 08:30:46 pm
Fear the medic I say.......BOO!!!
Don't you hate medic pairs going around ubering each other non-stop?

edit:Typo of doom.

Yeah, I was pretty confused when it said hair.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Soulwynd on May 03, 2009, 08:43:39 pm
Fear the medic I say.......BOO!!!
Don't you hate medic pairs going around ubering each other non-stop?

edit:Typo of doom.

Yeah, I was pretty confused when it said hair.
Yeah, when you type too fast your synaptic memory kicks in and weird crap comes out.

I was in a game once with 4 medics doing those pair up and it was before the scout update, so it was pretty hard to deal with, since only demos could get them to stop.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: JoRo on May 03, 2009, 09:33:00 pm
I wish that there weren't so many of the scout achievements that require you to use the Sandman.  I like double jumping!
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Soulwynd on May 03, 2009, 10:54:04 pm
I wish that there weren't so many of the scout achievements that require you to use the Sandman.  I like double jumping!
I cheated for the scout ones and went to an achievement server. Only because I knew I'd do much better with the alternative gear. My doc/heavy/pyro ones are all legit.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Duke 2.0 on May 03, 2009, 10:57:51 pm
I wish that there weren't so many of the scout achievements that require you to use the Sandman.  I like double jumping!
I cheated for the scout ones and went to an achievement server. Only because I knew I'd do much better with the alternative gear. My doc/heavy/pyro ones are all legit.
You know what? I might just do that. I wanted to avoid the achievement servers at all costs, but the scout ones are never going to be achieved if I do that.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: ToonyMan on May 04, 2009, 05:57:05 am
Hmpf.  You'v got to earn those medals private!
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Cthulhu on May 04, 2009, 07:28:42 am
In what order do you get the pyro items?  So far I've only gotten the Flaregun.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: SHAD0Wdump on May 04, 2009, 07:33:42 am
Flaregun,backburner,axtinguisher.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Duke 2.0 on May 04, 2009, 10:14:11 am
Flaregun,backburner,axtinguisher.
Which sucks for me, because I find only the third one useful.
 Flaregun is good if you are skilled in firing in front of a moving target to compensate for a slow projectile or just a method of making a fire for the axetinguisher. Backburner is the staple of W + M1 pyros, and the compression blast is perfect for launching foes a little in the air to disorient them while the axe is taken out.
 Then there is the axe, which is about as fun as the flaregun is without the lack of raw damage output.

 I'm actually intrigued with the unlocked minigun. From what I can tell, the slowdown effect is caused even at ranges far out of the practical range of the minigun. I'm going to have fun with that one, mainly just causing scouts hell for the hell of it.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Sowelu on May 04, 2009, 12:35:02 pm
The slowdown is annoying but the 25%? damage penalty hurts pretty bad.  You'll lose a LOT more fights, you won't scare people as much, people WILL get to cover faster even with the slowdown, and large groups will start killing you before you even take down one (instead of: after you take down the medic).

They are both interesting.  I still switch between them based on the map.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Soulwynd on May 04, 2009, 01:45:44 pm
Flaregun,backburner,axtinguisher.
Which sucks for me, because I find only the third one useful.
 Flaregun is good if you are skilled in firing in front of a moving target to compensate for a slow projectile or just a method of making a fire for the axetinguisher. Backburner is the staple of W + M1 pyros, and the compression blast is perfect for launching foes a little in the air to disorient them while the axe is taken out.
 Then there is the axe, which is about as fun as the flaregun is without the lack of raw damage output.

 I'm actually intrigued with the unlocked minigun. From what I can tell, the slowdown effect is caused even at ranges far out of the practical range of the minigun. I'm going to have fun with that one, mainly just causing scouts hell for the hell of it.
I find the flaregun to be awesome, but I'm pretty used to slow arcing projectiles because I like playing demo. The thing with the flaregun is that, despise it only doing burning damage (unless it's a crit shot), people run. Plus it's deadly for an already damaged target that's far away. I find it to be more useful than the shotgun, except when fighting other pyros. But the axe is the most useful of them all for the pyro, yeah, and I'm avoiding the backburner, I like the blast way too much against pesky ubered people. If you have full ammo, you can keep them from advancing til the uber is over.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Cthulhu on May 04, 2009, 02:49:29 pm
I like using the compression blast in the final checkpoint of the map with the one main point and the four optional points.  You can knock people off of the platform and kill them.  It's hard though, they tend not to fall.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Zaranthan on May 04, 2009, 02:54:30 pm
It works better if you puff them with flames before using the air blast. When people catch fire, they move more erratically, which makes them less likely to resist the push in the right direction.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: JoRo on May 04, 2009, 03:27:11 pm
I liked using the flaregun while I was trying for Attention Getter, but I found myself wishing I had the shotgun then a lot more than I find myself wishing I had the flaregun out now.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Cthulhu on May 04, 2009, 03:30:06 pm
I love the flaregun.  I too am a frequent demoman player, so I can usually get the person with the first or second shot.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Soulwynd on May 04, 2009, 03:50:50 pm
I love the flaregun.  I too am a frequent demoman player, so I can usually get the person with the first or second shot.
I find the arc to be something like 20% stronger than the sticky bomb at full power, And I really enjoy using the sticky at full power and exploding the bomb in middle air at the enemy's face.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Zai on May 04, 2009, 04:17:07 pm
I love using the flaregun to set snipers and the like on fire at long range.

The Pyro is my favorite class (I use it about 4 times as much as any other class), but I've been playing around as an Engie, on Turbine especially. I also use Heavy, but that's pretty much only when nobody else is switching to it when necessary. Sniper is also fun, but I'm kind of just waiting for the Sniper pack update before I seriously use it.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Jreengus on May 05, 2009, 05:48:27 pm
I hate the flare gun, mainly because it has no real effect if someone starts running away after engaging whereas with the shotty you just have to give them one or two blasts and they are dead. Unless of course they get lucky and come across a medic.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: ToonyMan on May 05, 2009, 05:55:35 pm
UPDATE!!!!!!


http://www.teamfortress.com/
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: JoRo on May 05, 2009, 06:10:05 pm
Aw, beat me to it.  I wish it was more than just little hints about the sniper's new primary, but I'll take what I can get.

I broke down and hit an achievement server for the last scout milestone.  I'm sure any team I'm on where I'm not repeatedly trying to stun everything that moves will appreciate it.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Sowelu on May 05, 2009, 06:37:21 pm
WOO

I was busy reading tvtropes working..

...wh...That's no information at all!!

Except that the new rifle DOES make him get closer...Hmmm...Weird.

Faster charge rate, but damage falloff?  Slower charge, and less FOV restriction and less move speed penalty?
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Cthulhu on May 05, 2009, 07:04:47 pm
Semi-automatic, shorter range and scope magnification is my bet.
Title: Re: Team Fortress 2: "That helmet's going to make a nice bowl for ya brains!" Hats!
Post by: Sowelu on May 05, 2009, 07:40:21 pm
Oh god, I'm trying to imagine what kind of horrible beast a semiauto sniper would be in Gravelpit, point B.

Insane.

Better throw him out of scope for half a second when he takes damage, that way you could counter at least a little bit with something..
Title: Re: Team Fortress 2: "You better hold onto your head, mate" Valve working on Sniper.
Post by: Soulwynd on May 10, 2009, 12:06:53 am
In case this hasn't been posted yet.
http://www.youtube.com/watch?v=B7QIcxoJU4g
Title: Re: Team Fortress 2: "You better hold onto your head, mate" Valve working on Sniper.
Post by: Duke 2.0 on May 10, 2009, 12:26:32 am
...

 Looking at my stats, I cannot feel I can take the demoman and sniper statistics straight anymore what with my new love for skill jumping servers and sniper on the last point of Dustbowl.
Title: Re: Team Fortress 2: "You better hold onto your head, mate" Valve working on Sniper.
Post by: Eviltyphoon on May 10, 2009, 04:32:17 am
In case this hasn't been posted yet.
http://www.youtube.com/watch?v=B7QIcxoJU4g

Wow.... Just wow.... That is one epic video.
Title: Re: Team Fortress 2: "You better hold onto your head, mate" Valve working on Sniper.
Post by: Sowelu on May 10, 2009, 06:34:01 am
In case this hasn't been posted yet.
http://www.youtube.com/watch?v=B7QIcxoJU4g

YOU MUST NOT FAIL, THIS TIME.

That was truly, truly epic.
Title: Re: Team Fortress 2: "You better hold onto your head, mate" Valve working on Sniper.
Post by: Sowelu on May 12, 2009, 05:41:28 pm
SNIPER UPDAAAATE

http://www.teamfortress.com/sniperupdate/

"You will shoot them and they will stick to the wall and they will die"

YES.
Title: Re: Team Fortress 2: "You better hold onto your head, mate" Valve working on Sniper.
Post by: ToonyMan on May 12, 2009, 05:46:54 pm
SNIPER UPDAAAATE

http://www.teamfortress.com/sniperupdate/

"You will shoot them and they will stick to the wall and they will die"

YES.

Wow, looks awesome.
Title: Re: Team Fortress 2: "You better hold onto your head, mate" Valve working on Sniper.
Post by: Sowelu on May 12, 2009, 06:08:26 pm
Some people interpret the update text as "You can pin living enemies to the wall", some interpret it as "Only a headshot kill will pin someone".  Both are awesome, but the former is a little annoying and a little awesome.

I mean, if you can pin someone for a second or so...suddenly snipers are very useful on offense, and in defending the intel at close range.  Heck they're going to be great in arena now regardless, which they never were before.  I'm hoping the new bow brings them up to a fairly high tier, but keeps them off the balconies.

(EDIT: According to http://forums.steampowered.com/forums/showthread.php?t=858424 , word of god is that the arrows don't pin living enemies, only dead ones.)
Title: Re: Team Fortress 2: "You better hold onto your head, mate" Valve working on Sniper.
Post by: The Doctor on May 12, 2009, 06:27:10 pm
I think the arc-or-no-arc thing will be dependant on power.

Fully charged will be like a bullet, flying straight.

Half Charge will be like a flare gun, some arc but you can still hit the far ones,

And low charge (like you're just spamming arrows) will be like a demomans grenade.
Title: Re: Team Fortress 2: "You better hold onto your head, mate" Valve working on Sniper.
Post by: ToonyMan on May 12, 2009, 06:38:58 pm
How far can an arrow go compared to a bullet?  I know arrows can go really faaaar.
Title: Re: Team Fortress 2: "You better hold onto your head, mate" Valve working on Sniper.
Post by: Sowelu on May 12, 2009, 06:41:45 pm
Ehh, look how far up in the air they arc those arrows in the Olympics.  Hitting a target is way harder than "that vague group of enemy infantry", and the sniper doesn't have the deformed arms that English longbowmen did from years and years of training.  Now, if you gave it to the Heavy...

Still, I'm guessing just noticably more arc than the flaregun.
Title: Re: Team Fortress 2: "You better hold onto your head, mate" Valve working on Sniper.
Post by: Nilocy on May 12, 2009, 06:50:56 pm
Has anyone managed to get that pyro achievement where you air blast a crit rocket into a soldier and kill him? I havn't i came so close once, i airblasted it back towards him, but it went off in the wrong direction sadly.
Title: Re: Team Fortress 2: "You better hold onto your head, mate" Valve working on Sniper.
Post by: ToonyMan on May 12, 2009, 06:56:39 pm
I've done it.  It's all situational.  Very tough in a public game.
Title: Re: Team Fortress 2: "You better hold onto your head, mate" Valve working on Sniper.
Post by: umiman on May 12, 2009, 06:57:03 pm
I hope we get an engineer pack soon. Something that makes engies less boring to play. Maybe a robot engie you can create instead of teleporters to defend your base while you run around or something...
Title: Re: Team Fortress 2: "You better hold onto your head, mate" Valve working on Sniper.
Post by: Soulwynd on May 12, 2009, 06:59:55 pm
I've done it.  It's all situational.  Very tough in a public game.
I've seen it done in a public game when a crit doc was healing a soldier. Pyro got them on the 3rd rocket.
Title: Re: Team Fortress 2: "Let's have a go at it." Sniper update out of nowhere!
Post by: LASD on May 13, 2009, 03:06:29 am
The Sniper update came completely out of nowhere, but it looks already better than the Scout update, both visually and content-wise. I'm very hopeful now, can't wait for the new map(s).

But wait a minute, they were supposed to make an update with content for all classes before the Sniper update, I guess they're coupling the hats with this one then.

The Sniper update should produce some awesome screenshots, like a Demo with an afro who was sticky-jumping pinned to the ceiling in Turbine.

Dammit, the update will make the game take even bigger toll on the CPU, so it will be that much less playable for me. It's rather strange that the recommendations for TF2 are a lot lower than for L4D, but still the latter runs fine and the former plays horribly even with every possible FPS-improving option on. Come on TF2, my computer doesn't even pass the minimal specs for L4D! I think I'll have to wait for a new computer to properly experience the Sniper update.
Title: Re: Team Fortress 2: "You better hold onto your head, mate" Valve working on Sniper.
Post by: SHAD0Wdump on May 13, 2009, 05:08:12 am
I've done it.  It's all situational.  Very tough in a public game.
I've seen it done in a public game when a crit doc was healing a soldier. Pyro got them on the 3rd rocket.
I managed it a few days immediately after the pyro update rolled out.

It was awesome.But it was also on 2fort...
Title: Re: Team Fortress 2: "You better hold onto your head, mate" Valve working on Sniper.
Post by: Jreengus on May 13, 2009, 06:39:48 am
Has anyone managed to get that pyro achievement where you air blast a crit rocket into a soldier and kill him? I havn't i came so close once, i airblasted it back towards him, but it went off in the wrong direction sadly.
2 tips:
1. Don't aim at the rocket with the air blast aim at what you want to hit.
2. Air blast about a second or so before you think you should.

I haven't played pyro for ages but when it came out I used to be an air blast master.
Title: Re: Team Fortress 2: "Let's have a go at it." Sniper update out of nowhere!
Post by: Zaranthan on May 13, 2009, 08:29:25 am
I've hated snipers since Quake 2 Weapons Factory. I'm now switching over to the dark side. Good job, Valve! :)
Title: Re: Team Fortress 2: "You better hold onto your head, mate" Valve working on Sniper.
Post by: Duke 2.0 on May 13, 2009, 08:43:55 am
2. Air blast about a second or so before you think you should.
Let me tell you, that results in a miss and a very nasty rocket wound.

 Although my main problem was with number 1, and actually getting into a position in the half-second you have to both aim the flamethrower towards my target and position myself so the blast hits the projectile.

 I did, however, once manage to rocketjump using the compression blast.

 It was amazing, and made me wish there was an achievement for it.
Title: Re: Team Fortress 2: "Let's have a go at it." Sniper update coming shortly!
Post by: Jreengus on May 13, 2009, 08:47:17 am
Maybe it's just me then that feels an urge to airblast about a second before you should then.
Title: Re: Team Fortress 2: "Let's have a go at it." Sniper update coming shortly!
Post by: Zaranthan on May 13, 2009, 09:19:21 am
Rocket Pong is very hard. The timing cannot be taught, only learned.
Title: Re: Team Fortress 2: "Let's have a go at it." Sniper update coming shortly!
Post by: Duke 2.0 on May 13, 2009, 09:36:07 am
 It is likely me just being impatient, where you wait for the last second to make sure everything is right to fire.
Title: Re: Team Fortress 2: "Let's have a go at it." Sniper update coming shortly!
Post by: Sowelu on May 13, 2009, 05:41:05 pm
Sniper Update Day 2...

DOUBLE PAYLOAD!

Each team has their own cart, which they apparently push through enemy territory for most of it.

And at the very end, you have to push it up a ramp, and if you lose control of the cart for even a moment, it immediately starts rolling backwards!

Also one of the two new arena maps has rain.  :O
Title: Re: Team Fortress 2: "Let's have a go at it." Sniper update coming shortly!
Post by: Soulwynd on May 13, 2009, 05:50:35 pm
Sniper Update Day 2...

DOUBLE PAYLOAD!

Each team has their own cart, which they apparently push through enemy territory for most of it.

And at the very end, you have to push it up a ramp, and if you lose control of the cart for even a moment, it immediately starts rolling backwards!

Also one of the two new arena maps has rain.  :O
Sounds like your common "racing" community maps. They're basically double PL maps where you have to race your opponents, one of them which I like takes place in a city and with trucks, so you can have like four people sitting on the truck shooting around.
Title: Re: Team Fortress 2: "Let's have a go at it." Sniper update coming shortly!
Post by: The Doctor on May 13, 2009, 05:52:11 pm
I was just playing with someone who said "Maybe they're do double payload?"

The next guy said "Nah, I don't think so..."
Title: Re: Team Fortress 2: "Let's have a go at it." Sniper update coming shortly!
Post by: Zai on May 13, 2009, 07:20:59 pm
These new maps look great. I'm getting pretty excited about this update.

Quote from: Abraham Lincoln
America's pipelines are a stirring beacon of hope. Let no man befoul their majesty with calumny or bombs.
Title: Re: Team Fortress 2: "Let's have a go at it." Sniper update coming shortly!
Post by: Sowelu on May 13, 2009, 07:57:46 pm
Yeah, new payload maps will all be about efficiency I'm thinking--how few people do you need to disrupt the enemy and keep them off their cart, vs how many people can you pile onto yours?
Title: Re: Team Fortress 2: "Let's have a go at it." Sniper update coming shortly!
Post by: Duke 2.0 on May 13, 2009, 10:48:32 pm
 Shoot,  just realized something:

 With the alternate sniper rifle being a medium-range bow, spies won't be having the greatest time in the world in the coming weeks.

 Dammit.
Title: Re: Team Fortress 2: "Let's have a go at it." Sniper update coming shortly!
Post by: Jreengus on May 14, 2009, 05:23:19 am
Edit: Disregard that, it has a one second charge.
Title: Re: Team Fortress 2: "Let's have a go at it." Sniper update coming shortly!
Post by: The Doctor on May 14, 2009, 11:24:38 am
Shoot,  just realized something:

 With the alternate sniper rifle being a medium-range bow, spies won't be having the greatest time in the world in the coming weeks.

 Dammit.
Oh, they will.

For one, most snipers will still have their rifle.

For two, most snipers will still be on the battlements. It's what they do. >_>

And for three, most of em are companion cube snipers. >_>

They'll be too focused on the other snipers to worry about spies. :3
Title: Re: Team Fortress 2: "Let's have a go at it." Sniper update coming shortly!
Post by: Zaranthan on May 14, 2009, 12:27:17 pm
Bah. I, for one, will achievement box for the bow, and play my Sniper like a Pyro. But, then, I play EVERY class like Rambo, so who'll notice? (Aside from my stats breaking 10 hours as a sniper)
Title: Re: Team Fortress 2: "Let's have a go at it." Sniper update coming shortly!
Post by: Soulwynd on May 14, 2009, 01:02:45 pm
And for three, most of em are companion cube snipers. >_>
Snipers who snipe other snipers are worthless snipers. >_>

Even the companion cube had some use. <_<
Title: Re: Team Fortress 2: "Let's have a go at it." Sniper update coming shortly!
Post by: Zaranthan on May 14, 2009, 01:16:32 pm
That should be the replacement for the SMG: a Companion Cube to duck behind. Now you don't even have to move around on the battlements!
Title: Re: Team Fortress 2: "Let's have a go at it." Sniper update coming shortly!
Post by: The Doctor on May 14, 2009, 01:45:22 pm
They might replace it with a shotgun equivalent.
Title: Re: Team Fortress 2: "Let's have a go at it." Sniper update coming shortly!
Post by: umiman on May 14, 2009, 01:48:45 pm
They might replace it with a shotgun equivalent.
Doesn't sound like Valve.

I'm thinking, a mirror or something to look around corners. With a minigun attached.
Title: Re: Team Fortress 2: "Let's have a go at it." Sniper update coming shortly!
Post by: The Doctor on May 14, 2009, 01:50:35 pm
Well, they're trying to make the sniper more close ranged.

And who really uses the SMG that much? It's either sniper rifle or Kukri, I've found.

But lots of people would use a shotgun >_>

Title: Re: Team Fortress 2: "Let's have a go at it." Sniper update coming shortly!
Post by: Soulwynd on May 14, 2009, 02:56:46 pm
Well, they're trying to make the sniper more close ranged.

And who really uses the SMG that much? It's either sniper rifle or Kukri, I've found.

But lots of people would use a shotgun >_>


O.o  Most pro snipers are smg/kukri crazy.
Title: Re: Team Fortress 2: "Let's have a go at it." Sniper update coming shortly!
Post by: Zaranthan on May 14, 2009, 03:15:15 pm
You can't use the kukri against Pyros, Scouts, or Spies.
Title: Re: Team Fortress 2: "Let's have a go at it." Sniper update coming shortly!
Post by: Sowelu on May 14, 2009, 03:18:04 pm
You can't use the kukri against Pyros, Scouts, or Spies.

You can against spies when you know they're there.  Just don't back away from them (facestab bait).  If they start backing up to use their revolver, you can hose them down with the SMG too, and win.
Title: Re: Team Fortress 2: "Let's have a go at it." Sniper update coming shortly!
Post by: LASD on May 14, 2009, 04:01:06 pm
Hmmm, day 3 doesn't sound like the best idea ever: A one-shot shield against backstabs called The Razorback. I don't think Spys should get any more hate than they already have. Though from a flavor-standpoint The Razorback is pure gold. I hope the last unlock is also some tribal thing, like, I dunno, the Boomerang!

I'm sure this shield will cause all kinds of riots at Steam Forums.

In other news, I played Arena today and it was great fun! I was quite surprised, usually I get fed up with Arena after only a few rounds.
Title: Re: Team Fortress 2: "Let's have a go at it." Sniper update coming shortly!
Post by: Soulwynd on May 14, 2009, 04:18:13 pm
I'd rather have a boomerang secondary weapon sort of thing.

Oh well, valve does what valve wants.
Title: Re: Team Fortress 2: "Let's have a go at it." Sniper update coming shortly!
Post by: Duke 2.0 on May 14, 2009, 04:28:54 pm
 While another way to take down backstabs(Heck, just start being a front-line sniper in hopes of a desperate spy to go after you) is always good, I must point out that the spy revolver takes around four shots to kill a sniper. And that is all they will do from now on.

 Still, the ability to run a few feet before the fourth bullet is better than instant death.
Title: Re: Team Fortress 2: "Let's have a go at it." Sniper update coming shortly!
Post by: Zai on May 14, 2009, 04:31:12 pm
Eh, I dunno about the Razorback.

But Arena is quite possibly my favorite mode. =D
Title: Re: Team Fortress 2: "Let's have a go at it." Sniper update coming shortly!
Post by: Sowelu on May 14, 2009, 04:41:46 pm
Hmm.  An underpowered update that lots of scrub snipers will love, making them whine less, but which won't actually harm the enemy team's chances at all.  Cool!

We needed more underpowered sidegrades.
Title: Re: Team Fortress 2: "Let's have a go at it." Sniper update coming shortly!
Post by: SHAD0Wdump on May 14, 2009, 05:00:55 pm
Alright,I'll just cloak up to the sniper balcony aaand... Oh,hes wearing a razorback!

I can't possibly... *bang* *bang* *bang*... Problem solved.
Title: Re: Team Fortress 2: "Let's have a go at it." Sniper update coming shortly!
Post by: Jreengus on May 14, 2009, 05:06:29 pm
I don't think razor back will be widely used, but it may still be usefull, especially for those times when you are sniping near a turret. No more spies backstabbing then cloaking before the turret can turn round.
Title: Re: Team Fortress 2: "Let's have a go at it." Sniper update coming shortly!
Post by: Duke 2.0 on May 14, 2009, 05:07:33 pm
Alright,I'll just cloak up to the sniper balcony aaand... Oh,hes wearing a razorback!

I can't possibly... *bang* *bang* *bang*... Problem solved.

 Alright, the team is about to start a bug push. I had better get ready for a backstab chain. Alright, here I go! One, two t-
*ZAP!*
 GAH! Whats a sniper doing in the middle of a big push?!

 Actually, considering the rather limited nature of this item, I think a little buffing is in order. Either 10-20% damage reduction to the back, or cancellation of all criticals done to the back, or something more than just a limited anti-spy exchange for their sidearm.
Title: Re: Team Fortress 2: "Let's have a go at it." Sniper update coming shortly!
Post by: Sowelu on May 14, 2009, 05:19:59 pm
So we're thinking it probably replaces the SMG or the Kukri...

Let me throw a couple other possibilities:

- It replaces the Kukri.
- You can still bash people with it for kukri damage!  The only loss is your run speed.

- It replaces the SMG.
- You can still wield it, and use it like a classic riot shield kind of thing for some protection from the front while it's out.
Title: Re: Team Fortress 2: "Let's have a go at it." Sniper update coming shortly!
Post by: LASD on May 15, 2009, 03:45:38 pm
Holy shit, they really did it! The Sniper update is the Spy! On day 4 he stabbed the Sniper and replaced the Sniper in the title with SPY.

I thought it was strange to make a weapon that affects only one class.

EDIT: There's a page called spyupdate now, sniperupdate is down.

EDIT2: Sniperupdate now redirects to spyupdate. Also, this whole thing was apparently preceded by the day 3 picture with an uncloaking spy behind the Sniper.
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: Sowelu on May 15, 2009, 03:52:46 pm
Are the sniper updates real though?  I mean, the first one looked awesome!

Also.  From the main TF2 blog:

"Day 4 of the Sniper update brings us... hold on, that's not...

Holy hell. All those conspiracy theorists on the TF forum couldn't have been right all along, could they? When the Pyro hears about this she'll be inconsolable."

CALLED IT
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: Eviltyphoon on May 15, 2009, 03:53:53 pm
HOLY SH*T!!! AWESOME!!!
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update comi
Post by: LASD on May 15, 2009, 03:59:43 pm
She'll be inconsolable? Okay, they just busted out with a whole load of conspiracies.

I wonder too if the Sniper things are for real, I'd bet on the Huntsman, but I'm not totally convinced with the Razorback.

EDIT: Don't have a screenshot, but I saw the she too.
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update comi
Post by: Sowelu on May 15, 2009, 04:00:58 pm
She'll be inconsolable? Okay, they just made a whole load of conspiracies true.

I wonder too if the Sniper things are for real, I'd bet on the Huntsman, but I'm not totally convinced with the Razorback.

Likewise.

Oh yeah, and they just changed the quote on the blog post.  D:  It now says "Pyro's going to be inconsolable now."

But yeah, female pyro was the thing I meant when I said "called it".
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update comi
Post by: Techhead on May 15, 2009, 04:03:38 pm
A: Pyro's a girl.
B: Not one but TWO alternatives to the watch.
C: Stupid, stupid sniper.
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update comi
Post by: Sowelu on May 15, 2009, 04:05:13 pm
B: Not one but TWO alternatives to the watch.

How do you know one of them doesn't replace the revolver?  (edit: nah, they do both say 'spy watch')

Though I think both options are good in themselves.  "Fake die when you get hit" is totally the best feign EVER.

I'm betting that the Cloak and Dagger has a smaller battery while moving, so you can't sneak past enemy lines nearly as well.  And I'm betting that the Dead Ringer doesn't let you cloak normally.

Man, the Steam forums are being killed SO hard...
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: Duke 2.0 on May 15, 2009, 04:06:48 pm
A: They know the theories of Pyro being a girl. They will never reveal it now.
B: This might just lead up to the next sniper item, which deals with exactly what just happened.
C: I'm personally lookin' at that beard camera. Finally, we can capture footage of dwarven mating rituals.
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update comi
Post by: LASD on May 15, 2009, 04:09:46 pm
Woah, I only now got the gist of day 3&4, the spy was using the new Dead Ringer watch (hence the dead spy on the ground.) Awesome, clever and cool, this is by far the best TF2 update (page, at least)

EDIT: Also, haha, they pushed back the update day by 3 to 5/21/09.

EDIT2:
EDIT: Also, haha, they pushed back the update day by 3 to 5/21/09.

Where do you see a release date?
On the blog page, downright: "Major Updates"

EDIT3:
It's a quote! From the FUTURE
It is, I used my scientific future-prediction skills.
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update comi
Post by: Sowelu on May 15, 2009, 04:15:47 pm
EDIT: Also, haha, they pushed back the update day by 3 to 5/21/09.

Where do you see a release date?
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update comi
Post by: Techhead on May 15, 2009, 04:18:36 pm
It's a quote! From the FUTURE
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: Sowelu on May 15, 2009, 04:33:19 pm
Actually, no wait, there it is.  It's listed in "Major Updates" now.
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: Jreengus on May 15, 2009, 06:04:02 pm
I swear I've played on a server with something similar to the dead ringer watch, while cloaked you could use the fire button to create a fake corpse for a chunk of charge. Main problem I'm seeing with the dead ringer watch is no death announcement. My eyes always flicker up there when I kill someone so I personally am unlikely to be fooled.
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: Nilocy on May 15, 2009, 06:18:11 pm
Spy's sapping my Razorback -bzzzz *dead* or is he?
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: Sowelu on May 15, 2009, 06:48:23 pm
I swear I've played on a server with something similar to the dead ringer watch, while cloaked you could use the fire button to create a fake corpse for a chunk of charge. Main problem I'm seeing with the dead ringer watch is no death announcement. My eyes always flicker up there when I kill someone so I personally am unlikely to be fooled.

I suspect that the dead ringer will create a death announcement.  Might not give you points though.

If they're really sneaky, it'll give you a point, but take it away after a while.

What I'd really like is--if you are disguised as a FRIENDLY (not enemy) class, the fake corpse is of that class.  So in highlander matches (exactly 1 of each class), you can make them think they just killed your demoman or something.
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: Yanlin on May 16, 2009, 12:48:10 am
If the razorback is real, then it should be possible to sap it. Thus breaking it.
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update comi
Post by: Jackrabbit on May 16, 2009, 05:53:30 am
If the razorback is real, then it should be possible to sap it. Thus breaking it.

Would that not defeat the purpose? Admittedly, you'd know there was a spy in the room, but all that would do would be to make it tiresome for both spy and sniper.
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: SHAD0Wdump on May 16, 2009, 07:01:38 am
Sometimes I feel B12 should have its own personal TF2 server,if it does,smack me over the head already!
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: Ioric Kittencuddler on May 16, 2009, 07:04:54 am
Okay! Boink!  Bonk! :D
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: SHAD0Wdump on May 16, 2009, 07:07:30 am
Alright,where is it?!?!
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: Yanlin on May 16, 2009, 07:36:22 am
I hosted it for a microsecond.
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: Nilocy on May 16, 2009, 08:21:07 am
Err. who'd be willing to pay for it though?
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: Yanlin on May 16, 2009, 10:15:12 am
We can't have it donationware. That'd sap donation money from Toady.
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: Jreengus on May 16, 2009, 11:02:38 am
Server sappin' mah income!
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: Yanlin on May 16, 2009, 12:31:59 pm
Income down!
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: Nilocy on May 16, 2009, 03:18:21 pm
That debt collector's ah spy!
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: The Doctor on May 16, 2009, 08:17:40 pm
Oh, no.

STAB

You've got blood on my suit.

AWAYS
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: Yanlin on May 17, 2009, 01:01:16 am
Mehdick!
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: Ioric Kittencuddler on May 17, 2009, 01:21:21 am
Gentlemen! (http://www.wegame.com/watch/Meet_the_spy_7/)

I await you adoration.  Which can be paid in donations to Toady because I've been too cheap to do it myself so far for some reason. :(
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: Walliard on May 17, 2009, 01:49:53 am
AND NOW HE'S HERE TO F*** US!
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: Yanlin on May 17, 2009, 02:04:04 am
Gentlemen! (http://www.wegame.com/watch/Meet_the_spy_7/)

I await you adoration.  Which can be paid in donations to Toady because I've been too cheap to do it myself so far for some reason. :(

If that turns out to be the official video leaked... I'm shitting myself. This is now how I expected "Meet the spy" to be.

But hot damn it looks like Valve themselves did it. The voice actors are the same... Except maybe for the spy for some odd reason...

The animation looks like Valve did it.

The script? Nope. Un-Valve-y.
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update comi
Post by: Tilla on May 17, 2009, 02:08:43 am
Definitely official, it even touches on things we've seen in the images on the official site.
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: umiman on May 17, 2009, 02:47:26 am
Gentlemen.
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: WorkerDrone on May 17, 2009, 03:38:24 am
I'm going to regret this but:

(http://img4.fpsbanana.com/ico/sprays/gentlemen.png)
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: Eviltyphoon on May 17, 2009, 04:31:14 am
Meet the spy!

http://www.youtube.com/watch?v=SJ4ZYFxoq2s (http://www.youtube.com/watch?v=SJ4ZYFxoq2s)
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update comi
Post by: Jackrabbit on May 17, 2009, 04:57:03 am
Meet the spy!

http://www.youtube.com/watch?v=SJ4ZYFxoq2s (http://www.youtube.com/watch?v=SJ4ZYFxoq2s)


When did you become head of the redundancy department of redundancy? Admittedly, the hours are good but you end up feeling embarrassed an awful lot
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update comi
Post by: Eviltyphoon on May 17, 2009, 05:02:17 am
owlol...

damn
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: Jreengus on May 17, 2009, 05:04:38 am
I'm not buying that it's legitimate, it's structured too differently from the others if you ask me.
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update comi
Post by: Jackrabbit on May 17, 2009, 05:23:52 am
It's certainly a pretty professional fake. If it is a fake, kudos to whoever did it.

EDIT: I don't actually think it's a fake.
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: WorkerDrone on May 17, 2009, 05:25:28 am
Dude, it can't be. And if it is, I don't care, because it'll be TEN TIMES BETTER THAN ANY OTHER MEET THE SPY ANYONE COULD MAKE. EVEN VALVE. And that's only if they DIDN'T make it.

I'd say they DID.

Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: Asehujiko on May 17, 2009, 08:04:56 am
I like the fights against the other classes, the sniper especialy.

Also, note how there are several hints given about the identity of the red spy:
Spoiler (click to show/hide)

However, other MtT videos are half as long and feature the relevant class giving a short speech and showing off their abilities, not a plot like this one.

If it's a fake, valve should hire the maker to produce a movie in that style.
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: Zironic on May 17, 2009, 08:39:52 am
It was obvious when the scout was chosen as the subject for exposure.
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: WorkerDrone on May 17, 2009, 08:42:56 am
It was really cool I think because of the REALLY dramatic music that started half way through to go along with the fights, like the Blue Spy was building up to something REALLY dramatic, and BAM. Idiotic gunho soldier does something stupid.

And the Heavy the entire time is pretty much just there contemplating murder.

YOU SAW THE HATE IN HIS EYES. I THOUGHT HE WAS THE SPY.

Also, this is the first time I've seen another of the same class in any classes Meet The movie.

Oh, and yes, It was hilarious when the music cut off because the soldier
Spoiler (click to show/hide)
And yes, that is spoilered for a reason, watch the damn video before you click it, and than agree with me.

Trust me, its funnier if its not ruined. Just go back and watch that video, and AGREE WITH ME HOW AWESOME IT WAS.
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: SHAD0Wdump on May 17, 2009, 08:53:47 am
That video is too impressive,I actually think it's valve.

One reason is...
Spoiler (click to show/hide)
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: Nilocy on May 17, 2009, 11:53:51 am
Question, do you think the spy's girlfriend could be the pyro? Since valve made that mess up...?
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: Ioric Kittencuddler on May 17, 2009, 12:00:23 pm
I think she's the blue scout's mom.  It is explicitly stated in the video.
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: Duke 2.0 on May 17, 2009, 12:14:10 pm
 I believe the video is real. Valve is not known to conform to standards that are not within their design standards. They can change the movie format whatever the hell way they want, as long as the characters remain somewhat the same. And awesome.

 Remember the scout update? A melee weapon that shoots stunning shots? Yeah, valve can do whatever it wants. Remember meet the Sandvitch?
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: Zai on May 17, 2009, 01:21:26 pm
That was great. Would watch again/10
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: Ioric Kittencuddler on May 17, 2009, 01:34:12 pm
Huh, according to IMDB, the guy who plays the Sniper is this guy (http://www.youtube.com/watch?v=k6mZZiI4ShQ).
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update comi
Post by: Jackrabbit on May 17, 2009, 11:38:43 pm
Well done Valve. Well done.  :)
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: Sowelu on May 18, 2009, 01:34:04 pm
That was so awesome.  So very, very awesome.


Question, do you think the spy's girlfriend could be the pyro? Since valve made that mess up...?

"mess up"?  That was all fully intentional.

I'm betting that the leaked video is just more of their planned update shenanigans.  They're trying to mess with the community's head with this update.
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: umiman on May 18, 2009, 04:19:38 pm
I highly doubt the pyro was originally planned to be a woman though. His voice is way too low to be female nor does it really match a female style. I won't be surprised to learn that he actually is female, but even his voice actor agrees with me that currently he is most definitely male.

P.s: The voice actor of Pyro and the Spy are the same person too.
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: Nilocy on May 18, 2009, 05:19:53 pm
Oh, cool, didn't know that. Well he'd be having a relationship with himself then. Hee hee :D
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: Duke 2.0 on May 18, 2009, 05:30:21 pm
 Not to mention the fact that each class will have equal opportunity to kill another class, and thus such relationships would seem odd.
Title: Re: Team Fortress 2: "Surprise" Sniper/Spy update incoming!
Post by: alphafalcon on May 18, 2009, 06:58:36 pm
Yay, Spy video is legit! Gotta love Valve, even making fun of themselves
http://www.teamfortress.com/spyupdate/ (http://www.teamfortress.com/spyupdate/)
Scroll all the way down for Valva Corporate Achievement
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: Dasleah on May 18, 2009, 07:54:32 pm
Not to mention the fact that each class will have equal opportunity to kill another class, and thus such relationships would seem odd.

All's fair in love and war.

Oh, and here's (http://files.uploadffs.com/d/69a5db55/meethespy.jpg) the HD screencap of the Alert screen. Some interesting stuff on there.
Title: Re: Team Fortress 2: "Surprise" The Spy just stabbed the Sniper, Spy update coming!
Post by: SHAD0Wdump on May 18, 2009, 08:18:37 pm
Oh, and here's (http://files.uploadffs.com/d/69a5db55/meethespy.jpg) the HD screencap of the Alert screen. Some interesting stuff on there.
Lower left corner people.
Title: Re: Team Fortress 2: "Surprise" Sniper/Spy update incoming!
Post by: Zai on May 18, 2009, 08:22:17 pm
Oh, and here's (http://files.uploadffs.com/d/69a5db55/meethespy.jpg) the HD screencap of the Alert screen. Some interesting stuff on there.
Lower left corner people.

Leaked Video.
Title: Re: Team Fortress 2: "Surprise" Sniper/Spy update incoming!
Post by: Duke 2.0 on May 18, 2009, 08:29:03 pm
Oh, and here's (http://files.uploadffs.com/d/69a5db55/meethespy.jpg) the HD screencap of the Alert screen. Some interesting stuff on there.
Lower left corner people.

Leaked Video.
Two red spy lights?
Title: Re: Team Fortress 2: "Surprise" Sniper/Spy update incoming!
Post by: Servant Corps on May 18, 2009, 08:36:42 pm
HELPPP!

In "Meet the Sandwich", is the Sandwich the one who was killing everybody because they DARED to eat him? Or was Person A killing Person B because Person B was eating Person A's sandwich?

I need to know so I can understand the joke.
Title: Re: Team Fortress 2: "Surprise" Sniper/Spy update incoming!
Post by: WorkerDrone on May 18, 2009, 09:11:51 pm
...Your...kidding, right?
Title: Re: Team Fortress 2: "Surprise" Sniper/Spy update incoming!
Post by: The Doctor on May 18, 2009, 09:12:28 pm
Heavy ate sandvich.

Heavy killed everyone because of the strength he got from sandvich.

Then sandvich killed heavy... Not really.
Title: Re: Team Fortress 2: "Surprise" Sniper/Spy update incoming!
Post by: Zaranthan on May 19, 2009, 11:13:39 am
Don't run! It's only ham!
Title: Re: Team Fortress 2: "Surprise" Sniper/Spy update incoming!
Post by: Sowelu on May 19, 2009, 11:38:15 am
Oh, and here's (http://files.uploadffs.com/d/69a5db55/meethespy.jpg) the HD screencap of the Alert screen. Some interesting stuff on there.
Lower left corner people.

Leaked Video.

Analysis of the high-res version (which was only available from the official release) and the low-res version (leaked) shows that the original did not say "leaked video".  The words are clearly different, the space in the middle is in a different place...but there's just not enough detail to see what it originally said.

In any case, they did change it for the release.
Title: Re: Team Fortress 2: "Surprise" Sniper/Spy update incoming!
Post by: Yanlin on May 19, 2009, 02:26:50 pm
There's a light that says "Leaked video" on that huge lights panel the soldier is looking at.

It also appears in the Youtube versions. I could make it out.

PREWF that Valve leaked it on purpose!
Title: Re: Team Fortress 2: "Surprise" Sniper/Spy update incoming!
Post by: Sowelu on May 19, 2009, 02:59:02 pm
It also appears in the Youtube versions. I could make it out.

Nope.

(http://img526.imageshack.us/img526/8223/leak.gif)

Note that the space is on different sides of the wire in the low and high res version.  Different words.
Title: Re: Team Fortress 2: "Surprise" Sniper/Spy update incoming!
Post by: Soulwynd on May 19, 2009, 03:53:23 pm
It also appears in the Youtube versions. I could make it out.

Nope.

(http://img526.imageshack.us/img526/8223/leak.gif)

Note that the space is on different sides of the wire in the low and high res version.  Different words.

The low res version says "Is bullshitting" and don't be fooled, "Hungry" on the low res version also reads "Yanlin".
Title: Re: Team Fortress 2: "Surprise" Sniper/Spy update incoming!
Post by: umiman on May 19, 2009, 03:54:22 pm
"on toilet" in the low res version also says "always".
Title: Re: Team Fortress 2: "Surprise" Sniper/Spy update incoming!
Post by: Nilocy on May 19, 2009, 04:46:46 pm
Spy update! Meet the ambassador. I fucking WANT this gun. IRL. Even though its illegal.
http://www.teamfortress.com/spyupdate/english.htm
Title: Re: Team Fortress 2: "Surprise" Sniper/Spy update incoming!
Post by: Sowelu on May 19, 2009, 04:52:04 pm
I'm intrigued.  It makes the spy viable as a dedicated longer-range class. Pop out from behind a wall and put two shots into an oncoming scout--you won't get more than two, most likely, but with good aim, you'll get him good.

I'm betting the revolver still has better DPS, so at close range, you don't want the Ambassador.

Yeah, there's going to be a lot more spies NOT cloaking, now.  A spy just sitting there below the balcony in 2fort will be a force to be reckoned with, as long as there are no enemy snipers.

...Which means...that the sniper is a valid counter for the Spy all of a sudden!  The spy can be a mini-sniper and very effective, but would get rocked by a real sniper at range.
Title: Re: Team Fortress 2: "Surprise" Sniper/Spy update incoming!
Post by: Duke 2.0 on May 19, 2009, 05:45:52 pm
I'm intrigued.  It makes the spy viable as a dedicated longer-range class. Pop out from behind a wall and put two shots into an oncoming scout--you won't get more than two, most likely, but with good aim, you'll get him good.

I'm betting the revolver still has better DPS, so at close range, you don't want the Ambassador.

Yeah, there's going to be a lot more spies NOT cloaking, now.  A spy just sitting there below the balcony in 2fort will be a force to be reckoned with, as long as there are no enemy snipers.

...Which means...that the sniper is a valid counter for the Spy all of a sudden!  The spy can be a mini-sniper and very effective, but would get rocked by a real sniper at range.
The thing is, you can move about quickly with this gun. A good enough spy could take a down a sniper, partially because the sniper is a lot slower, partially because the spy is still sneaky and if the sniper does not get in a headshot the spy will use the watch that leaves a corpse and cloaks himself. Then just pop on a disguise and run for some nearby health before going after the sniper again.
Title: Re: Team Fortress 2: "Surprise" Sniper/Spy update incoming!
Post by: Yanlin on May 20, 2009, 07:32:03 am
It also appears in the Youtube versions. I could make it out.

Nope.

(http://img526.imageshack.us/img526/8223/leak.gif)

Note that the space is on different sides of the wire in the low and high res version.  Different words.


Hmm. Perhaps It wasn't Youtube... But this upload is still before the real one.

http://www.wegame.com/watch/Meet_the_spy_7/

Upon further examination you appear to be right. I withdraw my original claim.
Title: Re: Team Fortress 2: "Surprise" Sniper/Spy update incoming!
Post by: Jreengus on May 20, 2009, 10:22:36 am
I'm intrigued.  It makes the spy viable as a dedicated longer-range class. Pop out from behind a wall and put two shots into an oncoming scout--you won't get more than two, most likely, but with good aim, you'll get him good.

I'm betting the revolver still has better DPS, so at close range, you don't want the Ambassador.

Yeah, there's going to be a lot more spies NOT cloaking, now.  A spy just sitting there below the balcony in 2fort will be a force to be reckoned with, as long as there are no enemy snipers.

...Which means...that the sniper is a valid counter for the Spy all of a sudden!  The spy can be a mini-sniper and very effective, but would get rocked by a real sniper at range.
The thing is, you can move about quickly with this gun. A good enough spy could take a down a sniper, partially because the sniper is a lot slower, partially because the spy is still sneaky and if the sniper does not get in a headshot the spy will use the watch that leaves a corpse and cloaks himself. Then just pop on a disguise and run for some nearby health before going after the sniper again.
But a good sniper would just charge 100% and then get a body shot on them if they can't get a head shot.
Title: Re: Team Fortress 2: "Surprise" Sniper/Spy update incoming!
Post by: Ampersand on May 20, 2009, 11:21:43 am
The new revolver has a cooldown time, however, so presumably, it has a higher damage per shot, but probably a roughly equal damage per second if you do the math.
Title: Re: Team Fortress 2: "Surprise" Sniper/Spy update incoming!
Post by: Sowelu on May 20, 2009, 01:11:14 pm
I'm hoping it has a lower DPS, because seriously, the revolver on its own is a serious beast and very unappreciated.  55-60 damage at point blank?

Then again, it has 20-25 at long range.  That needs to be bumped up a lot to make it competitive.  40 damage at long range, while still 55-60 at point blank as well as lowering its ROF, and it'll still get a lot of use.
Title: Re: Team Fortress 2: "Surprise" Sniper/Spy update incoming!
Post by: Ampersand on May 20, 2009, 01:16:30 pm
Maybe the video gives some hint at what the spy is soon to become. The rolling sapper for one thing might be a clue as to the next unlockable. Maybe the revolver shot to the head instantly killing the engineer is some clue as to what the weapon's intent is. Critical headshots like the sniper rifle?
Title: Re: Team Fortress 2: "Surprise" Sniper/Spy update incoming!
Post by: Duke 2.0 on May 20, 2009, 01:24:42 pm
 We must face the reality of the current spy pistol: It is horribly inaccurate. Sure at medium range you could land a good number of hits in, but trying to hit targets consistently with the thing is like wielding a stormtroopers gun from Star Wars.

 Also, I'm starting to warm up with using the demoman. I can see clearly why people want him nerfed, because I feel like a god with him. As long as you can aim in front of targets properly you can do well.
Title: Re: Team Fortress 2: "Surprise" Sniper/Spy update incoming!
Post by: umiman on May 20, 2009, 01:44:00 pm
Didn't the update mention that it's accurate like a sniper rifle at long distances as well?
Title: Re: Team Fortress 2: "Surprise" Sniper/Spy update incoming!
Post by: Sowelu on May 20, 2009, 01:47:42 pm
Didn't the update mention that it's accurate like a sniper rifle at long distances as well?

Yeah...Which I assume means there's literally no inaccuracy (1-pixel crosshair essentially).  Which seems cool and uncool.  Uncool because of the aimbotters, cool because it'll be so obvious and they will get owned.
Title: Re: Team Fortress 2: "Surprise" Sniper/Spy update incoming!
Post by: umiman on May 20, 2009, 01:49:04 pm
Duke: I don't really like the demoman, but I find that I'm usually in a lot of situations where I need to be a demoman. So it's a love hate relationship of sorts. I don't like him, but I need him.
Title: Re: Team Fortress 2: "Surprise" Sniper/Spy update incoming!
Post by: ToonyMan on May 20, 2009, 01:52:54 pm
Agh, it's just like my legs.
Title: Re: Team Fortress 2: "Surprise" Sniper/Spy update incoming!
Post by: Sowelu on May 20, 2009, 07:03:43 pm
At the moment, day 6 is still up--but about once every 20 refreshes (soft refreshes, no need for ctrl-f5 even) you'll see a jar of Jarate sailing into the picture at the spy's head.

Bastards.
Title: Re: Team Fortress 2: "Surprise" Sniper/Spy update incoming!
Post by: Duke 2.0 on May 20, 2009, 07:28:00 pm
 Jarate is out!

 http://www.teamfortress.com/sniper_vs_spy/

 And I must say, I might like sniper a bit more after this. Soldier is starting to look terrible as a class.
Title: Re: Team Fortress 2: "Surprise" Sniper/Spy update incoming!
Post by: Sowelu on May 20, 2009, 07:28:57 pm
OH HOLY JESUS NO.
Title: Re: Team Fortress 2: "Surprise" Sniper/Spy update incoming!
Post by: Duke 2.0 on May 20, 2009, 07:29:53 pm
 I'm laughing my ass off. And cheering.

 Although the four-sniper team in every match now is getting a bit annoying, this will be an interesting few weeks of spy vs. Sniper update.
Title: Re: Team Fortress 2: "Surprise" Sniper/Spy update incoming!
Post by: JoRo on May 20, 2009, 07:45:50 pm
I was initially appalled, but the Jarate actually sounds pretty useful.  Who can pass up a legitimate reason to throw jars of urine at your teammates?
Title: Re: Team Fortress 2: "Surprise" Sniper/Spy update incoming!
Post by: Nilocy on May 20, 2009, 08:37:35 pm
I was initially appalled, but the Jarate actually sounds pretty useful.  Who can pass up a legitimate reason to throw jars of urine at your teammates?

Heck, i'll throw it at them even when they're not on fire!
Title: Re: Team Fortress 2: "Surprise" Sniper/Spy update incoming!
Post by: Sowelu on May 20, 2009, 08:41:40 pm
I was initially appalled, but the Jarate actually sounds pretty useful.  Who can pass up a legitimate reason to throw jars of urine at your teammates?

Heck, i'll throw it at them even when they're not on fire!

That would be exactly what I'm not looking forwards to.

Snipers sitting huddled at the spawn cabinet all round, chucking jars of pee at their teammates like there's no tomorrow.
Title: Re: Team Fortress 2: "Surprise" Free weekend starting soon!
Post by: LASD on May 21, 2009, 02:36:57 pm
Like the title says, there's a Free Weekend coming up, pre-loading is possible through here (http://store.steampowered.com/app/440/).

I'd like Day 8-blog post and the update now, but probably Valve will take it's sweet time and release them in the early hours of Friday for me, so the point I finally get to play is still, at minimum, 12 hours away.
Title: Re: Team Fortress 2: "Surprise" Free weekend starting soon, preload now!
Post by: Metalax on May 21, 2009, 07:46:53 pm
Updates here. Get stabbin.
Title: Re: Team Fortress 2: "Surprise" Free weekend starting soon, preload now!
Post by: The Doctor on May 21, 2009, 08:00:41 pm
The updates not moving!

Too many people updating, I guess... D:
Title: Re: Team Fortress 2: "Surprise" Free weekend starting soon, preload now!
Post by: Metalax on May 21, 2009, 08:12:57 pm
Yeah it's going to take another 10 mins at it's current rate. Oh well time to make sandvitch.
Title: Re: Team Fortress 2: "Surprise" Free weekend starting soon, preload now!
Post by: Duke 2.0 on May 21, 2009, 08:15:59 pm
 Eh, I'm playing tomorrow afternoon anyway. Loading should be better then.

 Then it's time to unlock the axetinguisher legitimately.
Title: Re: Team Fortress 2: "Surprise" Free weekend starting soon, preload now!
Post by: Zai on May 21, 2009, 08:26:04 pm
Now even spies with masks on have to be spy-checked:
Quote
Spies disguised as enemy spies now get a random mask to help complete the disguise, and their target id will be set appropriately
Holy crap. Even more usefulness:
Quote
Spies can now use enemy teleporters
They made the Pyro's air blast more useful, similar to Jarate's effect on teammates. I expect to see less of the Backburner now:
Quote
Flamethrower's air burst now extinguishes fire on friendly targets

I feel like the Spy got the better end of the update. =/

Oh well. I won't be able to get on until Monday, as I'll be away for the weekend.
Title: Re: Team Fortress 2: "Surprise" Free weekend starting soon, preload now!
Post by: Sowelu on May 21, 2009, 08:31:33 pm
Now even spies with masks on have to be spy-checked:
Quote
Spies disguised as enemy spies now get a random mask to help complete the disguise, and their target id will be set appropriately
Holy crap. Even more usefulness:
Quote
Spies can now use enemy teleporters

It doesn't stop there:
Quote
Spies disguised as medics now have an Ubercharge: line in their disguise target info
Title: Re: Team Fortress 2: "Surprise" Free weekend starting soon, preload now!
Post by: Metalax on May 21, 2009, 08:38:01 pm
Just checking through the update notes and,
Quote
Flamethrower's air burst now extinguishes fire on friendly targets
Big buff for the pyro.

Quote
Standard sniper rifle now shoots through friendly players
no more teammates mucking up a good shot.

Quote
Spies outward facing "disguise health" now matches their disguise target when they first apply the disguise
No more benefit of doubt from the pyro. Spy checks for Everyone!

Quote
Demomen can now detonate their stickies while taunting
heh. Kaboo*BOOM*

Quote
Grenades and rockets deflected by a pyro under the effects of Kritzkrieg will now be criticals
hehehe.

Quote
Engineer's dispensers now give 20%, 30%, or 40% of player's max_ammo (for each ammo type) on each use, based on the level of the dispenser
hmm going to have to check how much this effects dispenser camping.

Quote
You now find new and old items as you play, instead of through achievements
going to have to see how this works


Title: Re: Team Fortress 2: "Surprise" Free weekend starting soon, preload now!
Post by: Zai on May 21, 2009, 08:51:00 pm
Quote
You now find new and old items as you play, instead of through achievements
going to have to see how this works

Woah, woah. What? I didn't notice that one. So now we unlock the items by just playing the classes often? I like that.
Title: Re: Team Fortress 2: "Surprise" Free weekend starting soon, preload now!
Post by: Sowelu on May 21, 2009, 08:52:50 pm
No one knows how getting the new items works, yet.  Not even the Steam forum.
Title: Re: Team Fortress 2: "Surprise" Free weekend starting soon, preload now!
Post by: JoRo on May 21, 2009, 09:17:03 pm
But there's no mention of hats!  Where are my hats!?
Title: Re: Team Fortress 2: "Surprise" Free weekend starting soon, preload now!
Post by: Soulwynd on May 21, 2009, 09:18:30 pm
Some servers have been using the hat code already... I've seen one where donors get fancy hats. =p
Title: Re: Team Fortress 2: "Surprise" Free weekend starting soon, preload now!
Post by: Metalax on May 21, 2009, 11:52:17 pm
The item drops seem to be completely random. Some people have played since the update came out and have found nothing at all, others have been finding everything fast. I've only been finding items that have already been unlocked from previous updates, I had 3 backburners at one point.
Title: Re: Team Fortress 2: "Surprise" Free weekend starting soon, preload now!
Post by: Sowelu on May 22, 2009, 02:10:44 am
I saw someone join during a pregame, and find a weapon before the round started.  There are persistent reports of unlocks being found while spectating.  There's absolutely no link to performance.  Which is okay, I guess.  Linking it to playing time is cool too.  But it's too random, and you get duplicates, which isn't cool.

Hats DO drop randomly, just at a lower frequency than other stuff.

The unlocking does make sense if Steam doesn't trust anything it hears from the server, and instead just awards them to the account for saying that it's playing...
Title: Re: Team Fortress 2: "Surprise" Free weekend starting soon, preload now!
Post by: umiman on May 22, 2009, 03:20:43 am
I had a lot of fun just now burning the tonnes and tonnes of spies and (strangely aggresive) snipers to cinders. At one point, the enemy team was complaining about us pyros making it unfair (wtf?) so I thought I'd give them a chance by switching to shotgun. Heh, not much difference.

Man, people are so simple.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: ToonyMan on May 22, 2009, 05:54:34 am
Rock beats paper.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: JoRo on May 22, 2009, 06:03:50 am
I totally lucked out and wound up with all 3 sniper unlocks pretty quick (plus 3[!?] flare guns, a blutsauger, an ubersaw [which I actually hadn't gotten around to unlocking yet], and a duplicate Razorback) and I am totally in love with Jarate and the Huntsman.  The lack of SMG means I have to be careful not to get cornered, but Jarate works better with a teammate around anyways.  Even without the damage buff, being able to extinguish myself is so nice.
Even though I have a hard time hitting anything that isn't either stationary or really close with the Huntsman, nailing people to walls is the best thing ever.  Plus, kill taunt.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Aribar Hunter on May 22, 2009, 07:17:56 am
.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Nilocy on May 22, 2009, 07:55:49 am
Rock beats paper.

Fire beats everything :D
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Duke 2.0 on May 22, 2009, 09:08:06 am
Rock beats paper.

Fire beats everything :D
Fire doesn't work terribly well when there are twelve snipers and blue dots covering the entire map.

 Then they all unexpectedly turned into spies, and much fun was had.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Jreengus on May 22, 2009, 10:02:53 am
Sooooooo 7 weapons found, not a single new one. I kid you not 10 weapons and not a single new one in the entire bunch, new weapon allocation system sucks horribly.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Yanlin on May 22, 2009, 10:37:19 am
After 5 hours of playing non stop (Crashes not counted) I got a whopping 2 unlocks. THAT I ALREADY HAD!
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Ampersand on May 22, 2009, 10:46:11 am
After three hours of playing, I have

Jarate
The Huntsman
The Ambassador.

I WIN
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Jreengus on May 22, 2009, 11:26:20 am
After three hours of playing, I have

Jarate
The Huntsman
The Ambassador.

I WIN
I hate you. Tell me where you live I'm going to things to you with your own arm that only a DFer would think of.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Ampersand on May 22, 2009, 11:37:05 am
I have to say though, throwing Jarate into a crowd is fun. And both the Huntsman and Ambassador are uberweapons.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Soulwynd on May 22, 2009, 12:38:28 pm
The random drop is because it seems they will have random stats in the future as well. At least that's the speculation going on in the forums.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Ampersand on May 22, 2009, 01:43:09 pm
Yeah, that's what I was thinking as well. Given the fact that you can accumulate multiple copies of the same weapon, it seems plausible that the Level X Item thing is going to have some legitimate meaning.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Eviltyphoon on May 22, 2009, 01:52:44 pm
After 5 hours of playing non stop (Crashes not counted) I got a whopping 2 unlocks. THAT I ALREADY HAD!

Lucky you... I just played 5-6 hours, and guess what I got? NOTHING
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: ToonyMan on May 22, 2009, 01:58:01 pm
I PLAYED FOR 0 HOURS AND YOU KNOW WHAT I GOT!!!  KNOTHING!




Hmpf.  Lousy luck.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Zaranthan on May 22, 2009, 02:09:16 pm
I'll come straight out: I don't like that idea. The more moving parts you have in a competitive environment, the more likely you are to accidentally introduce a game breaker or tiers. Even in the stuff they've introduced already, there are some obvious upgrades (blutsauger, ubersaw, kgb) and some garbage (backburner, natascha, bonk). A few items are dependent on situation (sandvich for arena, kritzkrieg for defense) and playstyle (axestinguisher, flare gun), but having tons of items is a recipe for mediocrity.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Sowelu on May 22, 2009, 02:18:37 pm
Yeah, I'm starting to wish there were no unlockables at all.

Oh--I calculated that it takes about 60 item drops for a fresh player to get everything, on average!

The system is apparently bugged btw, that's why some people are getting nothing.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Eviltyphoon on May 22, 2009, 02:52:54 pm
Yeah, I'm starting to wish there were no unlockables at all.

Oh--I calculated that it takes about 60 item drops for a fresh player to get everything, on average!


Which is a lot...


The system is apparently bugged btw, that's why some people are getting nothing.

Hmpf... Ofcourse I'm one of those people
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Jreengus on May 22, 2009, 03:15:00 pm
I just don't get how valve could think this new award system was a good idea, any random system is inherently unfair and just to make it worse for valve people who get lucky are less likely to become ecstatic than the people who have have bad luck who are highly likely to become seriously pissed.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Zaranthan on May 22, 2009, 03:30:56 pm
Agreed. There should at least be some way to influence which weapons you'll get.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: SHAD0Wdump on May 22, 2009, 04:01:00 pm
Simply should have it where it lowers the chance of obtaining a certain item when you get more of the same,and increase the chance on those you have yet to obtain.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Soulwynd on May 22, 2009, 04:38:15 pm
I'd rather have it triggered by something... Like every 5th double-kill... Every 10th point capture/defense, every 50 kills.

Even if the weapons were will random with random stats... At least you'd constantly get weapons instead of... Like me... Play for 3 hours and get nothing while one dude in my team got 3 weapons in a single map.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: The Doctor on May 22, 2009, 08:13:57 pm
http://store.valvesoftware.com/tf2/tf2-tee.spy-mens02.html

I want this.

You will buy me this.
 
:3
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: SHAD0Wdump on May 22, 2009, 08:15:27 pm
http://store.valvesoftware.com/tf2/tf2-tee.spy-mens02.html
That is just bad-ass.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Ampersand on May 22, 2009, 08:27:22 pm
I'm fairly sure the reason they drifted away from the achievement based distribution of weapons is so make achievement grinding pointless, stop the inevitable tide of servers with 8 of a single class per team as happened back in the day, and level the playing field. I do agree that there should probably some hidden influences on whether or not you get a weapon, I don't think it should be easily discovered, else it would be open to the same abuse.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Duke 2.0 on May 22, 2009, 08:29:15 pm
 From what I heard, the formulas for getting items will be revealed on the steams forums once the hat code bug is fixed. Then we can see what unlocks what item we want.

 Also, I must admit I'm not even playing sniper to snipe anymore. I'm a grenadier now.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Ampersand on May 22, 2009, 08:30:47 pm
Yeah. Jarate and the Huntsman make a deadly combination.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Ampersand on May 22, 2009, 09:26:32 pm
Double post, but topical.

http://www.teamfortress.com/post.php?id=2535

Valve explains, to a small degree anyway, what and why they did with the item acquisition.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Zaranthan on May 23, 2009, 12:25:09 am
Okay. I like what they're saying now. That's EXACTLY how it should be.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: JoRo on May 23, 2009, 02:32:58 am
I like the system, but that might just be because I got my jarate and huntsman right off the bat, and so far 5 items total that are new to me (I did not have Natascha or Ubersaw before the update).  Looking forward to seeing how it all works out.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Jreengus on May 23, 2009, 02:35:45 am
Double post, but topical.

http://www.teamfortress.com/post.php?id=2535

Valve explains, to a small degree anyway, what and why they did with the item acquisition.

Oh thankyou valve for telling me about item trading after I deleted all my duplicates to keep my inventory clean.

Second major noooooooooooooooooooooooooooooooooooooooooo they made it so cloaked spies can't taunt kill. I thought that was an intended feature! Especially since it slightly uncloaked you like when you take damage or bump someone.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Ampersand on May 23, 2009, 04:36:48 am
Too easy to exploit with the Cloak and Dagger I think.

Also, you can kill people with the Huntsman taunt during the Everybody Looses Stalemate.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: JoRo on May 23, 2009, 04:42:55 am
Also, you can kill people with the Huntsman taunt during the Everybody Looses Stalemate.
Makes sense, don't all the taunt kills still work?  I got Huntsman taunted during humiliation, which is the first time I'd ever been taunt killed.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Metalax on May 23, 2009, 06:57:26 am
yeah just tested this and pyro taunt kill at least still works during stalemate.

Ditto on the item trading. I'd deleted all six duplicates I've picked up while still waiting for the first of the new unlocks.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Nilocy on May 23, 2009, 09:46:32 am
Hey folks, you know they've explained the new system on their bloggings right? www.tf2.com
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Soulwynd on May 23, 2009, 10:40:08 am
Tip of the day:

Read before you post.


;) @ Nilocy
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Nilocy on May 23, 2009, 11:38:47 am
*facepalms* sorry, was a long night :( But I'm glad they've acknowledged it and all so hopefully it'll be fixed soon.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Soulwynd on May 23, 2009, 12:23:17 pm
I do that sometimes.

I hope they fix the rates soon. I've been playing for two days and nothing yet. It should average on around 1 and a half item a day, ie, 3 items in 2 days. 6-8 hours played in two days and nothing.... wtf...
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Sowelu on May 23, 2009, 01:39:55 pm
Second major noooooooooooooooooooooooooooooooooooooooooo they made it so cloaked spies can't taunt kill. I thought that was an intended feature! Especially since it slightly uncloaked you like when you take damage or bump someone.

That was a huge problem when it worked against sentry guns.  WAY overpowered.  And if you make it not work against guns, but still work about people, but only when you're cloaked, that's weird.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Soulwynd on May 23, 2009, 01:47:12 pm
Well duh. Scouts can't taunt kill while Bonk!-immortal either.

How unfair would that be?
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Sowelu on May 23, 2009, 02:14:44 pm
Well duh. Scouts can't taunt kill while Bonk!-immortal either.

How unfair would that be?

Yes they can!  Or at least they could.  Or at least I saw videos with people doing that a lot.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Soulwynd on May 23, 2009, 04:41:52 pm
I tried earlier today. It got fixored, I guess. The taunt broke in the middle.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Greiger on May 23, 2009, 11:05:40 pm
Yea some way to influince what items you get would be nice.  Hopefully when they announce what that will be it won't be some messed up harebrained thing like the system is now.  They didn't get rid of achievement servers.  The new achievement servers are ones that everybody just sits in spawn with the left or right key taped down for whatever the max round time servers can set.

I imagined it would be a low % chance to get an item for a class if you kill that class. For the ones currently without unlocks, a random weapon.  Makes sense, and prevents everybody from all playing the same class(after all if you want the spy achievements you would then go pyro, not try to spy vs spy).  I suppose there's still hope of that kinda thing happening to influence the effect.  And I have my fingers crossed for any kind of sanity at the moment. 

Defiantly not impressed and yes I think I will cry moar.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Duke 2.0 on May 23, 2009, 11:07:13 pm
 Nope. Played a buncha sniper and got the sandman. Didn't play scout. Didn't kill really any scouts.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Soulwynd on May 24, 2009, 12:30:57 am
Once they put trade in, the whining might slow down a bit, since people with 3+ whatevers will be able to trade for other crap or gift friends/newbies.

They mentioned more rares incoming, like the hats. I hope for random stats on weapons and maybe even more sets of weapons for each class. *shrugs*
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: debvon on May 24, 2009, 01:11:27 am
Personally I liked the achievement/item unlock system, until of course the achievement servers popped up. Even those were alright for people who were wayyyy behind in the game, but it totally ruined the point. Getting items became a job.

And now.. well now it seems like it's even more of a job. Except NOW you'll have people bragging about their leetness when they shoot off your head with a bow and arrow. And you'll also come across the rare jackass with the hat who you just want to strangle because he taunts you after every kill.

Good times!
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Eviltyphoon on May 24, 2009, 04:09:10 am
This guy on the steam forums (http://forums.steampowered.com/forums/showthread.php?t=873221) says exactly how I feel about the unlock system.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Jackrabbit on May 24, 2009, 04:11:03 am
You actually ventured onto the steam forums?

brave man.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Asehujiko on May 24, 2009, 07:33:35 am
I played some new maps yesterday and i found that PL_Pipeline should be renamed PL_Passchendaele. At one point, both sides had 4 turrets on the ground with a further 4 dispensers in the dugout, 2 pyros for airblasting any grenades and atleast 1 sniper permanently staring at the overlook window. Charging across the middle was completely impossible even with ubercharges because of the immense knockback power and cloaking a spy through it didn't work either because everybody knew who was supposed to to near the blockade and who wasn't.

After 40 min stalemate we finally breached it with 5 soldiers and 5 kritzkrieg medics. Hoodoo is an improvement over barren wasteland Badwater but it feels too cramped in places.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Yanlin on May 24, 2009, 09:40:22 am
I played some new maps yesterday and i found that PL_Pipeline should be renamed PL_Passchendaele. At one point, both sides had 4 turrets on the ground with a further 4 dispensers in the dugout, 2 pyros for airblasting any grenades and atleast 1 sniper permanently staring at the overlook window. Charging across the middle was completely impossible even with ubercharges because of the immense knockback power and cloaking a spy through it didn't work either because everybody knew who was supposed to to near the blockade and who wasn't.

After 40 min stalemate we finally breached it with 5 soldiers and 5 kritzkrieg medics.

So basically, good teamwork should be discouraged?
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Greiger on May 24, 2009, 11:21:04 am
I was spy, I came up behind a sniper wearing a razorback, I slashed air to remove my disguise then tauntkilled him from behind... The sniper bitched about it. Apparently I was hacking by managing a "backstab" through the razorback and was threatened with a ban from a server admin.  When I said I was not hacking, and explained what I did, they claimed I was exploiting instead by using my taunt to ignore the razorback.  I think I'll wait til my usual servers get an empty slot instead of going to some other random server now.

Point: Servers are full and it's hard to get into the good ones with more people playing due to both the update and the free weekend.  Many of these servers are full of people that think the razorback is supposed to make them completely immune to the spy.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Soulwynd on May 24, 2009, 11:26:32 am
Course, personal points is what matters most!
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Duke 2.0 on May 24, 2009, 11:48:31 am
Course, personal points is what matters most!
Not anymore. Personal unlocks are all that matters now.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Yanlin on May 24, 2009, 12:02:28 pm
My unlock penis is bigger than yours.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Eviltyphoon on May 24, 2009, 12:50:22 pm
Well, I finally got one of the new unlocks: the dead ringer!!  ;D
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: umiman on May 24, 2009, 01:19:35 pm
I actually removed all of my achievements so I could achieve them again. I actually like using them as a sign that I did something cool.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Jreengus on May 24, 2009, 02:11:41 pm
So I managed to get 2 of the new unlocks, the ambassador and the Huntsman. Both seem somewhat useless, the ambassador allows me critical hits on headshots but to be frank it's just too difficult to get headshots in the kind of situation a spy findshimself using a revolver. It has some use if you use your disguise + cloak to get somewhere enemies won't expect you but that's not very likely so the revolver is by far better in normal play. The Huntsman on the other hand is a complete downgrade it has a shorter range less damage and is much more difficult to aim with a minor fire speed increase being the only advantage (although if you are good with a sniper rifle you can get off headshot kills faster by not waiting for full charge) Whats worse is a headshot is no longer a garunteed kill, I headshotted a heavy and then got mowed down as I was too suprised to react. Also we can remove achievements now? Including the milestones? Because If so I'm just going to stock up on sandmans in preperation for the trading upgrade.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Soulwynd on May 24, 2009, 03:52:06 pm
Whine whine whine...

The TF2 forum is also all whine whine whine.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: ToonyMan on May 24, 2009, 05:19:12 pm
Type type type.


Typeity typeity type.


Boo-hoo.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Ampersand on May 24, 2009, 08:37:20 pm
The sniper rifle never guaranteed a kill on headshot. Just critical damage. A Heavy can survive under certain circumstances. Anyway, I disagree. The huntsman rocks. It's not intended to be a sniping weapon, but a mid-range weapon. I get a ton of kills with it.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: umiman on May 24, 2009, 09:23:57 pm
Mmm... the smell of burning bodies is always fun. I think I'm getting very good as a pyro. Either that or because of the free weekend, lots of newbies are around to burn. Lots and lots of easily detected spies.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Duke 2.0 on May 24, 2009, 09:27:39 pm
 Alright, some important lessons I'm learning from my many failures:
 Distance control. If the enemy is not in my killzone, act like they are a sniper.
 Sniper avoidance. Move like a madman and don't jump terribly often.
 Know when I'm in over my head. Better to leave alive and find a health kit than die in a blaze of glory.
 Jarate. Always a good idea.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Soulwynd on May 24, 2009, 09:30:52 pm
Speaking of newbies... I was in a server earlier... There was a TF2 newbie... He was a CSS veteran... Damn... he ruled... Yes, I was shocked and then I put an arrow through his head.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: The Doctor on May 24, 2009, 09:45:39 pm
The sniper rifle never guaranteed a kill on headshot.
Yes it did... A fully charged headshot dealt 450 damage.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: umiman on May 25, 2009, 02:35:37 am
The sniper rifle never guaranteed a kill on headshot.
Yes it did... A fully charged headshot dealt 450 damage.
He was talking about non-charged headshots.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Ampersand on May 25, 2009, 02:52:28 am
If a sniper takes his shot just before it's fully charged, an overcharged heavy can still get away with quite a bit of health.

There is a charging system with the Huntsman as well, depending on how long you hold the trigger button. however, holding it too long will make the sniper's arm tired, and hence make the shot wild and inaccurate. Secondly, the right mouse button will ease the arrow back in case you loose your target or take too long. There's a lot of things I like about the Huntsman. It's really feels right when you get a good shot in.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Soulwynd on May 25, 2009, 12:17:55 pm
Yep, I was playing with the huntsman in an arena match, it felt awesome to nail those mid-range shots with it. I even got a pyro stuck to one of the sawblades... To bad that's sort of bugged and the pyro didn't move with the blade, ended up stuck in middle air.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Jreengus on May 25, 2009, 01:40:30 pm
The sniper rifle never guaranteed a kill on headshot.
Yes it did... A fully charged headshot dealt 450 damage.
He was talking about non-charged headshots.
In response to me talking about a fully charged huntsman shot to the head. And no my arm wasn't tired.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Zai on May 25, 2009, 02:19:27 pm
Yep, I was playing with the huntsman in an arena match, it felt awesome to nail those mid-range shots with it. I even got a pyro stuck to one of the sawblades... To bad that's sort of bugged and the pyro didn't move with the blade, ended up stuck in middle air.

The demo's stickies act the same way. When the saw blade moves, the bomb stays in the same place in midair.

I made a (probably already found?) discovery last night, when I was playing as the Medic. My team had already won, so I went ahead and used the uber. I ran into the saw (on purpose) to see if I would die or not with the uber in effect. I died. So the saw can apparently kill ubered players.
Title: Re: Team Fortress 2: "Surprise" Update OUT, free weekend ON!
Post by: Asehujiko on May 26, 2009, 02:44:19 am
So basically, good teamwork should be discouraged?

There's a difference between teamwork and requiring half the team to switch class and perform a cheesy suicide move to use against a bunch of people who's only action is taping down mouse1 and aiming at their sentry.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Jreengus on May 26, 2009, 04:25:36 am
So I've played with the huntsman a bit more and I'm now starting to feel that it's not totally as useless as it first seems, if you're playing red on a defensive map then yes the sniper rifle is better every time. But if you are playing blue or you you are playing a map where both sides can attack then the huntsman seems to allow you to join in with pushes. One particularly effective trick seems to be to put an arrow into an enemy then finish up with the SMG. Still feels slightly lacking though and I'd like to see a health boost when using it to make up for the fact that you can't hide way back anymore and you are actually in the thick of it getting shot.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Yanlin on May 26, 2009, 08:02:12 am
So basically, good teamwork should be discouraged?

There's a difference between teamwork and requiring half the team to switch class and perform a cheesy suicide move to use against a bunch of people who's only action is taping down mouse1 and aiming at their sentry.

You just did the equivalent of calling every successful military strategy "Just shooting people"
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Duke 2.0 on May 26, 2009, 10:04:45 am
 I'm looking forward to unlocking the huntsman, simply because it gives me an excuse for going up to the front lines and throwing piss at things.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Jreengus on May 26, 2009, 10:56:35 am
I'm looking forward to unlocking the huntsman, simply because it gives me an excuse for going up to the front lines and throwing piss at things.
Since when did you need an excuse?
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Nilocy on May 26, 2009, 10:57:35 am
I just had the best run as a sniper so far, 14 points, 14 kills, 10 headshots. I love sniper now.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Zai on May 26, 2009, 11:18:08 am
I just had the best run as a sniper so far, 14 points, 14 kills, 10 headshots. I love sniper now.

Using what?
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Duke 2.0 on May 26, 2009, 11:19:56 am
I'm looking forward to unlocking the huntsman, simply because it gives me an excuse for going up to the front lines and throwing piss at things.
Since when did you need an excuse?
Well, I mean then I would have a use on the front lines. Then again, I'm getting better at shooting the sniper rifle from the hip.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: ToonyMan on May 26, 2009, 01:30:45 pm
I have The Huntsman and The Razorback so far.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Sowelu on May 26, 2009, 01:43:26 pm
I only have the Razorback.

Which means the only fun I get to have with new unlockables is equipping the SMG, changing to the Razorback while holding the SMG, then walking to the ammo cabinet so I become a civilian sniper.  And running around and jumping on things on silly low gravity servers.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Yanlin on May 26, 2009, 01:45:36 pm
Ah. The hunter becomes the hunted.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Wiles on May 26, 2009, 01:49:12 pm
The free trial convinced me to buy the game so I went to pick up the orange box but found that the places I went to only sold le version francaise. Merde. :(

Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Yanlin on May 26, 2009, 01:51:39 pm
Steam it!
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Wiles on May 26, 2009, 02:06:14 pm
It is 20$ on steam. Orange Box is 24$ at the store and comes with two extra games (plus I have a gift certificate I need to use). I'll just wait till I visit an anglophone area to pick it up.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Sowelu on May 26, 2009, 02:11:00 pm
That's a pretty good reason.  :)
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Asehujiko on May 26, 2009, 02:17:07 pm
So basically, good teamwork should be discouraged?

There's a difference between teamwork and requiring half the team to switch class and perform a cheesy suicide move to use against a bunch of people who's only action is taping down mouse1 and aiming at their sentry.

You just did the equivalent of calling every successful military strategy "Just shooting people"
I don't get what your analogy is about here, care to explain?
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Yanlin on May 26, 2009, 02:20:46 pm
We have here a perfectly valid tactic which required some organization and coordination, not to mention actual skill to pull off, adding on top of that the effectiveness of it.

You just called it "Just taping down Mouse1 and aiming at their sentry."

Basically it's like calling a proper military strategy, "Just shooting the enemy"
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Sowelu on May 26, 2009, 02:27:28 pm
I'm just surprised that you could complain about how unskilled your opponents are when they had two pyros dedicated to airblasting any grenades away (and quite good at it apparently), as well as a sniper who must have been very good to keep you from headshotting those pyros.

Because remember, three stickybombs = dead sentry with no chance to repair.  A couple of good demos, under decent cover fire, can totally take down a pile of sentries if they can hit it from outside of its range.  Heck, you could also take out a good chunk with one spy + one sniper; cloak to someplace around a corner from the sentries, headshot the engie(s), then sap everything you can before the pyros kill you.  Sacrifice your spy to remove a couple sentries, then just keep them from rebuilding...  Heck, an ubered pyro + spy would probably let you clear the sentries out entirely once you can get inside, just keep the engineers back long enough for the sapping to do its magic.

I see plenty of good strategies here.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: 0x517A5D on May 26, 2009, 02:27:56 pm
The free trial convinced me to buy the game so I went to pick up the orange box but found that the places I went to only sold le version francaise. Merde. :(
I bought the english retail version of orange box.  Each of the games lets me choose from at least five languages, including english (default) and french.

I strongly suspect that french is just the default language for the french version, and you can switch to english.  Probably you will have to download the english language file pack.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Yanlin on May 26, 2009, 02:30:30 pm
Right. You can just download the language you want off Steam.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: debvon on May 26, 2009, 08:18:39 pm
This new unlock system is GREAT! I've started a Force-A-Nature collection. My goal is 25
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: ToonyMan on May 26, 2009, 08:21:34 pm
This new unlock system is GREAT! I've started a Force-A-Nature collection. My goal is 25

Don't get too excited!
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Zai on May 26, 2009, 09:00:51 pm
This new unlock system is GREAT! I've started a Force-A-Nature collection. My goal is 25

What are you at now? 17?

So far, I've gotten 3 unlocks from the new system, and no duplicates.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Metalax on May 26, 2009, 09:49:20 pm
One thing I've found since acquiring the huntsman today is that it can't be fired underwater. If you've got the razorback as well that leaves you with no ranged attacks when in the water.

Also unlike most taunt kills, the huntsman's does not do enough damage to kill an undamaged heavy. Which was a bit of a shock when he survived and turned around. On the other hand, it is quick unlike most of the other taunt kills which have a fair buildup to the kill.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: umiman on May 26, 2009, 09:54:29 pm
That reminds me, I found out that it's really easy to taunt kill snipers. Hehehe... poor LASD.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Duke 2.0 on May 26, 2009, 11:17:07 pm
 Man, I really need to play with you guys.

 Also, snipers always seem to either turn around as I uncloak or bump into me and have their big knives at the ready before I uncloak.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Soulwynd on May 26, 2009, 11:26:00 pm
Yeah, the spy's cloak time is there for a reason. You got to be careful when cloaked.

It's hard for us to play together actually. Nilocy invites me some times, but the servers he plays are laggy for me.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: umiman on May 27, 2009, 02:19:10 am
We don't play together very often actually. And it's always the same game, so I don't get very interested that often either. And there isn't any private server for us to use, so TF2 games tend to get swamped by others, etc. etc. etc.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: LASD on May 27, 2009, 04:40:45 am
Speaking of which, this is for LSTAR:
Spoiler (click to show/hide)

I get killed (and especially backstabbed) a lot by the DFC guys. Though I got back at Scout-Nilocy, headshotting him from mid-air.


In drop news, I have the Dead Ringer, Razorback and a ton of duplicates. However from a milestone point of view, I wouldn't have anything new yet. Then again I haven't played that much as Sniper or Spy because there's really no need.

Overall my number of new unlocks would be pretty much the same with the old system and I'd likely have Cloak and Dagger instead of Dead Ringer, so I'm quite cool with the new system, though I still think earning new weapons is more fun.

P.S. I really want the 'fro!
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Nilocy on May 27, 2009, 06:28:12 am
Lmao, that is an awesome screenshot LASD. Yeah, we do have quite a few good games and that.

This was my epic spy photo. Randomly hit the guy cause he was acting suspicious.

Spoiler (click to show/hide)

Edit: On the topic of laggy servers I play, its because I'm from the UK so I usually go for UK servers, but most american ones work just fine for me. I usually have a cut of of 150 ms ping before i start feeling the lag, so I'm always up for joining americano servers.

So I suggest, we find a server hosting company mid way... say Iceland, and have a donation system in place. I'd be happy to do it so long as others promise to help pay for it aswell, split the costs evenly yah see. Whatcha all think?

Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Asehujiko on May 27, 2009, 08:01:29 am
I'm just surprised that you could complain about how unskilled your opponents are when they had two pyros dedicated to airblasting any grenades away (and quite good at it apparently), as well as a sniper who must have been very good to keep you from headshotting those pyros.

Because remember, three stickybombs = dead sentry with no chance to repair.  A couple of good demos, under decent cover fire, can totally take down a pile of sentries if they can hit it from outside of its range.  Heck, you could also take out a good chunk with one spy + one sniper; cloak to someplace around a corner from the sentries, headshot the engie(s), then sap everything you can before the pyros kill you.  Sacrifice your spy to remove a couple sentries, then just keep them from rebuilding...  Heck, an ubered pyro + spy would probably let you clear the sentries out entirely once you can get inside, just keep the engineers back long enough for the sapping to do its magic.

I see plenty of good strategies here.

I never complained about the pyros or the sniper, who found an alternative way to play and did that perfectly, just the engineers who didn't move an inch after they were done plopping down their dispensers and sentries. It shouldn't take 10 people stacked to an unusual class setup to get rid of 3 competent players and 4 afk ones.

The entire problem could be fixed by removing the frame above the hill or changing the hill so that it's possible to actualy get some stickies/rockets over there without getting the relevant soldier/demo shredded the moment they appear on the ridge and any shots they got off being blasted back by the pyros. Sniping was impossible because of the fact that the sniper would either need to expose himself on the ridge or through the tiny window which would make him an easy target for the enemy sniper already zoomed in on that point. Getting a spy in didn't work either because of the fact that it was a tiny area with a pair of infinite ammo pyros running around spychecking everyone and no cover nearby to use for cloak recharge. Ubercharging something and having it storm across the ridge merely causes the person to be knocked back across the map because of the simultaneous hits from multiple t3 sentries before any damage is done.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: LASD on May 27, 2009, 01:55:35 pm
Okay, I just witnessed the weirdest bug. Four guys on Badgamers-server were getting ridiculous amounts of unlocks. About once a minute one of them would get a weapon and a hat at the same time. This went on for about half an hour and one of them said he got over 20 unlocks in that time.

They claimed they weren't cheating and considering how surprised they were about the whole thing, I believe them.


Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Sowelu on May 27, 2009, 02:05:59 pm
I'm seeing other similar surprised reactions on the Steam forums.

Either a bug, or my best guess is that Steam occasionally catches up with the people it's been neglecting...
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Zai on May 27, 2009, 02:07:27 pm
I want that bug to happen to me. o,0
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: alphafalcon on May 27, 2009, 02:25:33 pm
Happened to me as well, random people getting unlocks en masse, I suspect another Valve goof up as unlocks are given out via steam to prevent cheating servers. Or it was intentional
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Sowelu on May 27, 2009, 02:29:03 pm
If I was a total bastard with control of Steam, I would select 5% of the population to get no unlocks, and 5% to get tons of unlocks, and possibly vary them by which unlocks they get (huntsman or not, etc).  Then I would compare and see how much their 'time played per day' changed, as well as time spent on achievement_idle or whatever.

Because it's fun to have stats!

But I don't have control of Steam.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Duke 2.0 on May 27, 2009, 02:37:00 pm
 Happened on a ton of servers I've seen, but half of them admit to spoofing.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: The Doctor on May 27, 2009, 02:38:18 pm
Yeah, they probably were trolling. :3
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Jreengus on May 27, 2009, 04:57:01 pm
Yeh for those who don't know there is a console command item_unlocked which can be used to trick your current server into thinking you just received an item. It doesn't actually do anything except display the unlock message though so it doesn't actually give you the items.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Zai on May 27, 2009, 09:54:13 pm
So I've been on a medic spree all day. Then in the last game some guy who had just joined the server decided to rant about how bad of a medic I was because I had been healing a heavy.

What. The fuck.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Jackrabbit on May 27, 2009, 10:00:40 pm
Enjoy the retardation of the internets first hand!
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: debvon on May 27, 2009, 11:36:36 pm
So I've been on a medic spree all day. Then in the last game some guy who had just joined the server decided to rant about how bad of a medic I was because I had been healing a heavy.

What. The fuck.

I would have done the same thing. Medics are supposed to heal spies and engineers. Heavies have sandwiches to heal THEMSELVES.

yeesh bad medics everywhere
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Yanlin on May 28, 2009, 01:20:24 am
Seriously man. You put us medics to shame. Healing a HEAVY?! He has like 300 health and a sandvich! You have squishier targets to heal!

*Bzzrt*

Sorry. Sarcasm overload.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: debvon on May 28, 2009, 02:19:18 am
Oh, and uncloaking with the Dead Ringer seems to totally drain it now, regardless of where it's at when you uncloak. Way to make it even worse, valve.

(Unless it was just one server that did that..)
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: umiman on May 28, 2009, 03:05:23 am
When I go medic, I like to heal demos or pyros. But I don't do it the same way you just follow a heavy around.

For example, in 2fort, I will run around the inside of the front of the enemy's base while the pyros and demos are causing chaos inside. My task is to heal them when they run back to me. It's impossible for me to follow them since I'll die easily but this way, they stand a much better chance of doing what they're supposed to do... run in and out while causing havoc. Unlike a dispenser, I don't stand still in one place either, so spies have a slightly harder time.

In the beginning, teammates occasionally complain about how I don't follow them around but I think they understand after awhile when they realize they don't die so easily with a health source just outside.

I think when I heal a heavy, I become a much too big a target. And they move too slow... I find it so boring.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: LASD on May 28, 2009, 03:58:31 am
Yeh for those who don't know there is a console command item_unlocked which can be used to trick your current server into thinking you just received an item. It doesn't actually do anything except display the unlock message though so it doesn't actually give you the items.
In fact, the guys at the receiving end of the bug said they really got the items and I saw them use a variety of the hats they got.

Also, after only some dozen minutes of play yesterday, I got the Ambassador! Though I haven't yet hit anyone with it as the latest patch seems to have pushed my computer's TF2 performance to the wrong side of the line that reads: "Playable" and I've run out of settings to lower. Luckily I've got already half a computer's worth of gift money through the post and the real graduation day isn't until Saturday.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Duke 2.0 on May 28, 2009, 06:51:27 am
 Use of the Ambassador has shown that while the first shot is dead-on in the middle of the aiming cross, and can be a very lethal headshot, the shots afterwards are all as inaccurate as the original revolver. I would not say as inaccurate as the heavy, but pretty damn close.

 So alas, I have to learn to wait a bit for the gun to 'cool off' if I ever hope to sniper with it. And now things have gotten better.

 I'm also starting to curse spy videos from back when the knife distance was much larger.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: chewd on May 28, 2009, 12:23:45 pm
-sigh- you guys are making me jones for TF

I used to play TF1 back in the day, but since TF2 is only available through steam (a program that has no place on my computer) i've never had a chance to try it.

Hopefully someday someone will come up with a working hack for steam & i can go back to buying valves games again.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Sowelu on May 28, 2009, 02:13:09 pm
What's wrong with Steam?

/flame on

(no, seriously, are you on an obscure OS that doesn't run it or something, because it's great)
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Ioric Kittencuddler on May 28, 2009, 04:48:34 pm
Fixed
What's wrong with Steam?

/flame on

(no, seriously, are you on an non-windows OS or something, because it's great)



I cannot run source engine games for more than a few minutes without my computer overheating lately... It's really infuriating because I do seems to fix it.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Sowelu on May 28, 2009, 05:10:37 pm
Huh, for some weird reason I thought Steam was possible to run on Linux, dunno why I thought that though.  I'm probably wrong.

Are all your fans working?  Hmm...  Is the heatsink secured properly to your CPU?  (One time I found out like half a year after getting a computer that the heatsink was on backwards, and was only touching half the CPU)
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Ioric Kittencuddler on May 28, 2009, 05:14:48 pm
Well I keep getting video glitches, so I think it's my card that's overheating.  I just got a new one too, should have registered it for the warranty.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Zai on May 29, 2009, 04:16:00 pm
So the only new unlockable that I'm missing now is Jarate. Excluding, of course, the Razorback because I would not use it even if I had it.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: ToonyMan on May 29, 2009, 04:33:49 pm
I havn't gotten any new ones in a while.  Still have The Huntsman and Razorback.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Ioric Kittencuddler on May 29, 2009, 04:40:05 pm
I played for an hour or so the other day.  Didn't get a single thing, though a few other folks did.  Then my computer overheated.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: ToonyMan on May 29, 2009, 04:41:59 pm
I played for an hour or so the other day.  Didn't get a single thing, though a few other folks did.  Then my computer overheated.

You should get that checked out.


I mean, yo shod get tat checkd out dog.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Sowelu on May 29, 2009, 04:47:44 pm
Looks like the system rolls to decide whether to give you stuff every 25 minutes.  It follows a certain distribution pattern--people get stuff more often 50 minutes after their last find, than they do 25 minutes after.  Finding stuff farther out than 50 minutes is rare.  It's not a simple "oh, 40% chance, so most people find it by the second roll"...the second roll really DOES have a higher independent chance than the first roll.

There is some speculation that the rolls are based on time spent online recently.  IE, if you've played ALL DAY, your rolls get skewed a bit.

In any case, the 25-minute thing is an absolutely verified thing (lots of timestamps of it happening, right down to the second).  And it's based on personal time playing--if you play for 20 minutes, then leave for a few hours and come back to another server, your next roll is in 5 minutes.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Ioric Kittencuddler on May 29, 2009, 05:20:50 pm
I played for an hour or so the other day.  Didn't get a single thing, though a few other folks did.  Then my computer overheated.

You should get that checked out.


I mean, yo shod get tat checkd out dog.

How?
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: ToonyMan on May 29, 2009, 05:22:08 pm
If your computer gets to a heat where it is unplayable there is something wrong.



EDIT:  Oh, you mean how?  I guess you can diagoose it.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Zai on May 29, 2009, 06:57:09 pm
I think a lot of people will be happy about this.  ;D

Quote
Added Sniper/Spy milestone achievements as an additional way players can get the new unlockables
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: ToonyMan on May 29, 2009, 06:58:29 pm
YES!!!!!!!!!!!
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Greiger on May 29, 2009, 07:00:48 pm
I think a lot of people will be happy about this.  ;D

Quote
Added Sniper/Spy milestone achievements as an additional way players can get the new unlockables
I'm sooo HAPPIIIIIII!!! 

I've played for 20 hours recently and didn't get a god damned thing during that time, not even duplicates.  Now since I play spy quite often I should already have all the spy items I wanted thanks to the ridiculously easy spy achievements.

EDIT: Oh that's just awesome...I need to get 1 more achievement to get my earned unlocks...None of what I have left are easy.  And when I finally DO accomplish it I don't get the achievement because of a cannot connect to steam error.  Marvelous.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Dwarfaholic on May 30, 2009, 03:31:09 am
Unlucky, mate.

Unlucky.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Zai on May 30, 2009, 01:29:47 pm
I'm actually pretty good as a spy now with the Cloak and Dagger and Ambassador. I was on a team last night with a guy who was able to make great use out of the Dead Ringer in Capture the Flag. Spy is probably my favorite class now.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Soulwynd on May 30, 2009, 02:24:36 pm
Yeah, I use the dead ringer whenever I do spy now. But to be honest, it depends on the map, sometimes the C&D is more effective, but the dead ringer has tricks to it.

I for example, normally disguise myself as one of my team, one that's already hurt, then open the ringer and rush in with the team. So they will see just another regular enemy (Note your team mates see you as the class you're disguising as well, if you have it toggled on, they will see another friendly pyro instead of a spy, for example) and will 'kill' the disguised me. Note, the enemy team will think they killed an enemy whateverclass and if you are random with it, they will never know who's the dead ringer spy. So while I'm cloaked, I disguise as one of their team (no smoke with dead ringer as it has no fading off animation your cloak starts full on) while moving behind them... Then the usual spy fun begins. A complex but pretty fun and rewarding way of doing what spies do.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Greiger on May 30, 2009, 04:54:09 pm
Now that I finally got the stuff  I'm playing around with them.

I see quite alot of utility in the cloak & dagger.  Since I commonly play pyro as well I know many of the common spycloak recharge spots.  Where spies liked to hide out at while their cloak recharged. As you could very rarely get all the way behind enemy lines in one cloak.  There was always that short time where you were hiding in a corner waiting for a recharge.  If anybody saw a friendly standing there it set off spy alarms all over the place.

Now with the cloak and dagger you can hide very easily. Any corner or wall will work, as you don't have to worry about being visible while you wait for a recharge anymore.  Heck, in some wide open spots I don't even find a corner.  I just stand in the middle of the room to recharge.  Just dodge any fire you see coming and try not to be directly between an ally and an enemy.

For the dead ringer...I see it's uses but I'm not all that impressed.  What you mentioned before as using it to get behind enemy lines is the primary use I can see to it.  But it does carry some risk to it.  If a pyro burns you there's a good chance you'll still end up on fire when it cloaks you, and from what I saw a couple days ago if you get backstabbed by an enemy spy, instead of yer decoy falling to a backstab animation they explode like hit by a rocket.  That's a big tipoff if the other spy knows what's what. (At the time I thought it was odd that the pyro exploded, but I didn't put 2 and 2 together right away and regretted it.)

Ambassador seems to just be a different revolver.  Better for one shot at a time things instead of trying to fill the air with bullets.  Excellent on oblivious razorback snipers.

I managed to get all 3 milestones for sniper as well.  I love the huntsman.  I'm a horrible shot at long range.  But I can twitch shot at medium and short range pretty well.  So the huntsman fits me well.  Even if you are in a long range fight the dropoff is barely noticeable full charge, and is easy to compensate for on weaker shots.

I dislike the razorback.  Mostly just from experience as a spy. Its way too easy to just ignore completely and still get off a kill.  So the speed reduction seems to steep for me.

Jarate I like, but I haven't determined if I like it enough to get rid of my SMG.  The mini crits are helpful, as is the ability to put out fires on myself and teammates, but it means I have to rely on my khukri at short range. As the bow is just too slow for a prolonged fight at that range.  Miss the first shot and yer screwed without a backup weapon.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Duke 2.0 on May 30, 2009, 07:55:43 pm
 Hell, I cannot get how people are capable of sniping at close to medium ranges. I can only manage at long ranges where twitching to a specific pixel is not necessary.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Greiger on May 30, 2009, 09:26:18 pm
Don't need to twitch to a specific pixel at short and medium range, top 10% of a target pretty much means a headshot in my experience.  When they're closer to the enemy than the 2fort sniper decks close to perfect pixel accuracy is usually close enough to count.

I also seem to get more headshots at long range with the huntsman than the rifle overall oddly.  I think that dropoff can actually be an advantage sometimes.  Dropping the arrow onto the target's head instead of having to hit it straight on might actually increase yer headshot chances, though it could just be my imagination..
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Soulwynd on May 30, 2009, 11:05:12 pm
You know how the default bow aim is a ( . )?  You put the target inside that area if he's still. You predict ahead if he's not. Nothing so hard about it.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Yanlin on May 31, 2009, 02:14:19 am
You know how the default bow aim is a ( . )?  You put the target inside that area if he's still. You predict ahead if he's not. Nothing so hard about it.

Yeah... You know... Except for the whole part where you have to calculate exact physics with no depth perception... Quite hard.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: debvon on May 31, 2009, 04:22:24 am
You know how the default bow aim is a ( . )?  You put the target inside that area if he's still. You predict ahead if he's not. Nothing so hard about it.

Yeah... You know... Except for the whole part where you have to calculate exact physics with no depth perception... Quite hard.

The Huntsman does have a bit of a learning curve! But I guess once you use something enough you'll just get a feel for it; now I certainly haven't learned to use this thing yet myself, but I can see it being really handy in the inventory of a skilled 'hunter'. I'm sure they'll put out a few updates for it as well.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Jreengus on May 31, 2009, 05:24:28 am
You know how the default bow aim is a ( . )?  You put the target inside that area if he's still. You predict ahead if he's not. Nothing so hard about it.

Yeah... You know... Except for the whole part where you have to calculate exact physics with no depth perception... Quite hard.

The Huntsman does have a bit of a learning curve! But I guess once you use something enough you'll just get a feel for it; now I certainly haven't learned to use this thing yet myself, but I can see it being really handy in the inventory of a skilled 'hunter'. I'm sure they'll put out a few updates for it as well.
I'm praying they will do 3 things:
1. Remove the stupid aim screwing up, it's pointless and annoying
2. Make fire arrows stay even if you stop holding the arrow drawn.
3. Make fire arrows give the pyro an assist, that way they will be more likely to give you a fire arrow.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Yanlin on May 31, 2009, 09:02:48 am
You know how the default bow aim is a ( . )?  You put the target inside that area if he's still. You predict ahead if he's not. Nothing so hard about it.

Yeah... You know... Except for the whole part where you have to calculate exact physics with no depth perception... Quite hard.

The Huntsman does have a bit of a learning curve! But I guess once you use something enough you'll just get a feel for it; now I certainly haven't learned to use this thing yet myself, but I can see it being really handy in the inventory of a skilled 'hunter'. I'm sure they'll put out a few updates for it as well.
I'm praying they will do 3 things:
1. Remove the stupid aim screwing up, it's pointless and annoying
2. Make fire arrows stay even if you stop holding the arrow drawn.
3. Make fire arrows give the pyro an assist, that way they will be more likely to give you a fire arrow.

I agree entirely. I was literally running after some pyro BEGGING him to light it on fire and he said "no it dosn't giv points"

So yeah...
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: kg333 on May 31, 2009, 10:50:17 am
You know how the default bow aim is a ( . )?  You put the target inside that area if he's still. You predict ahead if he's not. Nothing so hard about it.

Yeah... You know... Except for the whole part where you have to calculate exact physics with no depth perception... Quite hard.

The Huntsman does have a bit of a learning curve! But I guess once you use something enough you'll just get a feel for it; now I certainly haven't learned to use this thing yet myself, but I can see it being really handy in the inventory of a skilled 'hunter'. I'm sure they'll put out a few updates for it as well.
I'm praying they will do 3 things:
1. Remove the stupid aim screwing up, it's pointless and annoying
2. Make fire arrows stay even if you stop holding the arrow drawn.
3. Make fire arrows give the pyro an assist, that way they will be more likely to give you a fire arrow.

I agree entirely. I was literally running after some pyro BEGGING him to light it on fire and he said "no it dosn't giv points"

So yeah...

A pyro that doesn't want to light things on fire?  What's wrong with him?  I light everything that'll burn...  ;D

KG
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Yanlin on May 31, 2009, 12:46:17 pm
This just in: I played as a pyro and lit some sniper's arrow on fire.

He proceeded to YELL AT ME. Saying it makes the arrow inaccurate or something.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: ToonyMan on May 31, 2009, 12:57:34 pm
medic....medic....mumble....only way to win........medic......win.......medic.....mumble......win.....
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Yanlin on May 31, 2009, 01:22:48 pm
MEEEEEEEEEEEEEEEEDIIIIIIIIC AAAAAAAAAARTIIIIIIIIIILLEEEEEEEEEEERYYYYYYY!!!!

I yell that whenever I start spraying needles.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Ioric Kittencuddler on May 31, 2009, 01:27:22 pm
You know how the default bow aim is a ( . )?  You put the target inside that area if he's still. You predict ahead if he's not. Nothing so hard about it.

Yeah... You know... Except for the whole part where you have to calculate exact physics with no depth perception... Quite hard.

The Huntsman does have a bit of a learning curve! But I guess once you use something enough you'll just get a feel for it; now I certainly haven't learned to use this thing yet myself, but I can see it being really handy in the inventory of a skilled 'hunter'. I'm sure they'll put out a few updates for it as well.
I'm praying they will do 3 things:
1. Remove the stupid aim screwing up, it's pointless and annoying
2. Make fire arrows stay even if you stop holding the arrow drawn.
3. Make fire arrows give the pyro an assist, that way they will be more likely to give you a fire arrow.

I agree entirely. I was literally running after some pyro BEGGING him to light it on fire and he said "no it dosn't giv points"

So yeah...

Wow, what a fucktard.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: ToonyMan on May 31, 2009, 01:28:19 pm
I like mocking people who think you have to have lots of medics to win in TF2.  I've seen teams with only spies, only snipers, only engineers win.  It's all strategy.  If your team is good it shouldn't need medics anyway....unless you release the dreaded medic-medic pair. AHAHAHAHHAAHAHAHH!!!
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Yanlin on May 31, 2009, 01:33:48 pm
What about a medic rush where you just have 12 medics who deployed their uber at the same time? The sheer lol factor would cripple any team.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: ToonyMan on May 31, 2009, 01:41:40 pm
I wish more people took TF2 less seriously.  Doing what Yanlin just said would cause the EARTH TO BURST INTO FLAMES.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Soulwynd on May 31, 2009, 01:44:07 pm
You know how the default bow aim is a ( . )?  You put the target inside that area if he's still. You predict ahead if he's not. Nothing so hard about it.

Yeah... You know... Except for the whole part where you have to calculate exact physics with no depth perception... Quite hard.
No, what makes it hard is people doing random movements. If you don't have a depth of perception based on things sizes you have something wrong going on in your brain. Anyone gets used to that in FPS games.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Zai on May 31, 2009, 02:05:26 pm
I wish more people took TF2 less seriously.  Doing what Yanlin just said would cause the EARTH TO BURST INTO FLAMES.

We actually pretty much did that in an Arena game a few days ago. Both sides went all medic for the most part (there were a few losers who didn't) and epic hilarity ensued.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: debvon on May 31, 2009, 02:21:38 pm
Yeah I'm going to complain about the wonky aiming of the Huntsman here.. I've noticed that you have to aim slightly diagonal for your arrow to hit where you want it at medium range.
     |
___|___
(+) |
     |

For example, see above; that would be a headshot if the (+) was a head. Otherwise it'll wizz right past. Or am I doing something wrong? I even tested it on the little target in the resupply room.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Yanlin on May 31, 2009, 02:30:17 pm
You know how the default bow aim is a ( . )?  You put the target inside that area if he's still. You predict ahead if he's not. Nothing so hard about it.

Yeah... You know... Except for the whole part where you have to calculate exact physics with no depth perception... Quite hard.
No, what makes it hard is people doing random movements. If you don't have a depth of perception based on things sizes you have something wrong going on in your brain. Anyone gets used to that in FPS games.

Nice of you to imply I am stupid instead of understanding what the hell I'm talking about.

You get used to it sure. But you can't just come in there and be awesome with it right off the bat.

Sure, depth perception is possible through the movement of objects and the use of two different points of view-- the way our eyes do it...

But it's quite hard when your eyes are still looking at a 2D picture and can't make the calculation. They have to rely on practice practice practice.

I could go on and describe the exact process, but I'm sure you don't want to hear that.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Ioric Kittencuddler on May 31, 2009, 02:33:31 pm
You know how the default bow aim is a ( . )?  You put the target inside that area if he's still. You predict ahead if he's not. Nothing so hard about it.

Yeah... You know... Except for the whole part where you have to calculate exact physics with no depth perception... Quite hard.
No, what makes it hard is people doing random movements. If you don't have a depth of perception based on things sizes you have something wrong going on in your brain. Anyone gets used to that in FPS games.

Nice of you to imply I am stupid instead of understanding what the hell I'm talking about.

You get used to it sure. But you can't just come in there and be awesome with it right off the bat.

Sure, depth perception is possible through the movement of objects and the use of two different points of view-- the way our eyes do it...

But it's quite hard when your eyes are still looking at a 2D picture and can't make the calculation. They have to rely on practice practice practice.

I could go on and describe the exact process, but I'm sure you don't want to hear that.

So you're just complaining that you can't totally annihilate everyone without any effort?
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Metalax on May 31, 2009, 02:33:45 pm
Yeah I'm going to complain about the wonky aiming of the Huntsman here.. I've noticed that you have to aim slightly diagonal for your arrow to hit where you want it at medium range.
     |
___|___
(+) |
     |

For example, see above; that would be a headshot if the (+) was a head. Otherwise it'll wizz right past. Or am I doing something wrong? I even tested it on the little target in the resupply room.

Yeah I think thats a result of the fact that the arrow is released from where it appears on the model rather than from the center. At long range the difference is negligible but at short range what looks like a good shot will put you off to one side.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Yanlin on May 31, 2009, 02:54:55 pm
You know how the default bow aim is a ( . )?  You put the target inside that area if he's still. You predict ahead if he's not. Nothing so hard about it.

Yeah... You know... Except for the whole part where you have to calculate exact physics with no depth perception... Quite hard.
No, what makes it hard is people doing random movements. If you don't have a depth of perception based on things sizes you have something wrong going on in your brain. Anyone gets used to that in FPS games.

Nice of you to imply I am stupid instead of understanding what the hell I'm talking about.

You get used to it sure. But you can't just come in there and be awesome with it right off the bat.

Sure, depth perception is possible through the movement of objects and the use of two different points of view-- the way our eyes do it...

But it's quite hard when your eyes are still looking at a 2D picture and can't make the calculation. They have to rely on practice practice practice.

I could go on and describe the exact process, but I'm sure you don't want to hear that.

So you're just complaining that you can't totally annihilate everyone without any effort?

Quit context mining me. I said it's not as easy as Soulwynd claims it to be in his ever so smug and insulting posting ways.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Ioric Kittencuddler on May 31, 2009, 03:01:06 pm
Quit context mining me.

Where's the fun in that?

It really does sound like you're complaining because you need to practice to get good at it.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Duke 2.0 on May 31, 2009, 03:27:59 pm
 Wait, so the huntsman has an ability similar to the soldier where you can shoot around corners to your right?
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Yanlin on May 31, 2009, 03:28:59 pm
Quit context mining me.

Where's the fun in that?

It really does sound like you're complaining because you need to practice to get good at it.

No. Not really. I'm not complaining about how you need to practice to use it. That's good. But Soulwynd was saying it like I'm supposed to be able to do it right off the bat by just doing some "simple" calculations in my head.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Ioric Kittencuddler on May 31, 2009, 03:34:58 pm
Quit context mining me.

Where's the fun in that?

It really does sound like you're complaining because you need to practice to get good at it.

No. Not really. I'm not complaining about how you need to practice to use it. That's good. But Soulwynd was saying it like I'm supposed to be able to do it right off the bat by just doing some "simple" calculations in my head.

Well any experience FPS gamer should be able to get the hang of it in not too long a while, usually.  I mean, it's just normal isn't it?
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Yanlin on May 31, 2009, 03:44:14 pm
Sure. But not off the bat.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Soulwynd on May 31, 2009, 03:44:41 pm
If someone is moving in a straight line and you're used with the arrow's speed while having had some practice with it, it's quite easy to get even headshots. (Will try to make some movies at some point) But if they're moving at random, it is fucking hard, you have to guess where to shoot at.

For me there's a sweet spot between medium to long range where I can nail arrows pretty well, I have more problem with short range because of how any little movement means a total miss.

Yeah I'm going to complain about the wonky aiming of the Huntsman here.. I've noticed that you have to aim slightly diagonal for your arrow to hit where you want it at medium range.
     |
___|___
(+) |
     |

For example, see above; that would be a headshot if the (+) was a head. Otherwise it'll wizz right past. Or am I doing something wrong? I even tested it on the little target in the resupply room.
That only causes real problems at short ranges and covers. If you're taking cover by a wall, you might hit the wall even tho your aim is off the wall.

Nice of you to imply I am stupid instead of understanding what the hell I'm talking about.
Oh please, any halfassed school teaches about that and there's always the internetz if anyone doesn't understand that.

I'm implying there's something wrong if you can't guesstimate based on known objects' size and speed alone. Not that you are stupid, just that there's something wrong if you can't do that. You can still catch a ball with one eye closed after some practice.

I never said you start good right off the bat, I said it wasn't hard to get good at it and what made it hard was people randomly moving around. Not even all the mega-five-eyed-triple-breasted beast's awesome powers of depth perception will foresee where to shoot an slow projectile if your target is making weird random movements.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Soulwynd on May 31, 2009, 04:12:36 pm
I mean, this truly is what hard means in games (http://www.youtube.com/watch?v=UlAmFPL6xgc). Just like hitting a headshot with the huntsman while the target is jumping.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: SHAD0Wdump on May 31, 2009, 05:13:57 pm
I mean, this truly is what hard means in games (http://www.youtube.com/watch?v=UlAmFPL6xgc). Just like hitting a headshot with the huntsman while the target is jumping.
<_<==>_>

If your gonna do it,do it right...
http://www.youtube.com/watch?v=i2et3cKlSSk
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Ampersand on May 31, 2009, 11:42:11 pm
The thing being complained about in the aiming of The Huntsman, is that because the weapon has a real position on the model, the trajectory of the weapon is determined by that position. While this is actually true for ALL weapons in the game, all the other ones are positioned on the right side of the model, rather than the left, which can take some getting used to.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Yanlin on June 01, 2009, 06:50:39 am
Fun fact: When you look at a sniper holding a huntsman, he uses the standard right handed draw. When you use the huntsman, he uses left handed draw.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Greiger on June 01, 2009, 10:56:52 am
Yes the huntsman's aim is slightly off at short range.  I picked up on that right off.  Probably because I play soldier alot I donno.

But yea, at short range you need to adjust for that, not particularly difficult once you get the hang of it, but tricky when you pick up the weapon for the first time.   I was playing sniper duel with a friend on an empty server for the lols.  And he made some pretty impressive blind shots using that feature, knowing more or less where my last shot came from and blind firing from around a corner.  It was fairly effective, though not sure how effective it would be in a serious match.

As for the depth perception thing, yea it takes some time to get the hang of I imagine (I have had one eye that I can't see much more than blurry colors out of most of my life so maybe I'm just used to it) but once you get the handle for the common sniping distances it's not particularly hard.  I mean the distances between the 2 2Fort sniper decks isn't really gunna change.  Same with Mach4, Goldrush sniper decks to common snipe victim points, stuff like that.

Huntsman is a new weapon, it will take some time to master.  It also requires a diffrent playstyle.  Trying to countersnipe a rifle sniper with a huntsman sniper likely is going to end badly for the huntsman sniper.  But the huntsman sniper would do better than the rifle one in closer range.  Its all about how you play.  Can't we all just get along?
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Zai on June 03, 2009, 11:47:56 am
I'm really likin' the Huntsman.

Last night I was on a server with Ampersand on the opposing team. After a while, he made a joke about my in-game name (Mantis Shrimp (see the Amazing Nature topic in General Discussion)) and then left.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Ampersand on June 03, 2009, 12:53:36 pm
ALL HAIL THE MANTIS SHRIMP

...

I had to leave because I had to pick up my car.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Metalax on June 09, 2009, 08:36:33 am
An interesting server that I ran across yesterday with an unusual variant, rocket dodge-ball.

208.43.4.58:27015
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Old-Man-Gator on June 09, 2009, 05:57:37 pm
Pyro skill

Don't need a server for that.

You know you are a pyro when you can run down a pipe in 2Fort with a couple of soldiers lobbing rockets at you and not die. On the flip side, sometimes I dodge into a Huntsman shot intended for other people.

Mind you, I don't consider myself to be a good pyro.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Ampersand on June 09, 2009, 06:28:50 pm
I made a new Spray for myself. Also, display picture.

I wanted to put "Big Brother Cancels Watch you: Interrupted by Magma", but I ran out of space
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: umiman on June 09, 2009, 06:59:08 pm
When I play pyro, I've always got the backburner on. So the soldier is usually my worst enemy.

However, I have not died to a single huntsman as a pyro. I'm very good at dodging those, hehehe.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Soulwynd on June 09, 2009, 07:25:46 pm
Pyro skill

Don't need a server for that.
For rocket dodge-ball, yes you do.

http://www.youtube.com/watch?v=f1XDF6rhUYQ
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Duke 2.0 on June 09, 2009, 08:44:37 pm
 While I have used the compression blast many a time to save a burning teammate or disorient a foe for the axetinguisher, the only times I have ever reflected projectiles is with luck. Mostly because I can never sync up with a soldiers firing patterns. And demoman are still somewhat of an enigma to me, despite them now becoming my most played class. Sticky grenades are awesome.
Title: Re: Team Fortress 2: "Surprise" Update OUT!
Post by: Soulwynd on June 09, 2009, 10:32:07 pm
You know you're a good demo or a good soldier when you get air shots with those weapons.

The secret with the airblast is to aim where you want the projectile to go, while keeping it in a 100ish degree cone in front of you... So if you want to get a soldier, you aim at him as if you were a soldier shooting and blast as soon as the rocket reaches the regular flamer's range, which is the same range of the compression blast.
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Jakkarra on June 10, 2009, 12:02:25 pm
none of this is very useful if you are unfortunate enough to face me.

who needs a fancy weapon? ill send my ambassadorial consort to take care of you, or, would you prefer some alone time with your new back-located rectum?
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Jreengus on June 10, 2009, 12:10:10 pm
none of this is very useful if you are unfortunate enough to face me.

who needs a fancy weapon? ill send my ambassadorial consort to take care of you, or, would you prefer some alone time with your new back-located rectum?
Sasha has seduced many ambassadors, but she is a beefy girl, only lumps of shattered bone and flesh leave her bed!

Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: The Doctor on June 10, 2009, 12:13:38 pm
>_>

<_<

KA-BOOOOOOOOOOOOOOOOM!
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Duke 2.0 on June 10, 2009, 01:00:42 pm
 You know, I must raise this complaint not because of any lack of skill but the utter irritation it causes:

 GODDAM LAG!

 And I know it is. Getting headshotted by an ambassador from around a corner? Being sniped and seeing the killcam guy a good ten seconds of sniper walking away? Scout suddenly behind me despite the only entrance being before me and having already scanned the room for anybody hiding? Somebody running across my flamethrower and not getting ignited?

 And my connection is pretty decent. It is just Team Fortress 2 being developed to make lag very invisible. No ugly graphical errors of people being jittery much, not much a problem with projectiles missing.

 Although from all my failures, I am willing to call BS on compression blast having the same range as the flamethrower. Still, this requires more hours of playtime with the pyro to make sure. Lately I have been getting some success with scout.

 And a quick question: Field of Vision settings and mouse sensibility settings. What are they for you guys? I've been trying to adapt to a rather high setting as people always brag about, but I always overaim things.
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: The Doctor on June 10, 2009, 01:17:34 pm
I keep my Video field of view, and Multiplayer field of view, REALLY high. Like both are at 90.

Mouse settings are like... 10.
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Jakkarra on June 10, 2009, 01:20:32 pm
we must first learn your class of choice Duke.

and, yes the lag is terribly, terribly annoying.
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Soulwynd on June 10, 2009, 01:22:14 pm
I know it doesn't have the same range, but it's somewhat the point where you want to press it, as the rocket still does travel a little bit before being airblasted back. Even with <50ms ping you can notice it. I do it at that range mostly because my ping is usually around 150-200ms on east coast servers. If it doesn't work for you, do a little bit closer.

Note that rockets/arrows/nades/fire travel as a separate entity that is controlled by the server, so there's no lerp going around for them.

Also, the death scene takes what? 1 second to pop up? You can take cover in that little time. And the trick is the quick back and forth motion to shots, you want to pop out for as little as possible, shot while moving back.

Scouts also can get around you because they tend to jump over you. Spies do crouch jump over the enemies quite often too.

As for flamethrower, each lil fire sprite travels forward, so if you're not targeting ahead of your enemy's movement, you wont burn them.

I use the FoV at max, but I didn't mess with the mouse sensitivity as the Logitech G5 has 3 speed settings which I switch depending on what I'm doing. I hear a lot of people bind keys to change the sensitivity as well, specially for sniping.
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Nilocy on June 19, 2009, 09:41:35 pm
For Umi.

Spoiler (click to show/hide)
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: WorkerDrone on June 19, 2009, 09:47:43 pm
Oh you can shove that picture far up your-
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: umiman on June 19, 2009, 09:49:50 pm
Haha, it was a great game though. Colin and I topped the score chart.

Workerdrone: Your team was a bit strange though. On one hand, there were some really, really skilled players and on the other there were a lot of not-so-good players. Also, way too many scouts. :/
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: WorkerDrone on June 19, 2009, 09:57:19 pm
I've been in a 'class switching' slump lately.

Usually, I'll keep it between a few classes, namely, the Heavy, the Pyro, and the Sniper. None have been working exceptionally well for me, so I decided to spy a bit. It doesn't always work if the team is twitchy enough, or is flooded with spy checkers, but I've had alot of luck stabbin' and stabbin'.

Gotta play more often. Getting awful rusty to be done in by you. At least I got to kill Nilocy before you two disconnected.
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Ampersand on June 19, 2009, 10:22:45 pm
If only I took screenshots of the, many, many times I shanked Nilocy the other day.
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: umiman on June 19, 2009, 10:43:26 pm
Gotta play more often. Getting awful rusty to be done in by you. At least I got to kill Nilocy before you two disconnected.
:'(

I play every class, usually just trying to fill a void or accomplish an objective that my previous class can't do. My main is the pyro however, as he's a man after my own heart. I've also stopped using the backburner because the advantages of airblast are just too awesome once you've mastered it.

I used to be afraid of soldiers, now... it's like free ammo. The only problem is that enemy pyros with backburners will usually kick my ass.
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Jakkarra on June 19, 2009, 10:57:37 pm
i totally need to play with you guys at one point.

spy
demo
scout
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Duke 2.0 on June 19, 2009, 11:17:04 pm
 Damn, I need to play with you guys. My steam account is Dukemileg.

 And note while the deahcam takes a second to pop up, the guy was a good five seconds away by the time the cam popped up. I know the range one can run before the cam gets them, after dieing to every class many, many times. Thus why that specific situation stood out and was more aggravating.

 And while I know people can sneak rather luckily, there are just many situations where a class is just not fast enough to reach a destination.

 As for flamethrower, I doubt a spy can run across the nozzle of the flamethrower and not get ignited.

 I myself have FOV at max, and mouse sensitivity around 8. I'm still wondering how those demoman skill map players can play at sensitivity 15. Also, despite my mouse having two extra buttons the software for it does not allow for such changing of sensitivity. Damn you, RX3000!
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Soulwynd on June 20, 2009, 09:27:18 pm
I was playing a bit with the huntsman today, so I took some screenies.

That heavy seems to sad.
Spoiler (click to show/hide)

I aimed for the head, scout jumped, became modern art.
Spoiler (click to show/hide)
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Roundabout Lout on June 20, 2009, 10:32:21 pm
Fun fact about the huntsman:

A friendly pyro can set the arrows on fire for you. :)
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Soulwynd on June 20, 2009, 10:55:13 pm
Fun fact about the huntsman:

A friendly pyro can set the arrows on fire for you. :)
We knew that from day one. I believe it can be ignited in the air as well. since I've launched regular arrows that became fire arrows.

You can also let the pyro ignite then without releasing the arrow in any way, change to another weapon, when you come back to the huntsman, your arrow will be lit.
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Jackrabbit on June 20, 2009, 10:56:50 pm
So supposedly, you just stick the flaming arrow in your quiver?

Awesome.
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Soulwynd on June 21, 2009, 12:01:01 am
So supposedly, you just stick the flaming arrow in your quiver?

Awesome.
It's a bug... If you draw the jarate, there will be a small flame next to the bottle.
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Jackrabbit on June 21, 2009, 12:07:51 am
Ha! Flaming excrement! Oh dear me. Lol. Dear dear me...
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Duke 2.0 on June 21, 2009, 12:13:34 am
 That would explain crit jars.
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Soulwynd on June 21, 2009, 02:02:03 am
The flame doesn't affect any other weapon and the jarate has a chance of being crit.
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Dwarfaholic on June 21, 2009, 08:25:46 am
Where do you guys play?
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Ampersand on June 21, 2009, 08:26:57 am
Anywhere.
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Dwarfaholic on June 21, 2009, 08:35:10 am
Okay, I'll remodel that question.
If I wanted to play on the same server as you guys, what server should I play on?
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: SHAD0Wdump on June 21, 2009, 08:41:43 am
Anywhere we're on at the time...
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Duke 2.0 on June 21, 2009, 09:00:52 am
 Just cracking a joke on the uselessness of crit jars.
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Jakkarra on June 21, 2009, 09:07:54 am
they arent as useless as the Razorback though.
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: SHAD0Wdump on June 21, 2009, 09:12:31 am
Just cracking a joke on the uselessness of crit jars.
I dare you to start laughing when the group your running with gets pissed on and then mowed down by a single heavy who's getting a damage boost.
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Jreengus on June 21, 2009, 09:58:41 am
they arent as useless as the Razorback though.
Razorback isn't totally useless, use it when you are sniping from near a sentry and spies wont be able to do the backstab then quick cloak like they normally do for snipers near sentrys and they also won't be able to do the headshots like they normally do for the razorback.
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Greiger on June 21, 2009, 10:25:20 am
I used the razorback somewhat successfully as a forward sniper on pl maps.  The enemy team mustve had at least 4 spys.

Every time our team pushed the cart some spy would come by and backstab most of the guys pushing.  So I put on my razorback next time and when I helped push the cart I heard my razorback break and the whole team turned around and blew the spy away before the spy even realized what happened.

Other than that though I prefer the SMG or jarate to the razorback really.  I play sniper too mobile to easily get backstabbed anyway.  The speed debuff doesn't help.
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Nilocy on June 21, 2009, 10:54:33 am
As a veteran spy, i hate the razor back, when you have 4 snipers all in a point sniping your team to teh stoneage, you think "Hey, I'll go spy and murder them all. Low and behold, they have the razor back, i try to shoot their heads off, they all notice and turn on me with their big long hard knifes. I die fast. *spy cry*
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Duke 2.0 on June 21, 2009, 11:20:13 am
Just cracking a joke on the uselessness of crit jars.
I dare you to start laughing when the group your running with gets pissed on and then mowed down by a single heavy who's getting a damage boost.
Note I'm not saying anything wrong of jarate. I love the stuff. However, the criticals don't do anything. Thus the critical is useless. It's like having a critical sapper that drains at the same rate as a normal one. Or critical laying down an engineering building.
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Jakkarra on June 21, 2009, 11:30:47 am
*crit*

Floor--->Jakkarra (sentry)

*crit*
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: The Doctor on June 21, 2009, 11:59:58 am
Doesn't a crit jar give Crits instead of Mini-Crits?
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Soulwynd on June 21, 2009, 01:41:39 pm
Doesn't a crit jar give Crits instead of Mini-Crits?
I have yet to figure that out. But I have noticed the crit jars cover a larger area with piss.
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: LASD on June 21, 2009, 03:57:58 pm
Okay, I'll remodel that question.
If I wanted to play on the same server as you guys, what server should I play on?
If I'm not completely mistaken, having the Dwarf Fortress Community as your primary group makes you able to see the ones playing in the "Friends" tab of the server list.


In other news, I have a screen of Umi too:
Spoiler (click to show/hide)

Also, comparing this screenshot to the one I posted earlier in the thread reveals that I've finally got the new computer I mentioned a long time ago. I have to say it makes playing a lot easier as my framerate went from absolutely appalling to pretty damn good (as did the graphics, but that doesn't help in playing, it's just nice). Now I can play the Scout well enough to dominate Nilocy, like happened in the above Arena match. :P Though I still fail at Scout vs. Scout.
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Jakkarra on June 21, 2009, 04:25:47 pm
i shall join the DF steam community.

if thats OK with you guys that is?
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: ToonyMan on June 21, 2009, 04:26:54 pm
'Course.
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Nilocy on June 21, 2009, 04:39:34 pm
Yeah, thats fine, its an open community anyone can join. Theres a thread with the link or something in it. I try to get people playing games together, but I'm usually asleep when msot TF2 players are awake. So getting a game is really quite hard. But I'll try to get it organised more.
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: SHAD0Wdump on June 21, 2009, 06:50:37 pm
I really need a upgrade,I can play enough to be tricky,but my aim sucks Mammaries at my framerate.

I'm considering ditching my ambassador because I can't get headshots worth a damn.

In other news,finally got the deadringer and I love it.

I'll also admit to invisi-taunting...
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: ToonyMan on June 21, 2009, 06:58:03 pm
Lower the DirectX level to 8, it boosted my FPS by double!


Intergrated Graphics Cards FTW!!
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Duke 2.0 on June 21, 2009, 08:30:40 pm
Lower the DirectX level to 8, it boosted my FPS by double!


Intergrated Graphics Cards FTW!!
*A shudder one reserves for sights of gore, extreme disgust and seeing old people getting it on*
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: SHAD0Wdump on June 22, 2009, 05:53:47 am
I'd possibly consider it so long as it doesn't mess with the facial animations.
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Pandarsenic on June 22, 2009, 09:08:21 am
Razorback isn't totally useless
Wrong
use it when you are sniping from near a sentry and spies wont be able to do the backstab then quick cloak like they normally do for snipers near sentrys and they also won't be able to do the headshots like they normally do for the razorback.
Sap and headshot.
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Cheeetar on June 22, 2009, 09:09:56 am
You really screwed that quote up.
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: ToonyMan on June 22, 2009, 10:13:12 am
I'd possibly consider it so long as it doesn't mess with the facial animations.

It makes TF2 look like clay.  The only graphic bug is the intel suitcase, which makes it black.  Everything else though looks FINE.  Even better then DirectX 9 I say.
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Jreengus on June 22, 2009, 11:47:38 am
Razorback isn't totally useless
Wrong
use it when you are sniping from near a sentry and spies wont be able to do the backstab then quick cloak like they normally do for snipers near sentrys and they also won't be able to do the headshots like they normally do for the razorback.
Sap and headshot.
If they do that then they are either some kind of uber-leet spy or both you and the engineer suck balls.

As an engineer any spy who tries to get a sapper on my buildings is dead, normally before they even get the sapper on there. They definitely wouldn't have time to get a sapper on then line up a head shot.
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: ToonyMan on June 22, 2009, 11:51:57 am
BLASPHEMY isn't totally BLASPHEMY
BLASPHEMY?
BLASHMEY!
BLASHMEY?  or BLASPHEMY?
HULK SMASH!!
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: WorkerDrone on June 22, 2009, 12:51:57 pm
WHAT THE HELL IS GOING ON?
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: ToonyMan on June 22, 2009, 12:54:35 pm
TOTAL MELTDOWN INIMENT!!!
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Sowelu on June 22, 2009, 02:29:21 pm
No!  Go back to VN.

What?  It doesn't exist?

Go there anyway!  :P
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: ToonyMan on June 22, 2009, 02:31:13 pm
No!  Go back to VN.

What?  It doesn't exist?

Go there anyway!  :P

That's a little off-topic Sowelu, get back to TF2 shall we?


Has anybody gotten a hat yet?  I've got squat.
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Sowelu on June 22, 2009, 02:32:13 pm
I got the football helmet.  I've played maybe eight hours since all the new stuff happened.
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: ToonyMan on June 22, 2009, 02:32:51 pm
Ah, that's the one I want.
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Sowelu on June 22, 2009, 02:36:33 pm
Get a beanie and once the trade system comes out, I'll trade you.  :D
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Nilocy on June 22, 2009, 05:22:04 pm
I got the demo mans 'fro. Its awesome. I'll trade for the Engies hat if you ever get it.
Title: Re: Team Fortress 2: "A little of the ol' chop chop"
Post by: Jreengus on June 23, 2009, 03:14:10 am
I got the football helmet.  I've played maybe eight hours since all the new stuff happened.
8 hours?!?!?!??!?!

I hate you.

I still only have weapons despite playing it almost obsessively.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: LASD on June 23, 2009, 05:30:20 am
Like the title says, there's now an official DF (or Dwarf Fortress Community) server at 217.163.31.206:27015 (the Favorites tab has an add-function where you can input that IP). It's name is Dwarf Fortress Community Server. You can thank Nilocy for it.

Now come play, like I'm just going to.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Dwarfaholic on June 23, 2009, 06:38:10 am
Sweet.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: ToonyMan on June 23, 2009, 08:40:59 am
Hmmm, I'll join when I can.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: ToonyMan on June 23, 2009, 09:09:13 am
RED team would of won hands down, we had a solid fortress.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: WorkerDrone on June 23, 2009, 09:18:11 am
It JUST got good when Nil restarted it.

I head shotted ShadowDump, twice if you count the dead ringing, but once if not. That alone was good enough for me.

T'was quite fun, seeing as how I started playing in the wee hours, and there was just four people at first. That kinda grew into a real big fight.

A fight which of course had to get stopped so Nil could hand out slots and admin stuff.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: ToonyMan on June 23, 2009, 09:28:13 am
I always love freaking people out.  My form of strategy is to rush head foward as a soldier.  I waste four rocket shots form far away maybe getting one kill, then I pull out my shotgun and blast people probably getting one or two kills before sucumbing, but sometimes I don't die and I pull out the dreaded shovel and I can guarantee I'll get someone.  Usually a heavy.  SOLDIER IS BEAST.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: WorkerDrone on June 23, 2009, 09:33:25 am
Most of my strategies involve 'Spur of the Moment'.

For example. If we're in tight quarters and I've been in a struggle against the other team for maybe fifteen minutes, I'll go Heavy, do a round a bend, and end up blind siding them, usually alone, and taking out a bunch, but that hasn't happened in a while. Like I said. Spur of the Moment.

Or with other times, I'll use the Pyro as a Kamikaze attack by himself. In a battle that's basically been JUST a fire fight from afar for five minutes, nobody expects a Pyro to charge in and flank their snipers, or get lucky and take out their annoying soldier rocket spammer. I always die in these attacks, sometimes without getting a kill, but I always put the fucking fear of god into them when I do it. These are usually for large contested servers.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: ToonyMan on June 23, 2009, 09:39:26 am
I killed a bunch of medics when I was on.  Their partner could give squat for them.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Jakkarra on June 23, 2009, 09:40:48 am
i am going to have to play with you guys later today, Using the Mic is accepted, yes?
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: ToonyMan on June 23, 2009, 09:42:49 am
i am going to have to play with you guys later today, Using the Mic is accepted, yes?

NO!  MICS ARE BANNNNEDDD!!!! BASASJKLADAKDJLK.


Sure, heh.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Jakkarra on June 23, 2009, 09:46:44 am
yaaaaay.

apparantly i also have a really annoying voice, please tell me if it is, or if my mike is too loud.

Kthnxbai
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: SHAD0Wdump on June 23, 2009, 10:18:33 am
Deadringer tauntkilled someone a few moments ago. Was soooo worth it.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: ToonyMan on June 23, 2009, 10:21:07 am
Deadringer tauntkilled someone a few moments ago. Was soooo worth it.

The dead ringer has a taunt-kill?
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Jakkarra on June 23, 2009, 10:22:59 am
i was just wondering that myself, unless he means he "died" came back and tauntkilled a person

OR

he began the tauntkill, got "killed" himself, and someone stepped in front of him while the animation was still going, while invisibles.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Dwarfaholic on June 23, 2009, 10:50:58 am
Yeah, that's usually it, at least from all the videos I've seen of people doing it.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: SHAD0Wdump on June 23, 2009, 10:57:51 am
he began the tauntkill, got "killed" himself, and someone stepped in front of him while the animation was still going, while invisibles.
Bingo.

I also have done it(to shockingly more success) with the cloak & dagger. Just taunt and IMMEDIATELY cloak. You can do it again and again as well without going visible for more than half a second between taunts.
 Only problem is people bumping into you will reveal you slightly as opposed to the deadringer,which is perfect invisibility,even when on fire.

Hell,deadringer makes you invulnerable so long as you are cloaked from what I've experienced.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Jakkarra on June 23, 2009, 11:04:33 am
not invincible, 90% less damage, which means i think a backstab MAY still kill you.

Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Jakkarra on June 23, 2009, 11:05:16 am
is there a game running, BTW, and how many (and who) is on it?
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Metalax on June 23, 2009, 11:11:13 am
Heh you tried that one on me as I recall, didn't work though as it's still fairly obvious that something is blocking forward movement.

Just spent an hour or so checking out the server. Very nice pings for me, but a couple of connections lost when workerdrone was changing the gravity. Not sure what the problem was as the last couple of times had no problem.

Can we get a list of the map rotation? Server is currently showing the default intro message and I know there are other maps being used.

Quote
deadringer,which is perfect invisibility,even when on fire.

Not true. As long as a pyro gets a second flame hit in after the deadringer goes off you will be visible.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Pandarsenic on June 27, 2009, 04:29:05 am
Nothing but fire, blocking, and disappearing bullets can reveal you when you're Dead Ringer'd. Also, when you activate it, it extinguishes any fire currently on you.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: umiman on June 27, 2009, 05:01:41 am
I have yet to be dead-ringered-stabbed, to be honest. Then again, I'm Mister Burn-Everything-That-Exists.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: NUKE9.13 on June 27, 2009, 05:03:14 am
HALP
Just bought the game to see what all the fuss is about.
What do I do?
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Pandarsenic on June 27, 2009, 05:06:37 am
Add Pandarsenic or PandaKnight, whichever results in me being added successfully.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: NUKE9.13 on June 27, 2009, 05:16:29 am
Ok. Done that.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Pandarsenic on June 27, 2009, 05:20:12 am
Do it again. What's your name?
e: Never mind, got it.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: shadow_archmagi on June 27, 2009, 07:04:12 am
150 ping makes me sad, but it's worth it to play with DFers!
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: NUKE9.13 on June 27, 2009, 08:21:48 am
Weeee.
That was fun. Although the word n00b can still be safely applied, figuring out the basic controls took only an hour. By the time my internet started to drop every five minutes I was actually killing people I meant to kill- sweet!
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Soulwynd on June 27, 2009, 01:29:39 pm
Nothing but fire, blocking, and disappearing bullets can reveal you when you're Dead Ringer'd. Also, when you activate it, it extinguishes any fire currently on you.
Using the spy's disguise right after being DRed will show the smoke now... So yeah, -wait- or go out of sight before disguising again.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Pandarsenic on June 28, 2009, 06:04:00 am
Nothing but fire, blocking, and disappearing bullets can reveal you when you're Dead Ringer'd. Also, when you activate it, it extinguishes any fire currently on you.
Using the spy's disguise right after being DRed will show the smoke now... So yeah, -wait- or go out of sight before disguising again.
Wait, really? I don't think so....
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Soulwynd on June 28, 2009, 11:30:40 am
Nothing but fire, blocking, and disappearing bullets can reveal you when you're Dead Ringer'd. Also, when you activate it, it extinguishes any fire currently on you.
Using the spy's disguise right after being DRed will show the smoke now... So yeah, -wait- or go out of sight before disguising again.
Wait, really? I don't think so....
Yeah, It does. Don't disguise right after being DR killed.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Zai on June 29, 2009, 01:59:40 pm
Just got back on Steam for the first time in weeks and this is what I find:

Quote
Removed the movement speed penalty on The Razorback
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: SHAD0Wdump on June 29, 2009, 02:00:52 pm
Still kinda lame.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Pandarsenic on June 29, 2009, 07:14:11 pm
Just got back on Steam for the first time in weeks and this is what I find:

Quote
Removed the movement speed penalty on The Razorback
It's okay, the damned thing is still useless against anything but Shitspies and Shitspies aren't a real threat anyway.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Zai on June 29, 2009, 07:35:12 pm
MASS HEAVY MELEE was quite fun. =D
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: umiman on June 29, 2009, 08:53:47 pm
SHAD0W: Was it you who was stabbing me as spy while I was eating sandvich just now? That was hilarious! I wanted to switch to fists, but accidentally clicked when it was sandvich. Then you stood there repeatedly stabbing me while I was eating. Hehehe...
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: SHAD0Wdump on June 29, 2009, 09:10:33 pm
SHAD0W: Was it you who was stabbing me as spy while I was eating sandvich just now? That was hilarious! I wanted to switch to fists, but accidentally clicked when it was sandvich. Then you stood there repeatedly stabbing me while I was eating. Hehehe...
It donned on me all too late to circle around and stab you there.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Duke 2.0 on June 29, 2009, 10:11:39 pm
Just got back on Steam for the first time in weeks and this is what I find:

Quote
Removed the movement speed penalty on The Razorback
It's okay, the damned thing is still useless against anything but Shitspies and Shitspies aren't a real threat anyway.

 HAHA FIRST CART PUSHING AREA CLEAR ALL GANG UP AT THE CAR-
 *Stabstabstabsta-ZAP*
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Pandarsenic on June 29, 2009, 10:18:22 pm
*Stabstabstabstab circle around stabstabstab pull out Ambassador PEW PEW PEW PEW*
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: The Doctor on June 29, 2009, 10:34:35 pm
Well, when you're goin in, theres this mass of bodies. All these people on the cart, pushing. You just don't expect a sniper there. Let alone a razorback sniper.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Duke 2.0 on June 29, 2009, 10:38:25 pm
 And it would take the computer of a god to have the framerate good enough near that many bodies to distinguish when the one sniper with a razorback comes around. And even if you saw it, there is little one can do. It's a mass of the enemy team RIGHT THERE. You would get shredded before one headshot.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Sowelu on June 29, 2009, 10:54:12 pm
I gotta say, and I'm sorry to say this, but the server being an ocean away is pretty disappointing in terms of ping.  I wasn't expecting it to have that much of an impact, but it did.  :/
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Pandarsenic on June 29, 2009, 10:56:01 pm
Well, when you're goin in, theres this mass of bodies. All these people on the cart, pushing. You just don't expect a sniper there. Let alone a razorback sniper.
I always watch for snipers with razorbacks. They're not the subtlest items.

And it would take the computer of a god to have the framerate good enough near that many bodies to distinguish when the one sniper with a razorback comes around. And even if you saw it, there is little one can do. It's a mass of the enemy team RIGHT THERE. You would get shredded before one headshot.
Witness. http://www.newegg.com/Product/Product.aspx?Item=N82E16834220518

And they're almost all facing away. A reversed pyro is the only thing I need to be especially worried about.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Ampersand on June 29, 2009, 11:18:59 pm
With the Dead Ringer I get multiple eight backstab streaks per game
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: umiman on June 29, 2009, 11:53:31 pm
Why are you guys having a dick waving contest here?

Sowelu: Yeah, it's quite horrible. I was playing at 300 ping and it was quite frustrating. Enemies would teleport around the map, I would teleport around the map, graphics glitches everywhere, etc. etc. Still managed to kick some butt though, hehehe.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Pandarsenic on June 30, 2009, 06:08:05 am
Dunno what Ampersand is going on about (or more importantly, who he's fighting), umiman.

What it really comes down to is this: This is TEAM Fortress. You're not fighting enemy, your team is fighting the enemy team. If your team can't keep them facing forward or their team is good enough to have their medics face back (as they should) or their team has a ton of W+M1 pyros or "Look how fast I can spin my mouse" pyros you can't do shit no matter how good of a spah you are.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Nilocy on June 30, 2009, 07:57:32 am
Unless you have a 1v1. Anyhoo, umi yeah that lag was pretty terrible, your usually not that bad are you? Must have been your housemate downloading stuff right?
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Shadowlord on June 30, 2009, 12:31:50 pm
It seemed to be a lot harder to aim when I was on than on other servers (Is that the ping time or the FPS, I wonder - it's only 150 ping, which I did fine with in star wars: battlefront).

On the other hand, I got the 'Not a crazed gunman, Dad' badge (Kill three enemies while they're achieving an objective) as a sniper by killing three enemies at the cart ... using the kukri.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: umiman on June 30, 2009, 12:54:12 pm
Unless you have a 1v1. Anyhoo, umi yeah that lag was pretty terrible, your usually not that bad are you? Must have been your housemate downloading stuff right?
Pretty sure it was, because even my youtube videos were slow, and that never happens unless someone is downloading a crapola of stuff. Regardless, it was a good time.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Nilocy on July 02, 2009, 07:15:24 am
http://tf2rpg.blogspot.com/

Fun.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Greiger on July 02, 2009, 11:24:26 am
There is quite a bit of difference with pings.  It's not even noticeable if you are used to it with the same game, but switching games, even games under the same engine, and having a higher ping than you usually had with that game can make a big difference with your aim.

For example.  I also play a game called Eternal Silence.  It's also a hl2 mod
Spoiler: shameless plug (click to show/hide)
but because it's not too well known often there is only one full server at a time, and that server is sometimes far away.  I often do fine with pings upwards of 160, in fact I usually top the scoreboard with 10/1 kill death ratios.  But load up Team Fortress 2 with the same ping amounts and I miss left and right.  Even playing pyro, a class that doesn't have to worry about accuracy much is a bit off because I'm used to pings in the low 50s playing Team Fortress.

Not that I'm complaining or anything, I can get used to a 140ish ping.  I am happy with the server and haven't played on my old regular server in ages.  I'm sad for the folks stuck with the 200+ pings though, that's kinda rough.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Puck on July 02, 2009, 05:57:01 pm
can somebody explain how the new unlock system works?

I know a certain amount of achievements gets you a random item. Maybe of that class you play with, what do I know...

But what puzzled me... I got a lvl20 ambassador and a lvl5 ambassador. I deleted the lvl5 one, just to see what would happen.

I have no clue whether or not that was a good idea... so could somebody tell me how it works... or can I find that on the tf2 wiki?

edit: alright I looked it up on the tf2 wiki... and still I'm confused... it says its just random based on playtime, but the end of the page still refers to the achievements. Are both systems active at the moment?
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: SHAD0Wdump on July 02, 2009, 06:08:30 pm
You get new items by reaching achievement milestones as well as randomly over the course of the game. Items acquired via achievements are not random.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Shadowlord on July 02, 2009, 06:56:17 pm
The different level numbers on the items is a bug, the developers just hasn't released a fix for it yet (they have acknowledged that it's a bug).

I wouldn't delete items if you have enough room in your inventory thing for them - the developers are planning to add a way to trade items with other players in the future.

The sniper milestone 1 achievement gives you the first special sniper item, sniper milestone 2 gives you the second special sniper item, and sniper milestone 3 gives you the last special sniper item. (I don't know what order they come in) All the classes with special items like these - pyro, scout, medic, heavy, sniper, and spy right now - have these milestone achievements to give you their items. The achievements should tell you how many of the sniper achievements (or whatever class) you need to get that milestone and thus the next item. Note that trying to get them all this way will not be easy.

You do still find items randomly even if you're not playing that class, though. And by 'find' I mean the game just tells you that you found it, you don't have to do anything special. It usually tells you about the item shortly after you die, but I'm guessing that's to avoid popping up a dialog while you're actually playing. :3
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: SHAD0Wdump on July 02, 2009, 07:16:13 pm
(I don't know what order they come in)
Huntsman,Jaratte,Razorback.

Note that trying to get them all this way will not be easy.
If you getting the sniper or especially the spy,yes,they are easy.
Medic though... ARG.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Puck on July 02, 2009, 07:41:50 pm
But if I just play demoman or engineer for hours, I still will get stuff, just because I spend time playing tf2, right?
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: SHAD0Wdump on July 02, 2009, 07:43:23 pm
Yup... eventually those updates will come and then you can start getting stuff for those classes as well.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Nilocy on July 02, 2009, 09:18:14 pm
Damn, 3 spys vs 3 scouts was awesome!
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Zai on July 02, 2009, 10:08:57 pm
Yup... eventually those updates will come and then you can start getting stuff for those classes as well.

Speaking of which. Has Valve said what update they're doing next? I suspect demoman, then soldier, then engineer last.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: SHAD0Wdump on July 02, 2009, 11:19:51 pm
Dunno...

But I just got my Ubersaw! Did it via the 'First do no Harm' achievement.

Was hard.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: ToonyMan on July 02, 2009, 11:26:29 pm
You have just won TF2.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Duke 2.0 on July 02, 2009, 11:30:17 pm
 Solder update had better give you an unlockable chainsaw. A melee weapon that does spy knife damage, and an alt attack which turns the chainsaw on and uses fuel to deal extra damage/crits.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: ToonyMan on July 02, 2009, 11:31:21 pm
I want to swing around a leg of ham.  Death by meat!
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Zai on July 02, 2009, 11:32:19 pm
I think I have all of the unlocks now. I got like...a 1/3 of them through random luck while playing (as in, not achievements). I think the last unique item I got was Jarate, and that was through an achievement.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: umiman on July 02, 2009, 11:37:14 pm
While I hope the engineer gets an update first (since he's so boring to play right now), I agree that the soldier is quite lame in terms of weapons other than the rocket launcher.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: ToonyMan on July 02, 2009, 11:40:17 pm
He's the simple grunt, he does simple things.  Like killing.  Killing is simple.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: The Doctor on July 03, 2009, 12:14:55 am
It's obvious!

He's the red spy! One of his weapons has to be called the Screaming Eagle.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: umiman on July 03, 2009, 01:35:33 am
Give him a homing missile launcher. And bulletproof shield. And dreadnaught armor.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Duke 2.0 on July 03, 2009, 01:46:04 am
 I'm maintaining a chainsaw resulting with a melee weapon with ammo sounds like something the TF2 devs would do.

 Then again, the TF2 devs have always surprised.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: umiman on July 03, 2009, 02:08:00 am
I doubt it will be a chainsaw. It has to fit with the soldier's war weapons theme. I doubt it will be an automatic rifle though... Huh... barbed wire? Sandbags? I can't think of anything.

The soldier doesn't have a worst enemy, so it won't be a weapon to counter that like the tribal shield thing for the sniper. His weakness would be his slow speed, low ammo count, and slow firing speed. Also his lackluster backup weapons. His strengths are his rocketjump and damage potential.

So... I'm guessing he'll get something that takes away his rocketjump and ups his speed.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Nilocy on July 03, 2009, 07:52:43 am
So... I'm guessing he'll get something that takes away his rocketjump and ups his speed.

A forceless rocket launcher?
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Puck on July 03, 2009, 08:07:30 am
I still think that guy needs an automatic rifle. Not because of gameplay purposes, but because of design choices.

It always feels weird to me he doesnt have a thompson.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Onlyhestands on July 03, 2009, 10:05:11 am
Yeah a tommy gun that replaces the shotgun would be awesome from an aesthetic point of view at least.

The rocket launcher- maybe one that reloads/fires faster but has some sort of disadvantage?

Maybe the shovel replacement could somehow protect the soldier against his own rocket blasts?
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Duke 2.0 on July 03, 2009, 10:36:41 am
 Dummy cluster rockets.
 Must be done.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Soulwynd on July 03, 2009, 11:14:09 am
A single shot MIRV rocket launcher. Blasts a large area with mini-rockets and has a slow reload.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Puck on July 03, 2009, 11:16:12 am
I dunno... I dont even like the rocket launcher (soldier is my least played class)... but wth...

Anyways.... I think I'ma gonna play TF2 now, mebbe on the DFC server... go easy on me, I'm still full of the reaction time reducing pain meds from my wisdom teeth removal. If you guys have nothing better to do, join me.

Just like sex: the more, the merrier  ;D
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Eviltyphoon on July 03, 2009, 01:56:55 pm
I just played on an awesome server. You could pick your own class, everything was random. So you would spawn as a random class with random weapons. Gave some fun combos such as flamethrower scout or sniper heavy :D
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: umiman on July 03, 2009, 01:58:01 pm
I just played on an awesome server. You could pick your own class, everything was random. So you would spawn as a random class with random weapons. Gave some fun combos such as flamethrower scout or sniper heavy :D
That sounds so awesome! I want my flamethrower spy!
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Yanlin on July 03, 2009, 02:00:30 pm
You know what's boss?

Scout with Sasha, Jarate and Wrench.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Zai on July 03, 2009, 02:32:57 pm
I just played on an awesome server. You could pick your own class, everything was random. So you would spawn as a random class with random weapons. Gave some fun combos such as flamethrower scout or sniper heavy :D

Do you remember what server that was? Sounds fun. =D
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: SHAD0Wdump on July 03, 2009, 04:03:14 pm
I want to try this.

Please give us a IP!
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Eviltyphoon on July 04, 2009, 04:33:37 am
63.211.111.213:27015
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Jreengus on July 04, 2009, 05:53:52 am
Soldier really needs some kind of mustard gas launcher, no explosion would leave him without his rocket jump but any enemies entering the area for a second or so take horrible damage.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: NUKE9.13 on July 04, 2009, 06:44:15 am
Soldier really needs some kind of mustard gas launcher, no explosion would leave him without his rocket jump but any enemies entering the area for a second or so take horrible damage.
Possibly not very politically correct. But a good idea nonetheless. Not 'Horrible damage' though, an area of effect attack is good enough.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Puck on July 04, 2009, 07:37:45 am
Possibly not very politically correct.
And what about the medic? He's a friggin bundle of political incorrectness.

Nevertheless, area denial weapons are the demomans thing, imho.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Nilocy on July 04, 2009, 09:26:48 am
He could always use a stolen tank cannon. Wouldn't surprise me.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Greiger on July 04, 2009, 11:59:00 am
For some reason I imagine the new soldier melee weapon to be a P-38. 

As in the can opener. http://en.wikipedia.org/wiki/P-38_can_opener (http://en.wikipedia.org/wiki/P-38_can_opener)

My dad is an old army vet so he would always give me them.  I kept them on my keychain and they were always really useful for just about anything. 

Anyway I imagine the soldier as one of those folks that could kill anybody with anything.  And for some reason I get a shudder of terror whenever I imagine him taking one out of his pocket.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: SHAD0Wdump on July 04, 2009, 12:38:12 pm
As in the can opener. http://en.wikipedia.org/wiki/P-38_can_opener (http://en.wikipedia.org/wiki/P-38_can_opener)
Hah! Got one of those on my keychain as well.
Haven't used it yet...
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Greiger on July 04, 2009, 10:23:49 pm
I used it as a boxcutter, and a canopener mostly.  In a previous job I had to open a bunch of boxes full of parts every time I started a new part order, and in my first apartment I didn't own a real canopener.

I also used it only once as a screwdriver when I was at a friend's house helping with his computer.  Until then I had thought that everybody in the world owned at least one screwdriver.

Anyway before I kill the topic.  The soldier really needs a good traditional army weapon too.  Perhaps that one semi automatic rifle I see in stuff like call of duty all the time.  That one with the top loading clip that made a loud ding and popped out when out of ammo.  Soldier, along with the sniper seem to be the only classes that can really accomplish anything at range.  Perhaps keeping with that general idea, his shotty could be replaced with that rifle, and have a weak zoom.

Upside: Reliable long range damage, without having to "hope that scout keeps moving in a straight line for 2 seconds", faster firing rate than the sniper's rifle, crit on headshot.

Downside:close combat ability significantly reduced, no shot charge, weaker zoom than sniper rifle, no manual reload until clip ammo depleted.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Pandarsenic on July 04, 2009, 11:46:49 pm
I feel the crit on headshots would be:
1) Overpowered to the max on an auto-firing hitscan weapon
2) Out-of-place. Headshot crit weapons are for the Sniper and the Spy - the "finesse" classes

I totally approve of the Tommy Gun idea though.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Puck on July 05, 2009, 09:41:14 am
Perhaps keeping with that general idea, his shotty could be replaced with that rifle, and have a weak zoom.

Upside: Reliable long range damage, without having to "hope that scout keeps moving in a straight line for 2 seconds", faster firing rate than the sniper's rifle, crit on headshot.

Downside:close combat ability significantly reduced, no shot charge, weaker zoom than sniper rifle, no manual reload until clip ammo depleted.
Springfield M1 Garand?

Just for shits and giggles... you CAN reload that thing before the clip is empty no problem, afaik. And I think in tf2 it should come without zoom, but who cares  ;D
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Greiger on July 05, 2009, 11:38:45 am
Yea I was unsure about the headshot thing myself.  But I was thinking it wouldn't do as much damage as the sniper rifle either.  Down to the point where a crit wouldn't OHKO anything but light classes. 

And with semi automatic I meant that you would still need to push the button to fire but without the delay the sniper's bolt action has.  Making it fire a bit faster but not fully automatic like the SMG.

I figured that in reality you could probably reload it (M1 Garand sounds right) but the inability to reload it made it interesting in those games, and I figure it could add some flavor. And since soldiers usually learn to reload regardless of remaining ammo whenever they get the chance it could be an interesting effect on a soldier.

And yes, I also like the tommy gun idea.  I would be happy with that too.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Shadowlord on July 05, 2009, 12:26:23 pm
And with semi automatic I meant that you would still need to push the button to fire but without the delay the sniper's bolt action has.  Making it fire a bit faster but not fully automatic like the SMG.

So, like the scout's pistol. People make scripts (which they claim are perfectly legal) to auto-fire that for them. Then they basically hold down the mouse button and it rapid-fires the pistol.
Title: Re: Team Fortress 2: DFC now has it's very own TF2 server. Come play with us!
Post by: Greiger on July 05, 2009, 12:56:20 pm
I didn't think about scripts.  I kinda hate them in TF2, rather people use skill than scripting to give themselves an advantage over the average player. But as far as I'm aware there is no way to enforce a no scripts policy.  So yea, I guess maybe the tommy gun would be a better choice.

Not to say there aren't legit uses for scripts.  And that one smashball mod is at least one game that actually seems to encourage the use of scripts.  But if your using things like the rapidfire script on a server where obviously nobody else is using it,  with a weapon not intended to be used in that way, and then responding to complaints with "Scripting is pro, l2play." you deserve a magma bath.
Title: Re: Team Fortress 2: Classless update coming! Day 1: 18 Hats and a new Arena.
Post by: LASD on August 11, 2009, 04:57:24 pm
*Applies patches to the threads chest*    CLEAR!

Valve came out of their thinking chamber with a classless update about 5 minutes ago. Check it out! (http://www.teamfortress.com/classless/)

Also, fun games at the DFC server, I think I'll dig up some epic killcams to post here.
Title: Re: Team Fortress 2: Classless update coming! Day 1: 18 Hats and a new Arena.
Post by: ToonyMan on August 11, 2009, 04:58:52 pm
SWEEEEEEEET.
Title: Re: Team Fortress 2: Classless update coming! Day 1: 18 Hats and a new Arena!
Post by: Nilocy on August 11, 2009, 05:20:07 pm
Awesome. I shall be watching out for this.
Title: Re: Team Fortress 2: Classless update coming! Day 1: 18 Hats and a new Arena!
Post by: Ivefan on August 11, 2009, 05:23:18 pm
How... useless?
Title: Re: Team Fortress 2: Classless update coming! Day 1: 18 Hats and a new Arena!
Post by: LASD on August 11, 2009, 05:37:06 pm
7 awesome pictures heading your way! (I rather enjoy my new computer)

Say hello to WorkerDrone:
Spoiler (click to show/hide)

A dying spy called Vlynndar (note the knife):
Spoiler (click to show/hide)

Don't die on me! (or something dramatic like that)
Spoiler (click to show/hide)

An ordinary Medic from the Randomizer server:
Spoiler (click to show/hide)

Epic confrontation in a DFC Melee Arena game:
Spoiler (click to show/hide)

And for the encore two pictures of me having failed:
Spoiler (click to show/hide)

Spoiler (click to show/hide)
That's me on the wall, some people here probably remember that particular great game.
Title: Re: Team Fortress 2: Classless update coming! Day 1: 18 Hats and a new Arena!
Post by: Puck on August 11, 2009, 05:58:27 pm
How... useless?

Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Classless update coming! Day 1: 18 Hats and a new Arena!
Post by: ToonyMan on August 11, 2009, 05:59:33 pm
IT'S THE WORKERDRONE FOOL.  I need to play TF2 again.   :-X
Title: Re: Team Fortress 2: Classless update coming! Day 1: 18 Hats and a new Arena!
Post by: umiman on August 11, 2009, 07:23:06 pm
Puck: That was the most hilarious thing I've read all day.
Title: Re: Team Fortress 2: Classless update coming! Day 1: 18 Hats and a new Arena!
Post by: Zai on August 11, 2009, 07:34:01 pm
I like the fireman helmet on the Pyro. Makes sense as a hat for her. Should've been the class's original hat, really.

Also. Nice pics, LASD.
Title: Re: Team Fortress 2: Classless update coming! Day 1: 18 Hats and a new Arena!
Post by: Dr. Johbson on August 11, 2009, 08:05:10 pm
Update sounds cool. I love all updates. These hats might sour the rarity of

                                               Fantastic SPY HAT

however. Oh well.

In other news, I play this game, and I forgot to tell you all.
Title: Re: Team Fortress 2: Classless update coming! Day 1: 18 Hats and a new Arena!
Post by: The Doctor on August 11, 2009, 08:27:46 pm
o.o

I want that ushanka.

:<
Title: Re: Team Fortress 2: Classless update coming! Day 1: 18 Hats and a new Arena!
Post by: Broose on August 12, 2009, 06:13:38 am
Me and a friend of mine just got back from griefing a TF2 server. One of us would be an engineer, and would let the other player (a spy) into his spawn base, (we were playing on cp_orange) to backstab people when they spawn. Some gr9 moments:

My friend was the spy, and was having trouble getting past the paranoid engineers, so I said this:
"Uh, guys, I heard there is a glitch that could make us lose the game if we have more than one engineer."
Someone believed me, and switched.

Someone said "you fail at griefing broose" about a second before my friend backstabbed him.

Also, a couple days ago, me and two other friends all went medic, and made a triangle of healing. We ran into enemy territory, and started jumping around. The whole team focused on us, and we survived there for around 4 minutes.

Fun stuff.
Title: Re: Team Fortress 2: Classless update coming! Day 1: 18 Hats and a new Arena!
Post by: ToonyMan on August 12, 2009, 06:43:13 am
MEDIC DIE THERE IS MEDIC HE WILL DIE DIE DIE DIE MEDIC WHERE ARE YOU DIE....

I SEE MEDIC DIE!!!


The mind of a TF2 player.
Title: Re: Team Fortress 2: Classless update coming! Day 1: 18 Hats and a new Arena!
Post by: Jackrabbit on August 12, 2009, 06:46:51 am
Me and a friend of mine just got back from griefing a TF2 server. One of us would be an engineer, and would let the other player (a spy) into his spawn base, (we were playing on cp_orange) to backstab people when they spawn. Some gr9 moments:

I am going to laugh at you whether or not that was intentional.
Title: Re: Team Fortress 2: Classless update coming! Day 1: 18 Hats and a new Arena!
Post by: Broose on August 12, 2009, 04:34:53 pm
Me and a friend of mine just got back from griefing a TF2 server. One of us would be an engineer, and would let the other player (a spy) into his spawn base, (we were playing on cp_orange) to backstab people when they spawn. Some gr9 moments:

I am going to laugh at you whether or not that was intentional.

It was.
Title: Re: Team Fortress 2: Classless update coming! Day 2: King of the Hill!
Post by: ToonyMan on August 12, 2009, 04:46:59 pm
King of the hill.  Awesome.
Title: Re: Team Fortress 2: Classless update coming! Day 2: King of the Hill!
Post by: Tilla on August 12, 2009, 04:58:17 pm
A lot of hidden pages with the updates!
http://www.teamfortress.com/classless/hidden/barbary/
Title: Re: Team Fortress 2: Classless update coming! Day 2: King of the Hill!
Post by: Nilocy on August 12, 2009, 05:42:31 pm
Go donate!
www.gameservers.com/clanpay/?clanid=87e2b262511f49a7c04876421d5a05da



I'm sorry... but it has to be done
Title: Re: Team Fortress 2: Classless update coming! Day 1: 18 Hats and a new Arena!
Post by: Jreengus on August 12, 2009, 05:55:48 pm
I like the fireman helmet on the Pyro. Makes sense as a hat for him. Should've been the class's original hat, really.

Also. Nice pics, LASD.
Fixed that for you.

Also I like the sound of the new King of the Hill map type.

I'm a bit unsure about the new hats but then again some of the original 9 looked a bit stupid to be so heres hoping they get replaced with better ones.
Title: Re: Team Fortress 2: Classless update coming! Day 2: King of the Hill!
Post by: Broose on August 12, 2009, 06:35:51 pm
Can someone schedule a game soon?
Title: Re: Team Fortress 2: Classless update coming! Day 2: King of the Hill!
Post by: Zai on August 12, 2009, 07:00:14 pm
I like the fireman helmet on the Pyro. Makes sense as a hat for him. Should've been the class's original hat, really.
Also. Nice pics, LASD.
Fixed that for you.

Pyro is female. It's true. It's been said on the official site/steam announcement before. She even has a purse in the little cubby thing in spawn areas.

And yea. KotH. Sort of like a mix between Arena and CP with a bit of timer thrown in. I'm hoping the "converted" Nucleus and Sawmill aren't just the originals with KotH functionality. I'm hoping they're similar but different, like with the Well maps.
Title: Re: Team Fortress 2: Classless update coming! Day 2: King of the Hill!
Post by: Jreengus on August 12, 2009, 07:04:22 pm
When? Last I heard was valve deliberately making the mistake of calling him a her and then changing it to be genderless. Anyhow if you seriously think the pyro is a girl you obviously haven't seen many in your time, look at the body structure, any girl with that much fat on her would also have noticeable boobs.
Title: Re: Team Fortress 2: Classless update coming! Day 2: King of the Hill!
Post by: Leafsnail on August 12, 2009, 07:50:11 pm
Actually it's fairly easy to strap down those features, if the need arises.  It wouldn't be like the buffed out "Breast Plates" you get in most other games for female characters.

Come to think of it, that would make the Pyro one of the only sensibly attired females in any video game...
Title: Re: Team Fortress 2: Classless update coming! Day 2: King of the Hill!
Post by: Onlyhestands on August 12, 2009, 08:03:13 pm
The pyro is a mama in a box
http://www.youtube.com/watch?v=1Q2_sFhBfXc
Title: Re: Team Fortress 2: Classless update coming! Day 2: King of the Hill!
Post by: Jreengus on August 12, 2009, 08:39:41 pm
Why would the pyro be strapping down his breasts? If valve go with the pyro is a girl route then they are selling out to all the nerds who bind pyros forward key to M1 so they can play with one hand and use the other one to jerk off to their sick fantasies of some girl under the suit.
Title: Re: Team Fortress 2: Classless update coming! Day 2: King of the Hill!
Post by: Leafsnail on August 12, 2009, 08:52:14 pm
Why would the pyro be strapping down his breasts? If valve go with the pyro is a girl route then they are selling out to all the nerds who bind pyros forward key to M1 so they can play with one hand and use the other one to jerk off to their sick fantasies of some girl under the suit.
Er, what?  The main reason would be that it could be more practical to wear a fire retardant suit that way.  My guess is that Valve are deliberately leaving it ambiguous, always using singular "they" for the Pyro.
Title: Re: Team Fortress 2: Classless update coming! Day 2: King of the Hill!
Post by: ToonyMan on August 12, 2009, 08:55:40 pm
It's going to go on forever.  Valve just wants to screw with everyone.  They're never going to tell.
Title: Re: Team Fortress 2: Classless update coming! Day 2: King of the Hill!
Post by: Leafsnail on August 12, 2009, 08:56:16 pm
Even a "meet the pyro" video would probably deliberately not tell us...
Title: Re: Team Fortress 2: Classless update coming! Day 2: King of the Hill!
Post by: umiman on August 12, 2009, 11:43:22 pm
If Pyro really was a woman, he'd also be a fan of Star Wars and Street Fighter. Wouldn't that be hot?

Also, I've been trying to figure out if he says, "get on the point, you maggot" or "get on the point, you faggot"....
Title: Re: Team Fortress 2: Classless update coming! Day 2: King of the Hill!
Post by: PTTG?? on August 13, 2009, 12:42:16 am
Wait.
...
Hold on.
...
...
...
Wait-
...
...
...

Are you...
Are you saying...
...
...
Hold on...


...





...


wait...






Are you-
.....


.......

....
...
..

Are you saying that-
this update...




...















...











doesn't have...




...





...
any class?


Budum-kish!
Title: Re: Team Fortress 2: Classless update coming! Day 2: King of the Hill!
Post by: ToonyMan on August 13, 2009, 06:43:30 am
Bu Bum Dish.
Title: Re: Team Fortress 2: Classless update coming! Day 2: King of the Hill!
Post by: SHAD0Wdump on August 13, 2009, 11:40:46 am
Bu Sum-Fish.
Title: Re: Team Fortress 2: Classless update coming! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Zai on August 13, 2009, 06:13:25 pm
I am loving this update. All of it. Very awesome.

They also changed some things about the Scouts' unlocks. The Sandman's drawback is it reduces Scout's health by 30 instead of disabling double jump.

I'd talk about other new things as well, but I'm too excited about the update.

[EDIT:] ...And of course, I cannot connect to any servers for various reasons right now... Fun...
Title: Re: Team Fortress 2: Classless update coming! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Soulwynd on August 13, 2009, 06:42:03 pm
These fucks just fucked up FaN and sandman, making those items, that are already rarely used, even less used.

Quote
- Enemies cannot be juggled by the FaN's effect.
- Übercharged players can no longer be stunned.
- The negative attribute has changed from "no double jump" to "-30 max health".
Motherfuckers.
Title: Re: Team Fortress 2: Classless update coming! Final Day: CTF_Sawmill and CP_Yukon!
Post by: SHAD0Wdump on August 13, 2009, 07:02:12 pm
Soulwynd,Your backing up ubers being stopped by baseballs.
Title: Re: Team Fortress 2: Classless update coming! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Jreengus on August 13, 2009, 07:23:22 pm
lets be honest it was a good thing, medics were damn hard to hit and if you hit a heavy the medic would just grab someone else. Also why shouldn't the fan juggle ubers? Are they planning to remove the pyros airblast juggling ubers too? Hey while were over powering ubers let just make them effect the entire team ... and combine the two different types ... and make them last 9 hours ... and take a second to charge ... and also detonate a nuke.

Seriously though? a -30 health scout will not be able to juggle an uber for long, if they can then their enemy deserves to loose.

"Fixed being able to shoot pipebombs over the starting gates in the first round."
Seriously? So we can jump right over in well but we can't have a little fun in pipeline?

"Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal)."
So they are baisically saying short of firing two clips worth of ammo into everyone you see no class but the pyro should be able to kill spies? Also on hit effects? Can't they be more specific, surely setting on fire is an on hit effect so are pyros useless against spies now?
Title: Re: Team Fortress 2: Classless update coming! Final Day: CTF_Sawmill and CP_Yukon!
Post by: thebmw94 on August 13, 2009, 08:10:44 pm
"Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal)."
So they are baisically saying short of firing two clips worth of ammo into everyone you see no class but the pyro should be able to kill spies? Also on hit effects? Can't they be more specific, surely setting on fire is an on hit effect so are pyros useless against spies now?

In this case, On-Hit effects are effects that would indicate that the disguised Spy is an enemy, excluding the Flamethrower.  For example, an old trick of mine was to shoot a few Blutsauger shots into a suspected Spy.  If I got the +3 health from him (which pops up regardless of health), he was obviously a Spy, and I would quickly smack him with my Ubersaw.  Other effects might include Natascha's slowdown effect and the Force-a-Nature's knockback effect, although I can't confirm anything as I haven't played the update yet.

On that note, if you think someone's a Spy, just smack him a bit with a melee weapon.  It will take two hits at the worst to kill him, so just close the distance and kill him.  Of course, you have to account for him dropping his disguise and just shooting you, in which case you should back off and fire back at him.  Even if you don't kill him, he'll leave to recover, meaning you'll be ready for him the next time.
Title: Re: Team Fortress 2: Classless update coming! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Soulwynd on August 13, 2009, 08:51:47 pm
lets be honest it was a good thing, medics were damn hard to hit and if you hit a heavy the medic would just grab someone else. Also why shouldn't the fan juggle ubers? Are they planning to remove the pyros airblast juggling ubers too? Hey while were over powering ubers let just make them effect the entire team ... and combine the two different types ... and make them last 9 hours ... and take a second to charge ... and also detonate a nuke.
FaN never juggled ubers, but it juggled people just like AB does. As in you could shoot them up and up and up and up and up. You can't do that anymore with FaN, that just kills the only utility it had.

And yeah, the sandman was the only weapon that could do something to ubers other than AB and a decent demo with stickies... A well placed sandman stun, which was hard as fuck to do, could save an ending match. Now they fucked up the sandman and gave it a worse drawback.

So... FaN and Sandman, which were almost never used and generally hated by the playerbase... will never be used again.

Thanks.
Title: Re: Team Fortress 2: Classless update coming! Final Day: CTF_Sawmill and CP_Yukon!
Post by: SHAD0Wdump on August 14, 2009, 02:03:19 am
So... FaN and Sandman, which were almost never used and generally hated by the playerbase... will never be used again.
I'm still gonna use 'em.
Title: Re: Team Fortress 2: Classless update coming! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Cheeetar on August 14, 2009, 02:35:01 am
VALVE RUINED EVERYTHING!
Title: Re: Team Fortress 2: Classless update coming! Final Day: CTF_Sawmill and CP_Yuko
Post by: LASD on August 14, 2009, 02:36:41 am
So... FaN and Sandman, which were almost never used and generally hated by the playerbase... will never be used again.
I have to disagree on that. I think both of them were more or less overpowered and that's why they were hated. Especially the Sandman, lately I even stopped killing people that I stunned because it just felt so cheap. Scoring hits with the sandman is surprisingly easy, so I think the change is for the better, now at 90 health (with double jump) you really need some dodging and stunning skills to have a chance. Though I'm a bit dubious about the 75% damage, I've managed to kill a number of lonely heavies with the 50% stun without breaking a sweat and I think that causes enough raging. At least they'll keep revved up now.

And the FaN, I've never liked it myself and it really was useless for a long time, but since Valve beefed it's damage by 20% some time ago it became a relevant substitute for the scattergun even in competitive play. I don't think the changes make it much less useful as it's still pretty much one-clip-in-a-bit-over-a-second-kill.

The only gripe I have with this update is that I never got the "Big Hurt" achievement in time.

Ramble ramble.
Title: Re: Team Fortress 2: Classless update coming! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Pandarsenic on August 14, 2009, 03:13:08 am
Quote
Pistol now fires at a fixed rate, not based on the speed at which you press the firing button.

Quote
Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists.

Quote
Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist.

Quote
Everything about Force-a-Nature

Quote
Everything about Sandman


brb RAGE
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Nilocy on August 14, 2009, 05:25:07 am
Quote
Pistol now fires at a fixed rate, not based on the speed at which you press the firing button.
I don't mind this too much, it'll stop those damned scripters

Quote
Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists.
Quote
Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist.
These two just cancled eaceh other out didn't they? ;D

Quote
Everything about Force-a-Nature
Good, that thing was way to OP
Quote
Everything about Sandman
And yeah, this is also good, and lol at the -30 max health, scouts will be even easier to murder now :D

Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: ToonyMan on August 14, 2009, 06:28:55 am
Oh yum hum.  My 120 HP scout that can't jump and can't stop ubers will kick your butt.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Duke 2.0 on August 14, 2009, 06:36:18 am
Oh yum hum.  My 120 HP scout that can't jump and can't stop ubers will kick your butt.
He can jump twice now. And they are still as lethal as before.

 "Oh, hello, I'm sorry, you won't be able to shoot me on account of being behind a wall. I'm sure these FAN rounds will cheer you up."

 And I dunno about Ubers. They are kinda necessary to take down some defensive areas. I want them to remain a viable way of making sure no defense is totally and completely foolproof. Not to mention people might stop scout rushing like the bastards they are.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: ToonyMan on August 14, 2009, 06:37:41 am
I like agree dood.  SCOUT WAS/IS MY FAVORITE CLASS.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Duke 2.0 on August 14, 2009, 06:45:55 am
 Still, the stun ball was not easy to use. One could say that balanced it, but there was wayyy too many stuns outside of their LOS for my taste. Or the five times I saw somebody get hit at spawn from a ball from the other side of the map.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Onlyhestands on August 14, 2009, 08:03:58 am
Quote
Pistol now fires at a fixed rate, not based on the speed at which you press the firing button.

YES! No more cheatin scripters.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: umiman on August 14, 2009, 12:05:10 pm
Cool beans. I hate scouts. Hope they all burn in hell. Also glad to see they fixed the pistol thing.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: ToonyMan on August 14, 2009, 12:13:06 pm
Everybody hates me! 
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: SHAD0Wdump on August 14, 2009, 02:08:18 pm
Quote
Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists.
Quote
Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist.
These two just cancled eaceh other out didn't they? ;D
Your gonna cry when you find out how hard it is to destroy teleporters as a spy now.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Dr. Johbson on August 15, 2009, 01:59:12 am
Still, the stun ball was not easy to use. One could say that balanced it, but there was wayyy too many stuns outside of their LOS for my taste. Or the five times I saw somebody get hit at spawn from a ball from the other side of the map.

I did that once. Was the most awesome thing I have ever done.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Zai on August 15, 2009, 12:28:59 pm
So... FaN and Sandman, which were almost never used and generally hated by the playerbase... will never be used again.
I have to disagree on that. I think both of them were more or less overpowered and that's why they were hated.

This was my understanding as well.

Another update has been released. They didn't change the fact that in CTF, spies get the critical graphics of their team when their team captures the flag. This makes cloaked and disguised spies quite obvious. I suppose this could have been intentional to "balance" the fact that disguised spies no longer trigger On Hit effects. But LASD, you can indeed still get the Big Hurt achievement, as they changed it to "Stun 2 Medics that are ready to deploy an UberCharge."

But I love the Blu main menu background and the surrender animations. Also, didn't notice this before:

Quote
Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Pandarsenic on August 17, 2009, 02:49:05 am
Quote
Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists.
Quote
Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist.
These two just cancled eaceh other out didn't they? ;D
YOU'RE gonna cry when you find out how hard it is to destroy teleporters as a spy now.

First: YOU ARE = YOU'RE, not YOUR.
Sorry, Grammar Poland just got invaded by Grammar Nazis and Grammar Stalin.

Second: It's not so bad. You just have to sap it and start pewpewing the shit out of it from the side the engie isn't on.

Or sap all his stuff and backstab him like a pro.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Jakkarra on August 17, 2009, 06:02:47 am
up 'till Lvl 3 sentries, you can stab the Engie, THEN sap, but you have to be FAST.

generally, level 3 will still Pwn you.

oh, and ive actually found i LIKE the new sandman! the lost health just means i need to be moar careful, and doublejump is too useful to lose.

oh, and you do moar damage to unconscious guys now. thats always cool.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Jreengus on August 17, 2009, 08:41:31 am
Was that a joke? You can't do anything while invisible other than move and uncloak.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: ToonyMan on August 17, 2009, 09:12:13 am
KING OF THE HILL IS
awesomesauce.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Jreengus on August 17, 2009, 10:26:36 am
Well the was that a joke was that I just assumed you would have tried while not invisible too and realised your mistake. Didn't really occur to me that you might be misremembering something you read.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Jakkarra on August 17, 2009, 11:20:45 am
anyone want to play a game now? i have a server that has some sweet custom maps, and DOES NOT LAG! (for me)
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: SHAD0Wdump on August 17, 2009, 04:33:26 pm
Was that a joke? You can't do anything while invisible other than move and uncloak.

Ack. I thought I read somewhere that sappers could be applied while invisible. Turns out it can be applied without losing a disguise.

Pardon my stupidity and my apparent inability to read properly.
Actually,at one point sappers could be placed while invisible,but that was fixed some time ago.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Zai on August 17, 2009, 04:55:23 pm
KING OF THE HILL IS
awesomesauce.

Indeed. Possibly my favorite game mode now. But only when the teams are relatively even. Otherwise, it's no fun. =/
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: ToonyMan on August 17, 2009, 05:31:48 pm
KING OF THE HILL IS
awesomesauce.

Indeed. Possibly my favorite game mode now. But only when the teams are relatively even. Otherwise, it's no fun. =/

Agreed.  Being stomped 3 games in a row is not fun, neither is winning three times in a row.  Luckily, there is team scramble!   ;D
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Jreengus on August 17, 2009, 08:07:11 pm
I haven't found any hats yet. Dx
Hah! good luck on that, I've even taken to running an idling program and still no hat :(
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Zai on August 17, 2009, 08:16:27 pm
And yet another update.

Quote
Fixed the Ubersaw not displaying team colors

I find this kind of funny, as SHAD0Wdump had mentioned this in-game less than an hour ago.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Jakkarra on August 17, 2009, 08:50:09 pm
cool, i noticed that glitch a short while ago.

also, anyone else getting offers of free games from steam chat?

they are legitemate.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Jreengus on August 19, 2009, 01:07:07 pm
So Nilocy asked if there were any mods people wanted a cople of days ago, how about this (http://forums.alliedmods.net/showthread.php?p=624942).
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Soulwynd on August 19, 2009, 04:45:08 pm
Prop-hunt would be a nice mod to have.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: ToonyMan on August 19, 2009, 05:15:52 pm
Spoiler (click to show/hide)

Another victory for the blue team!

What I've realized is that in KotH maps either RED TEAM destroys BLU TEAM or visa versa.  That's ok and all, but it isn't as fun as having a war to see who can get the last second.  Usually one team gets all 3 minutes in one try.  Argh.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Zai on August 19, 2009, 05:23:15 pm
Spoiler (click to show/hide)

Another victory for the blue team!

What I've realized is that in KotH maps either RED TEAM destroys BLU TEAM or visa versa.  That's ok and all, but it isn't as fun as having a war to see who can get the last second.  Usually one team gets all 3 minutes in one try.  Argh.

That's only if the teams aren't evenly matched. Which is actually quite hard to get to happen, so it can seem like complete annihilation is all that ever happens. This is not so, as I've had several games where it was a constant struggle for both teams. KotH requires teamwork.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: ToonyMan on August 19, 2009, 05:40:33 pm
This one time though, the battle was one-sided again, but something incredible happened.  RED was winning the round easy, they had setup sentries and teleprompters and medic and the whole shipload.  Victory for RED was almost guaranteed, but...when there was 5 second left on the clock BLU made a violent effort to get back that point.  AND THEY DID.  They took it over and went into over-time.  BLU LASTED THERE FOR THE WHOLE THREE MINUTES WHILE RED WAS IN OVER-TIME FOR VICTORY.

Awesome stuff.



And...........I made that all up.  Sounds good, no?
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Cajoes on August 19, 2009, 05:55:08 pm
Eh, have had that happen a few times.

..That happened to me just last night, in fact.

Painful.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: umiman on August 19, 2009, 06:30:36 pm
Wow, they can set up teleprompters now? Must be fun seeing giant tv screens displaying what the guys need to read on the map.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Jreengus on August 19, 2009, 06:32:57 pm
Best Koth I ever had red (or was it blue I can't remember which way round it was so I'll just make up the colour.) had capped the point it got down to two seconds left and blue managed to steal. Blue held onto it until she started her countdown:
5 ... 4 ... 3 (Red recap) 2 ... 1
The timing was so perfect I didn't even realise the point had changed hands.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: ToonyMan on August 19, 2009, 06:54:08 pm
Wow, they can set up teleprompters now? Must be fun seeing giant tv screens displaying what the guys need to read on the map.

That was the funny.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Jakkarra on August 19, 2009, 07:27:33 pm
i have a question.

i lag pretty heavily, will having a better computer alleviate this somewhat?

at the moment, the game dosent really want to run it, even at low settings.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: A_Fey_Dwarf on August 19, 2009, 10:31:09 pm
What is your bandwidth? Because it could be that you are on a low bandwidth, playing on foreign servers with too much ping or that your computer is too old. To help if your PC is old, try the DX 8 trick by typing '-dxlevel 81' in the launching options (make sure you remove it before launching a second time otherwise it won't save the settings), try reducing resolution down really low if it isn't already.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: SHAD0Wdump on August 19, 2009, 10:39:57 pm
What is your bandwidth? Because it could be that you are on a low bandwidth, playing on foreign servers with too much ping or that your computer is too old. To help if your PC is old, try the DX 8 trick by typing '-dxlevel 81' in the launching options (make sure you remove it before launching a second time otherwise it won't save the settings), try reducing resolution down really low if it isn't already.
Will this trick alter facial animations in any way?

I've got a poor-ish computer but I MUST have those facial animations.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: ToonyMan on August 19, 2009, 11:09:35 pm
Everything looks fine.  The only side-effect is black intel boxes and clay looking people.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: deadlycairn on August 20, 2009, 12:05:55 am
I'm stuck in NZ with a poor computer. With everything set on the lowest possible setting it still lags. Woe is me.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Puck on August 20, 2009, 12:39:42 am
Didcha read about (and how to) put tf2 into DX8 mode? If not, do that. Crappy computers love DX8.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: SHAD0Wdump on August 20, 2009, 03:05:57 am
Eh... I'll admit it,I'm a sucker for graphics over gameplay with TF2. Then again,I think the characters add to the gameplay significantly enough that I'd want them to stay detailed,no clay for me.

Besides,my speed only goes down significantly when there is fire and a ton of players.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Duke 2.0 on August 20, 2009, 08:50:07 am
 With me: Sniping through a crowd. Or the one case where my laser sight made it through a soldiers rocket launcher and there was a one second hiccup.

 Seems Team Fortress 2 doesn't like people close to a snipers zoomed scope.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Jakkarra on August 20, 2009, 08:54:03 am
anyone want a smexy game?

i has a good -nonlaggy (for englanders) server?

or, we could use the DF one, whichever
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Duke 2.0 on August 20, 2009, 08:55:51 am
 If my father can get his act together soon, then perhaps. Although around 12 would be the best time.

 Damn this junk that needs to be moved NOW, despite the pickup date being Sunday.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Jakkarra on August 20, 2009, 09:01:04 am
im confused as tou what you are talking about Dukes.

also, its, uh, three o clock. in england, where i think you are. and i are also

Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Duke 2.0 on August 20, 2009, 09:31:18 am
 Alright, count me on. Just gimmie the server.

 And surprising you think I'm English with how often I speak of Maryland.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: ToonyMan on August 20, 2009, 09:33:38 am
WHERE WHERE?  ARGHHHH.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Jakkarra on August 20, 2009, 09:34:19 am
oh, i thought you mentioned that you lived in england at some point.

also, heres a free music link while i get ready.

http://www.youtube.com/watch?v=DC6UtsPa13o&feature=related (http://www.youtube.com/watch?v=DC6UtsPa13o&feature=related)

add Jakkarra to your friends.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: ToonyMan on August 20, 2009, 09:34:42 am
I want in.   :'(
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Duke 2.0 on August 20, 2009, 09:38:32 am
 We could start playing on the B12 server.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: ToonyMan on August 20, 2009, 09:39:27 am
We could start playing on the B12 server.

I'll do that.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Jakkarra on August 20, 2009, 09:44:51 am
oh, fine then, do that.

ill join you THERE then.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: ToonyMan on August 20, 2009, 09:45:10 am
Going on as I type.  GOOOOOOO.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: ToonyMan on August 20, 2009, 11:19:26 am
Heh.  That was fun.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Pandarsenic on August 22, 2009, 02:08:14 am
I wish DFC server didn't lag so hard for me.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Jakkarra on August 22, 2009, 04:15:30 am
thats unfortunate Pandarsenic...

i have a server that i go on, its based in berlin, that one may be better for you, lag is non-existant for me, AND it has some pretty nice maps.

duh, next time i go on, ill linky the IP.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Puck on August 22, 2009, 06:30:47 am
I got around 50 ping to the DFC server, tops, and sometimes it's still lagging like mad.

Anyway, yesterday I was having a glorious demoman round on saigns.de with a 3:1 KD ratio. My hands still hurt, after 6 hours of sleep, I kid you not. The demoman had a clipsize of 6 on his primary launcher and the damage seemed to be higher than I was used to.

Did valve patch him up to old greatness or was that a server thing?
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: SHAD0Wdump on August 22, 2009, 06:32:03 am
Has to be serverside,demomen still have 4 shot grenade launchers that use magic.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Puck on August 22, 2009, 06:39:31 am
Explain magic joke to me, plz, didnay have my coffee yet...
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: SHAD0Wdump on August 22, 2009, 06:45:01 am
They load all the grenades into one tube,and the chambers rotate after every shot!
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Puck on August 22, 2009, 06:50:42 am
Oh yeah, I noticed that one too :-\  It IS kind of disturbing.

When I bought TF2 I only played demoman, was the only class I got kills with, without dying all the time. Probably because of 1) being able to shoot around corners and 2) big fucking splash damage.

Then they nerfed my purty demoman into oblivion: 4 rounds, reduced DMG and every little tard can remove your stickies with whatever weapon he has. That kind of ruined the fun for me.

Playing on that server yesterday changed my mind, however. If I can get a 3:1 KD ratio and lead the stats, knowing there are better players online, knowing I suck because I'm tired and whatnot, there has to be something overpowered about that class.

But seriously, valve kinda overdid it. Maybe reduced clipsize and have stickys explode full force when somebody shoots them would be nice. there has got to be a middleground, but demoman isnt really fun as he is now.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Pandarsenic on August 22, 2009, 07:04:43 am
I get like 150 ping in the DFC server, generally. I'm on the west coast of the U.S.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Dwarfaholic on August 22, 2009, 07:11:24 am
Oh yeah, I noticed that one too :-\  It IS kind of disturbing.

When I bought TF2 I only played demoman, was the only class I got kills with, without dying all the time. Probably because of 1) being able to shoot around corners and 2) big fucking splash damage.

Then they nerfed my purty demoman into oblivion: 4 rounds, reduced DMG and every little tard can remove your stickies with whatever weapon he has. That kind of ruined the fun for me.

Playing on that server yesterday changed my mind, however. If I can get a 3:1 KD ratio and lead the stats, knowing there are better players online, knowing I suck because I'm tired and whatnot, there has to be something overpowered about that class.

But seriously, valve kinda overdid it. Maybe reduced clipsize and have stickys explode full force when somebody shoots them would be nice. there has got to be a middleground, but demoman isnt really fun as he is now.

I wouldn't like to start a flamewar here, but, y'know, demoman is considered kinda OP in comp play, and I recall there being a demo cap on most teams so they wouldn't have too many. Once you know how to lead shots, the damage he can do is kinda insane.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Puck on August 22, 2009, 07:13:49 am
Didnt know people still consider him overpowered. And I dont know whats up with me leading shots.

On the server I played on yesterday, with the old demoman glory, I was hitting people straight in their faces with the nades when they were strafing full speed. I guess that came from raised confidence.

Regular servers I dont hit as well. But it'll come back. Just gotta play demoman more.

Also, I dont see how you would start a flamewar. You werent exactly inpolite or anything.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Jreengus on August 22, 2009, 07:26:53 am
Yup in competitive play the standard limit is 1 medic (for obvious reasons) 1 demo and 2 of any other class. With the most common setup being a medic a demo two soldiers and two scouts.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Dwarfaholic on August 22, 2009, 08:11:23 am
Yes. So the demoman is certainly not underpowered.
The sticky problem you seem to be experiencing, Puck, can usually be solved by placing your stickies in locations where the enemy cannot see them or comfortably remove them. Also, use the pills. They are your friends.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: ToonyMan on August 22, 2009, 10:01:22 am
I get like 150 ping in the DFC server, generally. I'm on the west coast of the U.S.

I receive 60 ping?  Something like that.  And I'm on the East Coast USA!
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Puck on August 22, 2009, 11:29:07 am
The sticky problem you seem to be experiencing, Puck, can usually be solved by placing your stickies in locations where the enemy cannot see them or comfortably remove them.
Do I really come across THAT stupid ? :D I know how to place stickies.

It's just... Ida know... when the airblast was used to push stickies around, it felt more rock-paper-scissory. It wasnt perfect, because stickies were overpowered, but, again, I'd like to have some middleground.

Imho, the demoman is REALLY map dependant. Lots of open ground, little stuff to bounce nades from, he can become nigh useless.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Duke 2.0 on August 22, 2009, 11:36:37 am
Imho, the demoman is REALLY map dependant. Lots of open ground, little stuff to bounce nades from, he can become nigh useless.
I don't mean to sound cynnical, but, well...

 AHAHAHAHAHA!

 In theory, yes. In practice, no.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: ToonyMan on August 22, 2009, 11:38:23 am
Ha!  Yeah, I was on pl_badwater as a soldier and I was going up some stairs in a hallway when I ran into like 6 stickies on the floor.  Just laying there.  I shot them with a rocket blast and scattered them everywhere.  It didn't matter though because the demoman wasn't even there.   :P
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Jakkarra on August 22, 2009, 12:01:41 pm
anyone want a friendly game?
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Duke 2.0 on August 22, 2009, 12:05:07 pm
 Of course.

 I must warn that, as always, I may leave at a moments notice.

 Shall we head for the randomizer server?
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: ToonyMan on August 22, 2009, 12:22:05 pm
I'm in.  But I don't feel like playing my best.  It freaks me out.


EDIT:  What server are we going to anywho?
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Jakkarra on August 22, 2009, 12:25:20 pm
Randomiser server? lolwut?

why not just use the Bay12 one.

also, dust off thine Mikes.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Duke 2.0 on August 22, 2009, 12:26:30 pm
 Huh, the Bay12 server doesn't want to work. I'll get the error message to pop up again, but it is something along the lines of an incompatible swamp texture. Which is odd, as the server says it's playing offblast.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Jakkarra on August 22, 2009, 12:29:30 pm
eeh, i have a server we could use, its got a sweet map rotation.

want to go there?
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Duke 2.0 on August 22, 2009, 12:30:19 pm
 Yes, lets. Just contact me on steam or something.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: ToonyMan on August 22, 2009, 12:33:10 pm
What about me!  :-(

Also, my mic won't work on my computer because I accidentally short circuited it and blew it.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Jakkarra on August 22, 2009, 12:37:11 pm
right, add brother_gideon to your friends lists, both of You. ill invite you once you do.

ill join the game now.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: ToonyMan on August 22, 2009, 12:39:26 pm
Alright, I sent a friend request.
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: Jakkarra on August 22, 2009, 02:00:22 pm
Cool. my PC crashed also.

Oh, anyone can add me if they wish. because i know you ALL love me!  :P
Title: Re: Team Fortress 2: Classless update is here! Final Day: CTF_Sawmill and CP_Yukon!
Post by: The Doctor on August 22, 2009, 03:02:54 pm

Oh yeah, I noticed that one too :-\  It IS kind of disturbing.

When I bought TF2 I only played demoman, was the only class I got kills with, without dying all the time. Probably because of 1) being able to shoot around corners and 2) big fucking splash damage.

Then they nerfed my purty demoman into oblivion: 4 rounds, reduced DMG and every little tard can remove your stickies with whatever weapon he has. That kind of ruined the fun for me.

Playing on that server yesterday changed my mind, however. If I can get a 3:1 KD ratio and lead the stats, knowing there are better players online, knowing I suck because I'm tired and whatnot, there has to be something overpowered about that class.

But seriously, valve kinda overdid it. Maybe reduced clipsize and have stickys explode full force when somebody shoots them would be nice. there has got to be a middleground, but demoman isnt really fun as he is now.
Maybe 1/4 damage. Besides, the demoman I play isn't so much to kill (unless I'm on offence and get pissed off) it is to deny the point and caps. If they have to stop to get rid of your stickies, you're delaying they're capping that much more. And if theres only 10 seconds left on the clock, they're gonna be fucked.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jakkarra on August 23, 2009, 12:42:34 pm
i'm a pretty god demoman, as Duke and toonyman and their cheating asses can attest.
Title: Re: Team Fortress 2: Classless update is here!
Post by: ToonyMan on August 23, 2009, 12:45:50 pm
I've only played on the same team as you when you were a demoman, but *shrugs*.

I like soldiers alot now, they can do so much!
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jakkarra on August 23, 2009, 01:17:23 pm
its fun, i can suckerpunch loads of people from the spawn as Demo. they never catch on to look up for Stickies.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Duke 2.0 on August 23, 2009, 03:53:53 pm
 You sticky the spawn and you say we are cheaters?

 Which makes me glad there was more than one spawn exit, and I was wise enough to go out multiple when my opponent was a demoman.
Title: Re: Team Fortress 2: Classless update is here!
Post by: ToonyMan on August 23, 2009, 04:00:08 pm
I don't like ctf_2fort much.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Duke 2.0 on August 23, 2009, 04:02:34 pm
I don't like ctf_2fort much.
Who the hell does?
Title: Re: Team Fortress 2: Classless update is here!
Post by: umiman on August 23, 2009, 04:37:45 pm
I don't like ctf_2fort much.
Who the hell does?
I do. I love 2fort.
Title: Re: Team Fortress 2: Classless update is here!
Post by: ToonyMan on August 23, 2009, 04:38:41 pm
=-O
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jakkarra on August 23, 2009, 04:54:16 pm
Stickying the exit is NOT cheating. its a viablwe strategy, half the time, i let them see me do it!

also, there are a lot of retarded scouts that decide a straight line towards a demoman is a BRILLIANT idea.




one last thing, im planning on making a map. Coniferous forest-secret underground base type dealie. it'll be one of the ones that follow on.

oh, and im losing the intended blu attacks thing. RED is a DEMOLITIONS COMPANY (well, their cover is, anyway).

ill need you to beta test when i get the first draft up. dev textures FTW!
Title: Re: Team Fortress 2: Classless update is here!
Post by: ToonyMan on August 23, 2009, 04:56:47 pm
Don't worry.  I'll test the map and find every exploit in it!  and use them
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jakkarra on August 23, 2009, 05:07:27 pm
any exploits get to stay! as long as they arent really, really annoying, like walking on the skybox, or running through walls.

planning on being a dense Coniferous valley, eventually going into a logging town, to a mountain wall. with a Smexy Giant Door. preferably id like to have a chain of bombs, with the first in the chain breaking down the giant door. and the other one/s going in to 'asplode something that i havent decided yet.

first draft'll be a giant blocky..... block... just the general shape, see if it works.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Cajoes on August 23, 2009, 05:54:26 pm
What about exploits that lets you take a shortcut through the skybox? (Like some kind of weird localized warp-zone)
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jakkarra on August 23, 2009, 05:55:28 pm
Buh....

dude, i mentioned that.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Cajoes on August 23, 2009, 06:01:43 pm
Buh....

dude, i mentioned that.

Only about walking -on- the skybox...

Just passing through it while heading to the Red team's intelligence room is a different matter. :3
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jakkarra on August 23, 2009, 06:04:29 pm
:P

theres going to be a *very* high skybox. at least a little higher than the Maximum Demo-jump distance.

if anyone wants any features, ask.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Duke 2.0 on August 23, 2009, 06:17:48 pm
 What about the maximum heavy rocket jump distance?
Title: Re: Team Fortress 2: Classless update is here!
Post by: ToonyMan on August 23, 2009, 06:18:25 pm
Portals.
Title: Re: Team Fortress 2: Classless update is here!
Post by: The Doctor on August 23, 2009, 06:43:49 pm
You need to make the lumber mill a death trap. Giant conveyor belts with saws sliding to and fro, pincers to hold onto logs, all that fun stuff. All able to kill and/or damage players. :D
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jakkarra on August 23, 2009, 06:50:31 pm
thats theplan, Z.

basically, one map, Coniferous forest, beginning pretty dense, lots of rocks, moving along starts to thin out, stumps, machinery,  logs, ect...

gots to Lumbermill (owned by Blu) another map (maybye two?) of horribly mangled architecture, machinery and the like. exit.

another map of some sort of logging town. generic buildings.

Seeeeeeeeeeeeeecret underground base, entrance is 'asploded preferably, corridors, big open rooms, yeah.

the END!

Payload map.
Title: Re: Team Fortress 2: Classless update is here!
Post by: shadow_archmagi on August 27, 2009, 10:32:58 am
Hey, DF has a lot of maths majors. Can you double-check my maths here?

I'm going to make a lot of quite possibly unjustified assumptions here.

First, I'll assume that I still know how to do math after a long summer.

Second, I'll assume that the ten-minute stats that my Steamstats thing just spat out is a completely average sample of how many items the populace earns over time.

So, Steamstats says there were 3 hats in the last ten minutes, with about 11k users logged onto the idling server.

Extrapolate: Six times as many hats in six times as much time. Eighteen hats an hour.

Divide eighteen hats by eleven thousand idlers to find that your odds are .001636363636repeating.

Multiple that by 100 and then round to get a percent:

.16

Divide 100 by .16 to see how many 1-hour intervals will be necessary for the average player to get a hat.

Result: 625.

Divide by 24 to get the number of days of nonstop idling required for the average player to recieve a hat.

Result: 26.0416666repeating

Conclusion:

If I know math, and if that 10 minute sample was average, most people will recieve a hat after playing tf2 nonstop for about a month. Obviously, though, there will be variation; some people will recieve their hats as a complimentary gift upon logging in, and others will have to play nonstop for nineteen months. But on average.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jakkarra on August 27, 2009, 11:14:17 am
i demand that at least eight people play with mineself on the Server.

please?
Title: Re: Team Fortress 2: Classless update is here!
Post by: shadow_archmagi on August 27, 2009, 11:36:18 am
i demand that at least eight people play with mineself on the Server.

please?

If you INSIST.

Hey wait you're not even online

Join the server first, then we'll talk.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jakkarra on August 27, 2009, 11:40:07 am
HUZZAH! i shall go onlines nao.
Title: Re: Team Fortress 2: Classless update is here!
Post by: shadow_archmagi on August 27, 2009, 12:37:21 pm
 >:(

That game was not fun.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jakkarra on August 27, 2009, 01:02:04 pm
no, it was not.

we required more peoples.

 >:(

P.S, partially my fault, i was bitching, wasn't i?
Title: Re: Team Fortress 2: Classless update is here!
Post by: ToonyMan on August 27, 2009, 01:36:17 pm
Map progress?
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jakkarra on August 27, 2009, 01:54:49 pm
Bout da same, yo.

immah waiting on my Smexy Bomb model.

i may require some nice coniferous tree models too, if anyone can get them fo' me.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Nilocy on August 27, 2009, 06:03:13 pm
Guys, i fixed the map rotation, off blast shouldn't load on the map rotation anymore.

Have fun, I shall be on tomorrow btw.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Zai on August 27, 2009, 06:42:22 pm
Guys, i fixed the map rotation, off blast shouldn't load on the map rotation anymore.

Have fun, I shall be on tomorrow btw.

Care to name a time? =D
Title: Re: Team Fortress 2: Classless update is here!
Post by: deadlycairn on August 27, 2009, 11:15:53 pm
625 seems kinda... large. How many people play TF2 for 625 hours? I know I got my hat after about two hours, with about ten hours total playtime (my computer sucks too much for it to be worth it). Of course, I really wanted a WEAPON, not a hat, so Murphy's Law may be in effect.
Title: Re: Team Fortress 2: Classless update is here!
Post by: KaelGotDwarves on August 28, 2009, 02:22:24 am
I've got almost ALL the weapons and not a single hat.

I'm only missing Bonk, and I really want it too.

I won't even get into how many backburners I have. >.>
Title: Re: Team Fortress 2: Classless update is here!
Post by: Pandarsenic on August 28, 2009, 02:38:06 am
I decided to start collecting FaNs and Kritzkriegs.
Title: Re: Team Fortress 2: Classless update is here!
Post by: KaelGotDwarves on August 28, 2009, 02:42:13 am
The sad thing is I don't even USE backburners, because the airblast is too useful.

I do have a level 100 axetinguisher that I'm proud of though :D

1. Set aflame
2. airblast disorientate them
3. go mad axeman on their ass
4. ???
5. MHMPHMRPHMMMMMMMPGH! <3

I love pyro, as if you couldn't tell from my hobby/icon.
Title: Re: Team Fortress 2: Classless update is here!
Post by: The Doctor on August 28, 2009, 03:52:01 am
May I borrow your earpiece?

"This is scout! Rainbows make me cry!"

Haha...


Spy cracks me up, but I have grown to love the speedy "Run in, shoot 6 times, and run out" about a scatterscoot.

:D


I killed like 5 medics in one match who had an uber by running in, weaving around the fatman, and shooting that bloody kraut. Never could have done that as spy, because the medics are usually smart and run around, dodging and doing a jig or something.
Title: Re: Team Fortress 2: Classless update is here!
Post by: shadow_archmagi on August 28, 2009, 07:52:47 am
625 seems kinda... large. How many people play TF2 for 625 hours? I know I got my hat after about two hours, with about ten hours total playtime (my computer sucks too much for it to be worth it). Of course, I really wanted a WEAPON, not a hat, so Murphy's Law may be in effect.

Have collected more data. It tends to hover at around 31 items per hour (the exact number 31 has shown up like, eight times, with 36 being highest and 28 being lowest) for 11k people, making the average 458ish instead. That's a measly 19 days of idling.

EDIT: "Nineteen Days Of Idling" sounds like the title of a movie. It'd have a description like "This summer, Jim Carrey is an ordinary workaholic, until one day..." and then it'd cut to a doctor saying "You're going to have to spend nineteen days out of the year being idle or you'll die" and it'd be this zany comedy movie where the guy struggles to relax and not do anything interesting.

But yeah, like I said, it deals with probability, and what's worse, probability spread out over twenty five thousand users, so there will be, you know, say, two people who got hats while I was typing this, and quite a few more who will read this post and never, EVER receive a hat.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Cajoes on August 28, 2009, 09:26:04 am
I have five sandviches. :D
Title: Re: Team Fortress 2: Classless update is here!
Post by: Puck on August 28, 2009, 10:03:58 am
YOu never can have enough of those!
Title: Re: Team Fortress 2: Classless update is here!
Post by: Dr. Johbson on August 28, 2009, 10:55:34 am
Yarg, I crashed, I was just about to hook up my mic too.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jakkarra on August 28, 2009, 10:57:10 am
JOHBSON HAS THE FANCY FEDORA!

KEEEL HEEEEEM!

and give it to me. career spies need it, not him.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Dr. Johbson on August 28, 2009, 10:59:45 am
JOHBSON HAS THE FANCY FEDORA!

KEEEL HEEEEEM!

and give it to me. career spies need it, not him.

I'm a spy all the time, I was just completely off my game today.



I'm usually fantastic.   8)
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jakkarra on August 28, 2009, 11:07:59 am
remember that time i kept poking you in the back?

and again?

and again?

:3
Title: Re: Team Fortress 2: Classless update is here!
Post by: Mr.Person on August 28, 2009, 01:07:13 pm
You would not believe how many Dead Ringers I have. At one point, I had like 5 of them, and that was BEFORE I started idling and getting 3 of them in a row. Of course, none of them have different levels.

I don't even like the Dead Ringer. Can't stand it, both the Cloak and Dagger and regular Invisibility Watch seem better to me.
Title: Re: Team Fortress 2: Classless update is here!
Post by: SHAD0Wdump on August 28, 2009, 01:44:48 pm
I had at least 8 bonks.

Now I have tw... OH WAIT,I got another one this morning.

At least I have every unlock,even if duplicates. But damned if I didn't have to work for that ubersaw...
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jreengus on August 28, 2009, 01:53:31 pm
You would not believe how many Dead Ringers I have. At one point, I had like 5 of them, and that was BEFORE I started idling and getting 3 of them in a row. Of course, none of them have different levels.

I don't even like the Dead Ringer. Can't stand it, both the Cloak and Dagger and regular Invisibility Watch seem better to me.
C&D and DR both have their uses, its the invis watch that is redundant. (I can't imagine a situation in which I wouldn't want to use one of the others.

A good tip for if you want to use the DR to cloak and run across an area like you would with the normal invis watch is to disguise as a player on your own team, run out and use it and when the enemies shoot you they'll think they've shot a player with low health rather than suspecting a spy. You'll then be cloaked and you wont show up if shot like you would using the invis watch. The C&D beats the normal invis watch any day because its simply too useful to be able to regenerate cloak while cloaked and thus be able to move stealthily for longer, plus if you are cloaking to throw off pursuers with the C&D it's easier to lose them and stay invisible while they search than it is with the invis watch when you'll either uncloak painfully early or else leave a trail intelligent people can follow from picking up ammo packs. Oh last thing, if using C&D then use crouch+forward to use up cloak a lot slower.

I have all the weapons from achievements. (Never used a farming server, I'm just that awesome!) I don't have any duplicates because I delete them when I get them and so does my idler program.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Duke 2.0 on August 28, 2009, 03:06:49 pm
 Actually, the normal invisibility watch works fine as long as you know VERY well where the ammo spawns are.

 And I have multiple of every weapon except the FaN, which I don't have, and no hats.

 Oh you little bastards.
Title: Re: Team Fortress 2: Classless update is here!
Post by: umiman on August 28, 2009, 03:08:48 pm
I have one hat. It's the stupidest one. The sniper's trophy hat.
Title: Re: Team Fortress 2: "Who's the tough guy now? Huh, tough guy?"
Post by: Uber dwarf2.0 on August 28, 2009, 06:06:43 pm
But don't you see? PAYING people for mods? That's the revolution right there!


Alot of games are mods. If Gears of war uses the Unreal engine 2.05 And UT3 uses 2.05 one game would be a mod of the other because a "mod" is just the stuff besides the engine.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jreengus on August 28, 2009, 07:52:52 pm
Actually, the normal invisibility watch works fine as long as you know VERY well where the ammo spawns are.
That's my point, if you know where the ammo spawns are so do others, hell I've used that knowledge to catch DR spies before when they were heading to the health and I was heading to the health not for myself but because I figured they would. With the C&D though there's no spot they will likely head for. I'm a real bastard because I normally cloak running in one direction immediately turn then stand in the middle of a room and dodge people. Unless you get really unlucky it's easy enough to predict peoples movement and if they are firing randomly to look for you it's easy to dodge that too.
Title: Re: Team Fortress 2: Classless update is here!
Post by: ToonyMan on August 28, 2009, 08:02:46 pm
Randomizer servers are crazy.

Scout with mini-gun?

Heavy with med-gun?

Pyro with REVOLVER.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Pandarsenic on August 28, 2009, 09:22:47 pm
You would not believe how many Dead Ringers I have. At one point, I had like 5 of them, and that was BEFORE I started idling and getting 3 of them in a row. Of course, none of them have different levels.

I don't even like the Dead Ringer. Can't stand it, both the Cloak and Dagger and regular Invisibility Watch seem better to me.
C&D and DR both have their uses, its the invis watch that is redundant. (I can't imagine a situation in which I wouldn't want to use one of the others.

A good tip for if you want to use the DR to cloak and run across an area like you would with the normal invis watch is to disguise as a player on your own team, run out and use it and when the enemies shoot you they'll think they've shot a player with low health rather than suspecting a spy. You'll then be cloaked and you wont show up if shot like you would using the invis watch. The C&D beats the normal invis watch any day because its simply too useful to be able to regenerate cloak while cloaked and thus be able to move stealthily for longer, plus if you are cloaking to throw off pursuers with the C&D it's easier to lose them and stay invisible while they search than it is with the invis watch when you'll either uncloak painfully early or else leave a trail intelligent people can follow from picking up ammo packs. Oh last thing, if using C&D then use crouch+forward to use up cloak a lot slower.

I have all the weapons from achievements. (Never used a farming server, I'm just that awesome!) I don't have any duplicates because I delete them when I get them and so does my idler program.

We have a failspy?
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jreengus on August 28, 2009, 09:47:07 pm
We have a failspy?
a)???
b) :'(
Title: Re: Team Fortress 2: Classless update is here!
Post by: ToonyMan on August 28, 2009, 09:47:21 pm
Fun with Duke and Toon:
Spoiler (click to show/hide)

We rock them socks.  Hail.
Title: Re: Team Fortress 2: Classless update is here!
Post by: IndonesiaWarMinister on August 29, 2009, 01:05:19 am
Mekekekekeke.
http://steamcommunity.com/groups/TouhouFortressTwo

We are invading TF.

Expect me when I am able to upgrade my Internet connection.

:P
Title: Re: Team Fortress 2: Classless update is here!
Post by: shadow_archmagi on August 29, 2009, 11:14:12 am
Quote from: Drunken Fool
Every 15,430 seconds (4 hours, 17 minutes, and 10 seconds) you have a 1.1905% chance to receive a hat. These are the exact values used and is not something that was determined by using data collected from idlers.

I verified this by checking against people who received two hats real close together and the difference in time was divisible by 15,430

Drunken fool said that. And I'd say he knows a LITTLE more about idling than you do pal, because he invented it!

He's refused to give out his actual source, but it seems to be quite solid information that has been confirmed via testing. That comes to about two weeks of solid idling per hat, on average.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jakkarra on August 30, 2009, 09:12:05 am
Gentlemen.



i'm currently on the server, would anyone care to join me?



no-one is EVER on...
Title: Re: Team Fortress 2: Classless update is here!
Post by: Dr. Johbson on August 30, 2009, 09:25:50 am
Coming, I guess.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jreengus on August 31, 2009, 12:42:17 am
Spoiler (click to show/hide)
Me in my totally awesome new hat. Kudos to Someguyo who was the spy in this completely staged picture.

And yes I'm disappointed that it was the mining light, one of the worst in my opinion.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Broose on August 31, 2009, 01:25:29 am
WOO! PLAYING RIGHT NOW GET IN ON THIS
Title: Re: Team Fortress 2: Classless update is here!
Post by: Someguyo on August 31, 2009, 06:39:53 am
(http://img79.imageshack.us/img79/6136/congrats.png)
Title: Re: Team Fortress 2: Classless update is here!
Post by: Techhead on August 31, 2009, 04:24:26 pm
A funny comic on the hat situation:
Idle Fortress (http://nerfnow.com/comic/173) by Josué Pereira of Nerf Now.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Mulch Diggums on September 01, 2009, 02:08:50 am
^Idle fortress rocks, good link.




[Insert rage against valve over crappy weapon unlocking system]
Title: Re: Team Fortress 2: Classless update is here!
Post by: Roundabout Lout on September 02, 2009, 10:05:45 am
Was playing with someone who apparently works with Valve. Mulch asked him about it, but he went all hush hush and left the server.

Valve Syringegun:
 
Spoiler (click to show/hide)

Also, the soldier is an aspiring magician!
Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Classless update is here!
Post by: Soulwynd on September 02, 2009, 11:49:57 am
Yeah, those valve items are pretty well known by the forum community. So are the contributor items.

But well, screenshot goodies.

Heavy decided to rest a bit.
(http://img.photobucket.com/albums/v68/soulwind/screenshots/th_cyberpunk-a_0150003.jpg) (http://smg.photobucket.com/albums/v68/soulwind/screenshots/?action=view&current=cyberpunk-a_0150003.jpg)
Demo killed me, but spies were rampant.
(http://img.photobucket.com/albums/v68/soulwind/screenshots/th_cp_redfort_b30000.jpg) (http://smg.photobucket.com/albums/v68/soulwind/screenshots/?action=view&current=cp_redfort_b30000.jpg)
All heavy can be lots of fun.
(http://img.photobucket.com/albums/v68/soulwind/screenshots/th_cp_castle40002.jpg) (http://smg.photobucket.com/albums/v68/soulwind/screenshots/?action=view&current=cp_castle40002.jpg)(http://img.photobucket.com/albums/v68/soulwind/screenshots/th_cp_castle40001.jpg) (http://smg.photobucket.com/albums/v68/soulwind/screenshots/?action=view&current=cp_castle40001.jpg)
Sorry medic.
(http://img.photobucket.com/albums/v68/soulwind/screenshots/th_cp_dustbowl0004.jpg) (http://smg.photobucket.com/albums/v68/soulwind/screenshots/?action=view&current=cp_dustbowl0004.jpg)
Sniped.
(http://img.photobucket.com/albums/v68/soulwind/screenshots/th_cp_redfort_b30001.jpg) (http://smg.photobucket.com/albums/v68/soulwind/screenshots/?action=view&current=cp_redfort_b30001.jpg)
Sorry soldier.
(http://img.photobucket.com/albums/v68/soulwind/screenshots/th_cp_gravelpit0002.jpg) (http://smg.photobucket.com/albums/v68/soulwind/screenshots/?action=view&current=cp_gravelpit0002.jpg)
Damn spies.
(http://img.photobucket.com/albums/v68/soulwind/screenshots/th_cp_indulge_b30000.jpg) (http://smg.photobucket.com/albums/v68/soulwind/screenshots/?action=view&current=cp_indulge_b30000.jpg)
Awesome?
(http://img.photobucket.com/albums/v68/soulwind/screenshots/th_koth_nucleus0000.jpg) (http://smg.photobucket.com/albums/v68/soulwind/screenshots/?action=view&current=koth_nucleus0000.jpg)
Haha.
(http://img.photobucket.com/albums/v68/soulwind/screenshots/th_pl_goldrush0003.jpg) (http://smg.photobucket.com/albums/v68/soulwind/screenshots/?action=view&current=pl_goldrush0003.jpg)
Title: Re: Team Fortress 2: Classless update is here!
Post by: Dwarfaholic on September 02, 2009, 01:11:06 pm
All these screenshots somehow make it even more annoying that nobody's ever on the Bay12 server when I'm on. Like now. Right now.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jakkarra on September 02, 2009, 01:30:16 pm
it's never populated when i go on either, i may be on lator.
Title: Re: Team Fortress 2: Classless update is here!
Post by: ToonyMan on September 02, 2009, 01:48:51 pm
it's never populated when i go on either, i may be on lator.

SHAD0Wdump is spy!
Title: Re: Team Fortress 2: Classless update is here!
Post by: Soulwynd on September 02, 2009, 03:36:42 pm
All these screenshots somehow make it even more annoying that nobody's ever on the Bay12 server when I'm on. Like now. Right now.
Well, it's an european server. So the ping is beyond what I find acceptable (150ish at least) and at the time people are playing on it, I usually am busy elsewhere. So it's sort of hard, every time I go to play it has 0 players, and I want to play not sit there and wait and then have to play 1v1.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jakkarra on September 02, 2009, 04:20:05 pm
Same here Soulwynd.

we need some times to play.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jreengus on September 02, 2009, 11:00:47 pm
Well I no longer have a hat. Why? Because Valve are fucking retards! No wait that's not right they are hypocritical fucking retards! In their latest update they do two things, firstly they admit that hat drops were far too low. Secondly they punish anyone who already realised this and cared enough to do something about it. This is by far their stupidest move and it's going completely against their previous policy. Lets take a look at when the medic update first came out, you had to get every single achievement for the ubersaw. People realised this was broken and so achievement farming servers were born. Valve saw this and said, yes we made a mistake, here have your ubersaw blutsauger and kritzkrieg after getting only a few achievements. And those who had already farmed them were allowed to keep theirs because they cared enough to actually do so. They didn't go and give everyone who hadn't farmed an ubersaw and take those who had's away from them!

tl:dr Valve screwed me over like a cheap Taiwanese whore and now I'm pissed.
Title: Re: Team Fortress 2: Classless update is here!
Post by: umiman on September 02, 2009, 11:20:31 pm
It's just a hat... you didn't even do any real work to get it. It doesn't give you any actual benefits unlike the weapons. Why are you crying?

I've never been successful at idling. Simply because whenever I log on an idle server, I love the super enclosed, tiny battlefield room format and end up playing with whoever else is silly enough to duel in such a silly place for hours.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jreengus on September 02, 2009, 11:37:31 pm
It's not about the hat, it's about the fact that I am being punished for caring about the game, of all the plaers who are being rewarded for supposedly taking the high road only a ver small portion actually are. The vast majority are being rewarded for not caring about the game. Also the thing they are removing items for is not playing on idling servers but for using a third party application to connect you to the server and automatically delete duplicates for you. The problem is that they are saying that they didn't previously have a policy on this but have now decried it is wrong. Then gone back and punished people retroactively. It's just plain not fair, what am I supposed to be fucking psychic? How am I meant to know what decisions they will make in the future and why am I being punished for not knowing?
Title: Re: Team Fortress 2: Classless update is here!
Post by: KaelGotDwarves on September 02, 2009, 11:59:41 pm
Uhhh... Idlers weren't even punished.

Hackers/crackers/users of a Third Party program to idle in servers had hats taken away and were not given halos.

You know, a program which violates the Terms of Service, that thing that you agree to when you install the game.

Valve always had the policy, but just now decided to enforce it.
Title: Re: Team Fortress 2: Classless update is here!
Post by: umiman on September 03, 2009, 12:16:28 am
Yay, free hat! I have a floating, round, white neon light above the heads of all my characters except the sniper with his silly trophy hat.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Someguyo on September 03, 2009, 12:24:36 am
I don't really care. Although, they did randomly take away some of my items, even though I didn't use any idle programs.... This also means I didn't get the hat. Which is pretty stupid, but I don't care. Hats are just a small bonus.

They took away my Sandman though.  :-\
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jreengus on September 03, 2009, 12:41:39 am
users of a Third Party program to idle in servers had hats taken away and were not given halos.
I'm sorry but according to the guy who made it it was within the terms of service. How do you not get this Valve admitted that they had no policy on it previously. If it was excluded in the ToS then that would count as a policy!

Someguyo you should get items you had legitimately but lost back. The problem is it removed every item you earned using the program but the program would automatically delete items you had already earned if you got a better item (higher level). This meant ewven if you earned an item you would lose it because they deleted the one you "cheated" (Hah!) for and the program deleted the one you didn't.


Also @Kael again. I realise they didn't punish people who idled in game and that is my problem. If I could have known in advance they would make this decision I would have idled in game because it makes 0 difference to me and I would still have my hat and I would have a halo. Instead I am getting punished for not knowing in advance what decisions they would make.

To firther clarify this one little snippet is what truly pissed me off:
Quote
Due to us not having a policy in place prior to today
Title: Re: Team Fortress 2: Classless update is here!
Post by: KaelGotDwarves on September 03, 2009, 01:04:06 am
users of a Third Party program to idle in servers had hats taken away and were not given halos.
I'm sorry but according to the guy who made it it was within the terms of service. How do you not get this Valve admitted that they had no policy on it previously. If it was excluded in the ToS then that would count as a policy!
You're going to take a "guy who wrote a (hack) program to circumvent logging onto TF2 in order to idle in game"'s word that said hack is not a violation of Valve's Terms of Service?

dohohoho. It's kind of like the crack dealer telling kids that it's just candy.

This is my last post on the matter. I'm not going to stay here and argue semantics on "policy", because it's probably true that Valve did not have a specific policy against "using a program to idle in order to unlock hats", but they do have a policy in the ToS that if they catch you using third party programs or circumventing the loader they can cancel your account, no questions asked.

As such it's a light sentence that they've given out so far. Using a hack program and expecting nothing to happen is like saying, "I murdered this guy with a spoon, there's no specific law or policy against murdering people with spoons so therefore I'm innocent." When the truth is that murder is murder, just as using a hack/crack is still using a ToS specificied Third Party Program.

Now there's a defined policy and trust me you'll get over it. It's e-peen cosmetic items in a game.

EDIT: I read the steam forums with hints that action was going to be taken against such actions. Valve may just be hardcore trolling their own fans.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jreengus on September 03, 2009, 01:10:59 am
You're going to take a "guy who wrote a (hack) program to circumvent logging onto TF2 in order to idle in game"'s word that said hack is not a violation of Valve's Terms of Service?
*Sigh*

It doesn't avoid logging you into TF2 I'm not sure what you think this program is doing? Are you under the impression that this hacks the TF2 servers for you? It is not a hack, it is not a crack. It is a program that connects you to a specific server dedicated to idling and deletes duplicates for you.

Saying that it is a third party application is pointless. There are lots of third party applications that work with team fortress two and don't get you banned. The reason being that they don't they don't impact anyone else. You know what? Kind of like this one? OMG!

Yeh, my point is valve are punishing people out of the blue for the sake of punishing people out of the blue.
Title: Re: Team Fortress 2: Classless update is here!
Post by: KaelGotDwarves on September 03, 2009, 01:14:13 am
*cough* Circumvents use of HL2.exe. Also -not to mention remote accesses the game in a way Valve obviously did not intend while no one is present. Playing the game while not physically present with a program = botting, definitely against ToS.

*cough* What third party programs?

*cough* How dare they punish people for violating the Terms of Service they agreed to when they installed the game!

EDIT: Really, you answered my post way too fast. Just relax and play a game man.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Ampersand on September 03, 2009, 01:21:09 am
Don't be silly. All it is is Team Fortress 2 without graphics, and without controls. Strictly speaking, the only reason that they're against this is because it's not really in the spirit of the game. It doesn't really do anything that that should worry them.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jreengus on September 03, 2009, 01:38:58 am
Well to think of one off the top of my head, I used to be on a forum waay back that offered one which recorded your stats and uploaded it to their server.
Title: Re: Team Fortress 2: Classless update is here!
Post by: LASD on September 03, 2009, 02:19:13 am
I guess I lost my Scotman's Stove Pipe. Oh, well. At least it made me get my new kill record (20 kills) just as I got it with some placebo magic or something.

The thing that really bugs me about this though is that the people that idled on achievement_idle servers won't be getting punished at all. As the difference is just using more resources (which is apparently the moral high road). Also, I feel really sorry for Drunken_Fool.

I think it would've been fair to give a warning before doing this kind of thing as they indeed didn't have any policy. Or, not really, I just understood they couldn't let the "ill-gotten" hats remain in the game.

And the last complaint, they just made hats ridiculously common, giving 95.5% of players hats. And the halos are apparently causing all kinds of problems in game. Like people getting kicked or not healed.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jreengus on September 03, 2009, 02:33:44 am
(http://img198.imageshack.us/img198/4349/idleserveriroic.png)

EDIT:
Well lets be fair the halo sucks, it makes you look ridiculously ugly and reveals that an awful lot of characters are bald under their hats. I honestly wouldn't wear it if I had it.

EDIT2: My new favourited server is called "Taking the high low road" after that name how could I not idle on it. And now I know that what I'm doing is 100% valve approved, and about 1% different. that percent being the fact that the little icon on my taskbar is now the TF2 cross/circle as opposed to a steam icon with a hat on it.

EDIT3: I'm getting a lot of my info from 7chan but apparently the item loss is affecting 15-20% of active players, that's got to be painful for valve that their system is so screwed that 15-20% of players would end up using this program.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jakkarra on September 03, 2009, 05:39:22 am
Well then, this was an expected outcome, other than the Halos, have there been any other changes?
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jreengus on September 03, 2009, 05:55:08 am
They tripled the drop rate for hats, though it is still painfully low. It just means all us idlers who switched to server idling will recuperate our losses slightly faster and no idlers will still have to get very lucky.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jakkarra on September 03, 2009, 05:56:38 am
They tripled the drop rate for hats, though it is still painfully low. It just means all us idlers who switched to server idling will recuperate our losses slightly faster and no idlers will still have to get very lucky.

silly Idler.

Don't idle, there's no point.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jreengus on September 03, 2009, 05:57:34 am
Why? My computer is good enough to run TF2 in the background without it killing any other processes so there is no real loss and the potential of extra hats.

Also worth noting a lot of people on the forums seem to be under the impression idlers idle instead of playing. That's just plain stupid I play when I want to play and idle when I don't.
Title: Re: Team Fortress 2: Classless update is here!
Post by: ToonyMan on September 03, 2009, 06:00:31 am
Blarg, I have the Scout's first baseball helmet right now.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Mr.Person on September 03, 2009, 11:13:36 am
Kind of peeved. I JUST got a hat yesterday. I hadn't even gotten a chance to play with it and they've already deleted it. Oh well. I'm more pissed about losing my Sandman, really, but I'll get it back.

Also, Drunken_f00l (The guy who made the idler) said multiple times that if Valve had asked, he would of taken the idler down in a heartbeat. So why did Valve do this shit retroactively after 6 months? Then, to top it all off, Drunken_f00l also has a community weapon. I shit you not, Valve decided to commemorate what he's done by giving him a special Kritzkrieg. They still took all six of his hats, though.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Puck on September 03, 2009, 11:21:01 am
Maybe the hype needs some drama added...

Say, anybody else getting bugged performance report screens during roundchange?

Maybe I shouldnt have used the "Achievement unlocker" tool to lock all my achievements again.... I wanted to get that "carrot on a stick" feeling back, I kid you not. I even asked valve to clear my achievements. They said they couldnt so I did it myself. So either that killed my performance report screen (I even reset it) or it's just coincidence.
Title: Re: Team Fortress 2: Classless update is here!
Post by: KaelGotDwarves on September 03, 2009, 12:31:01 pm
Maybe I shouldnt have used the "Achievement unlocker" tool to lock all my achievements again.... I wanted to get that "carrot on a stick" feeling back, I kid you not. I even asked valve to clear my achievements. They said they couldnt so I did it myself.
Using the achievement unlocker is a bannable offense now/valve could take away all your items. Same with using the idler program again. Weapons that were taken away due to the idler program should be reinstated within the next few days.

Also, Drunken fool made TF2items.com, which valve likes, but he made the idler program, which they don't like. So they still made an example out of him.

Really, there was a third party program to unlock achievements and unlock items, people who used it got items taken away months ago. There was a NEW third party program to idle and unlock items, and people who used it ALSO got items taken away. In both cases valve said using third party programs to cheat will now get all their items away or banned.

Are you people not seeing a pattern here?  ??? Don't use bloody programs that screw with TF2.

EDIT: fixed items for weapons
Title: Re: Team Fortress 2: Classless update is here!
Post by: Puck on September 03, 2009, 01:30:21 pm
Using the achievement unlocker is a bannable offense now/valve could take away all your items.
See, that was the whole purpose of that exercise from the start, so valve should really be my guest.

I deleted all my items myself, and then relocked my achievements, to give me that carrot on a stick feeling again... So how exactly can they punish me? That's right, by unlocking all my items again :D

Seriously.

So back to my question. Anybody gettin bugged performance report screens?
Title: Re: Team Fortress 2: Classless update is here!
Post by: Mr.Person on September 03, 2009, 01:44:20 pm
The first time, they only took them away for a week.

It's not the items, it's the retroactiveness for something they had said was ok.
Title: Re: Team Fortress 2: Classless update is here!
Post by: shadow_archmagi on September 03, 2009, 02:18:21 pm
A friend said this:

Quote from: Laserhead
Hey guys,

I was walking around the house with a lollipop today and suddenly, out of nowhere, Dad sees me and says, "Hey! No lollipops allowed in this house!" I was not aware that I could not eat lollipops because for 3 months, Dad had been aware that me and all of my friends (almost 11,000 of them) had been eating lollipops right in front of him and he had said nothing.

Right after giving me a warning, Dad proceeded to rifle through all my stuff and take all my lollipops. While he was at it, he took away some other candy too, even though he'd said he was fine with that. In fact, it wasn't even after the warning; he looted me AS he was saying it, before I had time to react and put the candy away.

Then he told all my friends that I was a worthless fatty and gave them special "NOT A FATTY" badges, even if they were, in fact, fat from non-lollipop candies.

Don't you hate Dads?

No one really cares about the lost items. It's the fact that their "cleansing" was imprecise, came months and months after they'd been aware of the problem, only targeted the third-party idlers, and came bundled with an official "YOU'RE BETTER THAN OTHER PEOPLE GO LAUGH AT THEM AND CALL THEM CHEATING FAGGOTS" T-shirt. 

I'm well aware that valve has every right to do whatever they want within their games. If they wanted, they could, today, declare rocket-jumping a bannable offense and ban everyone who had ever done it. 

There is a difference between "have power to" and "can do without being a dick."

I wouldn't have minded losing that pile of ubersaws I've accumulated. Losing my legit flare gun makes me a little sad.

The worst part by far is the huge storms of trolls that've appeared to say "CRRRRY SOME MORE WORTHLESS CHEATER DEAR GOD HOW COULD IT NOT BE OBVIOUS THAT WHAT YOU WERE DOING WAS DICKING I HAVE NO PITY FOR YOU WHATSOEVER" and, of course, the fact that they have an official valve-stamped piece of evidence saying "You're right! You are better than them! Taunt them! Make them cry! Spread suffering!"

Title: Re: Team Fortress 2: Classless update is here!
Post by: Konork on September 03, 2009, 02:46:52 pm
Any "legit" items people lost were most likely really a duplicate from the idler after you deleted the achievement items. Also, Valve is going to give back weapons to the people who have the proper achievements (http://forums.steampowered.com/forums/showpost.php?p=11117879&postcount=16)
Title: Re: Team Fortress 2: Classless update is here!
Post by: Puck on September 03, 2009, 02:52:19 pm
Hey, I just checked, I got a halol.

Thats funny, considering I used the achievement unlocker. Well, I used it to LOCK my achievements, but still, technically, I've been cheating  :D
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jreengus on September 03, 2009, 03:02:04 pm
No valve are apparently fine with the achievement unlocker, because you know that can only help you get items that are useful in the game. Not like the idler where people actually got hats!
Title: Re: Team Fortress 2: Classless update is here!
Post by: Puck on September 03, 2009, 03:05:09 pm
I've been idling around, too. Not using software tho.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Leafsnail on September 03, 2009, 03:56:38 pm
I'm planning to get the game when I get a new laptop.  Will I have a halo or will I be classed as scum?
Title: Re: Team Fortress 2: Classless update is here!
Post by: ToonyMan on September 03, 2009, 03:57:43 pm
I'm planning to get the game when I get a new laptop.  Will I have a halo or will I be classed as scum?

I'm not sure, you haven't done anything vile though so you should get one.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jakkarra on September 03, 2009, 03:58:09 pm
Hmm, i believe you may get a halo.

Oh, and apparantly the Idlers gets a badge. and also take moar damage from Haloers.
Title: Re: Team Fortress 2: Classless update is here!
Post by: ToonyMan on September 03, 2009, 03:59:04 pm
Oh, and apparantly the Idlers gets a badge. and also take moar damage from Haloers.

=-O
Title: Re: Team Fortress 2: Classless update is here!
Post by: Leafsnail on September 03, 2009, 04:05:13 pm
I was just wondering, since the lack of a halo could incriminate me as a scum, heh.

And it seems a bit unfair to put a permanent and tangible penalty on the idler, like receiving increased damage.  I'm a bit confused now - I thought you unlocked TF2 weapons through achievements, but I've seen all sorts of things like "Rare drops" (making me think of Runescape - huh?) and items which you have to stay logged on for ages to get (making me think of SSB - wha?).  How does it work?
Title: Re: Team Fortress 2: Classless update is here!
Post by: shadow_archmagi on September 03, 2009, 04:08:55 pm
I was just wondering, since the lack of a halo could incriminate me as a scum, heh.

And it seems a bit unfair to put a permanent and tangible penalty on the idler, like receiving increased damage.  I'm a bit confused now - I thought you unlocked TF2 weapons through achievements, but I've seen all sorts of things like "Rare drops" (making me think of Runescape - huh?) and items which you have to stay logged on for ages to get (making me think of SSB - wha?).  How does it work?

Items are recieved from unlocking achievements.

Sometimes though, just playing the game gets you a random item.

Every 15430 seconds, the game rolls dice to see if you get a hat.
Title: Re: Team Fortress 2: Classless update is here!
Post by: ToonyMan on September 03, 2009, 04:15:01 pm
A very large die too.  With over 100 sides on it.

Correction:  Make that less than 100 sides.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Leafsnail on September 03, 2009, 04:15:47 pm
That seems, well, a bit stupid.  I suppose you could throw the people who suck (like me) an item every now and again to keep them happy, but I generally prefer to get something through skill rather than persistence or luck.
Title: Re: Team Fortress 2: Classless update is here!
Post by: KaelGotDwarves on September 03, 2009, 04:21:30 pm
There's items unlocked by skill (achievements) and items received by sheer luck. After playing the game awhile you'll have everything. Hat's just had a ridiculously low sheer luck chance rate, so yeah.

I don't really care about hats so whatever. I personally don't see the huge problem but I find it kind of funny that Valve trolled people hard. They released all these joke websites telling you hats make you superior, and then when people use a cheating program for hats, BAM (suckerpunch, rope-a-dope, own't).

It's almost beautiful.
Title: Re: Team Fortress 2: Classless update is here!
Post by: shadow_archmagi on September 03, 2009, 05:05:33 pm
They released all these joke websites telling you hats make you superior, and then when people use a cheating program for hats, BAM

I'm still not sure why you insist that joining a random server and going off to watch Scrubs (leaving me to rage that I have four friends trying to join and the server has eight spectators) is perfectly legit while using external code to do the same thing is somehow this horrible sin.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Thndr on September 03, 2009, 05:17:30 pm
I find all of this nonsense silly.

I agree with the sentiment against retroactive item removal along with mistaken identities, but I also agree with valve's reason that items (and specifically hats) are there to reward people FOR PLAYING TF2.

They could've used more tact in all this instead of giving me a NOT A FATTY hat.


Idling in game is different because you're not circumventing anything. And Valve really can't punish people from idling on a server while in TF2. Thats just plain stupid, at least they have the excuse of a 3rd party program against TOS to go back on for the idle program, but idle servers are still allowed because once they start punishing people for what they do on non-valve servers while in-game, or even punishing non-valve servers from running custom maps, then people will get REALLY pissed.


In the end, the droprate was tripled, so just play the damn game to get a hat. and attribute this to valve being as dumb as they are smart.

I hope the goddamn soldier update comes soon.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jreengus on September 03, 2009, 05:17:43 pm
It's simple he was frustrated about his hatlessness, then valve gave him a little medal and said "Feel free to take it out on idlers". Being the good little boy he is he did what every other haloer on the steam forums is doing and said ok and proceeded to be as obnoxious as possible.
Title: Re: Team Fortress 2: Classless update is here!
Post by: shadow_archmagi on September 03, 2009, 05:29:36 pm
Idling in game is different because you're not circumventing anything. And Valve really can't punish people from idling on a server while in TF2. Thats just plain stupid, at least they have the excuse of a 3rd party program against TOS to go back on for the idle program, but idle servers are still allowed because once they start punishing people for what they do on non-valve servers while in-game, or even punishing non-valve servers from running custom maps, then people will get REALLY pissed.

What's this about "circumventing"

Either way I'm running a program for hours to accumulate items. What difference does it make whether my graphics card is taxed or not. It is the same number of hours, the same amount of effort, etc.

They don't need TOS to back them up; we aren't trying to sue them. We're just saying it's unfair to punish us for running a graphics/sound-disabled version of TF2 to idle with less RAM.

What precisely have I "circumvented"? Is there something inherently sacred about the TF2 official loading screen, or the urge to display dozens of people standing, screaming, dying, and then respawning for hours on end?
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jreengus on September 03, 2009, 05:31:11 pm
And even worse to punish us out of the blue after they have known about this program acknowledged this program and said it didn't hurt anyone.
Title: Re: Team Fortress 2: Classless update is here!
Post by: KaelGotDwarves on September 03, 2009, 05:32:41 pm
I'm still not sure why you insist that joining a random server and going off to watch Scrubs (leaving me to rage that I have four friends trying to join and the server has eight spectators) is perfectly legit while using external code to do the same thing is somehow this horrible sin.
I'm not insisting, I'm pointing out that Valve can enforce their ToS anytime they choose. External programs they don't like are against the ToS. Too bad.

I have the soldier's medal and halo, you can check it out on TF2items.com, KaelGotRice.

I don't care about hats. People cheated for hats and now they're crying about it all over the net like spoiled kids. It's not like I'm not going to help you if you don't have a halo in game, but seriously... only you guys cared about the hats.

None if this would even be mentioned if this thread wasn't filled with "WAHHHHHHHH I cheated and Valve removed my hats it's so unfair" posts.

EDIT: And even if you don't think it was cheating, it basically is botting, what made you think that it would be a good idea? If you don't think it's morally right, don't do it.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jreengus on September 03, 2009, 05:42:40 pm
Kael, please just shut up. Please.
Title: Re: Team Fortress 2: Classless update is here!
Post by: shadow_archmagi on September 03, 2009, 05:46:14 pm
[quote author=KaelGotDwarves link=topic=31265.msg743264#msg743264
None if this would even be mentioned if this thread wasn't filled with "WAHHHHHHHH I cheated and Valve removed my hats it's so unfair" posts.
[/quote]

The difficulty being that for every one of those posts there is a corresponding

"CRY SOME MOAR, IDLING BITCH" post.  Tempers are flaring and trolls are rampant on both sides. 

I don't mind them doing the retroactive purge. It's the timing and the style of it. While it is true that valve's ToS says "we can declare anything we want cheating and punish it however we like whenever we like" it is quite a dick move to wait half a year before acting.

Valve was completely aware of idlers for a large amount of time and at no point issued any statements to give any viewpoint on it.

The flaw here wasn't the punishment of idlers. The flaw was the timing (months too late) style (completely unwarned) execution (many legit items were deleted) and the division of the playerbase into "Moral High Roaders" and "Cheaters"
Title: Re: Team Fortress 2: Classless update is here!
Post by: shadow_archmagi on September 03, 2009, 05:46:43 pm
Kael, please just shut up. Please.

That isn't helping. I'm sure that, as a member of the DF forums, Kael is a rational person and we can discuss this without resorting to "shut up"
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jreengus on September 03, 2009, 05:52:58 pm
Well I'm fed up of him trolling and I thought bluntness would be better so I deleted most of my post to bring it down to what I was effectively saying in a few words.

We can discuss this without resorting to shut up but when one person is just trolling shut up seems an appropriate response.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Broose on September 03, 2009, 06:02:34 pm
I'm still not sure why you insist that joining a random server and going off to watch Scrubs (leaving me to rage that I have four friends trying to join and the server has eight spectators) is perfectly legit while using external code to do the same thing is somehow this horrible sin.
I'm not insisting, I'm pointing out that Valve can enforce their ToS anytime they choose. External programs they don't like are against the ToS. Too bad.

I have the soldier's medal and halo, you can check it out on TF2items.com, KaelGotRice.

I don't care about hats. People cheated for hats and now they're crying about it all over the net like spoiled kids. It's not like I'm not going to help you if you don't have a halo in game, but seriously... only you guys cared about the hats.

None if this would even be mentioned if this thread wasn't filled with "WAHHHHHHHH I cheated and Valve removed my hats it's so unfair" posts.

EDIT: And even if you don't think it was cheating, it basically is botting, what made you think that it would be a good idea? If you don't think it's morally right, don't do it.

Nobody cares that much about hats. It is not like you are working hard or wasting your time or anything to get hats by idling. Idlers saw that Valve didn't say anything, so they decided they must not care. It was simple: either don't get hats, or get hats with no consequence. People thought, "Why not?". Then Valve decided to just ruin what everyone thought of them by making a big decision like this with no warning. And what is morally wrong with idling? Nobody is getting hurt, and people are wasting less time.
Title: Re: Team Fortress 2: Classless update is here!
Post by: KaelGotDwarves on September 03, 2009, 06:05:31 pm
The flaw here wasn't the punishment of idlers. The flaw was the timing (months too late) style (completely unwarned) execution (many legit items were deleted) and the division of the playerbase into "Moral High Roaders" and "Cheaters"
Word has it that the legit items are going back now, but yeah that sucks. I know someone who got the items back, but can't equip them due to backpack issues.

I fully agree that the rollback was poorly executed, though not fully unexpected. The items are the main problem here, as they affect gameplay. Valve is sending a firm message that 3rd party programs that access Valve games are prohibitive, I guess. You can't hit people just for idling in a game, but you can hit them for violating ToS.

"Cheater" or "moral high roader" to me doesn't matter in game, and it shouldn't matter in game to anyone, though I know it will. I should have known by now that there's no fury like internet fury.

Whatever, feel free to talk about it further.

Thatguyyaknow: How is it trolling when I point out that valve has a right to do whatever they want when people who agreed to a legally binding agreement conveniently ignored it? Disregarding ToS, anything that can be regarded as a cheating program... and furthermore, I know all idlers aren't complaining about it so I'm deeply appreciative of those who are sucking it up and won't do stuff like that again.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jreengus on September 03, 2009, 06:10:38 pm
Well untill that very post you were entirely ignoring peoples real complaints, you seemed to be stuck on the fact that we lost our hats and were just telling us to stop wining about it and pointing out the ToS, things which we weren't really complaining about.

On top of that how am I supposed to view posts like this:
I don't really care about hats so whatever. I personally don't see the huge problem but I find it kind of funny that Valve trolled people hard. They released all these joke websites telling you hats make you superior, and then when people use a cheating program for hats, BAM (suckerpunch, rope-a-dope, own't).

It's almost beautiful.
Yeh, that's totally not just trolling.  ::)
Title: Re: Team Fortress 2: Classless update is here!
Post by: KaelGotDwarves on September 03, 2009, 06:13:48 pm
Well, what I'm saying is that if we all stood back a bit, it does become pretty obvious that Valve set up us the bomb.  ::)

Also, I didn't ignore real complaints, I was addressing the main issue that there was a binding agreement, and valve can decide to enforce anytime of their choosing. I agree to disagree and so forth.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Broose on September 03, 2009, 06:18:47 pm
It doesn't violate the ToS. Here is a quote from the blog post:

Quote
Due to us not having a policy in place prior to today, this time we're only removing the items earned through cheating the system.

So they had no rule against it.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jreengus on September 03, 2009, 06:21:59 pm
It doesn't violate the ToS. Here is a quote from the blog post:

Quote
Due to us not having a policy in place prior to today, this time we're only removing the items earned through cheating the system.

So they had no rule against it.
I qouted this right at the beginning I stated it as the core thing annoying me and you totally ignored it Kael. The ToS isn't the main issue, valve can do almost anything they want within the ToS, the main issue is that what they did was a massive prick move worthy of EA.
Title: Re: Team Fortress 2: Classless update is here!
Post by: KaelGotDwarves on September 03, 2009, 06:22:32 pm
Argh, as pointed out earlier, "There was no specific policy in the ToS against using a program to connect to a TF2 server and have it idle there in order to get hats and items"... BUT, there is a statement on the ToS that you will not have 3rd party programs access Valve games in a way they don't like, which is VERY broad in interpretation.

Either way it's just not a good idea to have programs accessing games in a way the game's creator did not intend. It'll get you in trouble with punkbuster and it'll get you in trouble with Valve and almost any online game.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jreengus on September 03, 2009, 06:26:36 pm
And yet your post still doesn't address the fact that Valve handled this terribly by making a ruling and retroactively enforced it with no warning, especially since this ruling was the complete contrary to how they had regarded the program previously.
Title: Re: Team Fortress 2: Classless update is here!
Post by: KaelGotDwarves on September 03, 2009, 06:29:47 pm
I fully agree that the rollback was poorly executed, though not fully unexpected. The items are the main problem here, as they affect gameplay. Valve is sending a firm message that 3rd party programs that access Valve games are prohibitive, I guess. You can't hit people just for idling in a game, but you can hit them for violating ToS.
They had no policy on the idler program earlier, but they had a policy in the ToS against 3rd party programs in general.

Anyhow I don't have time to argue. :-\ Later.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Ninja on September 03, 2009, 06:33:31 pm
love the new hats. they're AWSOME
Title: Re: Team Fortress 2: Classless update is here!
Post by: Soulwynd on September 03, 2009, 08:05:17 pm
You know, people will cheat around any system they put in as they don't have control over the servers that pop up. I'd rather see one that awarded you points for playing and then let you buy whatever you wanted with said points, but I'm sure people would whine and cheat around it anyway.

People whined and cheated around the achievements as well.

The main point is. It's a one time payment game, it's sort of like a movie ticket or any other game out there. After you bought it, no matter how crappy the movie is, you wont get your money back. We're in the middle of the movie right now and people are whining because something they didn't like happened.

It's also amusing people who didn't idle around aren't complaining much.

Bottom line, it's their game, they can do whatever they want with it, the best you can do is tell others to not buy it if it bothers you, because that's how they make their money with tf2.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Pandarsenic on September 03, 2009, 08:22:45 pm
Man, it's a shame the halo is ugly.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Zai on September 03, 2009, 08:29:42 pm
Man, it's a shame the halo is ugly.

Indeed. Very ugly.

And I thought I remembered seeing it as a server's personal hat a while ago, before the hat updates.
Title: Re: Team Fortress 2: Classless update is here!
Post by: ToonyMan on September 03, 2009, 08:46:12 pm
I LOVE THE HALO I USE IT ON ALL MY PEOPLE EXCEPT SPY.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Pandarsenic on September 04, 2009, 02:29:18 am
I use the Halo because it makes it clear I'm not a spah.

I leave it off my spah because I think it may reveal you when you're cloaked through the light aura thing.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Tradanbattlan on September 04, 2009, 09:45:24 am
Aww yeah, people here play TF2 besides me!
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jakkarra on September 04, 2009, 09:48:10 am
how many of you Sexy people want a game? i have Honed mah Spah powers.

Gentlemen.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Duke 2.0 on September 04, 2009, 12:20:05 pm
 I once killed five people on the randomizer arena as a spy simply through stalking people with the knife and the Cloak and Dagger. I was the last guy left, and by the end of my spree the other team had three people left.

 It was glorious.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Tradanbattlan on September 04, 2009, 01:13:16 pm
I am in the server right now if you want to play me. I am Blighted Cliff Racer
Title: Re: Team Fortress 2: Classless update is here!
Post by: Leafsnail on September 04, 2009, 01:56:39 pm
Does the Halo really uncloak your spy?  That sounds a bit, y'know, incompetant?
Title: Re: Team Fortress 2: Classless update is here!
Post by: Duke 2.0 on September 04, 2009, 01:59:58 pm
 It is quite disconcerting to join a game and find a player by the name of Sniper Joe on the team list.
Title: Re: Team Fortress 2: Classless update is here!
Post by: KaelGotDwarves on September 04, 2009, 02:03:15 pm
I joined a random game earlier and there was a "[DFC] Jreegus" playing.

heh.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Soulwynd on September 04, 2009, 03:40:53 pm
(http://img.photobucket.com/albums/v68/soulwind/external/20090904.jpg)
Title: Re: Team Fortress 2: Classless update is here!
Post by: ToonyMan on September 04, 2009, 03:43:08 pm
It is quite disconcerting to join a game and find a player by the name of Sniper Joe on the team list.

That was very strange.

@Comic:

lol
Title: Re: Team Fortress 2: Classless update is here!
Post by: Thndr on September 04, 2009, 03:56:45 pm
Almost a day late, I know. But here goes:
What precisely have I "circumvented"? Is there something inherently sacred about the TF2 official loading screen, or the urge to display dozens of people standing, screaming, dying, and then respawning for hours on end?
Not to be too much of a troll, but you're taking this way too serious.


Also, you're circumventing the system intended to reward players for playing the game. You're not playing the game, or even using valve software. The game is not running and you're getting shit through the system anyway.

At least idling while in game you're "playing" the game. Valve has no right to tell you how to play the game, as long as you're using their shit to access their servers to get ingame bonuses.


Sure there was no clear rule for TF2 other than the broad and very vague valve corporate rule about 3rd party access. Sure they also could have used tact for all of this *see my previous post for my sentiments*. But in the end, you circumvented their system in both access(3rd party program logging you in onto a server) and intention(reward for playing the game), and they decided to act against that.


All in all, both sides have handled this badly. Valve for being a dick about it by not solving the problem within a reasonable timeframe(drop system and trading) and punishing those who bypassed the problem (but not being a royal dick of removing all items), and the idlers for causing so much damn drama (And don't tell me you're pissed off for what valve did. The only ones who have the right to be pissed off are the ones who got their legit items deleted and never returned. The rest of you idled for a reason and are just mad you lost the hats, as they were important enough to you to idle in the first place.*Which at the time wasn't considered outright cheating, however what was it then? Being clever at sticking it to the man?)


Just to note: I know this post sounds a little bit flaming, but it's not my intention. I would've idled if it didn't appear to be quite unseemly to me. I have nothing against those who idled. Granted it's also just unseemly to me for them to pitch such a fit about the whole deal.

Also to note: This also caused a rift in bunch of pub servers where people ban HALOs or NON-HALOs, as well as descriminating against either side. But this is more to do with that people are dicks and less to do with Valve's actions(beside from making the idler-vs-nonidler debate into something more tangeable, but they didn't start that fire*only added fuel*)
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jreengus on September 04, 2009, 04:23:56 pm
The rest of you idled for a reason and are just mad you lost the hats, as they were important enough to you to idle in the first place.*Which at the time wasn't considered outright cheating, however what was it then? Being clever at sticking it to the man?
And this is why I am even more pissed at people like you. Because obviously it's impossible for me as an idler to care about more than my hats! I mean I idled for them! I actually ran a program which could affect me in no way but a minor positive and thus that program must be sole basis of my life. All of my emotions revolve around that one program and the items I gained it from it.

Secondly it wasn't sticking it to the man, it was fixing a system valve knew and admitted was broken. Hats were ludicrously rare and it was impossible for us to fix the percentage drop so we had to increase the number of rolls. Now that valve have indresed the item drop rates I could stop idling but I'm not going to if they are going to be pricks about this I'll just idle get hats and trade them for a halo when the system comes out. Not because I want such an ugly thing which pretty much ruins the game aesthetically (I played on a server were no hats were being displayed, it was bliss.) but rather to say screw you valve.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Thndr on September 04, 2009, 04:46:43 pm
I know I edited my previous post a bunch of times to add some clarification, so I might've added something you've missed. Sorry about that.
And just to clarify some more, I've been mostly focusing on the reaction to the loss of hats and using the program to get hats, and defending their use of said program as some righteous thing because Valve is too slow to fix the problem.

Secondly it wasn't sticking it to the man, it was fixing a system valve knew and admitted was broken. Hats were ludicrously rare and it was impossible for us to fix the percentage drop so we had to increase the number of rolls.
While I'll admit that there was/is a problem with the drop system, and they seem to take months to even address the problem, but the idler wasn't fixing the issue. It was bypassing the issue in a technically shady manner. (Which is now considered cheating through change of ToS)
And I'm not saying you cared a great deal about the hats, but you (and a bunch others) obviously cared enough to bypass the problem in that manner, which in effect was an indirect letter to Valve protesting the drop rate.

And really, the issues have still yet to be fixed because even though hats are 3x less rare, they're still rare and untradeable. What would I want with a hat I don't like, or a hat on a class I hardly play? It just seems unfair for me to get that one while others want it and have the hat I want. The best thing to fix it would be a combination of random and calculating you class stats. (Nothing too skill based of course, just enough data to influence -what- hat you get instead of -when- you get a hat.)


And this is why I am even more pissed at people like you. Because obviously it's impossible for me as an idler to care about more than my hats! I mean I idled for them! I actually ran a program which could affect me in no way but a minor positive and thus that program must be sole basis of my life. All of my emotions revolve around that one program and the items I gained it from it.
Now that valve have indresed the item drop rates I could stop idling but I'm not going to if they are going to be pricks about this I'll just idle get hats and trade them for a halo when the system comes out. Not because I want such an ugly thing which pretty much ruins the game aesthetically (I played on a server were no hats were being displayed, it was bliss.) but rather to say screw you valve.
Now that is just petty, and sticking it to the man.

Instead of say, writing them a deeply thought out letter with a bunch of clearly worded points on how they failed customer service as well as management of player reward system (which by all means, they have.) and what you intend to do.


Also:
http://www.halolz.com/wp-content/uploads/2009/09/halolz-dot-com-teamfortress2-cheaterscomic.gif
While posting this comic link may seem hypocritical, it's basically shows what a decent person is going through after using the idler(even for only a few hours). The whole elitism on both sides was here before the update, and just got worse with something tangible.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jreengus on September 04, 2009, 05:26:03 pm
Actually I am planning on writing them an e-mail, although I'm giving it a couple of days to see whether they are going to admit how badly they screwed up and also to let all the angry spam die down.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Thndr on September 04, 2009, 05:38:44 pm
Actually I am planning on writing them an e-mail, although I'm giving it a couple of days to see whether they are going to admit how badly they screwed up and also to let all the angry spam die down.
Well if you're going to wait, I'd email them monday evening if they don't have any response by then. Over the weekend they'll have tons of emails from a bunch of users, which might make your letter get lost.


And just to clarify some more (without editing my previous post. Damn it seems I just love editing XD), I only have an issue with those bitching about not having a warning and immediately losing their idled unlocks, while making only minor comments towards the halo. And those who try to justify their use of the idler program itself. As well as those who didn't idle and go CHEATER CHEATER NENER NENER.
It's those people who spawn the elitism.

Sorry if my generlization earlier hit a nerve, should've explained what I was focusing on more clearly >_> (My intent was directed more at the person I was quoting ). Hope you at least get a response from your email.
Title: Re: Team Fortress 2: Classless update is here!
Post by: ToonyMan on September 04, 2009, 05:41:41 pm
Halolz comic is hilarious like always.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jreengus on September 04, 2009, 05:47:57 pm
Sorry if my generlization earlier hit a nerve,
I think this whole subject is a nerve for me and I probably shouldn't be posting about it here because I'm likely just making myself look like a total prick to everyone.
Title: Re: Team Fortress 2: Classless update is here!
Post by: LASD on September 05, 2009, 03:36:09 am
Yeah, the whole debate is pretty much going in circles, though Thndr speaks wise words.

However, I'll add the last thing in the debate that I don't think was mentioned: The idlers were the ones that made Valve change the drop rate to something more reasonable. They pretty much voted against the system and when they won the voting (by surpassing the number of people actually playing the game), Valve said they were cheaters and promptly changed the system. I know it's a problem idlers got hats that way, but I think only removing the hats would've been enough. Blaming them for wanting a change in Valve's own non-fun system is rather unfair.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Ninja on September 05, 2009, 08:42:01 am
the halo makes it easy to see cloaked spy

and easier to get a head shot  "shoot for the shiny thing"
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jackrabbit on September 05, 2009, 08:43:15 am
Seriously? I'll admit to not reading the rest of the thread, but the halo reveals a cloaked spy? What the hell? That's like having a gun that only shoots backwards.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jreengus on September 05, 2009, 08:46:13 am
The spys caught on pretty fast so I never saw it but I think you and the halo get cloaked but the halos glow effect doesn't.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jackrabbit on September 05, 2009, 08:47:27 am
Heh. Guess what's being patched next! If it hasn't already.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Leafsnail on September 05, 2009, 02:35:05 pm
Clearly someone brave and virtuous enough to get a halo would never do something so cheap and rotten as to spy.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jakkarra on September 05, 2009, 02:38:21 pm
>_>
Title: Re: Team Fortress 2: Classless update is here!
Post by: KaelGotDwarves on September 05, 2009, 03:00:24 pm
okay, so I was sitting in an idle server with no separation between spawns.

I was bored and working through the 1000 backstab achievement for spy, so as they spawned I backstabbed the BLUs instantly. There was this BLU, who was trying to kill reds, bitched at me about it so I told him to swap sides. He kept doing this until eventually while I was backstabbing someone else he finally fried me as pyro. Then, he sat in a corner shooting flames at me so I couldn't get behind him to backstab him.

So I shot him in the face with the ambassador.

He rage quit the idle server.

...seriously???... :P kids are dumb.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Thndr on September 05, 2009, 04:27:48 pm
what, spectating doesn't get items anymore?
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jreengus on September 06, 2009, 03:51:58 am
Interesting. (http://forums.steampowered.com/forums/showthread.php?t=960212) I wonder if he's telling the truth.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Cheeetar on September 06, 2009, 03:55:59 am
Interesting. (http://forums.steampowered.com/forums/showthread.php?t=960212) I wonder if he's telling the truth.
Even if he is he's stupid.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jreengus on September 06, 2009, 03:58:09 am
I agree, what does he think the loading screen is for if n getting up and stretching your legs.
Title: Re: Team Fortress 2: Classless update is here!
Post by: KaelGotDwarves on September 06, 2009, 04:42:18 am
Let me get this straight. If he's telling the truth, he's blaming a blood clot... on the fact that he wanted a hat so badly he didn't have self control to step away from TF2 to exercise or do anything else for days straight, and then continues to say he's disappointed in valve's handling of the hat issue. Blood clots can apparently happen to anyone.

...

For the love of whatever god, GO OUTSIDE. You are throwing your life away on virtual hats.

Pathetic.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jackrabbit on September 06, 2009, 06:04:09 am
Scary, more than anything.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jreengus on September 06, 2009, 07:50:06 am
I just realised I have no idea what e-mail address to send an angry e-mail to, anyone else know?
Title: Re: Team Fortress 2: Classless update is here!
Post by: userpay on September 06, 2009, 08:36:57 am
Whats funny is he claimed to have an active lifestyle yet he got this clot.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Puck on September 06, 2009, 09:57:45 am
"judge not for you're not ready for judgement" -
but I cant help thinking that guy is either a troll or an idiot. He just cant be serious. But really, if that had happened to me, I'd probably be ashamed of myself and wouldnt post it on teh intarwebz, despite the anonymity.

Also, the connections is a bit far fetched, is it? (edit: apart from the fact that it's really a bit iffy to blame anyone else for blatant lack of self control. and all this over a friggin virtual hat)

My lifestyle is changing a lot. At times I eat healthy stuffz, then there are periods of time when I stuff myself with the fattest burgers and sweets. Sometimes I work out a LOT, sometimes I just slowly decay for weeks in front of the screen.

By now I should be one big clot.
Title: Re: Team Fortress 2: Classless update is here!
Post by: ToonyMan on September 06, 2009, 12:19:34 pm
JAKKARRA WANTS SOME PEOPLE ON THE DFC SERVER WITH HIM.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jakkarra on September 06, 2009, 12:40:53 pm
Too late. i has other things to attend to right now.
Title: Re: Team Fortress 2: Classless update is here!
Post by: jayt on September 06, 2009, 02:19:40 pm
I fully agree that the rollback was poorly executed, though not fully unexpected. The items are the main problem here, as they affect gameplay. Valve is sending a firm message that 3rd party programs that access Valve games are prohibitive, I guess. You can't hit people just for idling in a game, but you can hit them for violating ToS.
They had no policy on the idler program earlier, but they had a policy in the ToS against 3rd party programs in general.

Anyhow I don't have time to argue. :-\ Later.
I know this argument is over but I have to add, the policy was directed towards programs that were used for commercial purposes.  On another note, I wonder if valve will address their handling of this either positively, negatively or not at all.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jreengus on September 06, 2009, 11:26:19 pm
I just realised I have no idea what e-mail address to send an angry e-mail to, anyone else know?
Seriously, I cannot find it yet I presume they must have one as I have seen other people mentioning sending them an email.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Broose on September 06, 2009, 11:55:29 pm
Does anybody want to go to the server? I would just go into it myself, but every time I try that I end up alone and depressed.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jakkarra on September 07, 2009, 01:26:21 am
Same here Broose.

we need to set up some times.

preferably ones that work for all of us.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Tradanbattlan on September 07, 2009, 08:31:26 am
Sounds like a good plan
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jakkarra on September 07, 2009, 12:05:05 pm
Anyone p for a game?

at least three people needed. i can get two others i can get to play.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Tradanbattlan on September 07, 2009, 06:16:15 pm
My computer was just flooded with viruses, so I am posting from a Wii.
Believe me, I would play if I could.
Title: Re: Team Fortress 2: Classless update is here!
Post by: SHAD0Wdump on September 07, 2009, 07:08:29 pm
I went on only for the server to be empty. Yes when you posted that Jak.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Nilocy on September 07, 2009, 10:26:19 pm
You know, if you want, I can make a bunch of you admins so you can organise games and that within yourselfs...
Title: Re: Team Fortress 2: Classless update is here!
Post by: Broose on September 07, 2009, 10:27:24 pm
Well, like I said, I was the 69th member. So I am pretty sure that makes me the most fit for admin.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jreengus on September 07, 2009, 10:34:38 pm
More like a sexmin.

Badum tush!

In other new I got the best pyro hat available from idling, still annoyed at the update but it is apparently impossible to find their email address.
Title: Re: Team Fortress 2: Classless update is here!
Post by: ToonyMan on September 07, 2009, 10:36:40 pm
More like a sexmin.

Badum tush!

In other new I got the best pyro hat available from idling, still annoyed at the update but it is apparently impossible to find their email address.

WHAT.

teamfortress2@yahoo.com
Title: Re: Team Fortress 2: Classless update is here!
Post by: umiman on September 07, 2009, 10:42:03 pm
What... Gabe Newell even says his email address in every single game. You can find their email address everywhere.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jreengus on September 07, 2009, 11:35:16 pm
Where the hell did you find that? I looked all over the TF2 website and googling Team fortress 2 adress/email/etc just turned up blogs about tf2 which need your email to comment on.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Broose on September 07, 2009, 11:45:39 pm
We played for awhile, but now I am alone. Oh, well.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jreengus on September 07, 2009, 11:46:43 pm
If you want when I'm done with this I'll play with you.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Broose on September 07, 2009, 11:48:43 pm
I am not a man of patience, but I will wait.

EDIT: Ah, nevermind, busy.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jreengus on September 08, 2009, 12:51:18 am
And I'm done! Shame that you are now busy. If anyone is interested here is the email in full:
Spoiler (click to show/hide)

Well that email is apparently incorrect, I tried sending it from my hotmail account and got a message failed, I then tried from my google mail account and got a more detailed message failed telling me the address doesn't exist. So from this am I to take it that Gabe Newell goes around handing out fake addresses?
Title: Re: Team Fortress 2: Classless update is here!
Post by: Zai on September 08, 2009, 04:23:35 pm
You know, if you want, I can make a bunch of you admins so you can organise games and that within yourselfs...

Yes, please.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Broose on September 08, 2009, 05:29:12 pm
I would also like to be an admin.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jakkarra on September 09, 2009, 01:33:20 am
May i be an admin please?

i often organise games on the server. generally etween me and a few aquaintences. sometimes Duke and Toony also.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Nilocy on September 10, 2009, 10:39:27 am
Ok doke, Ill get on it noaw. Edit: Theres alot of people in this clan, and I can't seem to find you guys. So can you lot add [DFC] to your names.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jakkarra on September 10, 2009, 10:52:41 am
HUZZAH! aaaaand i already did.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jreengus on September 10, 2009, 11:40:39 am
Is it too late to jump on the "Admin Pl0x" bandwagon? I'd be willing to start more games if I didn't have to bug Worker Drone to put a message up. My Steam name is [DFC] Jreengus Occured.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jakkarra on September 10, 2009, 11:48:58 am
Oh yeah!

it's [DFC] Jakkarra.

Please Adminate meh :3.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Nilocy on September 10, 2009, 11:57:29 am
I don't see you two at all on there. This is really weird.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jakkarra on September 10, 2009, 12:00:39 pm
Odd, What's your name, ill add YOU to my Friends first matey-boy.

EDIT: MINOR spelling error.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Nilocy on September 10, 2009, 12:02:34 pm
Nilocy is the name.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jakkarra on September 10, 2009, 12:03:34 pm
Man, Cryptic or what?

Oh goddammit. you are offline.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Zai on September 10, 2009, 06:26:17 pm
So can you lot add [DFC] to your names.

It's been there for...a few months. Mantis Shrimp is me name.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Tradanbattlan on September 10, 2009, 08:25:33 pm
I'm "Diseased (or Blighted) BIRD Racer [DFC]" Just for future refrence...
If I can get rid of this damn virus on my computer.
I might have to do a complete system reformat.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jakkarra on September 11, 2009, 02:02:06 am
I wish you'd all use your forum names. it's confusing.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Broose on September 11, 2009, 01:21:49 pm
Just to make sure everyone knows, the ridiculously large tag on my name is a joke.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Dr. Johbson on September 11, 2009, 02:34:54 pm
If anyone here was ever wondering my steam tag, it's [DFC] Abraxsis {TheGreatJohbson}
Title: Re: Team Fortress 2: Classless update is here!
Post by: Broose on September 11, 2009, 02:56:25 pm
Alright, so I was playing as a pyro and fighting against a hunstman sniper, just us. I was trying to reflect his arrow back at him, and he was helping. Eventually, I did it. I thought it was pretty cool.

But then, later, in that match, he shot an arrow from the battlements on 2fort while I was going towards the bridge, and I REFLECTED IT BACK AT HIM WITHOUT HIM HELPING. Glorious moment.

Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Classless update is here!
Post by: The Doctor on September 11, 2009, 03:25:15 pm
I still wanna headshot a sniper with his arrow.
Title: Re: Team Fortress 2: Classless update is here!
Post by: ToonyMan on September 11, 2009, 06:07:37 pm
People say that killing someone with an arrow while dead is a hard achievement.....maybe...........but I got it on my second try using the huntsmen.  CRY SOME MORE.
Title: Re: Team Fortress 2: Classless update is here!
Post by: ToonyMan on September 15, 2009, 06:01:31 pm
September 15th 2009 Update:

"Blutsauger

Replaced "No critical hits" negative attribute with "-2 health drained per second on wearer""


It has been made done.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Metalax on September 15, 2009, 06:16:45 pm
Yep, on the other hand medic base regen has gone up, and heavy now dispenses sandvitch. So now that's three classes that can heal others.

Also fixed explosives range being different at different angles.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Duke 2.0 on September 15, 2009, 06:31:03 pm
I still wanna headshot a sniper with his arrow.
I have once, unless when a pyro reflects an arrow it takes the pyro chance of crits instead of the snipers chance. It uses the same airblast icon and not a headshot icon.

 And thanks to my lag, has absolutely nothing to do with skill. Just pure luck.

 And unless the randomizer server does not record statistics, one could just randomly get a pyro with a sniper rifle and do that.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Zai on September 15, 2009, 08:11:50 pm
September 15th 2009 Update:

"Blutsauger

Replaced "No critical hits" negative attribute with "-2 health drained per second on wearer""

It has been made done.

Wait. What? ...

I much prefer having the no crits with it to having health drained by it. I guess it makes sense, but I liked it before. But oh well.
Title: Re: Team Fortress 2: Classless update is here!
Post by: ToonyMan on September 15, 2009, 08:17:38 pm
You won't lose health when you're using it, mind you.  Just that your regen rate will be lower and therefore slower.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Tradanbattlan on September 15, 2009, 10:40:02 pm
Heavy is now credit to team.
You can have a heavy standing close enough to a dispenser and drop sandviches for Sniper, who is in range of Sandviches but not dispensar.
Sniper is in danger, Heavy jumps in to save the day.
Sniper heals his booboos and everyone is happy.
Title: Re: Team Fortress 2: Classless update is here!
Post by: The Doctor on September 15, 2009, 11:01:11 pm
Are you a heavy?
Title: Re: Team Fortress 2: Classless update is here!
Post by: Tradanbattlan on September 15, 2009, 11:01:59 pm
Not at the moment, no.
Title: Re: Team Fortress 2: Classless update is here!
Post by: The Doctor on September 15, 2009, 11:03:57 pm
Awww, but heavies are cute



And so are penguins.




... Oh god heavy weapons penguin, someone must skin this. o.o
Title: Re: Team Fortress 2: Classless update is here!
Post by: Tradanbattlan on September 15, 2009, 11:08:34 pm
Brilliant.
Also, this:
Spoiler (click to show/hide)
Kind of big spoiler
Title: Re: Team Fortress 2: Classless update is here!
Post by: umiman on September 16, 2009, 02:04:09 am
What?! Nooooooooooooo! My medic is gonna have a much harder time killing pyros now...

Edit: I've always wondered why the medic does an upward stab with the bonesaw. It's not a pointy weapon...
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jreengus on September 16, 2009, 02:53:44 am
Behold the awesome too great for many peoples eyes. If the following image makes you go blind I cannot be held accountable.
Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jreengus on September 23, 2009, 09:33:28 am
So anyone seen the latest update? (http://guarddog.50webs.com/index.html)

The addition of an extra class may seem risky but I think they can pull it off.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Someguyo on September 23, 2009, 09:48:45 am
Snap, another class. I hope it's going to be good.
Title: Re: Team Fortress 2: Classless update is here!
Post by: LASD on September 23, 2009, 11:06:24 am
The TF2 crew have claimed that the guard dog thing is a joke, but you can't ever know with those guys. I got to hand it to the guy who made the nice-looking update pages though.

Anyway, I think playing a guard dog would rather boring as they're so limited, but having them as bots would be quite interesting.
Title: Re: Team Fortress 2: Classless update is here!
Post by: ToonyMan on September 23, 2009, 01:54:55 pm
Heh.

Made me laugh.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jakkarra on September 23, 2009, 03:00:21 pm
Hmm, they COULD possibly work.

It's still obviously a jest good sirs. So, i wonder which the next update WILL be.
Title: Re: Team Fortress 2: Classless update is here!
Post by: ToonyMan on September 23, 2009, 03:13:14 pm
Soldier/Demoman.  (AS IN BOTH OF THEM)

The Engineer gets a mini update every update so he doesn't get one.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jakkarra on September 23, 2009, 03:31:23 pm
I always thought it'd be the "explosive update" combining both of those guys.

though, the engie dosent have much to upgrade, the sentries areall he needs, and i believe valve mentioned they don't wish to make new ones of those?
Title: Re: Team Fortress 2: Classless update is here!
Post by: ToonyMan on September 23, 2009, 03:33:51 pm
I always thought it'd be the "explosive update" combining both of those guys.

though, the engie dosent have much to upgrade, the sentries areall he needs, and i believe valve mentioned they don't wish to make new ones of those?

Yes!  Yes, that's exactly what I mean!
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jakkarra on September 23, 2009, 03:35:07 pm
The engie DOES require a boost, however.

there's too many ways to smash his little toys.

(spy needs a boost too)

Title: Re: Team Fortress 2: Classless update is here!
Post by: Jreengus on September 23, 2009, 03:50:13 pm
The engie DOES require a boost, however.
Ah you jest good sir! The engineer is perfectly poised between the lines of OP and UP.

Anyhow engineer update would still be nice I have a few ideas for cool "new" turrets. Such as one that can only be upgraded to level  2 but it can ubered or kritzed by a medic. (Medigun wouldn't heal it though). Or a customisable turret which can be given any enemy weapon to fire.

Aaanyhow even if he keeps his basic turret I wouldn't be surprised if valve hands out things to help offensive engineers a bit.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Soulwynd on September 23, 2009, 04:07:02 pm
Excuse me, but the dog update doesn't seem to be a joke. Day 2 (http://guarddog.50webs.com/update_02.html) is up.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Tradanbattlan on September 23, 2009, 04:17:09 pm
This is just some sort of cover-up so they can hide the progress (or lack thereof) of the Engy update.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Duke 2.0 on September 23, 2009, 04:27:02 pm
 It is a very elaborate joke. One could reason they are spoofing their own hat updates. The only way to be sure is to add a "Meet the Guard Dog" video.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Someguyo on September 23, 2009, 05:14:58 pm
I could think of a variety of weapons that demo or soldier could get. I can also think of a lot of engineer buildings. Like maybe a turret that can be assigned to follow someone, but it's only level 1 or something. Or maybe Walls, that can block people.
Title: Re: Team Fortress 2: Classless update is here!
Post by: ToonyMan on September 23, 2009, 05:16:22 pm
WALL WITH LOTS OF HEALTH.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Jreengus on September 23, 2009, 05:21:17 pm
= One could reason they are spoofing their own hat updates.
It was done by a member of the community, read the bottom bit of the second page.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Zai on September 23, 2009, 05:34:27 pm
I am excited, regardless if this is the real update or not. I hadn't considered a non-human class for any possible class addition updates. The Guard Dog sounds too specialized though (despite having multiple specializations), like it'd only be good on teams with lots of people. If it is real, I'm pretty happy. If it's not, I'm excited for what the real update is.

It does sound like a joke though. Akin to part of the Spy/Sniper update.
Title: Re: Team Fortress 2: Classless update is here!
Post by: ToonyMan on September 23, 2009, 05:39:24 pm
Jarate was real!
Title: Re: Team Fortress 2: Classless update is here!
Post by: Soulwynd on September 23, 2009, 06:52:07 pm
I might as well go play tf2 for now before someone comes up with a monkey update.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Zai on September 23, 2009, 07:14:53 pm
Jarate was real!

Wasn't what I was referring to. >,>

Wait. It is definitely fake, as that letter said.

Oh well. Very well done fake update.

I want a real update.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Duke 2.0 on September 23, 2009, 07:21:44 pm
I might as well go play tf2 for now before someone comes up with a monkey update.
Are you suggesting that such an idea is not totally and completely awesome?

 And valve can come up with a fake community member to spoof their community. Still, I should stop here. All of my speculation has no real base in the situation of the TF2 community. Not to mention that CTF map on two giant trucks is just too awesome.
Title: Re: Team Fortress 2: Classless update is here!
Post by: umiman on September 23, 2009, 07:30:46 pm
I might as well go play tf2 for now before someone comes up with a monkey update.
Are you suggesting that such an idea is not totally and completely awesome?

 And valve can come up with a fake community member to spoof their community. Still, I should stop here. All of my speculation has no real base in the situation of the TF2 community. Not to mention that CTF map on two giant trucks is just too awesome.
It was based off of Unreal Tournament 2004, which featured that as an objective based assault map. Awesome fun.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Zai on September 23, 2009, 07:33:20 pm
Not to mention that CTF map on two giant trucks is just too awesome.

It's a real community map, as Soulwynd's post said before he edited it. If I remember correctly, No Heroes has a dedicated server for it. Maybe.
Title: Re: Team Fortress 2: Classless update is here!
Post by: The Doctor on September 23, 2009, 08:37:16 pm
Fug has a dedicated server.
Title: Re: Team Fortress 2: Classless update is here!
Post by: Soulwynd on September 23, 2009, 10:52:55 pm
I might as well go play tf2 for now before someone comes up with a monkey update.
Are you suggesting that such an idea is not totally and completely awesome?

 And valve can come up with a fake community member to spoof their community. Still, I should stop here. All of my speculation has no real base in the situation of the TF2 community. Not to mention that CTF map on two giant trucks is just too awesome.
Well, I hate monkeys. Those two CTF maps do exist, but yeah, that was made by a community member and valve liked it enough to flash it on their blog.

Oh well, I'd rather have new classes. :(

As long as they're not monkeys.
Title: Re: Team Fortress 2: Guard dogs?
Post by: Puck on September 24, 2009, 09:39:14 am
Well, the guard dog is obviously made by a community member, and not by valve. The bad english skills make it look fake. (As well as the adress...)

But, bottom part of day 2 page:
Spoiler (click to show/hide)

So, in the end it boils down to
Quote from: Heavy Weapons Guy
Maybe... maybe...
Title: Re: Team Fortress 2: Guard dogs?
Post by: Jreengus on September 24, 2009, 10:19:59 am
That 50 webs bit was originally a letter by him thanking the community for their support and apologising for his bad English.
Title: Re: Team Fortress 2: Guard dogs?
Post by: ToonyMan on September 24, 2009, 01:53:00 pm
I don't care if this is fake or not.  It's still freakin' AWESOME.
Title: Re: Team Fortress 2: Guard dogs?
Post by: Thndr on September 24, 2009, 01:55:44 pm
Of course it's awesome.
Title: Re: Team Fortress 2: Guard dogs?
Post by: Zai on September 25, 2009, 03:48:41 pm
Indeed, that was a good fake.

As I minor attempt to improve my airblasting skills in anticipation of the DFC tournament, I started playing on a Dodgeball server a lot recently. My original preconception of it being skill-based (having to direct the rocket with the airblast) was soon thrown away, as it (the server I've been playing on, at least) has an auto-aim thing where all you have to do is airblast the rocket (doesn't matter too much what angle you point your airblast) because it swerves around in the air to go to a random person on the opposing team. So while it hasn't improved my aim a whole lot, my timing has definitely improved. And it's a lot of fun.
Title: Re: Team Fortress 2: Guard dogs?
Post by: ToonyMan on September 25, 2009, 03:55:28 pm
Indeed, that was a good fake.

As I minor attempt to improve my airblasting skills in anticipation of the DFC tournament, I started playing on a Dodgeball server a lot recently. My original preconception of it being skill-based (having to direct the rocket with the airblast) was soon thrown away, as it (the server I've been playing on, at least) has an auto-aim thing where all you have to do is airblast the rocket (doesn't matter too much what angle you point your airblast) because it swerves around in the air to go to a random person on the opposing team. So while it hasn't improved my aim a whole lot, my timing has definitely improved. And it's a lot of fun.

I've seen that gamemode before, really fun.  :-D
Title: Re: Team Fortress 2: Guard dogs?
Post by: Ampersand on September 26, 2009, 04:52:50 pm
http://www.teamfortress.com/1308.htm

In case no one's seen it.
Title: Re: Team Fortress 2: Guard dogs?
Post by: Duke 2.0 on September 26, 2009, 04:56:51 pm
 First of all, let me SWEAR VIGOROUSLY AT you for your UNSCRUPULOUS THIEVERY with regards to the item WE invented.
 Watch your BACK, because YOU PICKED A FIGHT WITH THE WRONG MAN. I look forward to PUMMELING YOU TO DEATH WITH MY BARE DAMN HANDS.

 Saxton Hale strikes again! Much better than Valve Industries.
Title: Re: Team Fortress 2: Guard dogs?
Post by: Jackrabbit on September 26, 2009, 04:57:10 pm
That is hilarious. I love Valve.
Title: Re: Team Fortress 2: Guard dogs?
Post by: ToonyMan on October 04, 2009, 04:06:50 pm
EVERYONE ON DFC SERVER FOR FUN!!!
Title: Re: Team Fortress 2: Guard dogs?
Post by: Nilocy on October 05, 2009, 05:44:33 pm
Why is no-one playing on it? Is it lack of image? Or is it that other servers are better? Tell meeeee! I want to make it better :(
Title: Re: Team Fortress 2: Guard dogs?
Post by: ToonyMan on October 05, 2009, 05:46:57 pm
I always check your server first, but it's empty and I don't want to wait.  :-P

You need to get it a jump start by having 4 players join right away and go from there.
Title: Re: Team Fortress 2: Guard dogs?
Post by: Duke 2.0 on October 05, 2009, 05:48:53 pm
 It's a catch22 server. People don't join because there is nobody is on. Nobody is on because nobody joins.

 Mayhaps if you hosted the Convoy map? ;)
Title: Re: Team Fortress 2: Guard dogs?
Post by: ToonyMan on October 05, 2009, 05:50:04 pm
It's a catch22 server. People don't join because there is nobody is on. Nobody is on because nobody joins.

 Mayhaps if you hosted the Convoy map? ;)

I'd hit that.
Title: Re: Team Fortress 2: Guard dogs?
Post by: Nilocy on October 05, 2009, 06:03:39 pm
We'd don't have the best upload rates for a server ever... It takes about 30 seconds to upload about 500KB worth of data...
Title: Re: Team Fortress 2: Guard dogs?
Post by: zchris13 on October 05, 2009, 06:36:31 pm
ROCK IT ALL NIGHT LONG.
Title: Re: Team Fortress 2: Guard dogs?
Post by: ToonyMan on October 05, 2009, 07:47:05 pm
WORKERDRONE AND I RAEG ALL NIGHT LONG.
Title: Re: Team Fortress 2: Guard dogs?
Post by: zchris13 on October 05, 2009, 08:53:35 pm
LET'S HAVE A RAEG SOMETIME.  WITH LOTS OF METH AND ECSTASY AND BAD MUSIC AND STROBES.
Title: Re: Team Fortress 2: Guard dogs?
Post by: Megaman on October 05, 2009, 08:54:10 pm
Ruining your parade: Got TF2. This shit's sick.
Title: Re: Team Fortress 2: Guard dogs?
Post by: Ninja on October 06, 2009, 10:12:37 pm
It's a catch22 server. People don't join because there is nobody is on. Nobody is on because nobody joins.

 Mayhaps if you hosted the Convoy map? ;)
i too would hit that
Title: Re: Team Fortress 2: Guard dogs?
Post by: zestorum on October 19, 2009, 05:58:05 pm
Ruining your parade: Got TF2. This shit's sick.

Ditto.
Title: Re: Team Fortress 2: Guard dogs?
Post by: Nilocy on October 19, 2009, 06:29:34 pm
Ruining your parade: Got TF2. This shit's sick.

Ditto.

Good or bad way?
Title: Re: Team Fortress 2: Guard dogs?
Post by: Zai on October 19, 2009, 07:19:45 pm
Ruining your parade: Got TF2. This shit's sick.

Ditto.

Good or bad way?

It means they both got the game. You'd have to play with them to know if it's good or bad.
Title: Re: Team Fortress 2: Guard dogs?
Post by: Megaman on October 19, 2009, 07:26:11 pm
It seems I am god @ sniper -.-.
Title: Re: Team Fortress 2: Guard dogs?
Post by: zchris13 on October 19, 2009, 07:35:44 pm
Ruining your parade: Got TF2. This shit's sick.
Ditto.
Good or bad way?
Awesome way.
Title: Re: Team Fortress 2: Guard dogs?
Post by: ToonyMan on October 19, 2009, 07:49:21 pm
...

...

BRAHSOME.

*falls from chair foaming at the mouth*
Title: Re: Team Fortress 2: Guard dogs?
Post by: Zai on October 19, 2009, 07:50:12 pm
...Huh?
Title: Re: Team Fortress 2: Guard dogs?
Post by: Megaman on October 19, 2009, 11:16:13 pm
*head shots zaith*thanks for standing still wanker!
Title: Re: Team Fortress 2: Guard dogs?
Post by: zestorum on October 20, 2009, 08:34:31 am
My favourite class is the Spy, though, I enjoy playing the Engineer.
Title: Re: Team Fortress 2: Guard dogs?
Post by: Evaristo Carriego on October 20, 2009, 12:06:28 pm
http://touhoufortress2.web.fc2.com/main.html
Title: Re: Team Fortress 2: Guard dogs?
Post by: Metalax on October 20, 2009, 12:23:22 pm
Hehe. Looks good with what they've done so far.
Title: Re: Team Fortress 2: Guard dogs?
Post by: Mindmaker on October 20, 2009, 04:08:39 pm
A really fun game.

But I quit it since Valve doesn't seem to give a crap about their costumers.
I had a censored version, even when my country shouldn't have one.
From what I heard they could easily fix the problem.

So I tried the support through email.
I took me half a dozen mails until they actually read my mail and adressed my issue, before they just threw in some generic answer.
And even after that they told me to import the game and do a special cumbersome registration for it, even though I had the right for the fully uncensored game.
Title: Re: Team Fortress 2: Guard dogs?
Post by: LASD on October 20, 2009, 04:41:02 pm
Mindmaker, I had the same problem, having bought the German retail version of Orange Box for 20€. I filed a ticket on steam support about it, requesting the sillygibs-mode removed and replaced with normal gibs, and in around 4 days my game updated and the problem was solved. Though that wasn't anywhere near their claimed respond time, which is 23 hours.

And this was just 2 months ago, so they might have got better at this support thing.
Title: Re: Team Fortress 2: Guard dogs?
Post by: ToonyMan on October 20, 2009, 04:47:51 pm
By silly gib you mean the birthday mode?

With people exploding into presents?
Title: Re: Team Fortress 2: Guard dogs?
Post by: Mindmaker on October 21, 2009, 11:38:41 am
Mindmaker, I had the same problem, having bought the German retail version of Orange Box for 20€. I filed a ticket on steam support about it, requesting the sillygibs-mode removed and replaced with normal gibs, and in around 4 days my game updated and the problem was solved. Though that wasn't anywhere near their claimed respond time, which is 23 hours.

And this was just 2 months ago, so they might have got better at this support thing.

I too bought the Orange Box, maybe half a year ago, in Austria.
Could you possibly tell me what you wrote to convince them?
Title: Re: Team Fortress 2: Guard dogs?
Post by: LASD on October 21, 2009, 01:32:06 pm
@Toonyman: Not quite, instead of presents there's rubber ducks, gears, hamburgers, balloon ducks and weird stuff like that flying around. It's pretty creative and funny, but it gets old.

@Mindmaker: This silly little letter did the job, with the title of "Low violence in TF2" and the category "Game questions > Video Problems":
Quote
I'd like to have low violence turned off of my Team Fortress 2. The retail version of the Orange Box I bought is apparently a censored German version, but I'm Finnish and getting a little tired of the silly gibs. Having played a lot of Soldier and Demoman lately, the regular gibs would be nice.

Thank you in advance,
Title: Re: Team Fortress 2: Guard dogs?
Post by: GlyphGryph on October 21, 2009, 04:09:46 pm
I for one am glad the guard dog update is not real, as I would no longer resist being able to buy this game (something I have neither the time nor money for).

Curse my love of playing quadrapeds and other non-humanoids in video games. (Playing as Raptor in Turok multiplayer was so. much. fun.)

Luckily, not real, so I can keep on having a productive life by barely resisting the urge to buy this game.
Title: Re: Team Fortress 2: Guard dogs?
Post by: Eduren on October 21, 2009, 06:30:24 pm
Why is no-one playing on it? Is it lack of image? Or is it that other servers are better? Tell meeeee! I want to make it better :(
TBH, my horrible ping is why I don't normally play on [DFC]. I would play if it was east-coast (Im on west). But there were probably good reasons to make it UK based, right?
Title: Re: Team Fortress 2: Guard dogs?
Post by: umiman on October 21, 2009, 06:37:23 pm
I still think a US based server is a better idea. US and Canada have quite crappy broadband compared to Europe and the UK (my top download speed in optimum conditions is still just 850kbps. I know you guys can do 2mbps easy.), so it would cost you guys less (in terms of ping) than it does for us.
Title: Re: Team Fortress 2: Guard dogs?
Post by: ToonyMan on October 21, 2009, 06:47:13 pm
Yeah, I get about 110 ping normally on the [DFC] server.  Which is fine for being USA East-Coast.

But I hear those USA West-Coast people get like 260 ping.  Which isn't the best.
Title: Re: Team Fortress 2: Guard dogs?
Post by: Eduren on October 21, 2009, 06:48:55 pm
But I hear those USA West-Coast people get like 260 ping.  Which isn't the best.
Yep getting 200+
Title: Re: Team Fortress 2: Guard dogs?
Post by: Zai on October 21, 2009, 07:12:29 pm
Usually the server isn't too bad lag- and ping-wise for me. I'm eastern US (Central timezone) though, so that helps some. My ping is usually 100+, but I can't usually tell the difference between the DFC server and servers closer to me, where I have ~65 ping, or even those with 20-ish ping.
Title: Re: Team Fortress 2: Guard dogs?
Post by: Nilocy on October 21, 2009, 08:00:36 pm
Yeah, the 200 ping is a bit of an issue. Do you guys know how bad it is for everyone? Like how many people are in this situation?

Also: we have the ability to change the server location. I'll change to the east coast, try it out there for a bit. If it doesn't work out we can try else where. Although I'm going to have to copy all the files across.

And, donations pl0x!

Annnnd, I might also need someone else to help look after the server files aswell. Donaters only though.
Title: Re: Team Fortress 2: Guard dogs?
Post by: Tradanbattlan on October 21, 2009, 08:03:42 pm
USA Pacific Coast player here
I max at 100 Ping
Title: Re: Team Fortress 2: Guard dogs?
Post by: Nilocy on October 22, 2009, 06:43:08 am
Hmm, then seems to be issues with internet speeds...
Title: Re: Team Fortress 2: Guard dogs?
Post by: umiman on October 22, 2009, 12:49:25 pm
This could help put it in perspective.

Quote
The total length of the UK is around 625km.

Distance between the US west coast and east coast is close to 6000km. This means it takes around 10 Englands to go from the east to the west of the USA.

Canada is even further apart.

Then there's the North Atlantic ocean in the way.

That's why there's such a huge ping difference. Yes, internet speed has something to do with it too, but that's the major issue right there. Since none of us are going to upgrade our internet speed (I run the fastest internet available in the province) just to play a game, the only other thing to do is mess around with the server location. Do what you said before. Try switching to an east coast server for awhile and we'll see how that goes. If it sucks too much, you could always switch back.
Title: Re: Team Fortress 2: Guard dogs?
Post by: Mindmaker on October 22, 2009, 01:34:41 pm
@Mindmaker: This silly little letter did the job, with the title of "Low violence in TF2" and the category "Game questions > Video Problems":
Quote
I'd like to have low violence turned off of my Team Fortress 2. The retail version of the Orange Box I bought is apparently a censored German version, but I'm Finnish and getting a little tired of the silly gibs. Having played a lot of Soldier and Demoman lately, the regular gibs would be nice.

Thank you in advance,

Well I tried to explain the issue several times to the support, but either he was dumb, or just didn't care.
I'll write them again tomorrow, maybe I have more luck then.

So is this server still there?
And are people from here playing?
Because the other reason I stopped playing is, that I didn't knew anybody there and was always playing with random people which got boring quickly...
Title: Re: Team Fortress 2: Guard dogs?
Post by: Puck on October 22, 2009, 02:10:31 pm
While we're at it, there are actually uncensored german versions, too. I got one. (Set to english ;D But it's a german release)

Can I set it to show the non violent stuff, without running into danger of losing the uncut stuff (I think I remember somebody saying he wasnt able to turn it to violent again) easily? Sometimes I feel like i wanna see rubberducks and tricycle wheels...

The only real downside is that blood deffo is a better hit indicator than the stuff you get from the cut version >:( Talking real balance issue here. (unless they changed it since release)
Title: Re: Team Fortress 2: Guard dogs?
Post by: Metalax on October 22, 2009, 04:45:49 pm
Yeah our server is still there, we've been running organised games on Sunday nights for the past few weeks which seem to have been fairly popular. If anyone wants games organised at other days/times let us know and we'll post up announcements for it.
Title: Re: Team Fortress 2: Guard dogs?
Post by: Jay on October 22, 2009, 04:52:01 pm
From the middle of the US, I connect to the apparently-England-hosted server with fairly decent pings, so this should make some fun for my Sunday nights...
It's a shame that it's Sunday nights though, I could do so much more on Saturday...
Title: Re: Team Fortress 2: Guard dogs?
Post by: Nilocy on October 22, 2009, 10:49:03 pm
Ok, tomorrow (friday) I'll back up the server files on this pc. I'll switch it over to the east coast and see how it goes.
Title: Re: Team Fortress 2: Guard dogs?
Post by: Zai on October 23, 2009, 05:23:48 pm
Tell us when the switch is made.
Title: Re: Team Fortress 2: Guard dogs?
Post by: Mindmaker on October 26, 2009, 06:22:50 am
Well that was fun.
Too bad my game crashed in the end. (I was FluffyWambler)

So you just play on Saturdays and Sunday evenings, or more often?
And do you still accept people in your 'clan'?
Title: Re: Team Fortress 2: Guard dogs?
Post by: umiman on October 26, 2009, 02:23:20 pm
Well that was fun.
Too bad my game crashed in the end. (I was FluffyWambler)

So you just play on Saturdays and Sunday evenings, or more often?
And do you still accept people in your 'clan'?
Anyone can join. Feel free to sign up and put [DFC] by your name.
Title: Re: Team Fortress 2: Guard dogs?
Post by: ToonyMan on October 26, 2009, 02:29:08 pm
Well that was fun.
Too bad my game crashed in the end. (I was FluffyWambler)

So you just play on Saturdays and Sunday evenings, or more often?
And do you still accept people in your 'clan'?
Well that was fun.
Too bad my game crashed in the end. (I was FluffyWambler)
Too bad my game crashed in the end. (I was FluffyWambler)
(I was FluffyWambler)
FluffyWambler

D:
Title: Re: Team Fortress 2: Guard dogs?
Post by: Mindmaker on October 26, 2009, 03:14:01 pm
Well that was fun.
Too bad my game crashed in the end. (I was FluffyWambler)

So you just play on Saturdays and Sunday evenings, or more often?
And do you still accept people in your 'clan'?
Well that was fun.
Too bad my game crashed in the end. (I was FluffyWambler)
Too bad my game crashed in the end. (I was FluffyWambler)
(I was FluffyWambler)
FluffyWambler

D:

What?
Too cute?
Well I'm too lazy to change the nick, and the picture, so live with it :P
Title: Re: Team Fortress 2: Guard dogs?
Post by: Zai on October 26, 2009, 04:07:33 pm
So you just play on Saturdays and Sunday evenings, or more often?

Those are the 2 main days. If you want to play a game on the server any other time and nobody else is in it, just invite everybody who is online or in-game. And the more people are in the server, the more likely more people will join you.
Title: Re: Team Fortress 2: Guard dogs?
Post by: Nilocy on October 26, 2009, 05:27:18 pm
Yeah, come join me us.
Title: Re: Team Fortress 2: Guard dogs?
Post by: Tradanbattlan on October 26, 2009, 08:56:31 pm
I'd play if the computer I am on was fit for gaming. I can hardly run Morrowind at lowest settings.
Yaaay, outdated computers...
As soon as I get my gaming PC fixed I will be back into the community
Title: Re: Team Fortress 2: For 2 hours, TF2 is going for 2,50$ There's no reason to pa
Post by: LASD on October 29, 2009, 04:01:56 pm
Utterly insane, TF2 is 2,50$.

Halloween update too.
http://www.teamfortress.com/pumpkinpatch/ (http://www.teamfortress.com/pumpkinpatch/)

Man, just ended the minute I posted, got one for a friend of mine though.
Title: Re: Team Fortress 2: For 2 hours, TF2 is going for 2,50$ There's no reason to pass!
Post by: ToonyMan on October 29, 2009, 04:03:24 pm
WHAT WHAT WUT.
Title: Re: Team Fortress 2: Halloween update!
Post by: KaelGotDwarves on October 29, 2009, 04:06:20 pm
Yeah, I was going to buy it for a friend but ended 5 minutes ago.

Too bad.
Title: Re: Team Fortress 2: Halloween update!
Post by: Eduren on October 29, 2009, 04:06:27 pm
I am going to be rockin' TF2 all weekend. This is an awesome update.
Title: Re: Team Fortress 2: Halloween update!
Post by: ToonyMan on October 29, 2009, 04:11:48 pm
I am going to be rockin' TF2 all weekend. This is an awesome update.

Quite indeed.
Title: Re: Team Fortress 2: Halloween update!
Post by: Zai on October 29, 2009, 04:14:50 pm
HOW DO I GET ACHIEVE?
Title: Re: Team Fortress 2: Halloween update!
Post by: KaelGotDwarves on October 29, 2009, 04:15:17 pm
I am going to be rockin' TF2 all weekend. This is an awesome update.

I would but it's likely I will be drowning in chicks wearing lingerie whilst claiming to be wearing Halloween costumes and not be whores all weekend.  ::)

Oh god my campus today...
Title: Re: Team Fortress 2: Halloween update!
Post by: umiman on October 29, 2009, 04:59:02 pm
Yey for update, yey for feasible way to get hats!
Title: Re: Team Fortress 2: Halloween update!
Post by: ToonyMan on October 29, 2009, 05:53:11 pm
I wonder how you get these achievements.
Title: Re: Team Fortress 2: Halloween update!
Post by: umiman on October 29, 2009, 06:01:07 pm
The "how" is easy, just check your own achievements page and scroll all the way down.

As for "when", unless you cheat for them (which won't get you anything), you can only get them this weekend.
Title: Re: Team Fortress 2: Halloween update!
Post by: Eduren on October 29, 2009, 06:01:38 pm
Your welcome.

Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Halloween update!
Post by: ToonyMan on October 29, 2009, 06:07:28 pm
The "how" is easy, just check your own achievements page and scroll all the way down.

As for "when", unless you cheat for them (which won't get you anything), you can only get them this weekend.

They weren't there a second ago!  D:

And yes, I will get them all.

*cackle*
Title: Re: Team Fortress 2: Halloween update!
Post by: Zai on October 29, 2009, 06:27:37 pm
...Is the update actually out yet?

[EDIT:] IT'S HERE

[EDIT:] Quite fun. I've gotten 1 new achievement so far.
Title: Re: Team Fortress 2: Halloween update!
Post by: umiman on October 30, 2009, 12:37:48 am
All achievements get.
Title: Re: Team Fortress 2: Halloween update!
Post by: Thndr on October 30, 2009, 01:05:08 am
All achievements get.
Ditto.

Environmental obstacles are fun. Maybe they should make it so a server could be optioned to have them in maps.
Title: Re: Team Fortress 2: Halloween update!
Post by: Metalax on October 30, 2009, 01:12:32 am
All achievements get.
Ditto.
Same here.

Environmental obstacles are fun.

Indeed, Pumpkin jumping a heavy across the map is fun.

We need to restart/update the DFC server.
Title: Re: Team Fortress 2: Halloween update!
Post by: Servu on October 30, 2009, 05:36:58 am
Whats up with all these hats?

So yesterday (pre-halloween update) after my everyday three hour session of DF, I decided to have some light fun for change and fired up TF2. Everything went as usual, but suddenly I got a hat. (The soldier's stash)
Wow! Lucky me I thought, but just as I had put it on, the chatlog went crazy: Everybody was getting hats!
The whole server flipped as almost every player got multiple hats during a single round. (yet some did not get any at all) Does anyone know if this is some kind of Valve's halloween prank or something? I took a look to the TF2 forums, but there was no mention of this.
Title: Re: Team Fortress 2: Halloween update!
Post by: IndonesiaWarMinister on October 30, 2009, 06:06:47 am
'K...

I want this game... So bad... :|
Title: Re: Team Fortress 2: Halloween update!
Post by: Eduren on October 30, 2009, 12:08:01 pm
Whats up with all these hats?

So yesterday (pre-halloween update) after my everyday three hour session of DF, I decided to have some light fun for change and fired up TF2. Everything went as usual, but suddenly I got a hat. (The soldier's stash)
Wow! Lucky me I thought, but just as I had put it on, the chatlog went crazy: Everybody was getting hats!
The whole server flipped as almost every player got multiple hats during a single round. (yet some did not get any at all) Does anyone know if this is some kind of Valve's halloween prank or something? I took a look to the TF2 forums, but there was no mention of this.

Some say that it was a glitch in the hat-drop formula that Valve accidentally caused with the update. Reported Here (http://forums.steampowered.com/forums/showthread.php?t=1004271) and Here (http://www.reddit.com/r/tf2/comments/9z3ux/3_hats_in_the_matter_of_15_minutes/)
Title: Re: Team Fortress 2: Halloween update!
Post by: chaoticag on October 30, 2009, 01:19:01 pm
'K...

I want this game... So bad... :|
I can give you a guest pass. It says that it expires by the end of next month, so i guess that is how much free time you get? Also, you will need steam.
Title: Re: Team Fortress 2: Halloween update!
Post by: Mr.Person on October 30, 2009, 03:58:05 pm
How does it feel to only have one Ghastly Gibus? I wouldn't know, considering I have two of them.
Title: Re: Team Fortress 2: Halloween update!
Post by: Zai on October 30, 2009, 05:02:44 pm
I still don't have a Ghostly Gibus, but my playtime after the update last night wasn't very long due to the time it was released and the time I absolutely need to go to sleep being so close together and having a few problems (like forgetting to disable auto-join). Still fun though.

[EDIT:] Terrible idea removed.
Title: Re: Team Fortress 2: Halloween update!
Post by: ToonyMan on October 30, 2009, 05:36:31 pm
OH OH OH.

When you wear the Halloween hats and taunt your guy does Thriller!

(http://i34.tinypic.com/2zz0zsx.gif)

XD  HAHAHA.


EDIT:

Look at that, I saved it in GIF.  Oh well.
Title: Re: Team Fortress 2: Halloween update!
Post by: Zai on October 30, 2009, 05:43:50 pm
OH OH OH.

When you wear the Halloween hats and taunt your guy does Thriller!

You don't have to wear a hat. It's just when you taunt in the event map.
Title: Re: Team Fortress 2: Halloween update!
Post by: Eduren on October 30, 2009, 05:48:54 pm
OH OH OH.

When you wear the Halloween hats and taunt your guy does Thriller!

You don't have to wear a hat. It's just when you taunt in the event map.

You don't have to be in the event map. It is just a random occurrence when you taunt.
Title: Re: Team Fortress 2: Halloween update!
Post by: ToonyMan on October 30, 2009, 05:49:10 pm
Still brahsome clone dudes.
Title: Re: Team Fortress 2: New 2,50$ sale going on, get it while you can! (ends 7PM PD
Post by: LASD on October 30, 2009, 07:13:21 pm
That's right, new sale, and this time I ain't late, there's still 1 hour and 47 minutes to go!
Title: Re: Team Fortress 2: TF2 for 2,50$ again, get it while you can! (ends 7PM PDT)
Post by: FluffyToast J on October 30, 2009, 08:36:16 pm
I bought it :3
Title: Re: Team Fortress 2: Halloween update!
Post by: Sowelu on November 01, 2009, 07:30:11 pm
So does anyone have the Ghostly Gibus?

I still need to get ahold of it...
Title: Re: Team Fortress 2: Halloween update!
Post by: Sowelu on November 01, 2009, 08:21:23 pm
The paper bag is the easy one that you get from picking up pumpkins.

The gibus is the hard one that you need to dominate someone WITH A GIBUS for.  Which means that the people you need to dominate, are good at dominating people.

And KOTH maps are not easy to dominate on.
Title: Re: Team Fortress 2: Halloween update!
Post by: zchris13 on November 01, 2009, 09:17:16 pm
Then where did the first one come from???
Title: Re: Team Fortress 2: Halloween update!
Post by: ToonyMan on November 01, 2009, 09:20:37 pm
Then where did the first one come from???

A little over 10,000 were given to people that found the easter egg.
Title: Re: Team Fortress 2: Halloween update!
Post by: Mr.Person on November 01, 2009, 10:28:26 pm
Then where did the first one come from???

A little over 10,000 were given to people that found the easter egg.

Such as me. Of course, I got another Gibus via domination about 30 minutes later. Note that you don't have to dominate someone on koth_harvest_event, it can be any map. Getting the paper bag is probably easier, just get the pumpkins. I did that one in about an hour and a half, although soldiers are suprisingly good at killing people, all things considered. I found killing 5 people via pumpkin explosion to be harder, actually.

So all around, good update. Free hats for everyone! A new map! Lots of sales!
Title: Re: Team Fortress 2: Halloween update!
Post by: KaelGotDwarves on November 02, 2009, 12:50:48 am
Yeah, to be honest I didn't expect to play TF2 at all this weekend, but I hopped on for like 15 minutes, joined an achievement server, and my friend helped me get all the achievements/hats in that short time.

Then I logged off and went to a Halloween party :P
Title: Re: Team Fortress 2: Halloween update!
Post by: Sowelu on November 02, 2009, 05:14:57 am
Got my Gibus :D

Seems easier on smaller servers.
Title: Re: Team Fortress 2: Halloween update!
Post by: Jakkarra on November 02, 2009, 01:44:48 pm
OK! Can some people please come onto the Server! I'm playing a game RIGHT NOW!

(Also add me to your friends list if you wish ^_^)
Title: Re: Team Fortress 2: Halloween update!
Post by: umiman on November 02, 2009, 02:03:56 pm
Yeah, to be honest I didn't expect to play TF2 at all this weekend, but I hopped on for like 15 minutes, joined an achievement server, and my friend helped me get all the achievements/hats in that short time.

Then I logged off and went to a Halloween party :P
You got all the hats? Or just the Halloween hats?
Title: Re: Team Fortress 2: Halloween update!
Post by: KaelGotDwarves on November 02, 2009, 02:12:47 pm
The two halloween event hats.

The only side items I have are the soldier's medal, noncheater's halo, the german medic's hat?, and and the two halloween hats. I don't care about hat farming but I figure if I could get them, why not?
Title: Re: Team Fortress 2: Halloween update!
Post by: MagmaDeath on November 02, 2009, 04:07:01 pm
Am I the only one finding it hard to get the scared stiff achievement?
Title: Re: Team Fortress 2: Halloween update!
Post by: Sowelu on November 02, 2009, 05:06:20 pm
Well, clearly you'll have a problem getting it if you're not playing on KOTH_Harvest!  But mostly it's easy to get it if you hang out around the cap point, because the ghost comes through there once or twice every round.
Title: Re: Team Fortress 2: Halloween update!
Post by: umiman on November 03, 2009, 04:45:43 am
New hat. If you preorder L4D2, you get Bill's beret in the game.
Title: Re: Team Fortress 2: Halloween update!
Post by: Dr. Johbson on November 03, 2009, 08:05:16 am
Wat. I love berets.
Title: Re: Team Fortress 2: Halloween update!
Post by: Jakkarra on November 03, 2009, 10:39:03 am
HAY GAIZ! JUS' TELLIN' Y'ALLZ DAT I'MMA PLAYIN' ANUVVER GAYME ROIGHTE NOWE!

It would be most pleasing to my person if thine wouldst all join me, My good sirs.
Title: Re: Team Fortress 2: Halloween update!
Post by: Sowelu on November 03, 2009, 11:54:24 am
Wat. I love berets.

Quote from: Francis
I hate berets.  >:[
Title: Re: Team Fortress 2: Halloween update!
Post by: Siquo on November 06, 2009, 06:16:05 am
Just posting in this thread to rub it in that I still rule in TF2 while drunk.



I rule a lot less at work with a hangover, though.
Title: Re: Team Fortress 2: Halloween update!
Post by: Tradanbattlan on November 06, 2009, 05:18:56 pm
I just finished fixing my Gaming PC, so expect to see me back on the Game-o-sphere sometime today or tomorrow, whenever I install TF2
Title: Re: Team Fortress 2: Halloween update!
Post by: Siquo on November 06, 2009, 05:54:36 pm
I got a greebus thingy hat!  ;D
Title: Re: Team Fortress 2: Halloween update!
Post by: Tradanbattlan on November 07, 2009, 10:02:51 pm
GET TO THE SERVER, IT'S FIGHTAN TIME

I JUST INSTALLED TF2 AND WANT TO DE-RUST MY SKILLS
Title: Re: Team Fortress 2: Halloween update!
Post by: Sowelu on November 08, 2009, 11:09:24 am
Heavy Weapons Guy demands MORE DAKKA. (http://4chanarchive.org/images/co/8143059/1235282561314.jpg)
Title: Re: Team Fortress 2: Halloween update!
Post by: Zai on November 08, 2009, 11:15:20 am
Oldie but goody.
Title: Re: Team Fortress 2: Halloween update!
Post by: Jakkarra on November 08, 2009, 01:30:59 pm
been talking to Nilocy, we may be getting a few new maps.

Dload these when we have full confirmation.

 http://www.fpsbanana.com/maps/67139 (http://www.fpsbanana.com/maps/67139) http://www.fpsbanana.com/maps/110100 (http://www.fpsbanana.com/maps/110100)
 http://www.fpsbanana.com/maps/105639 (http://www.fpsbanana.com/maps/105639)
 http://forums.tf2maps.net/showthread.php?t=6684&highlight=glacier (http://forums.tf2maps.net/showthread.php?t=6684&highlight=glacier)
 http://www.fpsbanana.com/maps/114556 (http://www.fpsbanana.com/maps/114556)
 http://forums.tf2maps.net/showthread.php?t=6672 (http://forums.tf2maps.net/showthread.php?t=6672)
Title: Re: Team Fortress 2: Halloween update!
Post by: Zai on November 08, 2009, 01:58:59 pm
Frontier (last link) looks good, but I don't think our typical gamesize will be big enough for it, though I suppose we can always just vote for something different or RTV if it gets picked and there's not enough people.

Also. Might've been more appropriate to just use the DFC thread for this stuff.
Title: Re: Team Fortress 2: Halloween update!
Post by: Jakkarra on November 08, 2009, 02:07:13 pm
Yeah, but not everyone here posts there.

It's there and here.
Title: Re: Team Fortress 2: Halloween update!
Post by: sneakey pete on November 16, 2009, 10:18:17 am
Sandvich!! (http://www.youtube.com/watch?v=A2syvJ841mU)

*nom* *nom* *nom*
Title: Re: Team Fortress 2: Halloween update!
Post by: Tradanbattlan on November 17, 2009, 10:34:24 pm
A mean ol' spy and a dirty sniper kept killing my family.
Scarlette... she was such a beautiful teenage Sentry...
Joanna, you cute little dispenser, we knew you well...
...and Carl, the mentally retarded teleporter exit...

Rest in Pieces... And in my metal supplies.
(http://i189.photobucket.com/albums/z266/Rainierman/ManlyTears-1.jpg)
Title: Re: Team Fortress 2: Halloween update!
Post by: Jakkarra on November 18, 2009, 02:44:53 am
You are lucky me and my pyro friend werent there to help those two.

I am a good spy, just ask Greiger and CHaoticag.
Title: Re: Team Fortress 2: Halloween update!
Post by: Xotes on November 18, 2009, 11:30:07 am
On the subject of TF2 Music... (http://www.youtube.com/watch?v=TTm6erl03iE)
Title: Re: Team Fortress 2: Halloween update!
Post by: Jakkarra on November 18, 2009, 12:01:17 pm
God, That's awesome.

If the animation was better that would be the most amazing peice of TF2 Fanart i've ever seen.
Title: Re: Team Fortress 2: Halloween update!
Post by: dragnar on November 18, 2009, 07:20:05 pm
Anyone wanna get on the server in an hour or so?
Title: Re: Team Fortress 2: Halloween update!
Post by: Dr. Johbson on November 19, 2009, 04:40:45 pm
Awesome.

(Warning very large images.)
Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

You got these postcards if you sent them money, along with a fake cutout coupon from the spy update pages.

Love the barbershop one. They should sell these in their store.
Title: Re: Team Fortress 2: Halloween update!
Post by: Soulwynd on November 19, 2009, 04:44:14 pm
I like the mildly thrilling adventures one. =p
Title: Re: Team Fortress 2: Halloween update!
Post by: Jakkarra on November 19, 2009, 06:06:48 pm
I just developed a new tactic for my Spying adventures.

No engi is safe.

Still need a Viable Pyro tactic though.
Title: Re: Team Fortress 2: Halloween update!
Post by: umiman on November 19, 2009, 06:13:19 pm
I've got one. It's called... BANZAIIIII!!!!!!!!!!

Works for me. It's interesting to note that while a lot of people consider the pyro to be an offensive class, it's even more dangerous as a defensive class in my opinion, especially in close maps like 2fort or the tower in Orange. By constantly moving around your base, you can easily take out lone scouts and probers in quick succession with no real fear of an enemy coming to reinforce him or long range attacks. Considering that the pyro's only other weakness is his health, all he has to do is run back to resupply to regain everything.

The most satisfying part is hearing the enemy team complain about "all those n00b w + m1-ers".
Title: Re: Team Fortress 2: Halloween update!
Post by: Dr. Johbson on November 19, 2009, 06:52:45 pm
I love fighting other pyro's when I'm one. Although I've gotten rather bad at killing people after my month TF2 escape.
Title: Re: Team Fortress 2: Halloween update!
Post by: Someguyo on November 23, 2009, 03:00:56 am
Heavy is Champion!

Warning: Large
Spoiler (click to show/hide)

Heavy must find more tiny babies and crush them!
Title: Re: Team Fortress 2: Halloween update!
Post by: dragnar on November 23, 2009, 08:36:35 am
Heavy is credit to team!
Title: Re: Team Fortress 2: Halloween update!
Post by: SHAD0Wdump on November 23, 2009, 09:36:54 am
Heavy is too happy to notice ARROW IN HIS GUT.
Title: Re: Team Fortress 2: Halloween update!
Post by: Siquo on November 23, 2009, 12:25:39 pm
Heavy needs a bbq sandvich?  ;D

Pyro Mfffmfmfbfmfmfbfmm!!
Title: Re: Team Fortress 2: Halloween update!
Post by: Dr. Johbson on November 23, 2009, 01:30:28 pm
Heavy is too happy to notice ARROW IN HIS GUT.

He also has two in his shoe and one in his punching glove.
Title: Re: Team Fortress 2: Halloween update!
Post by: Sir Pseudonymous on December 02, 2009, 02:53:58 am
There were actually people on the DFC server today, which I've never seen before, at least during the limited time I have to play. That was fun, much nicer than most servers I've played on. Especially since alltalk was on: I got to here just how excited the other team got when I died, thinking I used the dead ringer everytime. ::) The couple of times they outsmarted themselves really got me. ;D I didn't get many kills, but damn if I didn't cap the hell out of that intel...

I love the dead ringer, with the cloak and dagger I end up sitting in a corner for most of the round looking for a chance, taking it, and promptly dying, often before scoring a kill. D: Dead ringer forces action, and exposes just how bad spychecking can be. Until you start wiping the floor with them, and everyone and their mother goes pyro... ::) Of course, every round they send into their buddies is another they don't send into your team, and dead ringers start to shake their nerves after a while, hunting for you even after you actually do die...
Title: Re: Team Fortress 2: Halloween update!
Post by: Servu on December 02, 2009, 09:01:06 am
^^ Not to mention that dead ringer crashes the server if you use it while disguised as a friendly heavy.

About the maps: I have played pl_terran before and it has a couple of incredibly cheesy sentry building spots in the final area. There are some (nearly impassable) ledges just above the blu team's side where you can build sentries that can only be shot if the blu player makes himself an easy target for every other enemy in the area (and the sentry). While in large games it's quite easy to just demoman spam the sentries, the map might be troublesome for small games. Though I still think it's worth a try.
Title: Re: Team Fortress 2: Halloween update!
Post by: Sir Pseudonymous on December 02, 2009, 09:53:21 am
^^ Not to mention that dead ringer crashes the server if you use it while disguised as a friendly heavy.
Specifically, if it gets tripped while disguised as a friendly heavy who has the gloves equipped, from what I heard.

Edit: anyone feel like getting on the server?
Title: Re: Team Fortress 2: Halloween update!
Post by: Jakkarra on December 02, 2009, 10:41:11 am
Huh, i never really understood the hate for the C&D.

I use it exclusively, and just ask people how effective i am at spy!

(Or, like to think i am, if i'm not, tell me)

It does help with agressive tactics if you know what you are doing, and it's brilliant for escapes (Untill i get some bad luck). Ask a few people who have chased me, only to be stabbed when they think it's safe, or in at least one case, while they are chasing.
Title: Re: Team Fortress 2: Halloween update!
Post by: Siquo on December 02, 2009, 10:47:02 am
(Or, like to think i am, if i'm not, tell me)

... Nah, I'll let you keep your self esteem  ;D
Title: Re: Team Fortress 2: Halloween update!
Post by: Sir Pseudonymous on December 02, 2009, 10:53:21 am
I used to use it all the time, and the best I've ever done as a spy was with the cloak and dagger, but I find the dead ringer much more fun to play with.
Title: Re: Team Fortress 2: Halloween update!
Post by: Jakkarra on December 02, 2009, 11:02:57 am
I just like the fact that i barely ever die as a Spy now!

Remember those times where half your team got chainstabbed? (It happened once or twice)

Each time, i was stood next to you all, following you untill you started firing :D
Title: Re: Team Fortress 2: Halloween update!
Post by: SHAD0Wdump on December 02, 2009, 11:04:17 am
I'm a Cloak & Dagger user, it allows you to survey in other-wise plain sight, then immediately dive behind cover to uncloak and pop out right behind your target. It also removes the danger of getting caught auto-decloaking.
 Still slower for getting around though, so I like to switch out for the normal watch once in a while.

The Dead Ringer I use once in a while, mostly to screw around. I'm not too good with it but I try to learn.
Title: Re: Team Fortress 2: Halloween update!
Post by: Jakkarra on December 02, 2009, 11:07:22 am
does anyone ever see me walking around when i'm a min C&D cloak?

It never seems to make me visible.
Title: Re: Team Fortress 2: Halloween update!
Post by: Nilocy on December 02, 2009, 11:22:39 am
does anyone ever see me walking around when i'm a min C&D cloak?

It never seems to make me visible.

When you walk around it has the effect of someone walking into you when your cloaked as a spy.

Also, WE NEED DONATIONS PL0X!
Title: Re: Team Fortress 2: Halloween update!
Post by: Jakkarra on December 02, 2009, 11:26:48 am
I know Nilocy, it just seems that nobody notices me when i'm almost out of Cloak.
Title: Re: Team Fortress 2: Halloween update!
Post by: Soulwynd on December 02, 2009, 03:57:06 pm
Yeah, that day was nice. I joined up because I saw about 16 people playing. It was neat to kill and be killed by people I know. But again, 210ms ping doesn't do me any good. :(
Title: Re: Team Fortress 2: Halloween update!
Post by: The Doctor on December 02, 2009, 04:54:54 pm
I know Nilocy, it just seems that nobody notices me when i'm almost out of Cloak.
Me too. And it's so obvious, especially red spies.

It's like "Dude, can't you see the spy shaped red blob running by you?!"
Title: Re: Team Fortress 2: Halloween update!
Post by: SHAD0Wdump on December 02, 2009, 05:07:02 pm
I'd like to see you get away with that sort of thing on 'normal' servers...

You know... The ones with the soul reaver players that have no compasion for how dull they are making the game for everyone they are stomping into the dust...
Title: Re: Team Fortress 2: Halloween update!
Post by: The Doctor on December 02, 2009, 05:36:23 pm
I'd like to see you get away with that sort of thing on 'normal' servers...

You know... The ones with the soul reaver players that have no compasion for how dull they are making the game for everyone they are stomping into the dust...
Hah, it happens on pubs and my normal servers.

I think CnD just creates a void of incompetence and ineptitude from players all around the spy.
Title: Re: Team Fortress 2: Halloween update!
Post by: Jakkarra on December 02, 2009, 05:45:58 pm
And then people Debauche the thing.

There is nothing wrong with it, there has never been a time where i would have wanted the IW rather than the C&D.

It has SO many more tactics available, with the IW, you have to go through enemy fire to collect weapons or Ammoboxes or whatnot, with the C&D, take whatever route you like!

I know i do!
Title: Re: Team Fortress 2: Halloween update!
Post by: sneakey pete on December 02, 2009, 06:34:36 pm
Someone get ya arse on here so we can have a nice high lag knife fight.
Title: Re: Team Fortress 2: Halloween update!
Post by: Jakkarra on December 02, 2009, 06:38:45 pm
I larf at your "High lag".

I get NO LAG!
Title: Re: Team Fortress 2: Halloween update!
Post by: Giant Snowman on December 03, 2009, 05:41:08 am
On random servers I'm really starting to hate the medic class. Its only function seems to be to make other people complain that they don't have one and the other team does. Why don't they just mod it out so it's all fair again?
Title: Re: Team Fortress 2: Halloween update!
Post by: Siquo on December 03, 2009, 05:51:42 am
Hear, hear. I stopped playing a medic altogether, because you either do everything wrong, or the player you just ubered runs in the opposite direction, making you waste your uber. After which it's more waiting to uber again.

Title: Re: Team Fortress 2: Halloween update!
Post by: SHAD0Wdump on December 03, 2009, 06:14:38 am
And if you go battlemedic everyone complains about you being useless. Even if your actually blut and ubersawing ass and still popping ubers once in a while.
Title: Re: Team Fortress 2: Halloween update!
Post by: zestorum on December 03, 2009, 07:05:56 am
Is there a way to make TF2 go faster, even on a server with near on 0 ping, I still get it.
Title: Re: Team Fortress 2: Halloween update!
Post by: Sir Pseudonymous on December 03, 2009, 12:17:22 pm
Medic is awesome on arena maps, if you have even a halfway competent team. Just keep everyone as healed as possible while spamming needles in the general direction of your enemies, and pray your team keeps the fucking pyros off you. Works like a charm, and everyone loves you because you just saved their ass, without fail.


It sounds like your problem isn't lag, it's framerate issues. Try lowering the resolution or something, see if that helps.
Title: Re: Team Fortress 2: Halloween update!
Post by: sneakey pete on December 03, 2009, 05:10:29 pm
Is there a way to make TF2 go faster, even on a server with near on 0 ping, I still get it.

Turn your settings down

The server i frequent is good. End up knowing the regulars who make up at about 50% of serer pop on any given day, so you can give our ubers to someone good.
Title: Re: Team Fortress 2: Halloween update!
Post by: Zai on December 03, 2009, 06:39:32 pm
I got pretty good with medic. Unfortunately, I got that way by binge-playing it, so now it's kind of stale for me. =X

Medics can be quite useful for offense and defense.
Title: Re: Team Fortress 2: Halloween update!
Post by: Eduren on December 03, 2009, 06:50:36 pm
The community that I play with is semi-comp so Medics are pretty abundant and competent.
Title: Re: Team Fortress 2: Halloween update!
Post by: The Doctor on December 03, 2009, 06:56:07 pm
I think the 2 main groups I play with have a fetish and a revulvision of the German.


One of them, nearly everyones a medic, to varying degrees of competence.

The other one, once in a blue moon theres a medic, and that's usually people who are new to the servers.
Title: Re: Team Fortress 2: Halloween update!
Post by: Megaman on December 03, 2009, 08:07:10 pm
Personally I do EVERY class BUT soldier, though yes, medic does have some bitcha's bitchin bout' it.
Title: Re: Team Fortress 2: Halloween update!
Post by: SHAD0Wdump on December 03, 2009, 08:19:12 pm
Lezzee...

The Medic:
-is the second fastest class
-automatically regenerates health
-can heal others
-has a primary weapon that is actually pretty damn powerful if your good with it
-can turn himself invulnerable once in a while

Yeah... something...
Title: Re: Team Fortress 2: Halloween update!
Post by: Tradanbattlan on December 03, 2009, 11:58:38 pm
Only a really good Medic can sucessfully Uberchain. That would require actually getting in the fray as one, which isn't all to common. But still, a good battlemedic can be devestating.

Also, Needlegun is suprisingly powerful. Never underestimate it.
Title: Re: Team Fortress 2: Halloween update!
Post by: deadlycairn on December 04, 2009, 12:09:20 am
I find that the medic is the easiest way to make people like you, and get easy points, if you're a noob. Then again I play with voices off, so I have no idea what people are saying.  ;D
Title: Re: Team Fortress 2: Halloween update!
Post by: Eduren on December 04, 2009, 01:39:28 am
I like me some Medic, personally. Battle Medic is a lot of fun, too. Stupid, yes, but that syringe gun is a lot of fun to use.

Still need to get my hands on the Ubersaw. It's the LAST FREAKIN' WEAPON I HAVE TO FIND.

Medic isn't even that difficult to play as. Keep moving, keep your Medigun trained on a heavy or something, and poke teammates with your saw every once in a while. Granted, it's not so easy to be a GOOD medic, but still.

Regarding framerate: I've got all of my graphical settings turned down in the Advanced Options menu and still get some issues. Asides for getting a new graphics card (which is in the works), is there anything I can do to improve FPS? I'm basically limited to Orange maps as of right now.
If all graphical settings at minimum still doesn't do it, then might I suggest Quantums little config (http://forums.steampowered.com/forums/showthread.php?t=987466)? This is what really brought my tf2 back to life after several patches wrecked my framerate.
Title: Re: Team Fortress 2: Halloween update!
Post by: SHAD0Wdump on December 04, 2009, 04:35:11 pm
I like me some Medic, personally. Battle Medic is a lot of fun, too. Stupid, yes, but that syringe gun is a lot of fun to use.

Still need to get my hands on the Ubersaw. It's the LAST FREAKIN' WEAPON I HAVE TO FIND.

Medic isn't even that difficult to play as. Keep moving, keep your Medigun trained on a heavy or something, and poke teammates with your saw every once in a while. Granted, it's not so easy to be a GOOD medic, but still.

Regarding framerate: I've got all of my graphical settings turned down in the Advanced Options menu and still get some issues. Asides for getting a new graphics card (which is in the works), is there anything I can do to improve FPS? I'm basically limited to Orange maps as of right now.
If all graphical settings at minimum still doesn't do it, then might I suggest Quantums little config (http://forums.steampowered.com/forums/showthread.php?t=987466)? This is what really brought my tf2 back to life after several patches wrecked my framerate.

I need a bit more clarification than what I'm seeing first before I try this.

What does this require; myself installing a program onto TF2, thereby changing graphics settings, myself changing graphics settings, a sort of plug-in to TF2 that I can choose to use whenever I desire, or a side-program that simplifies graphics? The details are unclear to me.
It simply tells the game to run some commands that are already built into the game. And i must say it works wonders.
Title: Re: Team Fortress 2: Halloween update!
Post by: Soulwynd on December 04, 2009, 04:45:07 pm
Random plug:

This map was -awesome- to play -> http://www.youtube.com/watch?v=iuCsD-yU0ds
Title: Re: Team Fortress 2: Halloween update!
Post by: Eduren on December 04, 2009, 04:55:57 pm
If all graphical settings at minimum still doesn't do it, then might I suggest Quantums little config (http://forums.steampowered.com/forums/showthread.php?t=987466)? This is what really brought my tf2 back to life after several patches wrecked my framerate.

I need a bit more clarification than what I'm seeing first before I try this.

What does this require; myself installing a program onto TF2, thereby changing graphics settings, myself changing graphics settings, a sort of plug-in to TF2 that I can choose to use whenever I desire, or a side-program that simplifies graphics? The details are unclear to me.
There is no external program, or one that runs beside TF2. They are just a bunch of .cfg's that tweak settings. For example, this is my main config:

Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Halloween update!
Post by: dragnar on December 04, 2009, 05:54:51 pm
Random plug:

This map was -awesome- to play -> http://www.youtube.com/watch?v=iuCsD-yU0ds
Awesome video, now to go find it!
Title: Re: Team Fortress 2: Halloween update!
Post by: Zai on December 04, 2009, 05:55:03 pm
Random plug:

This map was -awesome- to play -> http://www.youtube.com/watch?v=iuCsD-yU0ds

Looks great, if confusing.
Title: Re: Team Fortress 2: Halloween update!
Post by: Soulwynd on December 04, 2009, 10:12:29 pm
It makes more sense when you actually play it. On the beginning, red defends the outside of the ship. Blue can destroy entry points to fool around with red and mainly, they gotta destroy the shield to get to the payload. Once with the payload, red has to defend a couple rooms, one where the PL has to pass through and the other one with the computers/terminals. Once the payload is delivered to that room and the terminals are down, blue can move on and red has a couple choke points to defend... Of course, there are ways around most choke points most with destructible areas, which make them sort of secret.

I've never actually seen it to the end tho. It's incredibly hard on blu team.

24/7 server: 216.246.108.66:27015
Title: Re: Team Fortress 2: Halloween update!
Post by: Zai on December 04, 2009, 11:59:02 pm
It's incredibly hard on blu team.

Looked like it'd be harder on Red until the end, due to having to defend so many different places at once. Unless Blu has a completely uncoordinated attack to the point where they all go in separate ways. It looked like a pretty simple strategy of attacking in only one place for several minutes to get Red accustomed to defending just that area, and then switching to attacking another place farther away could be pretty effective in the middle-to-end portion.

But that's just my speculation based on that video. I may try it out tomorrow to see what it's actually like.
Title: Re: Team Fortress 2: Halloween update!
Post by: Soulwynd on December 05, 2009, 12:03:23 am
There are many tricks and sentry positions for the red team. So blu has to really get things together if they wanna win. The main objective is the payload, so yeah, red knows what to defend while blue is busy with smaller objectives.
Title: Re: Team Fortress 2: Halloween update!
Post by: dragnar on December 05, 2009, 12:44:21 am
I couldn't find a server it's on :(
Title: Re: Team Fortress 2: Halloween update!
Post by: Zai on December 05, 2009, 11:26:58 am
I couldn't find a server it's on :(
Here:
24/7 server: 216.246.108.66:27015
Title: Re: Team Fortress 2: Halloween update!
Post by: Jakkarra on December 05, 2009, 12:51:18 pm
Guys, my friend has a slight problem, he appears to have no sound.

What do you think could be done to fix this?

(Also, lets have a game in a minute)
Title: Re: Team Fortress 2: Halloween update!
Post by: Zai on December 05, 2009, 02:11:32 pm
Guys, my friend has a slight problem, he appears to have no sound.

What do you think could be done to fix this?

Only in TF2? Everything else has sound?

If so, all I'd know to try is fiddling with the audio settings in-game.
Title: Re: Team Fortress 2: Halloween update!
Post by: Myroc on December 05, 2009, 05:42:56 pm
Apparently, Nilocy has a very short-term memory when it comes to the placement of existing enemy sentry guns.
Title: Re: Team Fortress 2: Halloween update!
Post by: Jakkarra on December 05, 2009, 07:58:31 pm
Old-Skool models (http://www.fpsbanana.com/skins/78349)

These low poly, Old-school models should help alleviate many people's FPS woes.
Title: Re: Team Fortress 2: Halloween update!
Post by: Myroc on December 06, 2009, 01:55:06 pm
Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Halloween update!
Post by: Zai on December 06, 2009, 02:01:04 pm
That corner in Turbine can really be annoying when a team sets up several Sentries.
Title: Re: Team Fortress 2: Halloween update!
Post by: Myroc on December 06, 2009, 02:21:32 pm
That corner in Turbine can really be annoying when a team sets up several Sentries.
Yeah, except the majority of the time I was alone in that corner.
Title: Re: Team Fortress 2: Halloween update!
Post by: Eduren on December 06, 2009, 03:51:25 pm
Spoiler (click to show/hide)
Wow. You would think that they would get the hint after a while.
Title: Re: Team Fortress 2: Halloween update!
Post by: dragnar on December 06, 2009, 04:13:21 pm
Or, ALL switch to demomen.
Title: Re: Team Fortress 2: Halloween update!
Post by: Myroc on December 06, 2009, 04:15:52 pm
Or, ALL switch to demomen.
Feh. They die(d) all the same.
Title: Re: Team Fortress 2: Halloween update!
Post by: SHAD0Wdump on December 06, 2009, 09:23:50 pm
One bonked scout then demomen?
Title: Re: Team Fortress 2: Halloween update!
Post by: Eduren on December 06, 2009, 10:02:16 pm
Or an uber atleast.
Title: Re: Team Fortress 2: Halloween update!
Post by: Greiger on December 06, 2009, 10:03:45 pm
Hell not even that, a single soldier with even a fraction of a brain could cornershot that sentry to oblivion. 

Soldiers can fire at sentries safely because their rocket comes out from the right side of their model.  But it only works for left hand corners.  And with that wall directly behind the sentry he could kill the engy with splash damage if the sentry is being babysat.
Title: Re: Team Fortress 2: Halloween update!
Post by: Myroc on December 07, 2009, 04:59:28 am
Apparently, none of the people I were playing against were that smart. They just came rushing in, started shooting, then got gunned down/exploded. Or if they were a spy they would usually disguise themselves (as an engineer, which is another moron point to them, as during the period where they sent spies at me, I was the only engineer on the team. So yeah.) then stand right under my sentry and keep placing sappers on it. Which I countered by shooting them in the face with a shotgun.

Oh yeah, did I mention I have a survival record of almost an hour now? ;D

Edit: I just discovered you could switch what weapon you appear to be holding while disguised as an enemy team member. Never knew this before.

Needless to say I am now shooting EVERYONE in my team, instead of the people running around with their main weapons.
Title: Re: Team Fortress 2: Halloween update!
Post by: Jakkarra on December 07, 2009, 11:46:09 am
Y'know, if i was there, my spy skills would have left you down.

I'm not a failspy!
Title: Re: Team Fortress 2: Halloween update!
Post by: umiman on December 07, 2009, 11:48:32 am
If you were the only engineer, why are there three sentries in the picture?
Title: Re: Team Fortress 2: Halloween update!
Post by: Myroc on December 07, 2009, 11:54:06 am
If you were the only engineer, why are there three sentries in the picture?
I said I was the only engineer for the majority of the time. They came there towards the end. I would never have gotten 166 sentry kills with two other guys there anyway. <_<
Title: Re: Team Fortress 2: Halloween update!
Post by: Siquo on December 07, 2009, 01:19:04 pm
I'm not a failspy!

Say it like you believe it! You can do it! It's all about the mentality, Jak, you're the man!

Hint: When jak gets annoyed he tends to drop cover and knife rush you full-frontal out of frustration. So annoying him is... tactical ;)
Title: Re: Team Fortress 2: Halloween update!
Post by: Dr. Johbson on December 07, 2009, 01:41:25 pm
Hehehe. Glad Im not the only one who noticed.
Title: Re: Team Fortress 2: Halloween update!
Post by: Mr.Person on December 07, 2009, 02:20:35 pm
I probably have more time as a Spy then some of you have playing the game as every class combined, and I still suck sometimes. It depends on how many Pyros, Engineers, and Scoots the other team has.
Title: Re: Team Fortress 2: Halloween update!
Post by: Jakkarra on December 07, 2009, 04:25:45 pm
I'm not a failspy!

Hint: When jak gets annoyed he tends to drop cover and knife rush you full-frontal out of frustration. So annoying him is... tactical ;)

This actually works a lot of the time!
Title: Re: Team Fortress 2: Halloween update!
Post by: SHAD0Wdump on December 07, 2009, 04:34:32 pm
I'm still surprised how well disguising as a heavy, running around half-cloaked with the C&D, and decloaking once in a while to slowly plod over and shank some guy worked out.
Title: Re: Team Fortress 2: Halloween update!
Post by: dragnar on December 07, 2009, 05:06:19 pm
A half-cloaked heavy?! That's like walking around as a giant target! How on earth does that work?
Title: Re: Team Fortress 2: Halloween update!
Post by: Myroc on December 07, 2009, 05:08:44 pm
You guys should have been on the server about two hours ago. We had a whole team of combat medics and two spies who kept disguising themselves as me for some reason.

The syringes.

The syringes!
Title: Re: Team Fortress 2: Halloween update!
Post by: Zai on December 07, 2009, 05:25:42 pm
Edit: I just discovered you could switch what weapon you appear to be holding while disguised as an enemy team member. Never knew this before.

YOU CAN?
Title: Re: Team Fortress 2: Halloween update!
Post by: SHAD0Wdump on December 07, 2009, 05:25:50 pm
A half-cloaked heavy?! That's like walking around as a giant target! How on earth does that work?
Lots of highly erratic movement + playing on the DFC server = I still have no idea why they ignored me so much.
Title: Re: Team Fortress 2: Halloween update!
Post by: dragnar on December 07, 2009, 05:30:38 pm
Edit: I just discovered you could switch what weapon you appear to be holding while disguised as an enemy team member. Never knew this before.

YOU CAN?
Simple, cloak as the same enemy twice to equip their subweapon. Very useful when disguised as an engineer.
Title: Re: Team Fortress 2: Halloween update!
Post by: Duke 2.0 on December 07, 2009, 05:32:10 pm
Edit: I just discovered you could switch what weapon you appear to be holding while disguised as an enemy team member. Never knew this before.

YOU CAN?
Simple, cloak as the same enemy twice to equip their subweapon. Very useful when disguised as an engineer.
Or equip your equivalent weapon and press b.
Title: Re: Team Fortress 2: Halloween update!
Post by: dragnar on December 07, 2009, 05:40:56 pm
What? Why b? Didn't know that did anything.
Title: Re: Team Fortress 2: Halloween update!
Post by: Jakkarra on December 07, 2009, 05:45:47 pm
B is ther last cloaked key.

much more useful than constantly switching to the case, and my tactics just need a split-second Un-regognised period.
Title: Re: Team Fortress 2: Halloween update!
Post by: The Doctor on December 07, 2009, 05:51:39 pm
Yeah, what he said.


And since you can see what you health looks like, you could disguise as a heavy, say you had like half health, and take out your sandvich. The fact that you aren't fighting and are running toward your enemies base will not seem so out of place that way.


Assuming the heavy has low health.

Assuming he has the sandvich.
Title: Re: Team Fortress 2: Halloween update!
Post by: dragnar on December 07, 2009, 06:26:16 pm
The easiest way behind enemy lines is by far the dead ringer. Much harder to use well though. I usually try to find an alternate route and if I can't find one... I do really badly on that map.
Title: Re: Team Fortress 2: Halloween update!
Post by: Jakkarra on December 07, 2009, 06:29:23 pm
I dodge fire pretty effectively, usually.

PLEASE! If i'm on your team as spy, KEEP AWAY FROM ME! I get killed by stray boolets from your targets!
Title: Re: Team Fortress 2: Halloween update!
Post by: Zai on December 07, 2009, 06:31:02 pm
As one spy "taught" me around the time DR was introduced, Ravine or Badlands (whichever one is Arena only) has a good spot for a DR spy to get around to the opponent's side.

PLEASE! If i'm on your team as spy, KEEP AWAY FROM ME! I get killed by stray boolets from your targets!

That's your job to keep away from your teammates then.
Title: Re: Team Fortress 2: Halloween update!
Post by: Siquo on December 07, 2009, 06:33:46 pm
You guys should have been on the server about two hours ago. We had a whole team of combat medics and two spies who kept disguising themselves as me for some reason.

The syringes.

The syringes!

It was brilliant. A whole flock of medics, plodding along with a cart, and one tiny stilletto. All those virgin backs, waiting to get stabbed. *wipes a tear away* It was beautiful.
Title: Re: Team Fortress 2: Halloween update!
Post by: Jakkarra on December 07, 2009, 06:36:17 pm
As one spy "taught" me around the time DR was introduced, Ravine or Badlands (whichever one is Arena only) has a good spot for a DR spy to get around to the opponent's side.

PLEASE! If i'm on your team as spy, KEEP AWAY FROM ME! I get killed by stray boolets from your targets!

I try, scouts are faster than me.

And i use C&D exclusively, it's a good watch.

That's your job to keep away from your teammates then.
Title: Re: Team Fortress 2: Halloween update!
Post by: Nilocy on December 07, 2009, 06:46:54 pm
Hoo-eee! I got some goodies incoming. Watch this post :D

Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Halloween update!
Post by: Zai on December 07, 2009, 06:48:28 pm
Spoiler (click to show/hide)

Disturbing image is disturbing.
Title: Re: Team Fortress 2: Halloween update!
Post by: Siquo on December 07, 2009, 06:48:47 pm
I find it quite funny  :D
Title: Re: Team Fortress 2: Halloween update!
Post by: Nilocy on December 07, 2009, 06:50:21 pm
I am happy I have that effect.
Title: Re: Team Fortress 2: Halloween update!
Post by: Jakkarra on December 07, 2009, 06:54:02 pm
What the carp is it?
Title: Re: Team Fortress 2: Halloween update!
Post by: Nilocy on December 07, 2009, 06:54:38 pm
Yellow hat... weird black goggles... engineer cosplay?
Title: Re: Team Fortress 2: Halloween update!
Post by: SHAD0Wdump on December 07, 2009, 06:55:35 pm
What is he so excited about that is on that computer screen?
Title: Re: Team Fortress 2: Halloween update!
Post by: Zai on December 07, 2009, 06:56:40 pm
What the carp is it?

It's pretty obvious, especially given the thread it was posted in.
Title: Re: Team Fortress 2: Halloween update!
Post by: Nilocy on December 07, 2009, 06:58:27 pm
It was spy's being gutted. I finally realised whats wrong with that photo... my damned ears are squished down...
Title: Re: Team Fortress 2: Halloween update!
Post by: Jakkarra on December 07, 2009, 07:09:19 pm
I see...

At first, i didnt think it was real, with the whole "lloks CGI'd" Dealy.
Title: Re: Team Fortress 2: Halloween update!
Post by: Metalax on December 08, 2009, 05:45:58 am
New update out and finally;

Fixed cloaked Spies having the critboost effect on their weapon.

Fixed dispenser not healing players at the correct rate if it's upgraded while the players are already touching the dispenser.

---

Nilocy, have you updated the server yet?
Title: Re: Team Fortress 2: Halloween update!
Post by: umiman on December 08, 2009, 08:57:34 am
You really need to reinstall the autobalance back.
Title: Re: Team Fortress 2: Halloween update!
Post by: Siquo on December 08, 2009, 09:25:47 am
Yeah autobalance is necessary, in the heat of the battle you don't really notice when your team is 5 players ahead of the opponents, or vice versa. Only when a round is over you can see: Oh that's why we lost/won...
Title: Re: Team Fortress 2: Halloween update!
Post by: Nilocy on December 08, 2009, 10:20:33 am
Ok, fixed. Sorry about that :D
Title: Re: Team Fortress 2: Halloween update!
Post by: Osmosis Jones on December 08, 2009, 10:27:04 am
Anyone ever play Great Heights (http://www.fpsbanana.com/maps/73905)? 3 part payload map, that works on vertical control. It's great fun, and is finally back on server rotation here in Aus now that beta version 3 has been released.
Title: Re: Team Fortress 2: Halloween update!
Post by: Jakkarra on December 08, 2009, 11:06:02 am
Can we PLEASE get this map on?
Title: Re: Team Fortress 2: Halloween update!
Post by: Nilocy on December 08, 2009, 11:14:03 am
http://kotaku.com/5421317/next-team-fortress-2-update-to-get-friendly

Check this out.

Btw, Jakkarra I will eventually get maps put on. Only issue is getting EVERYONE ELSE IN THE DFC TO DOWNLOAD IT.
Title: Re: Team Fortress 2: Halloween update!
Post by: Dr. Johbson on December 08, 2009, 11:16:18 am
Anyone want to die, this morning? Come on down, then, I shall be waiting!
Title: Re: Team Fortress 2: Halloween update!
Post by: Jakkarra on December 08, 2009, 01:16:41 pm
LETS GET A GEAM GOING!

I'll set an announcement also.

(You don't mind my announcement spam, do you Nilocy? i generally get a large game going through it)
Title: Re: Team Fortress 2: Halloween update!
Post by: Nilocy on December 08, 2009, 04:00:31 pm
Spoiler:  Heavy Pyramid (click to show/hide)

Spoiler: Pyro conga line 1 (click to show/hide)

Spoiler: Pyro conga line 2 (click to show/hide)

Yeah, well done folks. Fun times :D
Title: Re: Team Fortress 2: Halloween update!
Post by: Zai on December 08, 2009, 05:28:57 pm
New update out and finally;

Fixed cloaked Spies having the critboost effect on their weapon.

Finally. That was what made me dislike the update that brought those in.
Title: Re: Team Fortress 2: Halloween update!
Post by: Siquo on December 08, 2009, 05:47:22 pm
Ehehehe, nice pics  ;D

You can tell, except for the red at the end of the line, all red pyros died.

(and my shut uuuup was totally called for)
Title: Re: Team Fortress 2: Halloween update!
Post by: Charmander on December 08, 2009, 08:17:26 pm
It's a shame the pictures in Watchtower never actually got taken.

That was hilarious.
Title: Re: Team Fortress 2: Halloween update!
Post by: Jakkarra on December 09, 2009, 01:59:10 am
That red at the end?

That's me. Hehehe...
Title: Re: Team Fortress 2: Halloween update!
Post by: fenrif on December 09, 2009, 03:14:43 am
Coincidentally enough, the pyro conga-line-hadouken is the only thing powerfull enough to disrupt a heavy sandvich break once it gets going...
Title: Re: Team Fortress 2: Halloween update!
Post by: dragnar on December 09, 2009, 03:46:50 pm
Coincidentally enough, the pyro conga-line-hadouken is the only thing powerfull enough to disrupt a heavy sandvich break once it gets going...
One spy. That's all it takes.
Title: Re: Team Fortress 2: Halloween update!
Post by: Tradanbattlan on December 09, 2009, 05:20:16 pm
Coincidentally enough, the pyro conga-line-hadouken is the only thing powerfull enough to disrupt a heavy sandvich break once it gets going...
One spy. That's all it takes.
"How many spies does it take to get to the mayonaise center of a heavy picnic?"
Title: Re: Team Fortress 2: Halloween update!
Post by: Jakkarra on December 09, 2009, 05:21:55 pm
Eeeeeeeeew........
Title: Re: Team Fortress 2: Halloween update!
Post by: Pandarsenic on December 09, 2009, 06:23:56 pm
Oh snap, guys!

SOLDIER/DEMOMAN DUAL (duel?) UPDATE!
Title: Re: Team Fortress 2: Halloween update!
Post by: Duke 2.0 on December 09, 2009, 06:29:18 pm
Spoiler (click to show/hide)
I...
 I think I just cried a tear of grizzly bear.
Title: Re: Team Fortress 2: Halloween update!
Post by: Jakkarra on December 09, 2009, 06:31:00 pm
Holy crap!

They did the Explosive update!! Ohgod!

*Ahem* Gentlemen. I hope these achivements make them easier to backstab...
Title: Re: Team Fortress 2: Halloween update!
Post by: Metalax on December 09, 2009, 06:32:30 pm
Oh heck, there go the sentries.
Title: Re: Team Fortress 2: Halloween update!
Post by: Jakkarra on December 09, 2009, 06:33:38 pm
Then again, they may be getting things to specifically work on PEOPLE.

Maybe some form of cluster bomb for one of them?
Title: Re: Team Fortress 2: Halloween update!
Post by: Metalax on December 09, 2009, 06:39:04 pm
Heck re-reading the announcement, I just remembered the announcer's voice announcements while in setup has changed to "friendship ends in 30 seconds", etc in the last patch.
Title: Re: Team Fortress 2: Halloween update!
Post by: Jakkarra on December 09, 2009, 06:47:10 pm
Apparantly it only happens if you are playing the Blu soldier or the Red Demo.
Title: Re: Team Fortress 2: Halloween update!
Post by: Eduren on December 09, 2009, 06:55:15 pm
This will be one helluva week.
Title: Re: Team Fortress 2: Halloween update!
Post by: Jakkarra on December 09, 2009, 06:58:05 pm
Verily, My good sir.

This may also give me a reason to dust off my Demo cap.
Title: Re: Team Fortress 2: Halloween update!
Post by: Nilocy on December 09, 2009, 07:10:37 pm
If I was a bad demo-man I wudn't be hear discussin' it with yah!

Yeah, you lot are officially s-c-r-e-w-e-d.
Title: Re: Team Fortress 2: Halloween update!
Post by: Eduren on December 09, 2009, 07:18:48 pm
I used to be good at Demo, then I stopped playing 32-man instaspawn.

You will fear my soldier though.
Title: Re: Team Fortress 2: Halloween update!
Post by: SHAD0Wdump on December 09, 2009, 07:21:17 pm
Everyone wear your viking hats(if you've got one) for spamfest!

And watch this video!
http://www.youtube.com/watch?v=anwy2MPT5RE
Title: Re: Team Fortress 2: Halloween update!
Post by: Dr. Johbson on December 09, 2009, 07:34:43 pm
What? What are you guys talking about? I fail to see whatever you do.
Title: Re: Team Fortress 2: Halloween update!
Post by: Eduren on December 09, 2009, 07:42:41 pm
What? What are you guys talking about? I fail to see whatever you do.
http://www.teamfortress.com/

The comic is pretty obvious.
Title: Re: Team Fortress 2: Halloween update!
Post by: Dr. Johbson on December 09, 2009, 07:46:10 pm
What? What are you guys talking about? I fail to see whatever you do.
http://www.teamfortress.com/

The comic is pretty obvious.

I didn't see the 'next' option. I figured you all went nuts.
Title: Re: Team Fortress 2: Halloween update!
Post by: dragnar on December 09, 2009, 07:49:08 pm
*Ahem* Gentlemen. I hope these achivements make them easier to backstab...
Yes, yes, we're going to gut them like Cornish pigs! Actually still don't have that achievement...
Title: Re: Team Fortress 2: Halloween update!
Post by: Eduren on December 09, 2009, 07:52:25 pm
*Ahem* Gentlemen. I hope these achivements make them easier to backstab...
Yes, yes, we're going to gut them like Cornish pigs! Actually still don't have that achievement...
I thought he says Cornish game hen?
Title: Re: Team Fortress 2: Halloween update!
Post by: Metalax on December 09, 2009, 09:03:01 pm
I figured you all went nuts.

While entirely accurate, we actually had a reason this time. ;D
Title: Re: Team Fortress 2: Halloween update!
Post by: Tradanbattlan on December 09, 2009, 09:12:55 pm
THEY JUST WONT LET HEAVIES EAT THEIR SANDVICHES
Title: Re: Team Fortress 2: Halloween update!
Post by: Zai on December 09, 2009, 09:36:23 pm
FUUUUUUUUUUUUUU

I HAVE WAITED FOR THIS SINCE THE DAY I STARTED PLAYING SOLDIER

I still need a damn viking helmet, though. Hell. I just need a hat. (Aside from mass giveaways of Ghastly Gibus, Halloween sacks, and Bill's hat)

But you people made me think the update was out today.

I think I just cried a tear of grizzly bear.

That's nothing compared to a tear of Bear Grylls.
Title: Re: Team Fortress 2: Halloween update!
Post by: Mr.Person on December 09, 2009, 09:41:06 pm
Which is even less than the tears of Bear Sterns, considering Bear Sterns is better at real survival than Bear Grylis.
Title: Re: Team Fortress 2: Halloween update!
Post by: Zai on December 09, 2009, 09:44:34 pm
Which is even less than the tears of Bear Sterns, considering Bear Sterns is better at real survival than Bear Grylis.

Damn right he's better than Bear Grylis. But better than Bear Grylls? Not a chance.
Title: Re: Team Fortress 2: Halloween update!
Post by: Greiger on December 09, 2009, 11:25:34 pm
Wait soldier update?

soldier update?

SOLDIER UPDATE?

YAAAAAAAYYYYYYYYYYY!

I am overcome with glee and happy thoughts!  I had almost given up on my favorite little misinformed psychopath!  I mean I have been playing huntsman sniper more often than him lately for god's sake! 

But wait...he's friends with demoman? I hate demoman!  Him and his evil little bombs that hide on control points and around corners, and kill sentry guns that I am trying to help the engy protect.  It's not my fault I have a head full of eyeballs, maybe if he was sober more often he would still have all of his!
Title: Re: Team Fortress 2: Halloween update!
Post by: dragnar on December 09, 2009, 11:35:27 pm
Wait soldier update?

soldier update?

SOLDIER UPDATE?

YAAAAAAAYYYYYYYYYYY!

I am overcome with glee and happy thoughts!  I had almost given up on my favorite little misinformed psychopath!  I mean I have been playing huntsman sniper more often than him lately for god's sake! 

But wait...he's friends with demoman? I hate demoman!  Him and his evil little bombs that hide on control points and around corners, and kill sentry guns that I am trying to help the engy protect.  It's not my fault I have a head full of eyeballs, maybe if he was sober more often he would still have all of his!
Yes, but friendship ends in one day!
Title: Re: Team Fortress 2: Halloween update!
Post by: Tradanbattlan on December 10, 2009, 12:06:51 am
Spoiler (click to show/hide)
Just an idea...
Title: Re: Team Fortress 2: "Friendship ends in one day" Demodier/Solman update coming!
Post by: LASD on December 10, 2009, 02:37:31 am
Ooh, this will be cool. I've really liked playing demo and soldier, but the achievement area of my brain has mitigated my playing time on them a bit.

And Zai, I feel your pain, I've played some 60 hours on the DFC server alone (admittedly I don't really play anywhere else) and I've got no random hats. Naturally a friend I gifted the game to at the 2,50 sale, got his first after 7 hours. And of course it was a medic hat.
Title: Re: Team Fortress 2: "Friendship ends in one day" Demodier/Solman update coming!
Post by: Charmander on December 10, 2009, 09:27:00 am
Yeah, I've put in a good couple of sessions recently.

I'll be happy to get my sandvich back, but I wouldn't say no to a camerabeard or rubber chicken glove hat thing.
Title: Re: Team Fortress 2: "Friendship ends in one day" Demodier/Solman update coming!
Post by: Nilocy on December 10, 2009, 09:38:11 am
Yeah, I've put in a lot of time to the DFC server... I really should get around to making more maps avaliable on the server.
Title: Re: Team Fortress 2: "Friendship ends in one day" Demodier/Solman update coming!
Post by: chaoticag on December 10, 2009, 09:58:56 am
I say the red ship map goes on, but I need to check the other suggestions posted before I get ahead of myself... as soon as my internet speeds up.
Title: Re: Team Fortress 2: "Friendship ends in one day" Demodier/Solman update coming!
Post by: Sir Pseudonymous on December 10, 2009, 10:32:30 am
Can we get a game going on the server?
Title: Re: Team Fortress 2: "Friendship ends in one day" Demodier/Solman update coming!
Post by: chaoticag on December 10, 2009, 10:38:27 am
I'm dropping down there in four an a half hours after putting up this post. If I'm not on by then, then I'm going to be there in six and a half hour from this post.
Title: Re: Team Fortress 2: "Friendship ends in one day" Demodier/Solman update coming!
Post by: Jakkarra on December 10, 2009, 11:19:56 am
Hot Damn (http://forums.alliedmods.net/showthread.php?p=920671)

I request, Nay, DEMAND we place this on the server!

Also, Donation pending.
Title: Re: Team Fortress 2: "Friendship ends in one day" Demodier/Solman update coming!
Post by: Eduren on December 10, 2009, 05:17:50 pm
Map suggestions(I don't know what is already on there, so these are just what I would like to see):


If you need links, I can provide. Otherwise, Google is your friend.
Title: Re: Team Fortress 2: "Friendship ends in one day" Demodier/Solman update coming!
Post by: Zai on December 10, 2009, 07:25:07 pm
Map suggestions(I don't know what is already on there, so these are just what I would like to see):

All we have right now are stock maps, I believe.
Title: Re: Team Fortress 2: "Friendship ends in one day" Demodier/Solman update coming!
Post by: SHAD0Wdump on December 10, 2009, 07:41:40 pm
wasn't the server on that Donkey Kong map around the time it started? What ever happened to it?
Title: Re: Team Fortress 2: "Friendship ends in one day" Demodier/Solman update coming!
Post by: Nilocy on December 10, 2009, 09:47:48 pm
New updated news. And its pretty big. You soldiers are GOING DAOWN
Title: Re: Team Fortress 2: "Friendship ends in one day" Demodier/Solman update coming!
Post by: Duke 2.0 on December 10, 2009, 09:55:21 pm
New updated news. And its pretty big. You soldiers are GOING DAOWN
(http://media.giantbomb.com/uploads/1/16918/802162-tf_heavy_clear_stickybombs_super.png)
 
Try me.
Title: Re: Team Fortress 2: "Friendship ends in one day" Demodier/Solman update coming!
Post by: ToonyMan on December 10, 2009, 10:00:39 pm
Woo, go soldier.
Title: Re: Team Fortress 2: "Friendship ends in one day" Demodier/Solman update coming!
Post by: Greiger on December 10, 2009, 10:00:45 pm
You drunk cyclops...es would never stay sober long enough to defeat the military discipline and skill every soldier has from birth!  You are a maggot!  A maggot with fewer eyes than most maggots!  And that's uh... *counting on fingers* 3?  I donno it's unimportant!  Maggot!
Title: Re: Team Fortress 2: "Friendship ends in one day" Demodier/Solman update coming!
Post by: umiman on December 10, 2009, 10:02:34 pm
I wonder what the other items are though. Currently, demos honestly don't have much on soldiers... And there are A LOT more soldier players than there are demos.
Title: Re: Team Fortress 2: "Friendship ends in one day" Demodier/Solman update coming!
Post by: ToonyMan on December 10, 2009, 10:02:55 pm
I damn man, Valve is insane.  I wonder how many people are going to die.

GO SOLIDERRR
Title: Re: Team Fortress 2: "Friendship ends in one day" Demodier/Solman update coming!
Post by: Greiger on December 10, 2009, 10:04:45 pm
Yea but generally newer players go soldier until they learn the basic game rules.  Making such players easy points for the demonan's maggoty explodies.
Title: Re: Team Fortress 2: "Friendship ends in one day" Demodier/Solman update coming!
Post by: umiman on December 10, 2009, 10:07:34 pm
Yea but generally newer players go soldier until they learn the basic game rules.  Making such players easy points for the demonan's maggoty explodies.
You quoteth nonsense! Everyone knows newbies only choose medic / pyro / heavy.

Edit: I always wondered what the soldier actually uses:
Spoiler (click to show/hide)
Definitely an RPG isn't it? But why is the ultrapatriotic soldier using a last century soviet weapon?
Title: Re: Team Fortress 2: "Friendship ends in one day" Demodier/Solman update coming!
Post by: Duke 2.0 on December 10, 2009, 10:11:39 pm
 Some people say Soldier is the tutorial for becoming the Demoman. To these people I say:
(http://www.gamesprays.com/images/icons/tf2%20soldier%20spray_icon308.jpg)

 I need not say anything. All that needs to be said already has.
Title: Re: Team Fortress 2: "Friendship ends in one day" Demodier/Solman update coming!
Post by: Zai on December 10, 2009, 10:16:25 pm
I'm not sure if I want the Soldier to get the extra weapon; the 4th Demo weapon may be what makes me want to start playing it more. The 4th Soldier weapon might be like the Razorback; I'll never use it.

But I play Soldier better right now, so I'd probably kill more Demos as Soldier than Soldiers as Demo during this week.

Are there "achievement" servers for this update up yet? As in, demo + soldier only or something like that?

Regardless, I am quite excited.

[PPE:] Umi speaks the truth; new players don't play Soldier too much. I know I didn't start playing Soldier until months after I started playing TF2. It's grown on me since then. But demo has a harder learning curve. Due to there being a curve in its weapons.

[PREDICTION:] They'll give both classes the extra 4th weapon. I'm hoping for this.

I really am excited. The only time I've gotten this excited in the past several years is for TF2 updates. I love this game.

Well. DF too, I guess.

[PPE2:] Soldier doesn't train for Demo. I guess it teaches you to time things, which both classes need, but the curve in the Demo's weapons at various points of charging can't be learned by playing Soldier.
Title: Re: Team Fortress 2: "Friendship ends in one day" Demodier/Solman update coming!
Post by: Tradanbattlan on December 10, 2009, 10:17:06 pm
True, Soldiers need help. But Demos just arent OP enough
Title: Re: Team Fortress 2: "Friendship ends in one day" Demodier/Solman update coming!
Post by: Zai on December 10, 2009, 10:22:37 pm
A defensive Demo can be rather funny on 2Fort by plopping stickies on the grate at the entrance to your own side. If people don't wise up and go through the sewers, it can be quite amusing to just sit there as people make the same mistake over and over again. Sentries are probably more effective though, I suppose.
Title: Re: Team Fortress 2: "Friendship ends in one day" Demodier/Solman update coming!
Post by: umiman on December 10, 2009, 10:23:48 pm
I hope they give pyro the last weapon just to screw with the rest of you.

Bahahaha!
Title: Re: Team Fortress 2: "Friendship ends in one day" Demodier/Solman update coming!
Post by: Zai on December 10, 2009, 10:33:22 pm
I hope they give pyro the last weapon just to screw with the rest of you.

Bahahaha!

That would be hilarious.
Title: Re: Team Fortress 2: "Friendship ends in one day" Demodier/Solman update coming!
Post by: Tradanbattlan on December 10, 2009, 11:57:55 pm
Demoman is going to win.
This is because only the people with skill play them, and most new players play Soldier.
Title: Re: Team Fortress 2: "Friendship ends in one day" Demodier/Solman update coming!
Post by: Megaman on December 11, 2009, 12:12:12 am
I will just watch with my popcorn for now. THe snipers are the true winners,as many people will be demoman or soldier
Title: Re: Team Fortress 2: "Friendship ends in one day" Demodier/Solman update coming!
Post by: SHAD0Wdump on December 11, 2009, 12:21:24 am
While I'm on the job, those Demomen are going on the road to becoming slurry!
Title: Re: Team Fortress 2: "Friendship ends in one day" Demodier/Solman update coming!
Post by: Dr. Johbson on December 11, 2009, 12:43:29 am
Road slurry. This is confirmed.
Title: Re: Team Fortress 2: "Friendship ends in one day" Demodier/Solman update coming!
Post by: Cheeetar on December 11, 2009, 02:02:11 am
Whoever wins, I lose. I never play as soldier or demoman.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides, the war is on!
Post by: LASD on December 11, 2009, 03:48:39 am
Aaagh! I like both of them, what will I do? Will I fight for the "Demo is OP!" people to prevent him from getting a new weapon or will I fight for the better and funner character to win? Will I play with Demo which I'm better at, or Soldier which I have more hours on? Will I beat the other side to death with a shovel or tha bottle o' scrumpy?

The bottle it is! Soldiers, you might have twice the eyes, but after we cyclopses are done with you, there'll be ten of yours lying on the battleground for every one of ours!



Also, the release date is the 17th.
Title: Re: Team Fortress 2: The War Update coming! Choose your sides!
Post by: Siquo on December 11, 2009, 03:53:59 am
I will add my 2 eurocents: Soldier and Pyro are not newb classes.
Newb Pyros are easy to see:
They don't (or won't) douse your flames if you're on fire.
They run at the enemy full frontal (NO! Flank or come from behind, bottom, or from the top! Corners are your friend!).
They don't spycheck.
They don't stay near the sentries.

And a good soldier is really hard to play against. The demo is admittedly harder to play decently, but to play really well the soldier is harder.
Title: Re: Team Fortress 2: The War Update coming! Choose your sides!
Post by: Duke 2.0 on December 11, 2009, 05:21:55 am
 The soldier is much more dependent on rocket jumps to be really good. Sure demomen jump higher and farther, but the health lost in such stunts makes such jumps in combat useless. Soldiers actually can jump around to confuse their opponents without loosing too much.
Title: Re: Team Fortress 2: The War Update coming! Choose your sides!
Post by: Metalax on December 11, 2009, 05:43:29 am
Just checked out the server info page, and we managed to keep a game going for at least 14 hours yesterday. Nice work.

(http://i165.photobucket.com/albums/u44/metalax/101209serveractivity.jpg)

As for the WAR:

"Not one of yers gonna survive this"
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Volatar on December 11, 2009, 07:12:39 am
We are playing this morning. Them demo's are dying in droves. Keep it up soldiers!
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Giant Snowman on December 11, 2009, 11:26:19 am
Despite my fearless bombingruns and cornerstickies trickery I fear the soldiers are getting ahead of the demomen. I wonder if the intercom lady predicted this and has a weird surprise ready. Perhaps the bonus item is not all it's cracked up to be.

Also, I have more then doubled my playtime with the demoman today. I can't believe I left him at the sidelines for so long. If you're prepared you can climb the highest mountain!
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: umiman on December 11, 2009, 01:14:11 pm
Maybe I should switch to soldier and intentionally lose like 15,000 lives?
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Greiger on December 11, 2009, 01:21:29 pm
Bah I was playing demoman because everybody was playing soldier last night so that us wonderful soldiers would get some points.  But I didn't intentionally die, I fought back to the best of my limited demoman ability, I even woefully killed 12 soldiers doing so.

I even used stickytraps and other such evil demoman tactics.  I just usually got dissapointed when soldiers fell for them.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Dr. Johbson on December 11, 2009, 02:26:55 pm
109 demoman deaths at my hands thus far. Fighting the good fight!
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Servant Corps on December 11, 2009, 02:39:10 pm
Quote from: Kentucket
Even though this update is fun it is fracturing the community to some extent. I mean I'm finding people not helping out friendly soldiers if there engaged in battle with an enemy demo, (And Vice Versa) and freaking medics who have "declared allegiance" to one side and refusing to heal the other.

http://www.escapistmagazine.com/forums/read/7.160935

I don't get it. Aren't you guys supposed to be fighting for massive mega-corporations wanting to expand their franschies? Why are the BLU and RED corporations suddenly focusing on this stupid civil war between classes?
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: dragnar on December 11, 2009, 02:50:25 pm
Quote from: Kentucket
Even though this update is fun it is fracturing the community to some extent. I mean I'm finding people not helping out friendly soldiers if there engaged in battle with an enemy demo, (And Vice Versa) and freaking medics who have "declared allegiance" to one side and refusing to heal the other.

http://www.escapistmagazine.com/forums/read/7.160935

I don't get it. Aren't you guys supposed to be fighting for massive mega-corporations wanting to expand their franschies? Why are the BLU and RED corporations suddenly focusing on this stupid civil war between classes?
It appears there is some sort of conspiracy: the administrator(the announcer lady) seems to be working for BOTH sides.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Dr. Johbson on December 11, 2009, 02:56:21 pm
Plus its fun.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: ToonyMan on December 11, 2009, 03:01:15 pm
Where is WORKERDRONE?

SOLDIER RAEGGGGGGGGGGG

GO SOLDIERRRRRRRRRRRRR
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Eduren on December 11, 2009, 03:03:40 pm
Quote from: Kentucket
Even though this update is fun it is fracturing the community to some extent. I mean I'm finding people not helping out friendly soldiers if there engaged in battle with an enemy demo, (And Vice Versa) and freaking medics who have "declared allegiance" to one side and refusing to heal the other.
The same thing happened with Halos. It will all blow over in a week or two.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: ToonyMan on December 11, 2009, 03:06:04 pm
I've been thinking this over, and it's a win-win whether Solider gets the new weapon or not.

If Solider gets new weapon:
YEAH WE GOT NEW WERAPON, WE ARW BETTAT THAN UUUUU

If Solider doesn't get new weapon:
LOOK AT YOUR FACER, I I KILLED U EVEN WITH YER NEW GUNNN
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Volatar on December 11, 2009, 03:26:57 pm
Go Soldiers!  ;D :D
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Aldaris on December 11, 2009, 04:13:49 pm
The game at the DFC server was awesome. One team: All demo. Other team: All solly.
Then we started dicking around. It was glorious, and we made recordings.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: ToonyMan on December 11, 2009, 04:15:58 pm
The game at the DFC server was awesome. One team: All demo. Other team: All solly.
Then we started dicking around. It was glorious, and we made recordings.

As they say, to YouTube!
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Myroc on December 11, 2009, 04:17:21 pm
It appears there is some sort of conspiracy: the administrator(the announcer lady) seems to be working for BOTH sides.
Actually, when in BLU, i heard her say "Why have you betrayed me?", indicating that this may be untrue.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: dragnar on December 11, 2009, 04:34:31 pm
It appears there is some sort of conspiracy: the administrator(the announcer lady) seems to be working for BOTH sides.
Actually, when in BLU, i heard her say "Why have you betrayed me?", indicating that this may be untrue.
But according to the comic, she doesn't want the two teams finding out she announces for both of them.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Jakkarra on December 11, 2009, 04:48:27 pm
The Soldier is winning by 100 000 kills!

That's stilll minor due to them having almost 1.5 million each, but...
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: ToonyMan on December 11, 2009, 04:58:33 pm
When the first day comes, someone TELL ME IN THIS THREAD.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Nilocy on December 11, 2009, 05:00:04 pm
Ok, heres our games from TF2. Nicely done guys, kept the server full for a long time :D Heres the result of our photo op:

Spoiler (click to show/hide)

Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Metalax on December 11, 2009, 06:17:31 pm
It appears there is some sort of conspiracy: the administrator(the announcer lady) seems to be working for BOTH sides.
Actually, when in BLU, i heard her say "Why have you betrayed me?", indicating that this may be untrue.

Nope, she says the same when you are on red as well.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Jackrabbit on December 11, 2009, 07:14:12 pm
The 'talking about us' statement and why she's so worried it won't happen, and the fact she is definitely announcing for both sides in the comic suggests there's some sort of conspiracy going on and she is indeed working for both sides.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Jakkarra on December 11, 2009, 07:22:33 pm
Damn it.

I'm covering my face in the Photo! ( Middle Demo )
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Jackrabbit on December 11, 2009, 07:24:12 pm
Ha, you must feel so silly. Imagine, wearing the exact same clothes as ten other people. At least you had the sense to change hats.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Jakkarra on December 11, 2009, 07:31:03 pm
Indeed.

I always wear the Beret, it's just that damn cool! the only other demo with it on was Nilocy, and he took the picture!

We should really get nine of the most active serverites and pose for a team photo...

I CALL SPY!

( We could do several teams of nine, all with different hats if at all possible, to distinguish, it'd be fun, C'MON!)
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Jackrabbit on December 11, 2009, 07:32:13 pm
And you could all taunt!

That'd be so boss. It would be so boss hog.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Jakkarra on December 11, 2009, 07:39:34 pm
EXACTLY!

I vote jackrabbit onto my team of nine.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Jackrabbit on December 11, 2009, 07:42:04 pm
I can't run the game, my comps not good enough.

 :(
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Jakkarra on December 11, 2009, 07:45:04 pm
Jackrabbit?

Got any cash?

Nice, Cheap PCs (http://www.cyberpowerpc.com/)
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Jackrabbit on December 11, 2009, 07:53:07 pm
Call me back when I've got a job. I should be able to play late January, though, if I play my cards right and be all sneaky with cash.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Nilocy on December 11, 2009, 07:56:57 pm
Heh, I sent that photo to Robin Walker... he replied that he'll VAC ban us if we stay friends :(
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Jakkarra on December 11, 2009, 08:01:01 pm
Wait, what?
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: zchris13 on December 11, 2009, 08:06:35 pm
YER MORTAL ENEMIES.

STOP DICKING AROUND AND KILL EACH OTHER
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Jackrabbit on December 11, 2009, 08:10:01 pm
Valve has the greatest sense of humor.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Jakkarra on December 11, 2009, 08:11:55 pm
Ah!

I got a little confused there :P

God i love those craaaaaazy guys at valve. I would really love a job there...
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Sowelu on December 11, 2009, 08:53:59 pm
This is so awesome.  I love Valve.

I'm voting soldier (and barely helping out the cause), because I love playing against skilled soldiers, and I hate playing against skilled demomen.  I'm okay at dodging rockets, and shooting soldiers out of the sky, but I'm terrible at avoiding flying stickies.  Usually when I die to a soldier, it's because I didn't play as well as he did, and when I die to a demoman, it's because I had no way to dodge or see it coming.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Zai on December 11, 2009, 10:15:17 pm
Where's my daily update?
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Jakkarra on December 11, 2009, 10:28:25 pm
Since when can we shoot rockets out of the sky?

Also, i got over 100 points on a melee only round on our server just now!

Yay!                      (The next highest was nilocy, with around 40-50 points, i wasnt counting)
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Tradanbattlan on December 11, 2009, 10:37:50 pm
Argh, I'm impacting the Demo's chances more than I am helping it. I -really- need to play Soldier and die "accidentally" to demos
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Zai on December 11, 2009, 10:38:58 pm
Argh, I'm impacting the Demo's chances more than I am helping it. I -really- need to play Soldier and die "accidentally" to demos

That's anti-team.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: PTTG?? on December 11, 2009, 10:39:32 pm
If, for instance, you like playing as demoman a lot, and wanted to get the extra weapon, but where only an average or worse player, it would make sense for you to play as a soldier and TRY to get yourself killed by a demoman, and vice versa.

Which would lead to some bizarre servers, full of soldiers and demomen trying to die as much as possible.

Dang it, just got double-ninja'd.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: ToonyMan on December 11, 2009, 10:41:45 pm
Which would lead to some bizarre servers, full of soldiers and demomen trying to die as much as possible.

A server where everyone is trying to die by the enemy so nothing happens.  XD
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Zai on December 11, 2009, 10:42:44 pm
I still think they're going to pull a "Oh hey I didn't realize. We can actually give both weapons. Someone better get in here and get ready to be fired. Literally set on fire. Helps me relieve my stress. --Saxton Hale" once the week's over.

And where's my damn daily update?
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Nilocy on December 11, 2009, 10:46:39 pm
Donations people! Also, check the server stats. Full for 2 HOURS today!
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Jakkarra on December 11, 2009, 11:11:33 pm
We certainly are getting popular, my good sir.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Sowelu on December 11, 2009, 11:18:02 pm
If you are equally bad at soldier and demo, you can play your hardest as the one you don't like and still be benefiting yourself while not intentionally crippling your team (at least, not any more than you would by playing your normal class).

Or, you can play a class that's not part of the challenge, and attempt to wound your chosen targets for your favored class to finish them off.  Or, if you want to be the BEST player ever--play as a medic, and stick to your soldier buddy!
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Jakkarra on December 11, 2009, 11:27:35 pm
Have we thought about selling Ad space in the MoTD?

I hear there's some cash in that...
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Mr.Person on December 12, 2009, 12:51:01 am
You can try and get killed and have fun at the same time; just try and melee all your enemies.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Dr. Johbson on December 12, 2009, 04:51:35 am
http://www.teamfortress.com/propaganda/submit.php

Funness.

Favourite part.
Quote
"But wait! Against all the rules of contest creation, there is STILL MORE! Because even if you don’t win ANY of the prizes listed above, Gabe Newell might take a liking to your poster and AWARD SOME POINTS to the side of your choice in the Soldier/Demo War. Is this fair? No! Does Gabe care? Not even slightly!"
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Metalax on December 12, 2009, 05:05:47 am
Yeah just read that. Just had an idea I'm off to work on.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Aldaris on December 12, 2009, 05:12:21 am
Anyone uploaded last nights recording to youtube yet?

Spoiler: PROPAGANDA! (click to show/hide)
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Sowelu on December 12, 2009, 07:09:43 am
I love you, Aldaris.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Siquo on December 12, 2009, 07:23:03 am
Those are awesome.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Aldaris on December 12, 2009, 10:44:59 am
Just to make myself clear: I did not make them, I looted them off the Propaganda thread on the steam forums. Like one would loot the ammunition of a dead cyclops. A black, drunk, scottish cyclops.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: ToonyMan on December 12, 2009, 12:26:11 pm
Soldier is totally still wining.

GO SOLDIERRRRRR
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Someguyo on December 12, 2009, 01:43:54 pm
Spoiler (click to show/hide)

This is my work. I doubt it will win though :P
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: ToonyMan on December 12, 2009, 01:46:58 pm
Dave would be proud.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: PTTG?? on December 12, 2009, 05:18:17 pm
Finally got a chance to play. Loved it, you guys got a great server to play on, even if I have a ping in the mid 200s.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Duke 2.0 on December 12, 2009, 05:29:36 pm
 I have determined why I suck.
 I just turned on my FPS monitor while playing. The damn thing drops to a dead 10 fps every time I get close to somebody or bullets are being shot at me. As you can imagine, this makes it difficult to judge shots, where people are dodging to and how to backstab properly. Any advice on how to increase my FPS other than lowering the settings, or any non obvious settings in particular?
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: ToonyMan on December 12, 2009, 05:31:22 pm
Lower the resolution.
I play on 640x480 all the time, it's mad fast for my 3 year old computer.

EDIT:

RAEG

WorkerDrone is like those grandpa's that force you to watch a long, boring movie with them and then fall asleep five minutes in.

[DFC] WorkerDrone: TOONYMAN.
[DFC] WorkerDrone: SERVER.
[DFC] WorkerDrone: NOW.
[DFC] WorkerDrone: I NEED TO BLOW YOU UP
[DFC] ToonyMan: Oh.
[DFC] ToonyMan: Alright.
[DFC] ToonyMan: I'll be demo.
[DFC] WorkerDrone: Okay.
[DFC] WorkerDrone: I'll be soldier.
[DFC] ToonyMan: >:[
[DFC] WorkerDrone: :D
[DFC] WorkerDrone is now playing Team Fortress 2. Click here to join.
[DFC] WorkerDrone is now playing Team Fortress 2. Click here to join.
[DFC] WorkerDrone is now Offline.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: umiman on December 12, 2009, 05:51:24 pm
That's a very good analogy. It does seem to fit very well.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Sowelu on December 12, 2009, 07:29:11 pm
Lower the resolution.
I play on 640x480 all the time, it's mad fast for my 3 year old computer.

Seconded.  So many people are obsessed with high res.  Speed is WAY better than high res.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Volatar on December 12, 2009, 07:46:37 pm
Lower the resolution.
I play on 640x480 all the time, it's mad fast for my 3 year old computer.

Seconded.  So many people are obsessed with high res.  Speed is WAY better than high res.

I have the benefit of both  ;D
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Zai on December 12, 2009, 07:55:15 pm
I have the benefit of both  ;D

But you have the detriment of EXTREME COWARD.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: PTTG?? on December 12, 2009, 08:17:00 pm
I'm lucky enough to have a fantastically powerful computer and thus get all kinds of wonderful graphics. However, I have a little cell-phone antenna internet connection and have to share the connection with everybody else. It's like a nuclear-powered submarine with a twelve-foot snorkel for air.

On annother note, can anyone hear me when I use the mic? I've always had trouble getting the levels on it to work properly.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Zai on December 12, 2009, 08:24:58 pm
I'm lucky enough to have a fantastically powerful computer and thus get all kinds of wonderful graphics. However, I have a little cell-phone antenna internet connection and have to share the connection with everybody else. It's like a nuclear-powered submarine with a twelve-foot snorkel for air.

On annother note, can anyone hear me when I use the mic? I've always had trouble getting the levels on it to work properly.

You were saying you should get a mic when I was on. So I wouldn't know. =X

I should probably buy another mic as well; see if it's my audio card that won't recognize a mic (pretty sure that's it), or if the mic I have is just complete crap. I meant to test this with my laptop that has a mic built in (as in, I already know its audio card is fine and dandy), but before I got around to it, the laptop was...compromised. I need to wipe it and reload XP on it.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: umiman on December 12, 2009, 08:50:36 pm
I have a large monitor, a good card to run the game at 1680 x 1050, and decent fps.

The only thing I don't have is good ping (200+) on the DFC server, hahaha. Still doesn't stop me from getting top scores though.

Zai: I think audio cards that don't support mikes haven't been built in... 20 years.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Thexor on December 12, 2009, 09:09:51 pm
On annother note, can anyone hear me when I use the mic? I've always had trouble getting the levels on it to work properly.

Try putting "voice_loopback 1" into the console - it'll let you hear your own voice. It's disorientating, but at least it provides accurate results (unlike that silly mike test thingy). Once you've got an acceptable volume, turn it off with "voice_loopback 0" and you're good to go!
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Zai on December 12, 2009, 09:59:26 pm
Zai: I think audio cards that don't support mikes haven't been built in... 20 years.

Nono. It "supports" them. It just doesn't recognize when I plug mine in.

Oh. And apologies to PTTG for possibly ruining his fun by constantly backstabbing him when he made it almost to the cart as Heavy every time. Wasted several minutes doing that.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Tradanbattlan on December 12, 2009, 10:00:59 pm
I have a similar problem. My PC detects the Mic, says it's prepped to go, but the mic doesnt do anything.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Metalax on December 12, 2009, 10:10:34 pm
On annother note, can anyone hear me when I use the mic? I've always had trouble getting the levels on it to work properly.

I was able to hear you fine while we were playing so it looks like it's working.


Good games tonight after I got back from the pub. With a couple of excessively good random snipers for a while.(and yes I checked then out, they weren't aim-boting as some thought afaict, they were missing far to often for that)
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Zai on December 12, 2009, 10:15:28 pm
(and yes I checked then out, they weren't aim-boting as some thought afaict, they were missing far to often for that)

Jakkarra just likes to yell HAX0RZ!!!!
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Metalax on December 12, 2009, 10:21:51 pm
Yeah ;-) but to be fair they were much better than the normal randoms we get coming along to the server. Certainly enough to warrant checking them out.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Zai on December 12, 2009, 11:01:52 pm
So we get crafting (http://www.teamfortress.com/crafting/) in the next update.

When the hell are they going to reveal my new weapons? ;_;
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: umiman on December 12, 2009, 11:02:12 pm
CRAFTING CRAFTING CRAFTING CRAFTING CRAFTING CRAFTING CRAFTING CRAFTING
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: PTTG?? on December 12, 2009, 11:20:36 pm
CRAFTING CRAFTING CRAFTING CRAFTING CRAFTING CRAFTING CRAFTING CRAFTING
I concur. I concur. I concur. I concur. I concur. I concur. I concur. I concur.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Eduren on December 12, 2009, 11:21:55 pm
So we get crafting (http://www.teamfortress.com/crafting/) in the next update.

When the hell are they going to reveal my new weapons? ;_;
And more Saxton Hale (http://www.teamfortress.com/war/saxtonhale/).

and a hidden page (http://www.teamfortress.com/war/saxtonhale/poopyjoe.htm).
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Jackrabbit on December 12, 2009, 11:24:46 pm
WOOOOO HALE.

My heart stopped. Before I started reading. Then is started again because I just couldn't miss out on the awesomeness.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Zai on December 12, 2009, 11:28:19 pm
So we get crafting (http://www.teamfortress.com/crafting/) in the next update.

When the hell are they going to reveal my new weapons? ;_;
And more Saxton Hale (http://www.teamfortress.com/war/saxtonhale/).

and a hidden page (http://www.teamfortress.com/war/saxtonhale/poopyjoe.htm).

Actually, a vague (and likely not completed) model of Hale is on the Crafting page.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: SHAD0Wdump on December 12, 2009, 11:40:09 pm
I'm totally gonna take a sanvich, bonk!, and jarate, and cram them all together first chance I get!
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Tradanbattlan on December 12, 2009, 11:41:51 pm
You will make an ENERGY PISSVICH
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Pandarsenic on December 13, 2009, 12:04:34 am
THEY WILL NEVER

EVER

TAKE MY KRITZKRIEG COLLECTION
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: dragnar on December 13, 2009, 12:06:25 am
Aww, I throw away duplicates...
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Jackrabbit on December 13, 2009, 12:08:31 am
You will make an ENERGY PISSVICH

This is the greatest thing I have ever heard ever.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: SHAD0Wdump on December 13, 2009, 12:19:39 am
You will make an ENERGY PISSVICH

This is the greatest thing I have ever heard ever.
And it's MINE! >:O
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Zai on December 13, 2009, 12:26:47 am
Aww, I throw away duplicates...

Same.

NOT ANYMORE.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: umiman on December 13, 2009, 12:45:15 am
I stopped by some achievement servers and saw the admins there making the kill counter go crazy. One guy had 22,000 soldier kills. Maybe it might balance out the ratio again.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Cheeetar on December 13, 2009, 12:47:07 am
I hope that the achievement servers are stopped, because an artificial win would be extremely annoying.

And by stopped, I mean that the kills from the server aren't recorded.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: PTTG?? on December 13, 2009, 01:09:23 am
Oh, someone needed a dispenser while I was on... I thought this (http://www.newgrounds.com/portal/view/458218) might help.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Giant Snowman on December 13, 2009, 01:10:28 am
I wish I could filter those servers off my list. Too bad it doesn't let you filter for names.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Mr.Person on December 13, 2009, 04:02:17 am
I hope there's some crafting using the Ghastly Gibus. I would love to be able to transform the Gibus into a different hat. Since I have 2 of them, I could craft the bugger and still keep a Gibus for general wearing.

Several ideas:

Bonk Helmet + Jarate = Jarate Helmet

Sandvich + Sandvich + Sandvich + Sanvich + Sandvich + Blutsauger = Syringwich Gun

Bill's Hat + Gentle Mann's Service Medal = M1 Garand

Ghastly Gibus + Jarate = Golden Top Hat

Jarate + Bonk! + Sandvich = Full English

Backburner + Razorback = Razorbackburner (Shield that makes the Sniper unable to light on fire and take half damage from flame attacks)

Bill's Hat + Blutsauger = PILLS PILLS PILLS PILLS

Killing Gloves of Boxing + Fingerless Chicken Glove = Fingerless Glove of Chicken Killing

Jarate + Sandman = Jar-Batty

Axetinguisher + Ubersaw = Rock Hero the Guitar Band (A guitar as a melee weapon for the engineer. Can't upgrade or repair structures, but can play it to buff nearby teamates somehow)

I bet Valve screws up big time and only includes crap.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: umiman on December 13, 2009, 04:53:36 am
Crafting doesn't give you new items. It only gives you items that already exist.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Metalax on December 13, 2009, 06:03:11 am
So we get crafting (http://www.teamfortress.com/crafting/) in the next update.

And of course this happens the day after I cleared my inventory of duplicate weapons. Have to see if you can make anything from vast quantities of sandvith's and jarate.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: LASD on December 13, 2009, 06:43:05 am
So we get crafting (http://www.teamfortress.com/crafting/) in the next update.

And of course this happens the day after I cleared my inventory of duplicate weapons. Have to see if you can make anything from vast quantities of sandvith's and jarate.
Yeah, it isn't that long ago when I purged my whole inventory of all duplicates. I got annoyed of having to scroll to change to the weapon I want. Since then I've found 9 weapons, but It would've been a lot more fun to have 50 things to work on.

Crafting seems cool though and my "Yaaaay!" after every weapon I find will be a lot less ironic from this day onwards.

Crafting doesn't give you new items. It only gives you items that already exist.
However you can craft the new unlocks for solly and demo before reaching the milestones.

Also, I wonder if hat-crafting is just changing hats to other hats or if combining 12 Jarates will give you a Master's Yellow Belt.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Metalax on December 13, 2009, 07:15:00 am
The scrolling was why I got into the habit of periodically deleting them as well. But I believe that it was fixed in a recent patch to only show one item, which has multiple copies, while equipping.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Sowelu on December 13, 2009, 08:40:36 am
So we get crafting (http://www.teamfortress.com/crafting/) in the next update.

When the hell are they going to reveal my new weapons? ;_;

I suspect they already have, in the secret page.  The secret page mentions items associated with the monkey that died horribly on the launch pad.  The items in the comic that were going to be delivered to the Administrator were the items left over from the failed monkey-launch.

Consider.  GIANT SWORD.  The Demoman is a Scotsman, and what would a Scotsman be without his Claymore?  The picture could be a Claymore.  And Claymore originally meant "GIANT SWORD" in Gaelic.  So, uh...case closed, in my book.  Then again I never thought Jarate would make it into the game.

The pickaxe...well, the soldier already gets a shovel, which is also a digging tool.  Meh, it's not the strongest proof in the world.

The bugle:  Lets you "launch another monkey into space".  Well, currently there's no way to rocketjump/grenadejump your allies.  I can imagine that being able to push your teammates around would be a griefer's paradise.  But it would also be a pretty awesome tool, to be able to blast a friendly sniper up to a secluded ledge.  Or launch a friendly engineer to a place that even creative teleporting can't get him.  I could imagine either character, maybe more likely the soldier, getting a new primary weapon nicknamed "the bugle".

Okay, so only the GIANT SWORD really makes sense.  But at this point I would be surprised if the Demoman didn't get the GIANT SWORD.  Would it replace the bottle, giving him a slow but immensely powerful weapon?  Would it replace the sticky launcher, giving him power at the expense of versatility?  Or could it grant him speed instead of extra melee power, because if there's one thing you imagine when you think of Scotsmen, it's kilt-clad men charging downhill at you?
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Duke 2.0 on December 13, 2009, 08:48:04 am
 Considering the last object is a very patriotic commemorative plate with an explosion on it, I'm thinking the Demoman will get the bugle and the soldier will get whatever the plate is.
 Then again... (http://www.halolz.com/wp-content/uploads/2009/11/halolz-dot-com-teamfortress2-soldierupdate-screamingeagles.jpg)
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Sowelu on December 13, 2009, 08:50:46 am
Oh my god.

I can TOTALLY imagine that as a real, actual Valve update.

That shows how awesome both the artist AND Valve are.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Pandarsenic on December 13, 2009, 09:45:51 am
Oh lord.

A bugle that lets you call in MONKEY-BASED AIR STRIKES.

WANT.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Myroc on December 13, 2009, 10:23:57 am
Consider.  GIANT SWORD.  The Demoman is a Scotsman, and what would a Scotsman be without his Claymore?  The picture could be a Claymore.  And Claymore originally meant "GIANT SWORD" in Gaelic.  So, uh...case closed, in my book.  Then again I never thought Jarate would make it into the game.
Also: There's a kind of explosive called "Claymore", i believe.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Osmosis Jones on December 13, 2009, 10:31:22 am
Regarding the solly melee weapon, take a look on the crafting page. There's a picture of a trenching shovel. Since regular weapons don't show up in your backpack, Im thinking that might be a new weapon.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Sowelu on December 13, 2009, 10:34:51 am
Oooh!  Sneaky find!

As for the claymore mines / claymore sword, yeah, it's a pun that could go either way.  On one hand you have a simple mine that is in-theme, with a name that's kind of a pun on his being a scotsman.  On the other hand, it's a SWORD, how much sense does that make in this game?  My vote is still for the sword.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Greiger on December 13, 2009, 10:58:43 am
Well the claymore claims to be American.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: SHAD0Wdump on December 13, 2009, 12:03:00 pm
Oooh!  Sneaky find!

As for the claymore mines / claymore sword, yeah, it's a pun that could go either way.  On one hand you have a simple mine that is in-theme, with a name that's kind of a pun on his being a scotsman.  On the other hand, it's a SWORD, how much sense does that make in this game?  My vote is still for the sword.
On the other hand you could have a Claymore sword with a Claymore explosive duct taped to it...
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Sowelu on December 13, 2009, 12:42:05 pm
Oooh!  Sneaky find!

As for the claymore mines / claymore sword, yeah, it's a pun that could go either way.  On one hand you have a simple mine that is in-theme, with a name that's kind of a pun on his being a scotsman.  On the other hand, it's a SWORD, how much sense does that make in this game?  My vote is still for the sword.
On the other hand you could have a Claymore sword with a Claymore explosive duct taped to it...

And the Claymore explosive shoots swords!
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: SHAD0Wdump on December 13, 2009, 01:27:37 pm
Oooh!  Sneaky find!

As for the claymore mines / claymore sword, yeah, it's a pun that could go either way.  On one hand you have a simple mine that is in-theme, with a name that's kind of a pun on his being a scotsman.  On the other hand, it's a SWORD, how much sense does that make in this game?  My vote is still for the sword.
On the other hand you could have a Claymore sword with a Claymore explosive duct taped to it...

And the Claymore explosive shoots swords!
I was being serious. ;)
http://forums.steampowered.com/forums/showthread.php?t=899718
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Giant Snowman on December 13, 2009, 01:29:09 pm
Maybe 2 razorbacks together will craft a super backpack you can trap other players in so they have to restart TF2 to continue playing.
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Tradanbattlan on December 13, 2009, 02:15:03 pm
Maybe 2 razorbacks together will craft a super backpack you can trap other players in so they have to restart TF2 to continue playing.
No, silly. It would make a shock trap the zaps whoever walks through. :3
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Aldaris on December 13, 2009, 03:59:37 pm
Has ANYBODY uploaded Friday's recordings yet? Anyone?
Title: Re: Team Fortress 2: The WAR! Update coming! Choose your sides!
Post by: Nilocy on December 13, 2009, 06:37:30 pm
Has ANYBODY uploaded Friday's recordings yet? Anyone?

I don't think so, I'll get on the guys tail who did... that patrick man.

Edit: http://www.youtube.com/watch?v=ZrEXx8DxsSI
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: Eduren on December 15, 2009, 01:21:04 am
Aaaaaaand, the demo gets a sword.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: SHAD0Wdump on December 15, 2009, 01:43:27 am
Pure bad-assery...

Although I have to say the shield threw me off.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: Sowelu on December 15, 2009, 01:44:19 am
Not only a sword but a shield that gives 65% blast damage resistance, AND the ability to charge and essentially crit at will with melee weapons.  Oh man.  Demo = hardcore Soldier counter.

I HAVE NEVER BEEN SO PROUD OF MY SCOTTISH HERITAGE THAN TODAY.

Also, the demoman's CANONICAL name is Tavish Degroot.  Awesomesauce.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: SHAD0Wdump on December 15, 2009, 01:50:44 am
Not only a sword but a shield that gives 65% blast damage resistance, AND the ability to charge and essentially crit at will with ranged weapons.  Oh man.  Demo = hardcore Soldier counter.
Uh... what?

And don't get yer hopes up... *rocket jumps onto a street lamp*
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: Sowelu on December 15, 2009, 01:51:29 am
Yeah, that was a typo.  Melee weapons.  :x

But still.  Holy cow.  Demo is now a counter to the Pyro, too.  Yeah, sure, just TRY me in melee.

/has now changed sides from Soldier to Demo.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: A_Fey_Dwarf on December 15, 2009, 04:02:42 am
Wow that was an awesome update, also in the last comic page there are three crates, one is half covered with sco.... res... This would appear to be a hint at the primary weapon update. Any ideas on what it could be?
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: Dr. Johbson on December 15, 2009, 04:13:04 am
Scout Resin. Scottish Resolution. Scone Result.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: A_Fey_Dwarf on December 15, 2009, 04:24:13 am
I don't think the first word would be Scottish, Scotsman's or anything to do with Scotland it just doesn't sound right and is too obvious. It will probably be something explosive and grenady, I'm hoping for a mortar type weapon that relies on teammates spotting targets with a voice command like the medic button, and you can supply indirect fire. Would be useless if enemies get close or in indoor levels but great for maps like goldrush. I have no idea how this would fit into the sco... res... line though.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: Eduren on December 15, 2009, 04:39:50 am
I'm hoping for a mortar type weapon that relies on teammates spotting targets with a voice command like the medic button, and you can supply indirect fire.
I hope not.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: dragnar on December 15, 2009, 04:52:29 am
I'm hoping for a mortar type weapon that relies on teammates spotting targets with a voice command like the medic button, and you can supply indirect fire.
I hope not.
Yeah, that would be really overpowered on some maps: one spy could blow up half the enemy team without even uncloaking. Plus it really doesn't fit the theme of the game.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: A_Fey_Dwarf on December 15, 2009, 05:03:43 am
Well it would have to require more skill then spot then fire. Say the voice command gives the demo man cordinates of targets, the demoman using the mortor would have to set the mortor up to these coordinates and use the right amount of power and angle. Though you are right this doesn't fit the theme.
Maybe a grenade launcher that has it's bullets explode on contact hit with anything rather than bounce around. Have the rounds much heavier so they arc more reload slower and do more damage. This would full my mortary needs.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: Dr. Johbson on December 15, 2009, 05:10:10 am
Scooter Resting. Scorpion Rescue. Scowling Resume. Or, Sco Res. Scores. Whatever that means. Damn I need more sleep and also need to think about TF2 less.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: Giant Snowman on December 15, 2009, 06:08:56 am
Bringing a sword to a gunfight sounds like fun, but I'm not sure I would sacrifice the stickybomb launcher. I always use stickybombs and only switch to pipebombs as a last resort or when I'm very (over)confident I've got a good shot.

However, this shield sounds like an excellent weapon for charging soldiers. With the resistance to explosives it's going to take more then 4 rockets to keep us out of melee range. And with the flame protection those pansy soldiers will be running back to the heavy for cover like little mama's boys.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: Nilocy on December 15, 2009, 07:29:21 am
You guys have no idea what makes a true scotsman, wait if you get this sword then you will. He also needs a kilt of POWER.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: umiman on December 15, 2009, 08:24:43 am
Hmm... berserker sword and shield...

I might switch primary class...
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: Greiger on December 15, 2009, 08:50:13 am
Soldier is unbeatable! It will take more than a damned sword to beat us!

...But... sword.... I want a sword... why can't I have a sword...  Bah! I bet the soldier weapon is a bigger sword!  With spikes that shoot swords! That fire sword beams when you have all your hearts! And turns into a giant eagle when you push a button so you could fly around raining rockets!  That's the ticket!
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: Duke 2.0 on December 15, 2009, 08:58:50 am
Soldier is unbeatable! It will take more than a damned sword to beat us!

...But... sword.... I want a sword... why can't I have a sword...  Bah! I bet the soldier weapon is a bigger eagle!  With spikes that shoot eagles! That fire eagle beams when you have all your hearts! And turns into a giant sword when you push a button so you could fly around raining eagles!  That's the ticket!
Now you know my hopes and dreams for the soldier update.

 Too bad the items are all released at once and thus nobody can actually use the demoman weapon to increase the kill-count.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: umiman on December 15, 2009, 09:03:49 am
Maybe the soldier gets a chainsaw. Rocket launcher. Chainsaw rocket launcher.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: PTTG?? on December 15, 2009, 10:57:44 am
Daaaang it.

Valve has become the collective master of dramatic pacing and timing; more than any other development group, they know how to make an update cycle into a carefully balanced rollercoaster ride of excitement. I'm pretty much certain that the Demo is going to take the lead for a while- and then the soldier's going to get a modified machine gun or something, and the balance will shift again.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: ToonyMan on December 15, 2009, 12:48:24 pm
Awesome.  I totally love Demomen 100 times more.

Too bad Soldier is my man.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: dragnar on December 15, 2009, 01:21:32 pm
Soldier is unbeatable! It will take more than a damned sword to beat us!

...But... sword.... I want a sword... why can't I have a sword...  Bah! I bet the soldier weapon is a bigger sword!  With spikes that shoot swords! That fire sword beams when you have all your hearts! And turns into a giant eagle when you push a button so you could fly around raining rockets!  That's the ticket!
This plan brought to you by: Fighter McWarrior

Edit:
Quote
The Chargin’ Targe solves a centuries-old Scottish riddle, which is that shields exist. True, the shield might block the occasional sword blow. However, they are essentially weapons to be used for hiding behind, and this is a concept the average Scotsman does not understand. “If I were to pick up this cowering-plate, I would have to put down my second sword.”
And now I want to duel-wield eyelanders...
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: KaelGotDwarves on December 15, 2009, 03:16:19 pm
Well played TF2 team, well played.

Now when are the rest of the "Meet the...___________" going to come out?
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: Volatar on December 15, 2009, 03:24:28 pm
Now when are the rest of the "Meet the...___________" going to come out?

Only the Medic and Pyro are left.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: Soulwynd on December 15, 2009, 03:37:01 pm
(http://img.photobucket.com/albums/v68/soulwind/screenshots/sniper-war-finished.jpg)
My war poster submission.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: PTTG?? on December 15, 2009, 03:40:08 pm
I've got three posters... though they aren't exactly lovely works like Soulwynds, I had fun making them in garry's mod.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: Zai on December 15, 2009, 05:40:48 pm
Maybe the soldier gets a chainsaw. Rocket launcher. Chainsaw rocket launcher.

Do want.

And now I want to duel-wield eyelanders...

Ah, but you can! The unknown third weapon is...ANOTHER SWORD!!!

But really. These 2 weapons don't really fit in with the demolition man. The 3rd better or damn it, I'm seriously going to play demo to help it get the 4th weapon that will be demo-related (I've been half-heartedly playing Demo to provide easy kills for opposing Soldiers). However, it does tie in with his Scottish heritage.

But I'm excited for the Demo's new stuff regardless. I'll definitely be playing Demo more. This has to be the most playstyle-affecting class update yet. I'm eager to see the 3rd Demo weapon and all the Soldier weapons.

And I still think both Soldier and Demo will get a 4th weapon. This will likely be due to Soldier and Demo killing each other at the same time in the story. Or neither will get it, because the power of friendship overpowers their competition.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: Tradanbattlan on December 15, 2009, 05:51:04 pm
Currently, the Demoman isn't the most useful guy on the front lines. I'm betting Valve made the Eyelander and the Chargin' Targe to give him the extra kick he needs for offense.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: dragnar on December 15, 2009, 05:57:23 pm
Currently, the Demoman isn't the most useful guy on the front lines. I'm betting Valve made the Eyelander and the Chargin' Targe to give him the extra kick he needs for offense.
He is a defense class(not that I'm complaining mind you).

It wouldn't surprise me if they release an extra weapon for ALL the classes before long, otherwise people will complain that the demo/soldier have more weapons than them.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: Soulwynd on December 15, 2009, 06:15:41 pm
people will complain
Fixed.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: ToonyMan on December 15, 2009, 06:18:29 pm
I don't care about no label for classes.

Defend as scouts!  Attack as engineers!  It's all useful!
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: Duke 2.0 on December 15, 2009, 06:25:39 pm
I don't care about no label for classes.

Defend as scouts!  Attack as engineers!  It's all useful!
Surprisingly yes. Defense scouts can do hell, and you need engineers to make forward bases.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: Jakkarra on December 15, 2009, 06:31:27 pm
I killed a soldier and a demo with just my pistol and shotgun on the server earlier.

I was TRYING to build my Sneak-Teleporter, got it up, and then ported through it to try to be a sneaky git and build it even further in, got too cocky, and those guys saw me.

Blasted the solly with my pistol untill i remembered i owned a shotgun, all while they were both firin' at me, and blew them both away.

I then proceeded to get UBERSAW'D before i could get my 'porter up.

It was hilarious all the same, i think they may have been Nubs.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: SHAD0Wdump on December 15, 2009, 06:35:13 pm
I don't care about no label for classes.

Defend as scouts!  Attack as engineers!  It's all useful!
Assault engineers: Placing 99 cent store sentries in places you thought were safe.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: Jakkarra on December 15, 2009, 06:52:06 pm
You have an account on the steam forums.

I just saw a post done by you.

SHadow.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: SHAD0Wdump on December 15, 2009, 06:57:05 pm
dump.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: Jakkarra on December 15, 2009, 06:59:21 pm
-Banump.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: Zai on December 15, 2009, 09:17:00 pm
Currently, the Demoman isn't the most useful guy on the front lines. I'm betting Valve made the Eyelander and the Chargin' Targe to give him the extra kick he needs for offense.
That's how the Sniper update was too. The Huntsman doesn't have as long of a reload time (that I can tell at least) (and also doesn't have the scope, though that's seemingly compensated by being more forgiving in regards to headshots compared to unscoped rifle), allowing for quicker firing when it's necessary on offense (and defense), and Jarate made it more of a team-player (unlike on 2Fort a lot of the time, where Snipers will just kill other Snipers, ignoring the needs of their team), making Sniper more useful when it comes to team charges.

I really want to see the remaining weapons. Valve really does know how to make the TF2 updates suspenseful and exciting.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: Sowelu on December 15, 2009, 09:36:35 pm
They might not fit the theme of "demolitions man", but the community has REALLY latched onto the TF2 mythos.  To the point where it's almost like there's two demomen out there:  One who blows things up, and the other who is DRUNK SCOTTISH GUY who beats you up with a bottle.  This update made the second one viable!  Or something.

Eyelander looks good on offense and defense because, hey, pyro is good on defense too.  You lurk around a corner, and bam.

Really though, it just looks more FUN to play against an Eyelander demo, and the class is still absurdly skill-based.  Against a demo noob who can't hit you with grenades/stickies anyway, you'll kill him a little easier because he starts out with less life.  Against a very skilled one, he'll have tons of life and speed...but at least he can't stickybomb your sentry or air-burst you, which is a huge comfort to me.

My personal guess is that the third weapon IS a different melee/secondary, because really, the grenade launcher is a little too perfect of a weapon.  I mean, if you take a demoman and get rid of his stickies, he's still got his primary 'nades and he still feels at lieast a little bit like the same class.  If you take away his grenades though, it's a real big change.  It could be another moderate change like the other classes get--I dunno, maybe grenades that detonate on impact with the ground instead of bouncing or have less damage more blast area--but, eh.

I'm hoping that the demoman's fourth weapon, if he gets it, turns out to be a detpack like in TFC...
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: Zai on December 15, 2009, 10:26:26 pm
I'm hoping that the demoman's fourth weapon, if he gets it, turns out to be a detpack like in TFC...

At first I thought you misspelled "jetpack", and I was gonna say that Soldier deserves a Jetpack more than the Demo (which he does to shoot SCREAMING EAGLES at people), but then I realized what you meant.

[EDIT:] SEMI-UPDATE FOR SOLDIER (http://www.teamfortress.com/soldierupdate/index.htm).
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: umiman on December 15, 2009, 11:02:19 pm
Heh, I have no problem dodging arrows, I'm not going to have a problem dodging that silly thing. I hope...

Edit: This guy (http://forums.steampowered.com/forums/showthread.php?t=1067002) makes a lot of sense.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: Zai on December 15, 2009, 11:26:00 pm
Edit: This guy (http://forums.steampowered.com/forums/showthread.php?t=1067002) makes a lot of sense.
Oh god don't get my hopes up.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: SHAD0Wdump on December 15, 2009, 11:33:57 pm
I actually think a three way update is plausible. If Valve delays the update an additional week, they can release it on Christmas eve.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: Megaman on December 15, 2009, 11:40:16 pm
*raises his wrench* THE EXPLOSIVE DEATH WILL EEENNNNNDDDDD!
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: KaelGotDwarves on December 15, 2009, 11:52:03 pm
It's a rocket sniper rifle :P
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: PTTG?? on December 15, 2009, 11:59:22 pm
No, no it's the HEAVY that's the Jetpack! (http://www.youtube.com/watch?v=JqDo0Y0GYJI)

Keep that in mind.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: Jakkarra on December 16, 2009, 02:24:19 am
Holy crap, the soldier got what people have been asking for.

The The Direct Hit (http://www.teamfortress.com/soldierupdate/index.htm#item_1).
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: Dr. Johbson on December 16, 2009, 02:26:13 am
Indeed, awesome.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: Jakkarra on December 16, 2009, 02:27:11 am
This things is going to be brilliant, i just need to avoid a direct hit now, no more splash damage givin' me away!
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: Giant Snowman on December 16, 2009, 02:29:07 am
That's how the Sniper update was too. The Huntsman doesn't have as long of a reload time (that I can tell at least) (and also doesn't have the scope, though that's seemingly compensated by being more forgiving in regards to headshots compared to unscoped rifle), allowing for quicker firing when it's necessary on offense (and defense), and Jarate made it more of a team-player (unlike on 2Fort a lot of the time, where Snipers will just kill other Snipers, ignoring the needs of their team), making Sniper more useful when it comes to team charges.
They also wanted to give other players more of a chance to spot, dodge and counterattack snipers. They provided incentives for snipers to get closer, including the advantage being able to charge your shots without a fisheye scope gives against spies and scouts at close range.

Stickies, like long-ranged headshots, often don't give other players much chance to respond. The only way to make sure you don't get insta-gibbed by a bunch of stickies around the corner is to make a target out of yourself by carefully checking every doorway. The shield provides incentives to charge at the enemy instead of camping around a corner.

Or it could be the other way around and during testing demoman would plant a bunch of stickies and stand at a distance waiting with the shield out to protect themselves from flares and rockets.

Also, would soldiers with that new rocketlauncher have more trouble taking out scouts?
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: Jakkarra on December 16, 2009, 02:30:20 am
Oh...

Zai already mentioned the new rocket launcher...
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: chaoticag on December 16, 2009, 03:19:57 am
Scooter Resting. Scorpion Rescue. Scowling Resume. Or, Sco Res. Scores. Whatever that means. Damn I need more sleep and also need to think about TF2 less.
Actually, there was a scorpion launcher in Turok II that my brother used to constantly kill me with when playing a monkey mode. Too big of a coincidence to pass up posting.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: A_Fey_Dwarf on December 16, 2009, 03:49:21 am
Yeah I'm betting the first name of the demo's new weapon will begin with scorpion or some play on the word. The scorpion was also a Greek Roman ballista and another name for a scourge.
Title: Re: Team Fortress 2: The WAR! Update! Direct Hit for Soldier!
Post by: Metalax on December 16, 2009, 04:22:55 am
Free weekend is on again from this Thursday, so get all your non-TF2 owning friends to come try it out.
Title: Re: Team Fortress 2: The WAR! Update! Direct Hit for Soldier!
Post by: Duke 2.0 on December 16, 2009, 05:02:03 am
 I'm going to like this. Although it will make soldiers who can already take out people in two hits even more of gods on the battlefield. Unless the reduced splash range makes the knockback less and thus prevents people from being launched in the air so the soldier can hit you again with no chance of retaliation, this might get overpowered.

 CUVILIAN!
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: Cheeetar on December 16, 2009, 06:27:19 am
Heh, I have no problem dodging arrows, I'm not going to have a problem dodging that silly thing. I hope...

Edit: This guy (http://forums.steampowered.com/forums/showthread.php?t=1067002) makes a lot of sense.

Or (http://forums.steampowered.com/forums/showthread.php?t=1067040)

"I will put my boot so far up your ass it will be on the news"
in the comic.
With the newspaper having a boot print on it.



Edit:Spelling/grammar stuff up
Title: Re: Team Fortress 2: The WAR today: Direct Hit for Soldier and free weekend preload!
Post by: Nilocy on December 16, 2009, 10:31:07 am
Do you think the soldiers name is a reference to Josh Whedons Firefly? The manliest character having a girls name?
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: dragnar on December 16, 2009, 11:20:01 am
Edit: This guy (http://forums.steampowered.com/forums/showthread.php?t=1067002) makes a lot of sense.
There's also the newspaper for the crafting update: "Will science end the war?" with a picture of the engineer, who has apparently proclaimed himself to be "science".

Maybe the crafting system will be released, and the soldier/demoman will just build themselves new weapons instead of fighting for them.
Title: Re: Team Fortress 2: The WAR today: Direct Hit for Soldier and free weekend preload!
Post by: Duke 2.0 on December 16, 2009, 11:29:24 am
Do you think the soldiers name is a reference to Josh Whedons Firefly? The manliest character having a girls name?
John Doe is used as a placeholder for a male name that is unknown damn near everywhere.
Title: Re: Team Fortress 2: The WAR today: Direct Hit for Soldier and free weekend preload!
Post by: Greiger on December 16, 2009, 11:29:44 am
damn ninjad
Title: Re: Team Fortress 2: The WAR today: Direct Hit for Soldier and free weekend preload!
Post by: chaoticag on December 16, 2009, 11:33:18 am
Do you think the soldiers name is a reference to Josh Whedons Firefly? The manliest character having a girls name?
John Doe is used as a placeholder for a male name that is unknown damn near everywhere.
You missed the point though, the door said "Jane Doe".
Title: Re: Team Fortress 2: The WAR today: Direct Hit for Soldier and free weekend preload!
Post by: Jakkarra on December 16, 2009, 11:35:38 am
And with the soldier being the soldier, he used the female version.

Though using one of the less common ones would have been funny though, i believe John and Jane Roe are used as well, as are a couple others.
Title: Re: Team Fortress 2: The WAR today: Direct Hit for Soldier and free weekend preload!
Post by: Aldaris on December 16, 2009, 03:41:51 pm
I guess every language has one of those. (Dutch: Jan de Vries)
Title: Re: Team Fortress 2: The WAR today: Direct Hit for Soldier and free weekend preload!
Post by: Jakkarra on December 16, 2009, 04:06:36 pm
Man, that guy was a DICK!

He decides to wage a one-man war against me! Just because i have a few less points than him!

(And dominates me, likely because of the HUGE amounts of help he got :/ That, and the whole, he changes to my counter as soon as he sees me dealy)
Title: Re: Team Fortress 2: The WAR today: Direct Hit for Soldier and free weekend preload!
Post by: Siquo on December 16, 2009, 04:39:31 pm
Oh relax, first of all it was funny and second of all...
Well, maybe you were just in his way.


The alltalk became eerily silent after you died, though, you talk more than my girlfriend, and whenever she breathes, words come along with it.
Title: Re: Team Fortress 2: The WAR today: Direct Hit for Soldier and free weekend preload!
Post by: The Doctor on December 16, 2009, 04:41:41 pm
I talk alot more.


It came to a head in L4D2 when I almost got kicked out because I talk about whatever, and they just wanted to play the game, not have a conversation except for when a witch or jockey or whatever appears.


So, I quieted down...

And talk just as much as before when I'm NOT playing with these guys! :D
Title: Re: Team Fortress 2: The WAR today: Direct Hit for Soldier and free weekend preload!
Post by: chaoticag on December 16, 2009, 04:59:15 pm
I guess every language has one of those. (Dutch: Jan de Vries)
Arabic has Fulan to describe any anonimous person. Although it seems to be pronounced Flan here.
Title: Re: Team Fortress 2: The WAR today: Direct Hit for Soldier and free weekend preload!
Post by: Tradanbattlan on December 16, 2009, 05:27:29 pm
Haha, I almost started stalking Naxza for a second.
But that would have been creepy!
Title: Re: Team Fortress 2: The WAR today: Direct Hit for Soldier and free weekend preload!
Post by: Giant Snowman on December 16, 2009, 06:13:00 pm
If the Direct Hit's reduced blast range will mean the soldier can't rocketjump or juggle peopl, it's likely one of his other new weapons will be able to chuck people up in the air.

This or soldiers will probably start teaming up with airblasting pyros to get aerial mini-crits.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: Zai on December 16, 2009, 07:01:29 pm
This things is going to be brilliant, i just need to avoid a direct hit now, no more splash damage givin' me away!
...Direct Hit isn't replacing regular rocket launcher. It's just an alternative; people will use whichever they like better or whichever is better for a given situation.

Oh...

Zai already mentioned the new rocket launcher...
If we're giving "credit" around, give it to SHAD0W. He's the one who told me last night.

This or soldiers will probably start teaming up with airblasting pyros to get aerial mini-crits.
Oh my. I hadn't thought of that. But it'll probably start out like the Sniper update did: "Light your arrow? I don't get any points out of that, so no."
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: Duke 2.0 on December 16, 2009, 07:13:14 pm
This or soldiers will probably start teaming up with airblasting pyros to get aerial mini-crits.
Oh my. I hadn't thought of that. But it'll probably start out like the Sniper update did: "Light your arrow? I don't get any points out of that, so no."
More of these updates should have features that would go well with pyro teamwork but will never be utilized because of, well, pyro teamwork.
Title: Re: Team Fortress 2: The WAR today: Direct Hit for Soldier and free weekend preload!
Post by: ToonyMan on December 16, 2009, 07:15:11 pm
I never miss.
Title: Re: Team Fortress 2: The WAR! Update! Close Combat Kit for Demo!
Post by: dragnar on December 16, 2009, 08:33:56 pm
This things is going to be brilliant, i just need to avoid a direct hit now, no more splash damage givin' me away!
...Direct Hit isn't replacing regular rocket launcher. It's just an alternative; people will use whichever they like better or whichever is better for a given situation.
But for a while EVERYONE who can get ahold of the thing will be using it. Go spies!
Title: Re: Team Fortress 2: The WAR today: Direct Hit for Soldier and free weekend preload!
Post by: Zai on December 16, 2009, 08:47:39 pm
This things is going to be brilliant, i just need to avoid a direct hit now, no more splash damage givin' me away!
...Direct Hit isn't replacing regular rocket launcher. It's just an alternative; people will use whichever they like better or whichever is better for a given situation.
But for a while EVERYONE who can get ahold of the thing will be using it. Go spies!
Only when they first get it. After most realize they're terrible with it, they'll switch back. And you've also got to factor in the amount of Soldiers using RL to get the achievements that allow you to get the Direct Hit for the actual % of Soldiers using either weapon at update-release.

Wait. Why am I trying to apply mathematics to Soldier? The 2 don't go together very well. Math doesn't go together with TF2 itself very well either, aside from maybe Engy with his SCIENCE!!

[EDIT:] It's hard to imagine the update is coming out tomorrow, with what little info we have of it at this moment (less than half of the new weapons). But it has to, as Valve is advertising the free weekend as including the update.

[EDIT 2:] "Give 'em the boot, right in the fruit" wins the Propaganda Contest.

Quote
However, the recession must be a lot worse than we thought, because apparently all of you are unemployed and have nothing better to do than spend real hours drawing incredibly time-consuming art for virtual prizes.
Title: Re: Team Fortress 2: The WAR today: Direct Hit for Soldier and free weekend preload!
Post by: umiman on December 17, 2009, 02:21:10 am
Rest of the weapons revealed. Honestly, I'm not too impressed with the last bit or any of the soldier's weapons.
Title: Re: Team Fortress 2: The WAR today: Direct Hit for Soldier and free weekend preload!
Post by: Eduren on December 17, 2009, 02:30:29 am
Rest of the weapons revealed. Honestly, I'm not too impressed with the last bit or any of the soldier's weapons.
I strongly disagree.

Copy-pasted from another discussion of mine.
Quote
Bugle: This could be a similar mechanic to the Ubercharge. It is meant to make the game more dynamic and is an excellent push tool. I really look forward to seeing how this changes gameplay in both pubs and comps.

Pickaxe: A similar idea to the Demo's sword in that its effect changes with over time. I like.

ScoRe: I really hope that the point-detonate mechanic has no range to it. Stickytrapping both exits in gravelpit anybody? The ultimate defensive weapon.
Title: Re: Team Fortress 2: The WAR today: Direct Hit for Soldier and free weekend preload!
Post by: umiman on December 17, 2009, 02:41:22 am
Sure, they're useful. I'm just not impressed with them.

No shock value. Doesn't convey the sense of "oooh yeah!!! I'mma holding a hugeass sword and coming for your lanky ass boy-o!"
Title: Re: Team Fortress 2: The WAR today: Weapons and achievements. Sides are almost t
Post by: LASD on December 17, 2009, 03:41:43 am
After looking at everything, I'm pretty happy with Soldiers unlocks, but I think Demo really needs the bonus weapon as the Scottish Resistance isn't terribly exciting and doesn't even look so. Also, there isn't any substitute for the Grenade Launcher? That's weird.

Another peculiar thing was Soldiers "Spray of Defeat"-achievement. "Use a grenade to gib a player"? Where does he get that from?
Title: Re: Team Fortress 2: The WAR today: Weapons and achievements. Sides are almost t
Post by: Sowelu on December 17, 2009, 04:01:18 am
Another peculiar thing was Soldiers "Spray of Defeat"-achievement. "Use a grenade to gib a player"? Where does he get that from?

Clearly, from the same place he gets his grenades in his shotgun taunt!  I'm guessing it's a new-weapon-only tauntkill.

I really like the Scottish Resistance.  I'm guessing any stickies onscreen blow up.  Will be very nice for defending, say, the flag room in CTF_Well, with multiple entrances.  Drop four stickies on the flag, then go around mining ALL the entrances.

But I gotta say, when I read the description for the bugle, I thought "Team Fortress of Warcraft"...  It's awesome, and fits my playing style great if I lived long enough to use it, but still!
Title: Re: Team Fortress 2: The WAR today: Weapons and achievements. Sides are almost tied!
Post by: Cheeetar on December 17, 2009, 04:38:58 am
I'm assuming that the grenade is his fourth secret weapon.

Edit: I knew 'asumming' looked weird.
Title: Re: Team Fortress 2: The WAR today: Weapons and achievements. Sides are almost tied!
Post by: Sowelu on December 17, 2009, 04:48:03 am
Oh god no.  That would almost imply a return to TFC-style grenades, and now that I'm rid of them, I'm GLAD to be rid of them.

Nah, I think it's a tauntkill for sure.  Besides, why make an achievement for a weapon you might not even get?
Title: Re: Team Fortress 2: The WAR today: Weapons and achievements. Sides are almost tied!
Post by: Cheeetar on December 17, 2009, 05:31:43 am
Just in case.

I also do not support the return of grenades, but I think they might return. I don't see how a taunt kill could include a grenade.
Title: Re: Team Fortress 2: The WAR today: Weapons and achievements. Sides are almost tied!
Post by: Siquo on December 17, 2009, 05:42:46 am
In Nilocy's server, in an arena match with just soldiers and demomans (mans, because they are not MEN!), once in a while a soldier would get demoweapons and a demo would get soldier weapons. Looked weird, but made a "grenadekill" as a soldier possible :)
Title: Re: Team Fortress 2: The WAR today: Weapons and achievements. Sides are almost tied!
Post by: Eduren on December 17, 2009, 05:49:06 am
I'm assuming that the grenade is his fourth secret weapon.

Edit: I knew 'asumming' looked weird.
Nope, it was confirmed to be his tauntkill.

Quote
Quote
This weapon also has the Soldier's associated kill taunt. When you taunt with the Equalizer he will toss the weapon aside, remove one of his chest grenades, and blow himself and any enemies nearby sky high. (The taunt anim plays at a slow speed like other kill taunts, so it isn't trivial to pull it off. The damage radius is very tight as well.)

Just to clarify, that's from an e-mail sent to the original designer by the TF2 team.
Title: Re: Team Fortress 2: The WAR today: Weapons and achievements. Sides are almost tied!
Post by: Someguyo on December 17, 2009, 05:49:46 am
Accursed ninjaing.  :P
Title: Re: Team Fortress 2: The WAR today: Weapons and achievements. Sides are almost tied!
Post by: Cheeetar on December 17, 2009, 05:52:05 am
I'm assuming that the grenade is his fourth secret weapon.

Edit: I knew 'asumming' looked weird.
Nope, it was confirmed to be his tauntkill.

Quote
Quote
This weapon also has the Soldier's associated kill taunt. When you taunt with the Equalizer he will toss the weapon aside, remove one of his chest grenades, and blow himself and any enemies nearby sky high. (The taunt anim plays at a slow speed like other kill taunts, so it isn't trivial to pull it off. The damage radius is very tight as well.)

Just to clarify, that's from an e-mail sent to the original designer by the TF2 team.
Oh, cool.
Title: Re: Team Fortress 2: The WAR today: Weapons and achievements. Sides are almost tied!
Post by: Dr. Johbson on December 17, 2009, 05:52:22 am
Melee is going to be so fun.
Title: Re: Team Fortress 2: The WAR today: Weapons and achievements. Sides are almost tied!
Post by: Zai on December 17, 2009, 08:33:49 am
Demo's 4th will probably replace grenades.

I'm hoping (no longer thinking it'll happen) that they'll give both a 4th weapon, and maybe surprise us at the last minute with the engy update.

[EDIT:] And yeah. Whoever said the stuff on the Monkey (http://www.teamfortress.com/war/saxtonhale/poopyjoe.htm) page would be the weapons, you were right. The last one (the explosion) is either a hint at a 4th weapon, referencing the Soldier's new taunt, or was just for fun.
Title: Re: Team Fortress 2: The WAR today: Weapons and achievements. Sides are almost tied!
Post by: Sowelu on December 17, 2009, 09:02:41 am
YOURS IS THE PICKAXE THAT WILL PIERCE THE HEAVENS

And...hmm.  If it's a weapon that EITHER class could get.  Umm...  Replacement secondary that makes the primary weapon ALSO set people on fire, or also be radioactive, or god-knows-what?  I mean, they both explode so yeah, something that changes that could work for both.

Also, it's pretty awesome to know that not only do they actually read the suggestions forums, but they go and quietly implement a lot of the stuff they read about and playtest it to see if it works.  The answer in most cases is "no it doesn't", but still, cool!
Title: Re: Team Fortress 2: The WAR today: Weapons and achievements. Sides are almost tied!
Post by: Mr.Person on December 17, 2009, 02:32:52 pm
War's almost over, guys. Go check the blog, they end it at noon pacific.

Since that's Valve time, the war ends sometime in the next 6 hours.
Title: Re: Team Fortress 2: The WAR today: Weapons and achievements. Sides are almost tied!
Post by: Duke 2.0 on December 17, 2009, 03:01:01 pm
*Obscenities*
 And I'm halfway through watching The Secret of NIMH! Dammit, they should know I can't just put a classic down!
Title: Re: Team Fortress 2: The WAR today: Weapons and achievements. Sides are almost tied!
Post by: Metalax on December 17, 2009, 03:41:21 pm
WAR is over! Heavy wins!
Title: Re: Team Fortress 2: The WAR today: Weapons and achievements. Sides are almost tied!
Post by: Duke 2.0 on December 17, 2009, 03:42:06 pm
 WAR is over! Unknown female model wins!
Title: Re: Team Fortress 2: The WAR is over! Winner unknown. Update coming later today!
Post by: Charmander on December 17, 2009, 04:08:04 pm
It's scout's mum.

She's got it going on.
Title: Re: Team Fortress 2: The WAR is over! Winner unknown. Update coming later today!
Post by: Duke 2.0 on December 17, 2009, 04:24:16 pm
 Next thing you know Pyro will be doing something with her in the Engineer update.
Title: Re: Team Fortress 2: The WAR is over! Winner unknown. Update coming later today!
Post by: dragnar on December 17, 2009, 04:46:19 pm
So now the only class still waiting for an update is the engineer, the only videos left are meet the medic and meet the pyro. Almost done! I wonder what will come after that...
Title: Re: Team Fortress 2: The WAR is over! Winner unknown. Update coming later today!
Post by: Duke 2.0 on December 17, 2009, 04:47:00 pm
 Guard Dog and the relevant updates?

 Edit: Also, I just caught Robin Walker after he landed in the nearby bushes. Apparently he was launched away by a recent explosion and needed some help. In exchange, he revealed to me how this is all going to go down.

 While he was adamant on keeping who the winner was a secret(He kept on saying strange things like "Not even I'm sure now."), he said that there would be a big reveal on who the winner is. They would say a few words of victory, and look around for their weapon. Then the other guy comes and blows him away with the superweapon. And judging that the weapon blew Robin Walker all the way out here, I'm guessing it's a low-damage super knockback weapon.
Title: Re: Team Fortress 2: The WAR is over! Winner unknown. Update coming later today!
Post by: Mr.Person on December 17, 2009, 08:02:20 pm
Don't forget all the hats and blueprints they're going to add.
Title: Re: Team Fortress 2: The WAR is over! Winner unknown. Update coming later today!
Post by: Nilocy on December 17, 2009, 08:29:21 pm
Update is out!
Title: Re: Team Fortress 2: The WAR is over! Winner unknown. Update coming later today!
Post by: Metalax on December 17, 2009, 08:29:37 pm
Looks like the update has just started.
Title: Re: Team Fortress 2: The WAR is over! Winner unknown. Update coming later today!
Post by: Charmander on December 17, 2009, 08:33:10 pm
Yup.

Looks like they're tonin' back the Sandman, too. Only stuns on a max-range ball. Otherwise you just run like a girly, it seems.

ALSO CAMERABEARD AND HAT AT THE SAME TIME

BEST UPDATE EVER

Okay, had a quick look at the crafting:

You're gonna need lots of duplicates.

Like, three to make scrap metal, three of those to make refined metal, and three of THOSE to make a nonspecific hat.
Title: Re: Team Fortress 2: The WAR is over! Winner unknown. Update coming later today!
Post by: Mr.Person on December 17, 2009, 08:43:55 pm
So 27 items to make a hat? That sounds about right.
Title: Re: Team Fortress 2: The WAR is over! Winner unknown. Update coming later today!
Post by: Metalax on December 17, 2009, 08:52:11 pm
Yep. The new maps look interesting as well as the new bots. The nerf to the sandman is disappointing making it practically useless. The spy getting the hat/wearables of his disguise should help out now against those who paid more attention. The medic targeting improvements should hopefully help out in a close group.
Title: Re: Team Fortress 2: The WAR is over! Winner unknown. Update coming later today!
Post by: Gaulgath on December 17, 2009, 08:59:44 pm
Very interesting stuff here. Crafting was... unexpected. But appreciated, since I still have not gotten a single hat (other than halo).
Title: Re: Team Fortress 2: The WAR is over! Winner unknown. Update coming later today!
Post by: Tradanbattlan on December 17, 2009, 09:02:46 pm
GWAAAAAAAAH
SOLDIER WON
I- I... I don't know what to say.
Well, besides...
Spoiler (click to show/hide)
Title: Re: Team Fortress 2: The WAR is over! Winner unknown. Update coming later today!
Post by: ToonyMan on December 17, 2009, 09:07:36 pm
Hahaha.

This wasn't even a contest.

Gun boots for the win.  So sweet.
Title: Re: Team Fortress 2: The WAR is over! Winner unknown. Update coming later today!
Post by: Metalax on December 17, 2009, 09:08:33 pm
Crafting recipes known so far.

-----

METAL CREATION
Metal is used to fabricate new items

Smelt Primary Weapons
3 of Same Primary Weapons = 1 Scrap Metal

Smelt Secondary Weapons
3 of Same Secondary Weapons = 1 Scrap Metal

Smelt Melee Weapons
3 of Same Melee Weapons = 1 Scrap Metal

Smelt Class Weapons
1 Primary Weapon + 1 Secondary Weapon + 1 Melee Weapon (Or equivalent) from a single class = 1 Scrap Metal

METAL UPGRADES
Better Forms of Metal

Combine Scrap Metal
3 scrap metal = 1 reclaimed metal

Combine Reclaimed Metal
3 Reclaimed Metal = 1 Refined metal

TOKENS
Used in addition to metal to make class and slot specific items

Fabricate Slot Token
4 Weapons for one slot (Head, Misc, primary, secondary, melee) = One Slot Token for appropriate slot

Fabricate Class Token
4 Identical Weapons = 1 Class Token

HEADGEAR

Fabricate Class Headgear
4 Refined Metal + 1 Class Token = 1 Class Headgear

Fabricate Headgear
3 Refined Metal = 1 Random Headgear

Rebuild Headgear
2 Hats of any type (Haven't tried the Gibus) = 1 Random Hat


WEAPONS

Fabricate Class Weapons
1 Class Token + 1 Slot Token + 1 Scrap Metal = 1 Class Weapon (Ex: 1 Pyro Token + 1 Secondary Slot Token + 1 Scrap Metal = Flaregun)

Edited to add new recipies
Title: Re: Team Fortress 2: The WAR is over! Winner unknown. Update coming later today!
Post by: KaelGotDwarves on December 17, 2009, 09:20:55 pm
What's the difference between class headgear and headgear?
Title: Re: Team Fortress 2: The WAR is over! Winner unknown. Update coming later today!
Post by: Xotes on December 17, 2009, 09:24:17 pm
Creating a class headgear allows you to create a hat for the class YOU want.

Creating regular headgear just gives you a random hat.
Title: Re: Team Fortress 2: The WAR is over! Winner unknown. Update coming later today!
Post by: Luke_Prowler on December 17, 2009, 09:25:24 pm
Wait wait, the soldier gets a bosspole now? awesome.
Title: Re: Team Fortress 2: The WAR is over! Winner unknown. Update coming later today!
Post by: KaelGotDwarves on December 17, 2009, 09:30:12 pm
Figures... i got rid of all my 4th weapon copies -.-

And now there's two pages for items instead of one.

Thanks valve! :P
Title: Re: Team Fortress 2: The WAR is over! Winner unknown. Update coming later today!
Post by: PTTG?? on December 17, 2009, 11:03:12 pm
Anyone else have some fail when trying to start after the update?
Title: Re: Team Fortress 2: The WAR is over! Winner unknown. Update coming later today!
Post by: Zai on December 17, 2009, 11:06:51 pm
So what do the Gunboats replace? Secondary I assume? Regardless, I'm rather disappointed at first sight to be honest. Makes me wonder what the Demo's 4th would have been. I would have preferred Another major gameplay change like the Eyelander and Chargin Targe to an enhancement for something already in the game. The pole was a nice addition though. Great for a team charge.

Did the Razorback at least get a boost to make it half as useful as the Targe?
Title: Re: Team Fortress 2: The WAR is over! Winner unknown. Update coming later today!
Post by: Tradanbattlan on December 17, 2009, 11:13:48 pm
Soldier is now a Dwarf.
He gets angrier when he gets hurt, has a pickaxe he uses to mine enemies and blows himself up as a taunt.
Title: Re: Team Fortress 2: The WAR is over! Winner unknown. Update coming later today!
Post by: KaelGotDwarves on December 17, 2009, 11:32:55 pm
Makes me wonder what the Demo's 4th would have been.
I have a sneaking suspicion that valve was lazy and that the demo's 4th item is the exact same concept as soldier's gunboat but for demo.

Look at the achievements that involve demo sticky jumping much like soldier rocket jumping.
Title: Re: Team Fortress 2: The WAR is over! Winner unknown. Update coming later today!
Post by: Duke 2.0 on December 17, 2009, 11:44:41 pm
 Server located in Britain + tons of explosives running around = RAGE
Title: Re: Team Fortress 2: The WAR is over! Winner unknown. Update coming later today!
Post by: KaelGotDwarves on December 18, 2009, 12:28:12 am
Crazy drops are still going on, I got TWO hats in the past few hours, and only had one hat drop in all my time of playing TF2 ever before.
Title: Re: Team Fortress 2: The WAR is over! Winner unknown. Update coming later today!
Post by: Eduren on December 18, 2009, 01:54:12 am
Server located in Britain + tons of explosives running around = RAGE
I feel your pain.
Title: Re: Team Fortress 2: The WAR is over! Winner unknown. Update coming later today!
Post by: Mr.Person on December 18, 2009, 02:27:09 am
I think the insane drops are over now, sadly.
Title: Re: Team Fortress 2: The WAR is over! Winner unknown. Update coming later today!
Post by: KaelGotDwarves on December 18, 2009, 02:29:32 am
yeah, think so too.  :'(

Got 3 hats :D
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Charmander on December 18, 2009, 03:35:01 am
Still, it was fun when the servers weren't spazzing out.

THERE CAN BE ONLY ONE.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Ioric Kittencuddler on December 18, 2009, 06:33:21 am
Truely, the best man did not win... :(

Wait a second, recipes?  Did TF2 become Diablo 2 while I wasn't watching?
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Myroc on December 18, 2009, 06:33:54 am
I wonder, is it possible to find class tokens or slot tokens? Has anyone found one yet? Because otherwise I think that if you've four weapons from one class, you've probably already found the other weapons for that class as well, making it redundant to craft other weapons for that class.

Unless, you know, you want a hat.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Cheeetar on December 18, 2009, 06:44:56 am
I found a camera beard. I am the happiest spy around.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: sneakey pete on December 18, 2009, 06:46:52 am
But are you the only spy around with a dispenser? well, you could be, if oyu knew the secret that i couldn't quite pickup.

I don't have a picture, but yes, he goes on to build a dispenser, and yes, it works. even upgradeable. Only thing it doesn't do is dispence facestabs.
(http://i38.photobucket.com/albums/e149/thesneakster/spydispenser.png?t=1261135617)
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Jreengus on December 18, 2009, 07:12:07 am
Wow Soldiers 4th seems kind of useless, trading your shotty just for damage reduction when jumping seems like a horrible trade off. Sure you can rocket jump more but that means you now only have 4 shots before you reload. If you're taking the boots then you'll be rocket jumping a lot anyway so make that 3 shots and then the soldiers reload time. That's just plain nasty.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Siquo on December 18, 2009, 07:22:25 am
Yeah, but you'll be rocket jumping ALL the time.  ;D Me want!
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: sneakey pete on December 18, 2009, 08:11:36 am
I thought the rocket boots were a body item, not a weapon slot.

Also, build 0 into consol to get the spypenser.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Zai on December 18, 2009, 08:18:57 am
...So they had lots of items going around during the time I was not able to play?

=/
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Duke 2.0 on December 18, 2009, 09:25:18 am
...So they had lots of items going around during the time I was not able to play?

=/
Could be worse, you could be playing and only get a meager number of items. Such as duplicate spy stuff and a hat or two.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Siquo on December 18, 2009, 09:31:34 am
I have no hats at all except for the halo and the gibus! :(

The one night I decide not to play TF2 but something else for a change...
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Giant Snowman on December 18, 2009, 09:55:04 am
I was wondering if we could run with normal respawntimes some more. Instant is fine for a six-man game where you're mostly trying to kill eachother but it really bogs gameplay on a server full of soldiers and demomen.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Jreengus on December 18, 2009, 11:42:37 am
I thought the rocket boots were a body item, not a weapon slot.

Also, build 0 into consol to get the spypenser.
Quote from: valve
Introducing the Gunboats, secondary-slot boots
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: ToonyMan on December 18, 2009, 12:47:01 pm
Gunboots are going to be awesome.

Who needs shotgun when enemies can never see you??!!
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Zai on December 18, 2009, 12:54:07 pm
Gunboats are going to be awesome.

Fixed for you.

Well. I'm free early today to play TF2.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: ToonyMan on December 18, 2009, 01:10:37 pm
BOATS?

Why is this?
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: fenrif on December 18, 2009, 01:45:06 pm
I was wondering if we could run with normal respawntimes some more. Instant is fine for a six-man game where you're mostly trying to kill eachother but it really bogs gameplay on a server full of soldiers and demomen.

Plus it makes defending much much easier
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: KaelGotDwarves on December 18, 2009, 01:57:54 pm
Yeah, so, tf2items.com is down but these are my drops from my short 2 hours playing time last night. The mass drops stopped and I quit playing soon after, to test I left myself in an idle server to check what's up.

Only one drop overnight. I think valve's making up for the ludicrous drop rates last night. ::)
Spoiler (click to show/hide)
But yeah, I got 2 hats within 5 minutes of each other, died once, got 4 items, died again, got another 2 items, died a third time, got another item... yeah.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Zai on December 18, 2009, 02:01:08 pm
I am pretty miffed that I missed the extreme-drop-time.

[EDIT:] Okay. What is going on? Is anyone else having lots of problems connecting to servers? I'm in the process of rebooting as I type to see if that will help.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Metalax on December 18, 2009, 02:16:38 pm
Oh and for those who have been waiting for another sale before picking up TF2 it's currently 50% off.

EDit: Zai: Not having problems connecting but steam seems to be completely unable to connect to the item servers so no unlocks atm.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: ToonyMan on December 18, 2009, 02:17:20 pm
I had troubles as well so I just stopped playing for now.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Jreengus on December 18, 2009, 03:51:45 pm
Gunboots are going to be awesome.

Who needs shotgun when enemies can never see you??!!
How about when you land out of ammo, and that heavy/demo/medic/engy/little five year old girl holding a daisy and singing kills you whilst you are reloading? I'll take a little more damage while jumping over a lot more damage while reloading any day.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Siquo on December 18, 2009, 05:15:09 pm
4 Equalisers... What a meager harvest. And I can't use them because "the craft server is down". Crap server is what it is.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: dragnar on December 18, 2009, 05:47:14 pm
4 Equalisers... What a meager harvest. And I can't use them because "the craft server is down". Crap server is what it is.
It's not "down" just overloaded, it'll probably work a lot better after the free weekend is over.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Leafsnail on December 18, 2009, 06:10:41 pm
Download finally frickin' complete!

If you see a soldier doing terribly, that's me.  I might buy the full version of the game over the weekend, what with it being half price and all.

IMPORTANT: How do you talk?  The buttons are cut off by my screen settings.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Zai on December 18, 2009, 07:25:28 pm
IMPORTANT: How do you talk?  The buttons are cut off by my screen settings.

'Y' for all-text-chat. 'U' for team-text-chat. And I believe 'V' is the default press-to-trigger-mic-input button, with it being all- or team-talk depending on the server.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Leafsnail on December 18, 2009, 08:21:46 pm
Yeah, I got that eventually.

Incidentally, my favourite class at the moment seems to be the scout.  I find the movement speed pretty helpful, and am normally able to make at least one kill per life (hey, at least it's a bit better than useless, right :P?).  I also like the way I normally get to see the enemy a little bit before he sees me...

And I've got exactly two achievements so far: War Crime and Punishment (no idea how I got three kills, though) and the Batman Scout one (yeah, I run back to the healing thingy a lot).

Oh, and one more thing: Choosing Pyro meant I only got one kill in the whole round, but at least that kill was Jakarra.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Metalax on December 18, 2009, 08:57:57 pm
Just had a play around with the new bots that have been added. They don't seem too bad except for a few smaller things. Main thing is they won't use melee weapons and medics/engies seem very hesitant to actually attack anyone instead of just fleeing. The bots won't play as a spy, presumably as they haven't yet been coded to be able to use spy techniques yet. The bots will spy-check, but are a lot less paranoid than players.

For anyone wanting to have a play with them this is what you do.

Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Cheeetar on December 18, 2009, 09:33:57 pm
I've recently tried out Soldier and Demoman, and I'm actually alright at Soldier. Getting the Equalizer ruined that for me. Now all I do is damage myself down to ~10 health with my rocket launcher and run out looking for people to kill.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Tradanbattlan on December 18, 2009, 09:40:04 pm
Whenever I see a soldier running at me faster than a scout, I remember why I bound a key for suicide.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Dr. Johbson on December 18, 2009, 09:41:32 pm
Oh, and one more thing: Choosing Pyro meant I only got one kill in the whole round, but at least that kill was Jakarra.

Yeah, he's easy to kill, isn't he?  :P
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Duke 2.0 on December 18, 2009, 09:43:01 pm
Whenever I see a soldier running at me faster than a scout, I remember why I bound a key for suicide shotgun.
Those soldiers are about as durable as wet tissue paper. Now demoman with the shield, those are scary. Not because they can dash but because of the massive explosives reduction.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Tradanbattlan on December 18, 2009, 09:44:55 pm
Whenever I see a soldier running at me faster than a scout, I remember why I bound a key for suicide shotgun.
Those soldiers are about as durable as wet tissue paper. Now demoman with the shield, those are scary. Not because they can dash but because of the massive explosives reduction.
But here's the thing.
I'm not the most attentive guy.
He might be right behind me, and I see him as I turn around.
No way I'm giving him credit for killing me with that thing.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Duke 2.0 on December 18, 2009, 09:47:13 pm
 By the time you know they are there you are already dead. Unless they didn't already get a critical. In which case you have a split second to decide if that damage to the back was a stray rocket or a guy with the Equalizer.

 Although I appreciate the bombchu method of thinking.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Eduren on December 18, 2009, 10:06:24 pm
I am already sick and tired of that damn sword.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Greiger on December 18, 2009, 10:14:04 pm
It's funny being a huntsman sniper and taking out targe wielding demomen one after another when they stupidly charge you.

Oh nice your charging at me...in a perfectly straight line.  While I have an arrow out and your shield doesn't protect you from headshots...

Amusing watching them do a ragdoll backflip through the air and sliding along the ground to come to a rest at your feet.

Shame while I'm doing that I can't get any soldier achievements.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Tradanbattlan on December 18, 2009, 10:52:00 pm
Wanna know what's fun?
Running around as Scout, binding a key for suicide, jumping around high areas then killing yourself in midair, flinging your ragdoll around.
Extra fun for low grav situations.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: The Doctor on December 18, 2009, 11:07:26 pm
Or with explode bound, instead of kill.


GIBS FOR EVERYWUN
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Volatar on December 18, 2009, 11:14:30 pm
Whenever I see a soldier running at me faster than a scout, I remember why I bound a key for suicide shotgun.
Those soldiers are about as durable as wet tissue paper. Now demoman with the shield, those are scary. Not because they can dash but because of the massive explosives reduction.

3 shots with the shotgun will kill em real good  ;D
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Giant Snowman on December 19, 2009, 02:50:59 am
Has anyone succeeded in charging someone with the pipebomb launcher and killing your target and yourself with the crit?
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: SHAD0Wdump on December 19, 2009, 03:13:18 am
Has anyone succeeded in charging someone with the pipebomb launcher and killing your target and yourself with the crit?
As far as I know, the crit bonus only applies to melee weapons.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Metalax on December 19, 2009, 04:00:24 am
Has anyone succeeded in charging someone with the pipebomb launcher and killing your target and yourself with the crit?
As far as I know, the crit bonus only applies to melee weapons.

I've been consistently getting crit grenades at the end of a long charge. And yeah I've scored a kill+suicide with one.

I'm assuming you mean criting with the grenade launcher as well, as you don't have a pipebomb launcher if your charging.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Sir Pseudonymous on December 19, 2009, 04:19:23 am
Has anyone succeeded in charging someone with the pipebomb launcher and killing your target and yourself with the crit?
As far as I know, the crit bonus only applies to melee weapons.

I've been consistently getting crit grenades at the end of a long charge. And yeah I've scored a kill+suicide with one.

I'm assuming you mean criting with the grenade launcher as well, as you don't have a pipebomb launcher if your charging.
:| You're mistaking the stickies for pipes, and the pipes for grenades.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Someguyo on December 19, 2009, 04:39:10 am
Those soldiers are about as durable as wet tissue paper. Now demoman with the shield, those are scary. Not because they can dash but because of the massive explosives reduction.

I'm actually surprised at how easily I can kill them sometimes. I also find it fun to bounce them in the air then aerial them twice, but obviously that fails quite a bit :P
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Giant Snowman on December 19, 2009, 04:53:48 am
There was some guy pickaxing my entire team and me, so I went pyro and I could kill him before he got a single hit in if I just waved the flame in his direction.

There's a bunch of things which you could call grenade so I call them stickies, pipebombs, handgrenades and rockets (which are just rocket propelled grenades). We still need a name for the new Scottish Resistance stickes.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: LASD on December 19, 2009, 07:38:49 am
Woop woop, old cool screenshots:

First two stylish shots of (and for) Richard I promised to post all the way back at the Halloween Update:
Spoiler (click to show/hide)

Then one of Jakkarra with his hat flying straight up and not at all suggestive minigun imagery:
Spoiler (click to show/hide)

Nice shot of Nilocy on his way to the intelligence:
Spoiler (click to show/hide)

Absolute carnage on Dustbowl:
Spoiler (click to show/hide)

Murderous Sniper after Silvio:
Spoiler (click to show/hide)

Tri-M in dire straits:
Spoiler (click to show/hide)

Richard again after a great victory:
Spoiler (click to show/hide)

And best for the last:
Spoiler (click to show/hide)

We'll see how long it'll take me to get the new killcams I got in the WAR! update over here.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Jakkarra on December 19, 2009, 08:38:56 am
Is that heavy me?

I don't remember being a heavy...
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Zai on December 19, 2009, 10:00:33 am
Jesus, LASD, you have a nice machine.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Jakkarra on December 19, 2009, 10:18:16 am
Is there any way to disable some of the FPS enhancing features, like the enemy models becoming less detailed the farther away you are, and the fact that at full anti-aliasing, it's still pretty aliased...
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Itnetlolor on December 19, 2009, 10:52:12 am
I wonder what's up with Steam and the rewards system acting up.

According to earlier when I first got the game, it was tossing items at me like no tomorrow, and then it just stopped.

Oh so many could've been obtained last night. It was mayhem.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Soulwynd on December 19, 2009, 10:58:43 am
The update also brought the amazing BSODs to my life.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Duke 2.0 on December 19, 2009, 11:19:44 am
 It appears that heavies absolutely wreck demos now for the same reason snipers do too.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Zai on December 19, 2009, 12:54:51 pm
So what's a cart?
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Greiger on December 19, 2009, 12:56:35 pm
The bomb cart?
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: ToonyMan on December 19, 2009, 12:58:02 pm
I got two weapons through milestones during that bug thing or whatever so now I guess I won't actually get them until later.  Still found the Eyelander randomly though so it's sorta cool.  I would have the shield and direct hit right now, but nooooooooo.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: ToonyMan on December 19, 2009, 01:04:18 pm
Gunboots are going to be awesome.

Who needs shotgun when enemies can never see you??!!
How about when you land out of ammo, and that heavy/demo/medic/engy/little five year old girl holding a daisy and singing kills you whilst you are reloading? I'll take a little more damage while jumping over a lot more damage while reloading any day.

When did a rocket launcher have 1 ammo?  And you have enough time to reload while in the air.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Duke 2.0 on December 19, 2009, 01:04:58 pm
Gunboots are going to be awesome.

Who needs shotgun when enemies can never see you??!!
How about when you land out of ammo, and that heavy/demo/medic/engy/little five year old girl holding a daisy and singing kills you whilst you are reloading? I'll take a little more damage while jumping over a lot more damage while reloading any day.

When did a rocket launcher have 1 ammo?  And you have enough time to reload while in the air.
When did people only fire a single rocket when in the air?
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Greiger on December 19, 2009, 01:10:33 pm
When they are landing in a position where being out of rockets won't pose a problem?
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Mr.Person on December 19, 2009, 01:14:55 pm
If you rocket jump into the middle of a battlefield with no way to flee, you deserve to get mowed down by a Heavy/Sentry/second Soldier/Scout ect. No, if I rocket jump somewhere, it's to get a location advantage over my opponents, not to get next to them.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Jreengus on December 19, 2009, 01:24:40 pm
What you do is rocket jump during a fight take your three shots straight down for maximum effect from the splash then shitch to your shooty and lay into the enemy. With the boots you lose that shotgun afterward so you end up landing in the middle of the battle out of ammo. If you're rocket jumping up to somewhere then on a team with a reasonable number of halfway decent medics you should be being healed  negating the need for the boots.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: ToonyMan on December 19, 2009, 02:40:23 pm
If you can fire all your rockets mid-rocket jump I would worship you.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Zai on December 19, 2009, 03:05:09 pm
I'm not playing again during the free weekend. Too much overload causing loadout problems is rather unattractive to me.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Jreengus on December 19, 2009, 03:41:08 pm
If you can fire all your rockets mid-rocket jump I would worship you.
Don't make my altar too big, I accept sacrifices but prefer cash.

Seriously whats so hard? You jump and fire.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Greiger on December 19, 2009, 03:43:04 pm
Yea it's simple.  Especially when you rocket jump properly by crouching right before you jump.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: ToonyMan on December 19, 2009, 05:23:11 pm
Post a video guys.  I've never seen it before.  Find a link or something.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Jreengus on December 19, 2009, 05:33:58 pm
I'm ticked. Royally ticked. The new weapons seem ridiculously overpowered. Maybe that's just because I die whenever someone as much as points a DH or winks bloody steel at me, maybe it's because I can't hardly do anything against the new weapons. The Eyelander/Targe and Direct Hit, at least, need a thwack in the face with the nerfbat.

/raeg
Direct hit is pretty much an update atm, I'd try cutting down damage and hit area slightl. The Eyelander and Targe shouldn't be changed yet, bear in mind the targe reduces explosives damage and a very large proportion of people are playing the explosives based classes right now. Once you have more of a mix going on and especially more heavies I can see the Targe being a lot less effective.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Leafsnail on December 19, 2009, 05:41:49 pm
I got the Backburner randomly.  Quick question: What does a Critical Hit actually do?  I mean, I can see it does more damage, but I still can't tell the exact effect.

I quite like it, and it's very pretty when I hit someone from behind and random coloured words fly out of them.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Giant Snowman on December 19, 2009, 05:43:54 pm
Crits do about triple damage.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Jreengus on December 19, 2009, 05:45:38 pm
And send them flying really far if it is an explosive weapon.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Giant Snowman on December 19, 2009, 06:02:20 pm
Three times as far I think. I suppose knockbacks are calculated by damage.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Nilocy on December 19, 2009, 06:10:33 pm
I'm kinda pissed off at TF2 atm. Probably because of me constantly losing; but I have to say that this update has been my most disliked so far. The spammiest and most annoying of them all.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: ToonyMan on December 19, 2009, 06:12:08 pm
I've liked all the updates so far.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: KaelGotDwarves on December 19, 2009, 06:26:41 pm
I'm kinda pissed off at TF2 atm...The spammiest and most annoying of them all.
This is not even close to the scoot update.

When everyone was scout I went soldier and was blowing them up right and left :D
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Eduren on December 19, 2009, 06:58:22 pm
I'm kinda pissed off at TF2 atm. Probably because of me constantly losing; but I have to say that this update has been my most disliked so far. The spammiest and most annoying of them all.

I have to agree. This one is pretty rage-inducing
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Duke 2.0 on December 19, 2009, 07:09:03 pm
 Just go Heavy. The demos have no defense to you and are charging straight at you, and soldiers are running around with low health and the equalizer. The Direct Hit might make make things a little difficult, but so long as you remain in the position of support fire and not down there in the field of battle then things should be alright.

 And upon thought, I have yet to be killed by The Scottish Resistance.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Eduren on December 19, 2009, 07:13:30 pm
My biggest complaint with the Scottish Resistance (I am going to start calling it ScoRe, see if it catches on) is that sticky jumping is so much harder. I don't know if its just me, but I cannot detonate them right to do it.

The way to fix this of course is to set some sort of "detonate all" mechanism using the ScoRe.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: ToonyMan on December 19, 2009, 07:15:24 pm
Keep your eye on the sticky when you jump, looking forward won't cut it.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Zai on December 19, 2009, 07:18:52 pm
I'm kinda pissed off at TF2 atm. Probably because of me constantly losing; but I have to say that this update has been my most disliked so far. The spammiest and most annoying of them all.

Just wait a while. Should hopefully calm down within a week or so, once everybody's used to the weapons.

I do think that some things could use balancing. I really want them to make the Razorback more useful. The Targe beats it out of the water in terms of usefulness. The Equalizer is hellannoying considering the Soldier can just rocket himself until he's a glass cannon running around killing everybody. I'm really not sure what the Bottle has to offer over the Eyelander. The Gunboats apparently don't apply to much (vertical jumps only?). The Direct Hit could use some balancing to make it less useful than the regular Rocket Launcher in more situations; around-the-corner splash damage is about the only thing the Rocket Launcher does better right now as far as I can tell.

I do really want the new unlocks though. I've heard a few people complain that they got all the milestones and still haven't gotten the unlocks from any of them, so I'm nervous to go for the achievements to get the unlocks as I'm not sure if Valve will later (as in, after the weekend's over and item servers stop being overloaded, as I think that's the problem) give me what I earned. So for now I'm just playing other classes...without my unlocks for those.

I think this update may have been intentionally done to boost the Heavy's usability; he's a pretty effective counter to both the Equalizer Solly and Chargin' Demo. But the Direct Hit is pretty effective against the Heavy, as he doesn't move much and the DH rocket is faster and more damaging than the normal rocket. And the Heavy's a big target, which means you don't have to aim as well to hit him dead-on.

[PPE:] Call it ScoRes, Eduren. It's catchier and was the original "abbreviation" in the comic (Sco Res).
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: KaelGotDwarves on December 19, 2009, 07:36:37 pm
I got all the new unlocks minus gunboats... if anything, the soldier buff is the most broken thing, as it gives your entire team mini crits and you can swamp the enemy.

Pyro absolutely laughs in the face of equalizer, but is killed by demo with shield. I think that shield could be rebalanced though, as only way for pyro to take down charging demo currently is shotty or fire+airblast+axtinguisher. It's irritating, but not horribly imba.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Mr.Person on December 19, 2009, 08:01:28 pm
It's not like the other classes don't have bad matchups or anything. As a DH Soldier, I hate seeing Scouts, Pyros, and Chargin Demos. I sometimes kill them, they often kill me. I can sometimes hit the Scout or Pyro and the Equalizer is really good versus Pyros (not to kill them, to flee. As I burn, I run faster and faster) and Chargin Demos (This time for taking a swing and THEN fleeing). Regular Demos are somewhat annoying, as are other DH Soldiers. Regular Soldiers, Heavies, Snipers, Medics, Spies, and Engineers are all squishy, easy to hit, or for the poor Sniper, both.

ScoRes is a defensive weapon, but not for every map. On GravelPit, I would rather have the regular. On Gorge, Dustbowl, and any other maps where the CP is near spawn, I would rather have ScoRes. I would also like to have ScoRes on most PL maps. On Arena and KotH, I would rather have regular.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: dragnar on December 19, 2009, 11:33:50 pm
Just go Heavy. The demos have no defense to you and are charging straight at you, and soldiers are running around with low health and the equalizer. The Direct Hit might make make things a little difficult, but so long as you remain in the position of support fire and not down there in the field of battle then things should be alright.
Yes, everyone go heavy! Become large, slow, walking targets for my knife!

I'm kinda pissed off at TF2 atm. Probably because of me constantly losing; but I have to say that this update has been my most disliked so far. The spammiest and most annoying of them all.
I do think that some things could use balancing. I really want them to make the Razorback more useful.
Yeah, the Razorback does nothing to stop spies, just makes them use the ambassador to headshot them down to 5 health instead of an instant kill with the knife.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Giant Snowman on December 20, 2009, 06:02:53 am
I think the hitpoint reduction of the eyelander puts the demoman into the bodyshot region, or was he always there?
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Tokay on December 20, 2009, 09:55:12 am
The update also brought the amazing BSODs to my life.

I also got BSODs after this update. You can fix the problem by disabling multicore rendering under Options->Video->Advanced.

I'm really enjoying the update and i don't feel that any of the new weapons are especially overpowered, although i dont know what they were thinking when they made the equalizer a straight upgrade from the shovel  :-\.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Jakkarra on December 20, 2009, 09:58:22 am
Aw man...

They fixed Spyspensers!
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Duke 2.0 on December 20, 2009, 10:02:40 am
 Shovel: Base damage between 59-72 damage.
 Equalizer at max health: 32.5
 Health at 50: 130
 Health at 1: 161
 First speed up at 160-121 health: 10%
 Final speedup at 40-1 health: 60%
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: ToonyMan on December 20, 2009, 10:21:45 am
Yeah, if you get killed by a soldier when he has less than 50 HP I don't know.

I think it's balanced.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Jakkarra on December 20, 2009, 10:31:25 am
Sure is.

Then again, when are you going to use the melee unless you are on your last legs or as a last resort?

By the time you get into Melee range you'll have taken some damage.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Dr. Johbson on December 20, 2009, 10:38:07 am
I damage myself to below 40 sometimes and go on crazy killing sprees all the time. Its awesome.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Jakkarra on December 20, 2009, 12:01:33 pm
Yeah, so do i.

Also, i just had an epic Huntsman spree, i killed Attaxx MANY MANY TIMES!

CYR SOME MOAR!

(He was often invisible)
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Nilocy on December 20, 2009, 12:57:46 pm
Damn, the servers full.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Mr.Person on December 20, 2009, 01:30:32 pm
I use it for fleeing, although I know a few Scouts who are surprised to find that a very low health Equalizer is as fast as them and will one shot them every time.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Tradanbattlan on December 20, 2009, 01:52:20 pm
But I also know a few scouts who don't use the energy drink. Wehehe
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Jreengus on December 20, 2009, 01:53:47 pm
I never use the energy drink, especially since the pistol got the massive buff.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Itnetlolor on December 20, 2009, 02:18:18 pm
Shovel: Base damage between 59-72 damage.
 Equalizer at max health: 32.5
 Health at 50: 130
 Health at 1: 161
 First speed up at 160-121 health: 10%
 Final speedup at 40-1 health: 60%
That friggin equalizer. I hate when I get hit by those.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Duke 2.0 on December 20, 2009, 02:20:25 pm
 If melee weapons didn't git me from ten feet away then I would be cool with it. Just pull out the shotgun and blow them away.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Jay on December 20, 2009, 02:22:35 pm
If melee weapons didn't git me from ten feet away then I would be cool with it.
This.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: ToonyMan on December 20, 2009, 02:25:03 pm
If melee weapons didn't git me from ten feet away then I would be cool with it.
This.

Aye, that happens to me sometimes, but I forgive it because I do this to others all the time by accident.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Pandarsenic on December 20, 2009, 02:47:12 pm
If a soldier successfully kills you when he's in the lowest health / highest power bracket of the Equalizer, at least one of the following is true:
1) You were screwed anyway
2) You were inattentive and/or deserved it
3) You could have solved the whole problem with a single shot (scattergun; solly shotty or rocket; pyro shotty, airburst and flame, even flare gun if he's REALLY pushing it; pipe bomb; any heavy item other than sandvich; engie shotty; sniper bodyshot; medic... eh, kite him with syringes maybe, or better yet have your patient kill him for you; spy should be able to drop a soldier at that point with his revolver if he's any good).
4) He flanked you skillfully and was a badass and deserved the kill.

And if you die as a Heavy to an Equalizer something has gone horrifically wrong.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Jay on December 20, 2009, 03:39:41 pm
Free weekend ends in approximately 20 minutes as I recall.
If you haven't bought it yet, and you like it, you've got twenty minutes.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: ILikePie on December 20, 2009, 03:47:23 pm
Yep, free weekend was great fun. I think I'm gonna buy the orange box, is it still worth buying? (And if what the game store is posting on their website is true, then its pretty darn cheap. They're selling it for 130 ILS, approximately $35)

PS. I haven't played/own any of the games that come with it.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Soulwynd on December 20, 2009, 03:53:36 pm
Yep, free weekend was great fun. I think I'm gonna buy the orange box, is it still worth buying? (And if what the game store is posting on their website is true, then its pretty darn cheap. They're selling it for 130 ILS, approximately $35)

PS. I haven't played/own any of the games that come with it.
Portal, TF2 and all the free multiplayer mods you can use are well worth it.
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Eduren on December 20, 2009, 05:45:47 pm
Yep, free weekend was great fun. I think I'm gonna buy the orange box, is it still worth buying? (And if what the game store is posting on their website is true, then its pretty darn cheap. They're selling it for 130 ILS, approximately $35)

PS. I haven't played/own any of the games that come with it.
Portal, TF2 and all the free multiplayer mods you can use are well worth it.
And all of Half-life 2
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Jreengus on December 20, 2009, 06:47:49 pm
And if you die as a Heavy to an Equalizer something has gone horrifically wrong.
I haven't seen it happen but if they catch you by suprise with 1 health... Especially if you're packing the sandwhich then you are faced with trying to hit a scout speed person, no option for using your minigun because they can kill you before it warms up
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Zai on December 20, 2009, 07:14:04 pm
Yep, free weekend was great fun. I think I'm gonna buy the orange box, is it still worth buying? (And if what the game store is posting on their website is true, then its pretty darn cheap. They're selling it for 130 ILS, approximately $35)

PS. I haven't played/own any of the games that come with it.

Damn right it's worth it. TF2 alone is worth the $30 I spent on the Orange Box. But you also get the HL2 games, Portal, and all the mods you can imagine (including GMod, but that's another $10; most HL2 mods are free).
Title: Re: Team Fortress 2: Soldier WINS! Update OUT! Free Weekend ON!
Post by: Soulwynd on December 20, 2009, 08:23:59 pm
Yep, free weekend was great fun. I think I'm gonna buy the orange box, is it still worth buying? (And if what the game store is posting on their website is true, then its pretty darn cheap. They're selling it for 130 ILS, approximately $35)

PS. I haven't played/own any of the games that come with it.
Portal, TF2 and all the free multiplayer mods you can use are well worth it.
And all of Half-life 2
Noooot in my opinion. But sure, some people like it.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Eduren on December 20, 2009, 09:25:13 pm
I just had a really good spy run on the server today.

Spy is simultaneously the most frustrating and most exhilarating experience in this game. When you do bad, you really do bad and when you do good, you do really good. It is such a great adrenaline rush to have an entire team collapse because you keep chain-stabbing them all.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Mr.Person on December 20, 2009, 09:54:28 pm
I love killing the same people over and over as a Spy. One time I was killing the same Demoman over and over so much he swapped to Pyro. For entirely different reasons, I swapped to Soldier. That must have pissed him off bigtime, hehe.

I went back to Spy soon after and even managed to backstab a Scout, but beyond that I was mostly sitting in corners waiting for the Scouts and Pyros to move on.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Jakkarra on December 20, 2009, 09:59:45 pm
Being a Spy is the best thing ever, i only change classes when people get too paranoid.

That, and the Huntsman is hilarious.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: dragnar on December 20, 2009, 10:02:48 pm
Being a Spy is the best thing ever, i only change classes when people get too paranoid.
Agreed, it gets ridiculous when two/tree spies make an entire team go pyro, but there is nothing more fun(or difficult) than taking out an engie and all his level 3 stuff in seconds.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Cheeetar on December 20, 2009, 10:20:28 pm
Spy was the first class I played for some reason, and I play him to the exclusion of all other classes (except medic when people complain alot).
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: The Doctor on December 20, 2009, 10:41:14 pm
What are your times as Spy, V your times as second most class?
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: deadlycairn on December 20, 2009, 11:18:06 pm
I actually don't spend that much time as spy. I'm more of a soldier/medic person.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Cheeetar on December 20, 2009, 11:30:39 pm
What are your times as Spy, V your times as second most class?

3 most played:
Spah: 15 hours, 14 mins
Soldier: 3 hours, 12 mins
Medic: 2 hours, 30 mins


Although I'm pretty sure this information is wrong, because I've spent way more than 18 minutes playing as pyro, and more than 2 hours as scout.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Zai on December 20, 2009, 11:35:26 pm
So I've now gotten all the Demo unlocks, with the help of a few people, most notably Greiger. I even got that shield-charge-death achievement.

All I have left is stuff for Soldier, but the only thing I can unlock now is the Buff Banner. Does that come at Milestone 2 or 3?
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: The Doctor on December 20, 2009, 11:39:48 pm
I THINK 3, but some people have been getting them out of order.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Zai on December 20, 2009, 11:44:25 pm
I THINK 3, but some people have been getting them out of order.

I believe that would be through just the random finds; that's how I got my Direct Hit before my Equalizer.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Dwarfaholic on December 21, 2009, 02:48:41 am
Y'know what's funny? Not having a single demo/soldier item despite playing a lot. I mean, a lot. Meanwhile, JoeAverage111 gets four hats and all the items. That reminds me, I don't have any random hats either, and I have way over 200 hours total playtime since the hat update.

I am not very happy with this current state of affairs right now.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Cheeetar on December 21, 2009, 03:02:43 am
If you don't get any random drops, you could try to do the achievements.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Dwarfaholic on December 21, 2009, 04:31:14 am
I've been doing them, and I got the equalizer at first that way. But then!
After I died, I noticed "This is fair, I got another equalizer immediately after I'll do nothing with it anymore. Damn you, randomness!" So I deleted it. But apparently it wasn't a duplicate.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Duke 2.0 on December 21, 2009, 10:04:42 am
 Or in my case, the first demo milestone and the second soldier milestone never got me items.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Zai on December 21, 2009, 10:56:48 am
I've been doing them, and I got the equalizer at first that way. But then!
After I died, I noticed "This is fair, I got another equalizer immediately after I'll do nothing with it anymore. Damn you, randomness!" So I deleted it. But apparently it wasn't a duplicate.

...I don't think you can blame the game for that.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Jreengus on December 21, 2009, 11:16:20 am
I've been doing them, and I got the equalizer at first that way. But then!
After I died, I noticed "This is fair, I got another equalizer immediately after I'll do nothing with it anymore. Damn you, randomness!" So I deleted it. But apparently it wasn't a duplicate.

...I don't think you can blame the game for that.
Yes and if you delete duplicates after the crafting update then you can't complain about not having hats.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Volatar on December 21, 2009, 11:56:01 am
I got my first random drop hat ever today  ;D
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Soulwynd on December 21, 2009, 12:06:06 pm
Congrats. I got mine a while ago.

As it is, about every 4 hours or gameplay you have around a 3% chance of getting a hat. That's just an approximate, since I'm too lazy to get the actual numbers. Hats rolls also have nothing to do with regular rolls, so one shouldn't affect the other.

So basically, if you ignore that each hat roll is unrelated to the next, valve is telling you should get a hat for every 5 days of gameplay.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: dragnar on December 21, 2009, 01:39:25 pm
What are your times as Spy, V your times as second most class?

3 most played:
Spah: 15 hours, 14 mins
Soldier: 3 hours, 12 mins
Medic: 2 hours, 30 mins


Although I'm pretty sure this information is wrong, because I've spent way more than 18 minutes playing as pyro, and more than 2 hours as scout.
Mine's much worse:

Spy: 32 hours
Engineer: 3 hours
demoman is rapidly rising though.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: ToonyMan on December 21, 2009, 02:44:23 pm
Most of my gametime isn't actually mine (multiple users), but I do know for a fact that I have around 20 hours on my favorite class soldier.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Duke 2.0 on December 21, 2009, 03:36:10 pm
 The only hats I ever got are demomans fro and pyros beanie. Both of which happened during the super items drop rate of the event.

 Demo: 26
 Engineer:22
 Soldier: 21
 ...
 Scout:12
 Heavy:9
 Medic:7

 I've filled the first page of the old inventory before to the point where I had no more slots, so I deleted many repeat items so any new items would not be blocked. Then they expanded the inventory and added crafting.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Zai on December 21, 2009, 04:52:45 pm
I've filled the first page of the old inventory before to the point where I had no more slots, so I deleted many repeat items so any new items would not be blocked. Then they expanded the inventory and added crafting.

Same.

But on the plus side, I got my first random "hat" today: the Spy's Camera Beard...which is no longer a hat. But whatever.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Soulwynd on December 21, 2009, 07:31:08 pm
(http://img.photobucket.com/albums/v68/soulwind/screenshots/tf2score.jpg)
All that and only one random hat.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Jakkarra on December 21, 2009, 07:44:49 pm
You are an Engi?

I need to go on when you do, sir.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Soulwynd on December 21, 2009, 07:55:34 pm
Kind of tired of playing engie, so I was trying to work on my soldier skills. Turns out I'm not so good with it, but I'm getting better.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Zai on December 21, 2009, 11:39:30 pm
Kind of tired of playing engie

Hopefully the Engy update (whenever that comes) will vary the gameplay of the Engy as much (but not in the same way) as the WAR update did for the Demo. I'm actually really interested to see what they'll do to him.

I'm hoping for a Christmas update, in somewhat the same vein as the Halloween update. With seasonal hats, like the Halloween sacks.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: dragnar on December 21, 2009, 11:54:07 pm
Kind of tired of playing engie

Hopefully the Engy update (whenever that comes) will vary the gameplay of the Engy as much (but not in the same way) as the WAR update did for the Demo. I'm actually really interested to see what they'll do to him.

I'm hoping for a Christmas update, in somewhat the same vein as the Halloween update. With seasonal hats, like the Halloween sacks.
Uber sentry but no dispencer/teleporter? Gun that repairs at range? Who knows.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: PTTG?? on December 22, 2009, 01:50:37 am
3 most played:
Spah: 15 hours, 14 mins
Soldier: 3 hours, 12 mins
Medic: 2 hours, 30 mins

I can't stand playing as spy- but to each his own. I find the Medic can be fun, as can Engy.

I'm really looking forward to the Engy update. I'm pretty sure we'll see at least one or two of the following:

-Dispensi-trap: Replaces the regular dispenser with a cardboard box full of dynamite that LOOKS real to the enemy team; as soon as it's sapped or shot, it explodes!

-Bouncer: Replaces the teleporter with a similar device that launches the character using it with about as much force as the scout's double-jump, allowing such sneaky things as dropping a heavy in a top-floor window.

-Crita-spenser: Like a very pointy dispenser, allied units within it's radius get a boost to critical hit chances.

-Spearer: Replaces turret; unlike the regular turret, it has four ten-foot-long spikes. When an enemy gets within reach, it spears them for massive damage. Unlike a regular turret which is best placed at the end of a medium-long hallway, the spearer should be just behind the doorframe.

-Up-armor: A special wrench that is terrible for building, but can be used to "overheal" your equipment, giving you twice the time to save them.

-Hackwrench: Hitting a structure with this wrench will cause it to switch to your side, blowing up any old equipment of yours it might displace. Hitting an enemy with this does nothing, though if it made them see colors backwards for a random set of time, there could be fun. It can repair, but not upgrade things.

-Hoover: Replaces shotgun, or possibly pistol. A reverse gun that sucks up target items, turning them to metal or ammo, and just maybe picks up sticky mines. A successful taunt with this item picks up the enemies' hat, though the Soldier is so attached to his helmet that that might not be possible.

-Ammo Packer: Replaces builder remote. Takes metal and packs it up into tasty ammo units for allied characters. Allows Engies to help out the heavies, too! Potentially, a team of hoover-and-packer-packing Engies and medics could move ammo to a heavy like a bucket brigade.

I'd bet on the Crita-spenser more than anything else, though the ammo packer would be awesome.

What's really needed is a good way to get Engies involved in the combat instead of moping around the base. But you need to do that without making them actually be effective fighters. That's what I like about the Hackwrench and Crita-spenser, both of which are best used at the very front lines.

A simple Uber-sentry is unlikely, because as it is, they already are either killing you or not killing you. That binaryness is what makes them so balanced; a well-placed sentry is an immovable object, but a poorly-placed one is trash. What's essential to preserve is the way that it's all dependent on the engie's skill level.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Tradanbattlan on December 22, 2009, 01:52:58 am
I want a Sentry Mount.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: PTTG?? on December 22, 2009, 02:20:52 am
AH HA!

It'll be a cigarette dispenser, and it will lower health while increasing crits!
Or a Booze dispenser, which will decrease accuracy, which would encourage the whole team to get in closer... And would be more dwarfy.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: KaelGotDwarves on December 22, 2009, 02:36:21 am
Yeah, for those of you complaining about soldier/demo spam during their update, just wait for the massive campfest when the engineer update goes live. Turn one corner... stare at 10 sentries.

Better hope there's an engineer weapon that makes him move away from sentries  ::)
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Siquo on December 22, 2009, 03:49:09 am
Yeah, I don't really like playing engy, but still do it quite often if noone else on the team will do it. Especially when attacking in a server with norespawntime, the only thing keeping either side from winning is the "added respawntime", which is the time it takes to run from spawn to the Front. It's often hard or impossible for Blue to win without teleporters, plus I hate running running running boom dead.

At the start of a round I usually pick a medic when blue to ueber once, then die and switch. I stopped playing the medic because the uebercharge takes too long, but at game setup I'm waiting anyway.

I still rule supreme as a pyro, I think I played the pyro as much as all other classes combined. I'm even getting better at the flare-gun (which is easily the hardest-to-aim-weapon in the game).
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Jreengus on December 22, 2009, 09:38:20 am
-Ammo Packer: Replaces builder remote. Takes metal and packs it up into tasty ammo units for allied characters. Allows Engies to help out the heavies, too! Potentially, a team of hoover-and-packer-packing Engies and medics could move ammo to a heavy like a bucket brigade.

Metal lying around is already ammo, trading all your buildings for the ability to move it around is insane.

Anyhow I don't massively like any of those ideas. The engies buildings shouldn't be tampered with. He already has a nice flexibility of purpose there, capable of providing area denial on defense via the well known engy and overused engy nest. Or  else frontline support through his dispenser teleports and well placed level 1 sentries. (I hate those engineers though, they all act so smug as if this is the only proper way of playing engineer and that makes them so much better than everyone else.) Then we get to his weapons which are just so damn nice, sure he's not the most powerfull guy ever but his weapons work well with his buildings and even help contribute during a group push.

As such I'm dreading the engineer update. I see him gaining a bunch of useless gimmicks which destroy any kind of flexibilty he had.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Jakkarra on December 22, 2009, 09:52:25 am
How could the new unlocks possibly ruin him?

If they are badly made, people will either use the old ones, which are fine, or simply be another 125 HP frontline class, which is hilarious.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Jreengus on December 22, 2009, 10:16:43 am
Yeh, the unlocks wont destroy the flexibility of his old weapons but if he just gets a bunch of useless stuff then I will still be sad. I'm actually very dissapointed that most of the unlocks were just slight tweaks to existing weapons, would have been better to get more like the demos were it totally changed the class or the kritz where it was an alternative strategic option.things like the direct hit make me sad because they are just the same weapon tweaked.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Duke 2.0 on December 22, 2009, 10:20:14 am
 However, it did change a major strategy of the class. Soldiers did depend a lot on their splash damage, and were somewhat loners in that they were best suited to wandering the map apart from the group. The Buff Banner made them stick with a group, and the direct hit made them less focused on saturation fire.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Siquo on December 22, 2009, 10:27:09 am
Yeah, the splash is actually long-range-pyroing, very nice for concentrated groups of enemies, preferably while rocket-jumping, spamming from above.
The direct-hit I'm eager to try, but will probably be more suitable for staying back and sniping heavies and slower opponents.

The equaliser is just nonsense as a weapon. Although very useful for RUNNING AWAY, it's not very good when running straight into a pyro... It is nice to get some kind of speedboost though, the soldier is excruciatingly slow.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Soulwynd on December 22, 2009, 11:58:43 am
If the engie update is that wrench that lets you place down 3 level 1 sentries... DO NOT WANT...

I'd rather see something original and new, like they did for the demo/soldier.

Speaking about that, TF2 blog says there will be one more update coming.

Quote
Update Update
December 21, 2009 - TF2 Team

We've got one more update to go out to our backend item system. After that, we'll be granting all the missing items that weren't granted properly when you finished achievements.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Zai on December 22, 2009, 02:18:55 pm
flare-gun (which is easily the hardest-to-aim-weapon in the game).

Not really. I'd say Demo's 'Nades and Stickies are harder to aim accurately at long distance.

Backend item system update? TRADING? THAT THING THAT WAS PROMISED WITH THE SPY/SNIPER UPDATE MONTHS AGO?
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: ToonyMan on December 22, 2009, 04:22:49 pm
Valve fixed the bug.  I have my equalizer and chargin targe now!  Yah.

You just have to die once and BOOM, you get all your stuff.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Jay on December 22, 2009, 05:14:15 pm
You just have to die once and BOOM, you get all your stuff.
And cause some serious "WTF"s at the same time.
(not quite exact - I never found any of these except the Equalizer, because the unlock system hates me - it never gave me my milestones, even before this bug)
All at the same time:

Jay has found: The Chargin' Targe
Jay has found: The Eyelander
Jay has found: The Scottish Resistance
Jay has found: The Equalizer
Jay has found: The Direct Fire
Jay has found: The Buff Banner
Jay has found: Gunboats
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Nilocy on December 22, 2009, 05:27:15 pm
I think Umi's been on an achievement server...

Spoiler (click to show/hide)
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: dragnar on December 22, 2009, 05:45:20 pm
...Is that ALL the achievements?!
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Soulwynd on December 22, 2009, 05:48:07 pm
I'm sure valve wont kick those people in the nuts.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Eduren on December 22, 2009, 05:52:52 pm
Gameplay times (http://steamcommunity.com/profiles/76561197996227898/stats/TF2). And the funny thing is that I still suck with soldier.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: umiman on December 22, 2009, 06:23:31 pm
Nah, I used an achievement unlocker.

I inverted all my legitimately earned achievements and reverted them so I can keep all my real achievements while getting all the unlocks. I don't have patience nor like to grind achievements and I like using the new weapons while keeping my real achievements.

It's called the Steam Achievement Manager 5.2 if you guys are interested.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Jakkarra on December 22, 2009, 06:44:44 pm
I'm going to assume this is one of those things valve will get a little pissed about.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Zai on December 22, 2009, 07:11:24 pm
I'm going to assume this is one of those things valve will get a little pissed about.
Yeah, that's what I told him last night. Still did it anyway. But when I woke up today and saw all of his "achievements", I laughed.

So. Today I was a bit surprised. I actually legitimately killed someone with my Targe bash in a game today on the DFC server. I thought that'd be near impossible to pull off in an actual game. Too bad I already had that achievement.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Jakkarra on December 22, 2009, 07:15:48 pm
Thing is, why would anyone ever bother to use the targe bash?

Melee weapons do more damage, and you wouldnt want to charge straight into some enemies with the GL...
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Soulwynd on December 22, 2009, 07:18:34 pm
I'm going to assume this is one of those things valve will get a little pissed about.
Yep...


And the targe actually -bashes- people? I've always only got the melee crit bonus.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Tradanbattlan on December 22, 2009, 07:19:20 pm
You dont even have to melee using the Targe.
Just Charge and Pipebomb for win.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: umiman on December 22, 2009, 07:27:20 pm
Here's a page with more info and you can judge for yourself how risky it is: http://forums.steampowered.com/forums/showthread.php?t=839397

Besides, my actual achievements are legitimately owned and it's funny seeing the spam of fake ones fill up my screen. You guys should lighten up and loosen your panties. I've done this several times now over the past two years and am surprised you guys only noticed NOW.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Zai on December 22, 2009, 07:32:16 pm
Thing is, why would anyone ever bother to use the targe bash?

It wasn't intentional. I was just using the Targe to get over some Stickies before the Demo could have time to notice. The guy just happened to be right at the end of my charge with next to no health.

And yeah, Soulwynd. The Targe does some damage if you hit somebody with it. This is usually negligible, as it only does about 19 damage at its max distance. There's an achievement for killing someone with the Targe's bash damage (as in, not just combining the crit bonus with another weapon), but I got that the other day thanks to Greiger. But we arranged that; it wasn't in the middle of an active game like today.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Soulwynd on December 22, 2009, 07:38:10 pm
December 22, 2009 - Team Fortress 2 Update Released

Fixed inconsistent Rage generation with the Buff Banner
Added an "equipped" tag to currently equipped items in the Backpack and Crafting screens
Fixed the TFBots not reacting correctly to stun effects
Fixed the Heavy picking up his own thrown sandvich if it was thrown while running forward
Fixed Pyros not getting the proper kill icon for kills with deflected Direct Hit rockets
Fixed the player keeping their rage setting when the Buff Banner isn't equipped
Fixed resupply cabinet not clearing the rage and the buff status effect
Fixed the Buff Banner not working when +reload has been forced in console
Fixed the motion blur on charging Demomen not always drawing
Fixed the Direct Hit mini-critting enemies submerged in water
Fixed the Chargin' Targe's crit not working on servers with tf_weapon_criticals 0
Capped the amount of overhealing from taking heads to the player's max buffed health
Updated the Gunboats to absorb damage from any self-inflicted rocket blast that doesn't hurt another player
Updated the Scottish Resistance to detonate bombs near the player's feet (in addition to what it normally detonates). This enables sticky jumping with this weapon
Updated the Baseball and Jarate HUD indicators to stay on screen when full


Crafting improvements
Spy's camera beard can now be smelted into scrap metal
Recipes can no longer produce items matching any of the items used in the crafting
Added some new recipes


Achievement fixes
Fixed the "Ride of the Valkartie" Soldier achievement being earned by Soldiers on the defending team
Fixed the "Gorky Parked" Heavy achievement being incremented by committing suicide on a control point
Fixed several Scout achievements that were broken by the new type of bat stun
Fixed the "Ghastly Gibus Grab" achievement not awarding the hat correctly
Updated the "Big Pharma" (Medic) and "Division of Labor" (Heavy) achievements to be 10 kills in a single life
Updated the "Ubi concordia, ibi victoria" Medic achievement to only be 3 assists




Still no word on the blue screen of death bug.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Duke 2.0 on December 22, 2009, 07:42:12 pm
Quote
Updated the Gunboats to absorb damage from any self-inflicted rocket blast that doesn't hurt another player

 Well, that just boosted up the usefulness of these things by a bunch.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Zai on December 22, 2009, 07:43:32 pm
Quote
Updated the Gunboats to absorb damage from any self-inflicted rocket blast that doesn't hurt another player

 Well, that just boosted up the usefulness of these things by a bunch.

Indeed. Now I want them even more. ♥
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: ToonyMan on December 22, 2009, 07:55:39 pm
You don't put boats on your feet!  You put BOOTS on your feet bro!
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Charmander on December 22, 2009, 07:56:34 pm
Looks like the update has sorted out a good few problems.

Assuming it actually sorts them out. I know I remember someone bitching about the Scottish Resistance and about how you couldn't sticky jump. Kinda know why, now. I was kinda puzzled, but maybe that's because I stare at my stickybombs when I jump like that.

And the stun things? 'Bout time. Was getting kind of annoying.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: SHAD0Wdump on December 22, 2009, 08:01:12 pm
The only one thing I don't like is the 'fix' to the sandvich plate, being able to just drop it while on the move and replenish some HP was extremely useful in a pitched battle.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Cheeetar on December 22, 2009, 08:03:52 pm
You don't put boats on your feet!  You put BOOTS on your feet bro!
But... gunboats!
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: The Doctor on December 22, 2009, 08:18:54 pm
The only one thing I don't like is the 'fix' to the sandvich plate, being able to just drop it while on the move and replenish some HP was extremely useful in a pitched battle.
I ASSUME it's just like a second or two where you can't pick it up.


I do that too, but I've also had times where I wanted to heal my burning medic, and I pick up my own sandvich.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Zai on December 22, 2009, 09:34:37 pm
You don't put boats on your feet!  You put BOOTS on your feet bro!
Except they are officially called Gunboats.

And what?! You don't put boats on your feet? But that's all the rage these days!

And I've had problems since the update with my loadout reverting to regular weapons. Someone else had this problem to, and the way to fix it was to disconnect and reconnect. But I only played on the DFC server, so it may just be the server.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: penguinofhonor on December 22, 2009, 10:13:39 pm
I finally got a computer that can play TF2! I've kept up with the updates for like a year because I'm interested in the game and Valve updates more hilariously than anyone else, but I finally got to play today. I played as a demoman and killed someone with stickies, but died three times. Then I had to go to some family thing. But I'll be playing more soon.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Zai on December 22, 2009, 10:16:46 pm
Make sure you play on the DFC server sometime with the rest of us. And join the group too if you aren't in it already. Server is at:

217.163.31.206:27015
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Greiger on December 22, 2009, 10:34:01 pm
I thought it was odd I saw a penguin on the server.  That was you then I assume penguin?
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Zai on December 22, 2009, 10:37:34 pm
I thought it was odd I saw a penguin on the server.  That was you then I assume penguin?

"A penguin" was PoH?
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: dragnar on December 22, 2009, 11:40:17 pm
If so he's not at all bad for someone new at the game.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: PTTG?? on December 22, 2009, 11:59:44 pm
Hey!
Where is everybody?

Also, any chance we can get some non-arena games?
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Osmosis Jones on December 23, 2009, 12:26:02 am
That gunboat update is actually a bad thing, imho. A common practice of all good soldiers, is, when being healed by a medic, to shoot the nearby walls to increase ubercharge rate. If the gunboats absorb the majority of that, then it's another mark against them.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: The Doctor on December 23, 2009, 12:45:11 am
THEN DON'T WEAR THEM WHEN YOU'RE CHARGING THEM.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Duke 2.0 on December 23, 2009, 01:05:49 am
 In fact, it makes it easier to get your health to specific levels for the Equalizer.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Osmosis Jones on December 23, 2009, 01:13:17 am
THEN DON'T WEAR THEM WHEN YOU'RE CHARGING THEM.

Whoah, caps attack. So, if I happen to run into a medic who needs to build  lot of uber in a short amount of time, and there's noone else around, I should run back to spawn and swap out?  :P

As it stood, they blocked rocket jump damage. Any other damage a soldier will inflict on himself will ideally be done for a reason.

In fact, it makes it easier to get your health to specific levels for the Equalizer.

This is actually a valid argument. As it currently stands, I can see the gunboats and the equaliser working quite well together.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: The Doctor on December 23, 2009, 01:23:21 am
I thought you meant when you two spawn.


Sorry, I just had a match full of idiots.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Osmosis Jones on December 23, 2009, 01:30:12 am
Eh, we've all been there. I'm primarily a medic, and with a combination of an item that blocks healing and the [e] button, idiots have been on a huge rise lately :(
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Greiger on December 23, 2009, 01:30:21 am
Oh yea, things I meant to ask and forgot to mention.

A)  The melee only mode thing in the admin menu seems bugged.  I tried turning it on twice, and twice the server crashed when I did.

B) Is there any way for us admins to mess with the respawn times?  There are a couple maps that just seem impossible to win with instant respawns.  2 Engies held the first point of part 2 of dustbowl for 10 whole minutes because when our support died they instant respawned and took one of our lv 3 teleporters to get back almost immediately after dying. 

They might have broke through if they tried an uber, but pretty much everything else that should have worked failed because either the combat classes got back to the front too soon after dying or the engies got back to their stuff after dying before the attackers could destroy them.

And some maps you can do that kinda stuff on without teleporters.  When the spawns are way too close to the points for instant respawn.  Steel point A and Dustbowl 3-B come to mind mostly
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Eduren on December 23, 2009, 02:32:24 am
To be honest, I would really prefer if the DFC had vanilla respawns. They make for such a better game.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: dragnar on December 23, 2009, 02:41:51 am
To be honest, I would really prefer if the DFC had vanilla respawns. They make for such a better game.
More balanced perhaps, but I like not having to wait to respawn. It's much faster-paced and eliminates boring waits.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Duke 2.0 on December 23, 2009, 02:46:56 am
 In small games then instant respawns are good. For larger games, it can be horrendous.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Eduren on December 23, 2009, 02:47:51 am
To each his own I guess. But another point is that especially with an influx of newbies, a vanilla respawn really helps people get better at this game.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: penguinofhonor on December 23, 2009, 03:37:09 am
I thought it was odd I saw a penguin on the server.  That was you then I assume penguin?

Eh, not me. I haven't been on the DFC server.

Other news: I've gotten 25 kills towards some mysterious 50 kill threshold that will allow me to get "normal points". I'm not sure what that's supposed to mean.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: The Doctor on December 23, 2009, 04:19:23 am
HLStats.

The whole thing with needing 10-20-50-100 or whatever kills is so that new players to the server arn't tracked as readily.


HLStats is basically just showing your stats for that server. Mostly KD Ratio stats, though, it seems.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Volatar on December 23, 2009, 08:09:25 am
I like quick respawns  :)

Also, stats? Awesome!
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Jakkarra on December 23, 2009, 08:42:03 am
Stuff.

Greiger, they could have EASILY destroyed those with an Uber.

WE did, and they had TWO more sentry guns!

We took about 2 minutes to clear the map!
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: ToonyMan on December 23, 2009, 12:50:30 pm
In small games then instant respawns are good. For larger games, it can be horrendous.

Long, drawn out stale-mates much?   :P
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: penguinofhonor on December 23, 2009, 04:29:59 pm
Okay, so I totally don't know how to find this mysterious DF server.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Zai on December 23, 2009, 04:39:01 pm
Open up the servers window of Steam (or the menu option in-game) and click the "Favorites" tab. Click "Add a Server" at the bottom. Copy+Paste this into the box that pops up:

217.163.31.206:27015

Click "Add this server to favorites" and then either double click the [DFC] server line to auto-connect, or click it once and then click the "Connect" button.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Nilocy on December 23, 2009, 05:26:03 pm
The first post of this thread and my DFC one has the address for future reference :D
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Zai on December 23, 2009, 05:29:06 pm
The first post of this thread and my DFC one has the address for future reference :D

As does the Steam group.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: penguinofhonor on December 23, 2009, 05:31:31 pm
There's a steam group?
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: PTTG?? on December 23, 2009, 05:37:39 pm
Hey dawgs. Get on right now or I will visit each of your houses with a thirty angry woodpeckers.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Greiger on December 23, 2009, 05:41:33 pm
But I live in Florida, my home is concrete to make it hurricane-proof.

(goes on anyway)
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Metalax on December 23, 2009, 05:45:35 pm
There's a steam group?
Yep. Either search for 'Dwarf Fortress Community' through steam or log in through your browser and go here http://steamcommunity.com/groups/dwarfortress (http://steamcommunity.com/groups/dwarfortress)
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: zchris13 on December 23, 2009, 05:55:40 pm
You will see alot of [DFC]s.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Jreengus on December 23, 2009, 06:05:43 pm
So I just got the scottish ressistance, I actually like it, on defense it is great but it's also totally unsited for offense. Sticky jumping also seems impossible with it. I try but instead of launching me across the map it deals horrendous damage and bunny hops me a couple of steps forward...

Also did anyone else notice that with the soldier it was easy to get the first 2 milestones but then really difficult to get the third, but with the demo it was difficult to get the second but once you did the third came really quickly? (same day for me)
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: SHAD0Wdump on December 23, 2009, 06:08:52 pm
Result of too many eyelander achievements.

Soldier? Who cares? TAKE YOUR LUMPS LIKE A POTATO CHIP PRIVATE PRINGLES!
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: penguinofhonor on December 23, 2009, 07:36:13 pm
The goddamn eyelanders are everywhere. All I've got is Bonk! Soda and the Dead Ringer, items for classes I don't know how to use yet. Though I finally learned how to cloak as a spy (although I admittedly wasn't trying that hard to learn) I might try it some.

I am now in the group and have played on the server.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: ToonyMan on December 23, 2009, 07:46:57 pm
What's your favorite and least favorite class?
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Jreengus on December 23, 2009, 07:58:14 pm
What's your favorite and least favorite class?
Impossible question for me...
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Jakkarra on December 23, 2009, 08:15:20 pm
Favourite is SPAH!

Least favourite? hmm... i like them all!
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Zai on December 23, 2009, 08:40:58 pm
Favourite is SPAH!
We already knew that.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: PTTG?? on December 23, 2009, 08:57:18 pm
What's your favorite and least favorite class?

Medic can be fun, and I tend to get a lot of points for all the help. I enjoy dueling as scout.
I would like to like sniper, but I keep getting killed... by other snipers.
But I REALLY hate playing as spy. I get eaten alive whenever I try.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Skibiliano on December 23, 2009, 09:11:08 pm
What's your favorite and least favorite class?

Favorite would be... Well... That's a tough one. I guess Sniper (Yes, I don't play spy that often anymore)
Least favorite would either be scout or medic.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Tradanbattlan on December 23, 2009, 09:16:10 pm
Favorite is Heavy, because he's squishy and loves sandwiches. Just like me.
Spoiler (click to show/hide)
Least is Soldier. He's mean.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: PTTG?? on December 23, 2009, 09:23:20 pm
They should make a "hat" for the Heavy that covers him in (more) hair, but makes all his voice chats, text, and speech into various (less legible) grunts, barks, and roars.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: deadlycairn on December 23, 2009, 09:23:46 pm
Favourite is the soldier.

Least favourite is spy, as my friend plays spy, and makes me ever more paranoid, until I'm hiding in a corner shooting my shotgun wildly :P
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Nilocy on December 23, 2009, 10:15:23 pm
My favourite class is spy (I like backstabbing); my least is those damned soldiers.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Someguyo on December 23, 2009, 10:18:54 pm
Soldier is favorite, Engineer is least. Mostly because I don't enjoy mindlessly whacking my sentry and letting it do the work for me.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Jakkarra on December 23, 2009, 10:20:07 pm
That's what the silly engies do.

I'm a battle engi if i ever do it, i'm basically a slower scout, who can set up hidden shite.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: ToonyMan on December 23, 2009, 10:20:58 pm
My favorite class is soldier.
My least favorite.....hmmm.....probably pyro, but that's only because they're all awesome.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Zai on December 23, 2009, 10:25:19 pm
My favourite class is spy (I like backstabbing)

But you are so good with "classic" Demo!

My favorite changes. I usually just play whatever I feel like playing at that moment, with some influence based on what a given situation calls for. Medic is pretty boring for me now though, so I don't play it too much anymore.

[PPE:] Yeah, "battle engy" as Jakk put it can be pretty fun. Defensive engy can be really boring by comparison (if more effective), especially with closed-in intel rooms like in Sawmill CTF.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: dragnar on December 23, 2009, 11:03:47 pm
My favorite is spy.
For related reasons my least favorite is pyro...
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Jay on December 23, 2009, 11:09:57 pm
Favorite class?
Three way tie between Huntsman sniper, Eyelander demoman, and Pyro.

Least favorite class?
Spy.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Volatar on December 23, 2009, 11:18:15 pm
My favorites are Pyro and Medic. I love setting people on fire, and putting out fires.

My least favorite is spy, as I suck at it so bad  :D
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: PTTG?? on December 23, 2009, 11:32:05 pm
What's the Huntsman good for, anyway? Besides pinning ragdolls to walls?
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Volatar on December 23, 2009, 11:35:42 pm
The huntsman is a very different sniper rifle. It just works quite differently.

I have found that the sniper rifle is good for defense, and the huntsman for offense.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Duke 2.0 on December 23, 2009, 11:39:51 pm
What's the Huntsman good for, anyway? Besides pinning ragdolls to walls?
Sniper rifle is 50 damage uncharged and 150 fully charged.
 Headshot is 150 uncharged and 450 fully charged.
 Huntsman 44-58 damage uncharged and 103-137 fully charged.
 153 headshot uncharged and 360 fully charged.

 ...

 So yeah, it just charges quicker.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: fenrif on December 23, 2009, 11:42:35 pm
Favorite is Heavy, because he's squishy and loves sandwiches. Just like me.
Spoiler (click to show/hide)
Least is Soldier. He's mean.

Heavy is the best mercenary... Sandvich is second best mercenary.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Soulwynd on December 24, 2009, 12:11:17 am
What's the Huntsman good for, anyway? Besides pinning ragdolls to walls?
Sniper rifle is 50 damage uncharged and 150 fully charged.
 Headshot is 150 uncharged and 450 fully charged.
 Huntsman 44-58 damage uncharged and 103-137 fully charged.
 153 headshot uncharged and 360 fully charged.

 ...

 So yeah, it just charges quicker.
Plus you don't go into that annoying zoom mode that kills your peripheral vision. So it's better in close quarters.

The arrow also somewhat slow moving, so you have to target ahead, Kind of reminds me of playing tribes, so it's some added fun when you can get one of those amazing shots against running people.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Cheeetar on December 24, 2009, 12:20:53 am
Most favourite is spy.
Least favourite is demoman.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Zai on December 24, 2009, 12:24:17 am
I have found that the sniper rifle is good for defense, and the huntsman for offense.

This. And the Huntsman has bigger hitboxes or something, so it's more forgiving in regards to getting headshots compared to the unzoomed Sniper Rifle. And the arrows can be lit on fire for added fun.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: SHAD0Wdump on December 24, 2009, 02:51:01 am
I quite enjoy popping heads as a sniper, I also like screwing around as a spy.

Targe demo is extraordinarily fun...

I like to burn peeps as a pyro.

I like a bit of battle engie too...
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Myroc on December 24, 2009, 03:43:41 am
I don't have a favorite class, I run around with whatever suits me at the moment.

I rarely go spy, but when I do I am pretty effective seeing as I appear to be the only person alive who knows how to switch what weapon you appear to be wielding when disguised. I can't remember how many people I've fooled by switching to the wrench as a disguised engineer.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Sir Pseudonymous on December 24, 2009, 04:21:13 am
Spy. It's always fun, even though I tend to do horribly with it. The occasional streaks of luck where I don't run into any asshole pyros chasing me around the map several times as I keep dead ringering away >:( (true story: I've done laps in arena maps as a burning spy while a pyro chased me the whole damn way, lol dead ringer) are more than enough to make up for it. So's disguising as a friendly medic in arena mode and running around spamming "I am fully charged!" ;D

Unfortunately, my internet is shit at home, so much so that I can't even log onto steam with it. >:| Ten minutes to login then LOL CRASH TO DESKTOP.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: SHAD0Wdump on December 24, 2009, 05:44:52 am
Eyelander is so awesome. ;_;

I'm so happy I crafted it.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Volatar on December 24, 2009, 11:00:28 am
I don't have a favorite class, I run around with whatever suits me at the moment.

I rarely go spy, but when I do I am pretty effective seeing as I appear to be the only person alive who knows how to switch what weapon you appear to be wielding when disguised. I can't remember how many people I've fooled by switching to the wrench as a disguised engineer.

How do you do that?
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Tradanbattlan on December 24, 2009, 11:01:36 am
I don't have a favorite class, I run around with whatever suits me at the moment.

I rarely go spy, but when I do I am pretty effective seeing as I appear to be the only person alive who knows how to switch what weapon you appear to be wielding when disguised. I can't remember how many people I've fooled by switching to the wrench as a disguised engineer.

How do you do that?
By switching weapons, then redisguising as the class you are currently disguised as.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Mr.Person on December 24, 2009, 02:54:09 pm
I don't have a favorite class, I run around with whatever suits me at the moment.

I rarely go spy, but when I do I am pretty effective seeing as I appear to be the only person alive who knows how to switch what weapon you appear to be wielding when disguised. I can't remember how many people I've fooled by switching to the wrench as a disguised engineer.

How do you do that?
By switching weapons, then redisguising as the class you are currently disguised as.

The "Last Disguise" button is good for this. I have it on b, I think that's the default.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: The Doctor on December 24, 2009, 03:06:57 pm
Yeah.

As well as having fast weapon switch.

Scroll down, press 3-1 (what with the new 3-button disguise).

Then switch to your sapper.

Press b.

Now you're a medic with his medigun out! :D
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: The Doctor on December 24, 2009, 07:02:09 pm
I don't mind if people battlemedic, as long as they actually heal people who need it. I'm not expecting you to latch onto your team mates, but I do expect you to heal the 50 health burning heavy screaming in your face.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: PTTG?? on December 24, 2009, 10:09:01 pm
I don't mind if people battlemedic, as long as they actually heal people who need it. I'm not expecting you to latch onto your team mates, but I do expect you to heal the 50 health burning heavy screaming in your face.

That's what I try to do, myself... though sometimes people leave me high and dry, a squishy medic with no soldier or heavy guard.
The other problem is when said screaming burning 50 health heavy is running around on the other side of the map... though some of that is lazy spies hoping that they can convince me to come to them.

And let's not forget the golden rule: Always Shoot Your Medic! That way they can tell if you're a spy or not! Otherwise, they have to get the syringe gun and give you a shot first. THEN they can get the medigun out and do some healing.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Greiger on December 24, 2009, 10:41:58 pm
My favorite personality wise is the sniper "I'm not a crazed gunman dad I'm an assassin."  I also kinda like the sniper gameplay wise as a huntsman user.  I hate just sitting around waiting for a head to pop out like you basically have to do with the rifle.  The huntsman lets me do closer more mobile support at the front lines.  There's better classes for that, yea, but a huntsman sniper at least doesn't outright fail trying like a rifle sniper would, and can still pull off some long shots on unsuspecting victims when an opportunity presents itself.

Gameplaywize I love the soldier and pyro.  Pretty much equally. 
Soldier Is when I want to use stradegy and lead targets and things like that.  I also don't really feel like the update added much to him.  The equalizer seems to be basically a straight up upgrade, the buff banner makes him more of an artilleryman, needing to stay back until his rage meter is full, and I haven't played with the direct hit yet, but I'm probably too addicted to splash to like it.

The pyro is sorta run around and torch shit mode.  Maybe a bit of ambushing on some maps.  Pyro I can find a spot I like and then turn my brain off if I'm so inclined, which is nice.  Though it is also possible to think while burning stuff to better effect if you want.



Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Mr.Person on December 25, 2009, 12:13:23 am
Buff Banner turns the Soldier into credit to team. Before he was credit to killing.

Equalizer does less melee damage at full health than a regular melee weapon. I hit a Demoman at full health with a crit and he came out with barely half his health gone. He then double Eyelander'd me, which was the reason I was whacking him in the first place. So again, no, it's not a straight upgrade, but it's so useful and powerful, it might as well be. Also, you can't be healed while wielding it.

On the other hand, the Equalizer taunt can actually be survived if you're at 300 health. You wind up with 15 health and get sent flying straight up in the air enough that you'll die on landing, but you can survive it. It's the easy way to give your medic friends that achievement where they save a person from falling to death.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: zchris13 on December 25, 2009, 12:15:28 am
Explain this "health" thing.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: dragnar on December 25, 2009, 01:04:47 am
A flaming anything running from the frontline is 99% likely to be a spy.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Eduren on December 25, 2009, 01:10:40 am
No its not, it is a teammate in need of healing; run towards him.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: dragnar on December 25, 2009, 01:18:05 am
No its not, it is a teammate in need of healing; run towards him.
Yes, then turn your back, I'd appreciate it.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: SHAD0Wdump on December 25, 2009, 02:24:45 am
A flaming anything is 100% likely to show what team they are really on.

So take the slightest glance and if it burns your color heal it!
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Metalax on December 25, 2009, 10:25:14 am
Yes. And if you are on fire, don't run away from the friendly pyro with air-blast. Many of us will actually try to put you out.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Volatar on December 25, 2009, 10:42:18 am
I prefer to just pour more flame in its direction.   :D
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: PTTG?? on December 25, 2009, 03:17:22 pm
Hey dudes.

Bots?
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Dr. Johbson on December 25, 2009, 03:51:05 pm
Ive play with them before, their pretty fun.

Not the smartest things, but fun.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: dragnar on December 25, 2009, 08:13:27 pm
Can't be dumber than the old ones, I got 34 points in about a minute just by running around sapping everything 2 engie bots built.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Eduren on December 25, 2009, 10:28:09 pm
I tried them out on nucleus but it killed my FPS.

They are insane spycheckers though. And I can't wait until they figure out how to use unlocks.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Cheeetar on December 25, 2009, 10:29:02 pm
They are insane spycheckers though. And I can't wait until they figure out how to use unlocks.

And by that, you mean they basically treat spies as normal enemies all the time.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Eduren on December 25, 2009, 10:34:16 pm
It was so weird trying to sneak behind a heavy and then have him spot you, rev up his gun and spin around to face you; all because he saw me acting suspicious.

And then when I went back to normal servers I had one of those "What if everybody is a bot?" moments.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Cheeetar on December 25, 2009, 10:36:17 pm
Is it possible to actually be disguised to a bot? I.E. be a spy and not have them shoot you on site when disguised.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: dragnar on December 25, 2009, 10:37:42 pm
Well a good spychecker does shoot everyone on sight, spy or not.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Eduren on December 25, 2009, 10:46:06 pm
Is it possible to actually be disguised to a bot? I.E. be a spy and not have them shoot you on site when disguised.
Their blog post (http://www.teamfortress.com/post.php?id=3279) about the subject has more info but apparently they have no more information than an actual client connected to an actual server. So no maphacks, hidden knowledge, etc.

They are basically a robot made to play the game. And they are fairly good at what they do, considering how complex and tactical TF2 can get. Its also the reason that the bots cant play Scout or Spy yet, it is just such a complicated game.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: The Doctor on December 25, 2009, 11:07:31 pm
I've had heavies look at me revved up, for like 20 seconds, and after I kept looking at them, something clicked in their code and they started shooting.

Not sure if it's a glitch or not, but it seemed very much like a realistic heavy.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Greiger on December 25, 2009, 11:44:50 pm
Maybe if you had kept moving around paying it no mind it wouldn't have shot(no I havent played against the bots yet so I don't know) but if you just stood there watching it that could have very well looked like the 'deer in headlights effect' I often see in spies while playing that just screams in big letters "Fill me full of bullets because I am a spy and I need more heavy metals in my diet!"
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: fenrif on December 26, 2009, 01:28:00 am
I've had heavies look at me revved up, for like 20 seconds, and after I kept looking at them, something clicked in their code and they started shooting.

Not sure if it's a glitch or not, but it seemed very much like a realistic heavy.

I get that too sometimes when i play heavy, you rev up the gun and then... ohh spinning. spin. spin. spin. spin. spin... wait, what am i doing?
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Someguyo on December 26, 2009, 02:50:35 am
Maybe if you had kept moving around paying it no mind it wouldn't have shot(no I havent played against the bots yet so I don't know) but if you just stood there watching it that could have very well looked like the 'deer in headlights effect' I often see in spies while playing that just screams in big letters "Fill me full of bullets because I am a spy and I need more heavy metals in my diet!"

He'll still shoot you. I would know. I go for the front lines as though I'm about to attack but they shoot me. I guess they think I'm trying to go back to heal. Either that or they're trying to shoot someone else and I get hit by the stray bullets :P
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: PTTG?? on December 26, 2009, 03:51:24 am
Wow... playing with twenty bots on nucleus with them forced to be engies leads to a mountain of turrets, but they never actually try to claim the center.

There's a minor bug where teams consisting entirely of medics seem content to stay in the base, thanking each other and calling themselves "her doctor".
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: The Doctor on December 26, 2009, 01:11:42 pm
Herr!

As in Herr Hitler, Das Fuhrer, Heil Hitler, Ve Must Exterminate Ze Jews.

So... Yeah.


I don`t know why I typed this.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: tp12 on December 27, 2009, 11:42:38 am
Herr!

As in Herr Hitler, Das Fuhrer, Heil Hitler, Ve Must Exterminate Ze Jews.

So... Yeah.


I don`t know why I typed this.
....

Moving on, My favorite class is the spy, because I like to break sentries and their engineers long before my team even gets close to them.
(Unless there are no engies on the opposing team... then I just try to backstab anyone who happens to have a back.)
And next on my list is sniper, because I am a pretty decent counter, and nothing pisses snipers of more than being sniped.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: SHAD0Wdump on December 27, 2009, 12:31:08 pm
and nothing pisses snipers of more than being sniped.
By a Spy.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Soulwynd on December 27, 2009, 12:49:05 pm
and nothing pisses snipers of more than being sniped.
By a Spy.
Or a soldier.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Duke 2.0 on December 27, 2009, 12:51:13 pm
and nothing pisses snipers of more than being sniped.
By a Spy.
Or a soldier.
I AM HEAVEE AND I SHOOT YOO FROM BEHIND.

 This is followed by the sniper screaming things about "How did you let a heavy past unmolested?!"
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: ToonyMan on December 27, 2009, 12:57:19 pm
1.  Go on a RTD server.
2.  Play as HWG.
3.  Roll a no-clip.
4.  Go under their spawn.
5.  ???
6.  Profit!
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Aldaris on December 28, 2009, 02:30:28 pm
Guys! The meet the medic vid was leaker: http://www.youtube.com/watch?v=HmRV_UuXQyY&feature=fvw (http://www.youtube.com/watch?v=HmRV_UuXQyY&feature=fvw)

Also, I finally got a working mike! \o/ Also Jenkins.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: ToonyMan on December 28, 2009, 02:51:33 pm
Ah jeez man.  The Meet the Medic video is so much better than all the others combined.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Eduren on December 28, 2009, 06:02:09 pm
Guys! The meet the medic vid was leaker: http://www.youtube.com/watch?v=HmRV_UuXQyY&feature=fvw (http://www.youtube.com/watch?v=HmRV_UuXQyY&feature=fvw)
Oh god, the part where he disses the announcer was priceless. And those pants!
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: PTTG?? on December 28, 2009, 09:37:39 pm
I think that the soundtrack was really the best part.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: ToonyMan on December 28, 2009, 09:48:05 pm
I think that the soundtrack was really the best part.

Beats the Spy one now.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Volatar on December 28, 2009, 11:51:07 pm
Best yet.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: The Doctor on December 29, 2009, 12:02:22 am
It's a bloody rick roll, can we stop it now?
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Tradanbattlan on December 29, 2009, 12:13:19 am
It's a bloody rick roll, can we stop it now?

http://www.urbandictionary.com/define.php?term=buzzkill (http://www.urbandictionary.com/define.php?term=buzzkill)
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Volatar on December 29, 2009, 01:01:34 am
You Ruined it!  :D
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Aldaris on December 29, 2009, 04:12:10 am
There's at least a screen of positive comments, so most people reading the thread will click the link. Rickroll achieved!
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: umiman on December 29, 2009, 06:04:47 am
There's at least a screen of positive comments, so most people reading the thread will click the link. Rickroll achieved!
I bet you just wanted to get revenge after you fell for it somewhere else.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Aldaris on December 29, 2009, 12:34:32 pm
No, I just ran into it when browsing some Meet The vids on Youtube, and I just wanted to see you guy's reaction.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Jreengus on December 29, 2009, 12:54:21 pm
So anyone else unable to get the soldiers MVP achievement? I finish a round as an MVP having played soldier for the entire round/game/day/week/month/year/infinity and yet the count doesn't increase. It refuses to go above 0.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Zai on December 29, 2009, 01:38:20 pm
So anyone else unable to get the soldiers MVP achievement? I finish a round as an MVP having played soldier for the entire round/game/day/week/month/year/infinity and yet the count doesn't increase. It refuses to go above 0.

Were you the MVP?
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Jreengus on December 29, 2009, 02:09:30 pm
I have been both an MVP and the MVP, my final theory was that it had to be in an arena game but I discounted that one too.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Metalax on December 29, 2009, 04:18:24 pm
Hmmm... looking at my achievements in-game, I've picked up a few points towards that one. Can't recall which game mode I picked them up in, but it's likely to have been arena. Are you sure the server and your client had connections to the steam servers at the time you were the mvp? That's what normally stops achievements registering.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Jay on December 29, 2009, 04:20:46 pm
I've had trouble even killing people on our server because of the tenth-of-a-second difference between the server and myself.
Damn intercontinental internet :C
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Jreengus on December 29, 2009, 05:20:44 pm
I've played in many different modes on many different servers and I know that my achievements are registering because I keep getting that little ding and a +1 next to my people fragged count.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: ToonyMan on December 29, 2009, 05:44:14 pm
I don't have the blueprint to make refined metal, but I know how to make it.

I can still make it, right?
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Someguyo on December 29, 2009, 05:49:26 pm
Yes.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Metalax on December 29, 2009, 06:08:52 pm
Yeah, most of the blueprints only get entered into your known blueprints after the first time you use them. Only the few default ones show up before that.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Xotes on December 30, 2009, 01:11:08 pm
Playing Demo with the Targe, no Eyelander.

Getting 7 kills a life.

Increased resistance against Pyros, Soldiers and other Demomen.

Able to make speedy escapes with the charge.

Feels good, man.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Someguyo on December 30, 2009, 01:49:47 pm
Targe demos are pretty easy to kill as a soldier, usually. Just back up and shotgun them a couple times. And if needed, bounce them away with a rocket.

I really like destroying engineer's bases now. My favorite technique is to sap their teleporter, then wait for them to knock the sapper off, and I telefrag them.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Eduren on December 30, 2009, 01:52:48 pm
I really like destroying engineer's bases now. My favorite technique is to sap their teleporter, then wait for them to knock the sapper off, and I telefrag them.
People still fall for that?
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Myroc on December 30, 2009, 02:05:43 pm
Actually, Targe demos are pretty easy to kill as a Pyro despite the fire restistance, at least if you have the Axtinguisher.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Siquo on December 30, 2009, 02:40:35 pm
Yes, I found that technique working well. Or just Pyro-Kite them :D
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Osmosis Jones on December 30, 2009, 11:05:31 pm
Yes, I found that technique working well. Or just Pyro-Kite them :D

My method can probably be best described in the words of the War3 tauren chieftan; "Puff, puff, pass... that's the rule".

Set them on fire. Puff them once into the air, twice to get height, then pass them off to a sentry nest, enviromental drop, kritzed heavy, etc.

If there's nothing to throw them to, and there's no other enemies around, instead of passing, let em fall, flame again, and repeat.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Tradanbattlan on December 30, 2009, 11:07:23 pm
I shotgun them while they are in midair.
Like a badass
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Duke 2.0 on December 31, 2009, 01:25:29 am
The Force-A-Nature works quite well as well.
Only if you are one of those bastards that can do max damage from twenty feet away despite me not one-hit-killing some classes at point blank range.

 <.<

 But yeah, I always play on a convoy server nowadays. Convoy is basically two large trucks carrying missiles across a canyon with bridges connecting them. They are surrounded by killboxes. There is wind.
 Airblasting is oh so fun.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: ToonyMan on December 31, 2009, 01:28:00 am
Demo can jump between the two for easy flag captures.

Soldiers are not as fortunate.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Duke 2.0 on December 31, 2009, 01:29:44 am
 Soldiers can still do it, they just need to know how to airstraife.
 I thought I knew how to once. Then one day I didn't.
 Such is the mystery of the airstraife.

 But yeah, snipers are stupidly strong when coupled with accurate shotgun engies.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: PTTG?? on December 31, 2009, 01:58:02 am
I like the Force-a-nature because it's got a different rhythm from the scattergun. It's higher-frequency, lower-intensity. Rather than BANG BANG BANG BANG BANG reload reload reload reload reload, it's BANGBANG reeeload BANGBANG reeeload.
 
 The kickback is rather uncontrollable, I've found. If someone's REALLY asking for it, standing on the very edge of a cliff, I can see dashing in and knocking them over, but it's probably going to kill them from the damage.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Nilocy on December 31, 2009, 12:21:45 pm
The FaN is probably my favourite weapon ever. I love triple jumping to dodge snipers/rockets and pyros. It can also get you outta a tight spot quickly, and the killing potential of it is pretty amazing, just run up behind any character unload two shots you've either killed them or seriously wounded and you just finish them off with a pistol or a bonk to the head :D
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: ToonyMan on December 31, 2009, 01:35:56 pm
The FaN is probably my favourite weapon ever. I love triple jumping to dodge snipers/rockets and pyros. It can also get you outta a tight spot quickly, and the killing potential of it is pretty amazing, just run up behind any character unload two shots you've either killed them or seriously wounded and you just finish them off with a pistol or a bonk to the head :D

Indeed.  You can kill anything except a heavy at pointblank.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Aldaris on December 31, 2009, 01:42:15 pm
I find that when using the Force-A-Nature, it's most efficient, to shoot once at a decent range to launch them up into the air, and then run up to them point blank and shoot them again before they hit the ground, that kills most, bonk the rest.

And I really want the sword.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Duke 2.0 on December 31, 2009, 01:42:29 pm
 I actually only like the FaN for its knockback. Everything else I find the normal gun does better. The scattergun is better for every firefight, as getting close enough to use the FaN at point blank range is suicide. The ability to fire off more than two shots allows for room of inaccuracy, as you flail trying to get this guy while strafing whatever bullets you can.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Charmander on December 31, 2009, 01:53:49 pm
The FaN caters to my ability to pull off point-blank snapshots.

Can't do that with the normal scattergun.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Greiger on January 01, 2010, 12:02:10 am
Look it's a wallscoot

Spoiler (click to show/hide)

Anyway Happy new year US east!
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Tradanbattlan on January 01, 2010, 12:28:51 am
Sometimes when I'm -really- in a bad mood, I like making my own server and spawning bots, then noclipping into spawn so I can pin them to the walls. Very entertaining.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Zai on January 01, 2010, 12:48:11 am
Look it's a wallscoot

Spoiler (click to show/hide)

I've seen better days~ pinnings. ;)

Circumstances under which the shot was made are more impressive than a pic of it after the fact, me thinks.

And ew, JPEG.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Greiger on January 01, 2010, 12:39:46 pm
I was in too much of a hurry to get the picture up I left it in the default format paint uses. The countdown was happening while I was doing it.  And I wanted to post at exactly midnight to be first post of 2010.

And it was a scout jumping during those lowgrav games, harrasing the spawn from afar.  Then I guess he somehow lost all his momentum midjump and I just arced an arrow over the wall from the spawn and headshot him as he slowly drifted to earth.

EDIT: Well I suppose I should say I TRIED to arc it.  It went absolutely straight cuz of the lowgrav.  And if I had arced it like I intended I woulda hit the foot.  But it sounds cooler if we just ignore that part.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Eduren on January 01, 2010, 01:46:06 pm
Wait, low grav affects the Huntsman arc?
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Jakkarra on January 01, 2010, 02:09:07 pm
Yarp, it also affects the Needles fired from a Needle-Wepin.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: SHAD0Wdump on January 01, 2010, 02:16:32 pm
Demo grenades/stickies, sandman baseballs, pyro flares(I'm pretty sure anyway), and sniper jarate.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Jreengus on January 01, 2010, 02:20:53 pm
Or to put it another way any projectile affected by gravity.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Duke 2.0 on January 01, 2010, 03:53:15 pm
 And yeah, if not for invisible walls momentum could be easily kept. As it stands the invisible walls keep players from flying all over the place and maintaining their momentum.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: SHAD0Wdump on January 01, 2010, 04:12:54 pm
And from standing on half of the clearly visible rooftops.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Giant Snowman on January 02, 2010, 09:12:22 am
That little house on ctf-doublecross is the most annoying. I always hit it when I jump ot the enemy base. It always sends me falling down the ravine or in front of someone with a huge sword.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: tp12 on January 02, 2010, 06:53:39 pm
That little house on ctf-doublecross is the most annoying. I always hit it when I jump ot the enemy base. It always sends me falling down the ravine or in front of someone with a huge sword.
That somehow sounds familiar... but somehow also not... hmm...
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Mr.Person on January 02, 2010, 08:15:32 pm
That little house on ctf-doublecross is the most annoying. I always hit it when I jump ot the enemy base. It always sends me falling down the ravine or in front of someone with a huge sword.
That somehow sounds familiar... but somehow also not... hmm...

It sounds like Halo.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: PTTG?? on January 05, 2010, 11:26:10 pm
Hey, let's all rock some awesome Engie Update Suggestions! I'll start!

 - Appros to somebody, don't know who; the Coward Masher, a wrench that swings slower, does less damage, and here's the good part, unmasks spies. Best used to hit that suspicious looking engineer who just happens to be your twin brother, when you're nice and close to your sentry.
 
 - Ammopult: Uses your metal supply to shoot ammo boxes at your allies. Much like the medigun's healthful glow, this allows you to follow friends up into the breech.
 
 - Vaccum-gun: Sucks up pickups from far away, and pulls stickies off of surfaces. Use this to unmine an area, or collect ammo for launching with the ammopult. I don't really like this one myself, though. It might just work.
 
 Buildings:
 
 -Sapsucker Turret:
 Shoots sticky pine sap at enemies, slowing them down (and, incidentally, making them leave footprints even if cloaked). Does no damage, but this combined with a regular turret, or perhaps a pyro or sniper, is quite effective. Use it to prevent flag escapes as well! Engies that see an enemy turret like this attack a spy have a small chance to say "Sentry sappin mah Spy!
 Sap goes away much like fire. Come to think of it, sap is kinda flamable, but even if it just reset the timer on it, that would be a little crazy...
 
 Crit-o-spencer:
 Similar to a dispenser (replacing it), this is a dispenser that grants all allies within radius increased odds of a critical hit/minicrit depending on level.
 
 Dispence-o-bang:
 Enemy spies see a regular dispenser; you and your allies see a cardboard box full of dynamite with a dispenser drawn on the front. It explodes a few moments after being shot, or instantly when sapped. While mean to spies, the engy must sacrifice regular dispensers to build this.
 
 Spring pad: Replaces teleporter entrance and exit; a single, glowing platform that shoots allies up into the air. In this way, you might surprise the enemy with a squad of heavies bouncing over the roof.
 
 Landing pad: Similar to the spring pad, this allows units to land without falling damage. This is not as useful as it might seem; usually fall damage is only around 10-20 points anyway. Occasionally, this would be useful to open up a new route.
 
 Achievements:
 
 Time to kill (or Just Killn' Time): Kill someone with a taunt while Ubercharged, or possibly, with less than a second left in the match.
 
 Turret of Terror: Use a turret to get revenge, then use the same turret to dominate that player.
 
 Return of the turret: Unsap a turret and have it kill the spy who did it, 25 times. (maybe more)
 
 Plan C: (like Plan B, he he ha ha) Kill 50 enemies without having any buildings
 
 Comments:
 
 I kinda like the guitar. It's just sooo weak the way you describe it. I'm not saying it has to be unbalanced, but some neat ability would be nice. And an engineer unable to repair, let alone build, is just a little out there. It could work, maybe.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: umiman on January 06, 2010, 12:02:40 am
Heh, the spring pad and the dispence-o-bang sound like barrels of fun.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Tradanbattlan on January 06, 2010, 12:05:28 am
The engy needs a CROWBAR.
Just because it'd be COOL
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: PTTG?? on January 06, 2010, 12:24:53 am
The engy needs a CROWBAR.
Just because it'd be COOL

OH SNAP

Cowardbar: you can use it to lever that tricksy mask off the face of that spy with one hit.
I like it!
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Tradanbattlan on January 06, 2010, 12:25:55 am
The engy needs a CROWBAR.
Just because it'd be COOL

OH SNAP

Cowardbar: you can use it to lever that tricksy mask off the face of that spy with one hit.
I like it!
YOU MADE MY IDEA SOUND AWESOMER
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Rilder on January 06, 2010, 12:33:28 am
1 night of downloading should be all I need till I can start actually getting in on these events you people spam me with and cause X3 to minimize.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Someguyo on January 06, 2010, 01:10:21 am
Pet Sentries: 1-3 weak sentries that follow people around and help them fight(Or latch onto them?) By weak I mean around 5-6 damage every half second.

Pet Dispensers: 1-3 weak healing/ammo-regening dispensers that follow people around as well.

Pet Speedispensers: 1-3 dispensers that just increase speed by 20% or something.

The list could go on with little bots that follow you around and help you out. Most of these were thought of because they're making working bots and I'm guessing that the engy will have something incorporated with those bots. I mean come on, he could make a robot.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: PTTG?? on January 06, 2010, 01:43:42 am
I suspect that it would be very, very difficult to balance the ability to create entire new players. For one thing, even if the bot is very weak, you're still doubling the number of places you can be, number of times you have to be shot, and so on. Then you consider the fact that a poor player that builds a bot will have no more of an effective bot than a highly skilled player will.

I kinda like robots that latch on to enemies, if only so you can unleash a sentry to sap spies... but I prefer my sapsucker.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: A_Fey_Dwarf on January 06, 2010, 01:58:33 am
I have a feeling the engie update will have an alternate to the toolbox, where instead of placing individual things in different areas, you get to place down one all-in-one base. A sentry that also acts as a dispenser. The upside of this is that you don't have to place down and build the things separately, that it can be put down and upgraded quickly with less metal. You can set up a defense on the go. The downside is there are no teleporters and you can't place the sentry and dispenser in different areas for maximum affect.

All these wacky ideas are too out there. The will require to much input and time on valves behalf,  Valve doesn't want to put in effort for something that won't make them many sales and dollars. They will do something that is easy, yet will be different enough to the original for people to like it.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Myroc on January 06, 2010, 04:59:36 am
I read that someone suggested a gun replacement that acts as a laser pointer. Whenever switched to, it makes your sentry go into "manual fire" mode, where you point and click at an area for your sentry to fire at. Makes it easier to spycheck and "snipe" other players.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Giant Snowman on January 06, 2010, 12:50:09 pm
If the engineer would get to replace a single building in his equipment, what slot would be replaced? Would he just replace the toolbox with normal sentryguns for a differently shaped toolbox with freezeray sentries?
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Sensei on January 06, 2010, 06:53:26 pm
Maybe a sentry that detects spies? It can only be as powerful as the normal L1 sentry, and upgrades increase range rather than firepower.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Duke 2.0 on January 06, 2010, 07:01:16 pm
 An idea: The Multipurpose Sentry. The PDA would open the spy disguise menu, only instead of disguising as the opponent you make a sentry with the classes main weapon. It would be slightly tweaked to be weaker and have longer cooldown/fire times, but it would be interesting to have the utility of placing whatever the heck you want. Sniper Rifle turrets would target the torso and would not charge. Rocket turrets would fire 4 and have to reload them all before being able to fire again, making a massive opening to attack. Minigun turret would also have to rev up, so people who can duck around corners will have a field day with them. Pyro turrets would not change much, their range being their downfall.

 Upgradeable? Perhaps. Mayhaps at level 1 they are much weaker than the original weapon and at level 3 they are the same?
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Tradanbattlan on January 06, 2010, 07:01:50 pm
I always imagined a flamethrower sentry. It'd have pretty close range, sure, but each upgrade would increase it's ammo capacity rather than damage/attack speed. Level 3 upgrade would let it be able to detect spies if you also have a special Dispenser up.

Also, the "Swiss Army Sentry," amirite?
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: dragnar on January 06, 2010, 10:04:40 pm
What about the shotgun? There have been a lot of suggestions for the toolbox, but nothing for it. How about a gun that repairs buildings at range?
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Tradanbattlan on January 06, 2010, 10:12:14 pm
Hmm. A metal shooter? It does minimal damage, but can be used to both repair, upgrade and give other engineers metal from a range. I like.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Sensei on January 06, 2010, 10:40:59 pm
How about something that lets Engineers hijack enemy buildings?

Or maybe just land mines?
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Zai on January 06, 2010, 10:41:25 pm
I read that someone suggested a gun replacement that acts as a laser pointer. Whenever switched to, it makes your sentry go into "manual fire" mode, where you point and click at an area for your sentry to fire at. Makes it easier to spycheck and "snipe" other players.

That is a great idea.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Cheeetar on January 06, 2010, 10:51:48 pm
I think that was suggested by that guy at Pentadact.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Jreengus on January 07, 2010, 08:16:09 am
Any sentry gun that can detect spies seems like a terrible idea. It would make spying ridiculously difficult.

I really don't want to see any changes to any of the buildings, except for one thing: If the engineer taunts with the PDA out it should make the sentry do a taunt.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Myroc on January 07, 2010, 10:50:01 am
Why not make it a dispenser replacement then? Some sort of beacon that highlights cloaked or disguised spies in the area? You forgo the luxury of easily renewable metal, health and ammo for a large resistance against sappers.

Note: Sentries should not fire at cloaked/disguised spies that are detected. That would still be overpowered.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Jreengus on January 07, 2010, 11:06:58 am
Depending on the range that could be even worse! The spy is very hit and miss as it is and engies are more resistant to them than any other class bar the pyro. The last thing spies need is additional difficulty.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: umiman on January 07, 2010, 04:11:45 pm
Depending on the range that could be even worse! The spy is very hit and miss as it is and engies are more resistant to them than any other class bar the pyro. The last thing spies need is additional difficulty.
What?
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Jreengus on January 07, 2010, 04:15:08 pm
What are you whating at? care to be more specific and I shall elaborate.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: zchris13 on January 07, 2010, 07:23:46 pm
Most likely either the whole "Engies are resistant to spies thing" or the "The spy is very hit and miss as it is" or "the last thing spies need is additional difficulty"
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Eduren on January 07, 2010, 08:01:22 pm
New sentry: The Mecha-sniper. It has a long reload time and does the damage of a half-charged body shot. It cannot headshot. Is affected by statuses (Uber'd, Kritz'd, Pissed on, buffed, stunned). Cannot move. Has a chance to miss entirely (Depending on range or some-such). Prioritizes Medics, kritz'd patients, people pushing cart, etc.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: dragnar on January 07, 2010, 09:58:56 pm
"Engies are resistant to spies thing"
They are, It takes VERY good timing to take out an engie with a level-3 sentry nearby- you have to sap it then backstab the engie before he notices.

"The spy is very hit and miss as it is"
The spy dies more than any other class, why do you think backstabs are worth 2 points?

"the last thing spies need is additional difficulty"
This is true, I see no confusion here.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Giant Snowman on January 08, 2010, 08:51:40 am
Maybe there will be an item that will make engineers an easier target for spies when used? After all, the bow was put it to make snipers come in closer and make them more vulnerable. Something like rewarding the engineer for standing still, longer upgrading time (the animation where the sentry can't fire) or something that would make an engineer stay in another room more.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Apple Master on January 08, 2010, 09:43:45 am
OHAIDER.
Skibiliano convinced me to get steam, so ah did.
I joined the group, if anyone wants to add me as friend go for it.
I also just bought TF2, so if anyone could fill me in on the basics (unless there's a "tutorial" of sorts?) that'd be dandy.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Jakkarra on January 08, 2010, 10:39:45 am
I'll teach you the game if you want, Applemaster.

I'll be on steam later, Name's Jakkarra, Email is (is you need to use that): Jakkarra@MSN.com
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: PTTG?? on January 08, 2010, 10:51:05 am
Man, what was wrong with the server? I was lagging for four or five seconds at a time, then I'd play fine for half a minute, then I'm lagging. I was practically playing turn-based.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Apple Master on January 08, 2010, 10:51:35 am
That'd be awesome.
I'll add you on Steam friends, just in case.
It's on 25% at the moment, so it shouldn't be that long..
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Megaman on January 08, 2010, 05:36:26 pm
Man, what was wrong with the server? I was lagging for four or five seconds at a time, then I'd play fine for half a minute, then I'm lagging. I was practically playing turn-based.
happens to me too. We're probably too far away from the server and I actually lag people, so now I can never return.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Apple Master on January 08, 2010, 05:44:15 pm
When i try connecting to any server, it hangs on "getting server info" and then crashes.
is that purely my internet being slow or what?
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: umiman on January 08, 2010, 06:24:10 pm
Man, what was wrong with the server? I was lagging for four or five seconds at a time, then I'd play fine for half a minute, then I'm lagging. I was practically playing turn-based.
happens to me too. We're probably too far away from the server and I actually lag people, so now I can never return.
It's happening to me nowadays as well. Normally, even if my ping is nutso, I can somewhat adapt but when it becomes slideshow... well...
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: fenrif on January 08, 2010, 10:33:16 pm
I also just bought TF2, so if anyone could fill me in on the basics (unless there's a "tutorial" of sorts?) that'd be dandy.

1) Pick heavy as your class
2) never stop shooting
3) press C then 3 (repeat as needed)

With this winning strategy you shall be unstoppable!
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Sensei on January 08, 2010, 10:42:15 pm
I actually think I like all the classes (Scout being the hardest for me to play, most likely due to packet loss).

But, is there an FAQ on crafting somewhere? And how about rankings? These confuse me.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Zai on January 08, 2010, 10:47:27 pm
Whadduya mean by "rankings"?
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Baldin Brewbeard on January 08, 2010, 10:56:33 pm
TF2Wiki has a page on crafting (http://tf2wiki.net/wiki/Crafting), has all the recipes.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Osmosis Jones on January 08, 2010, 11:00:41 pm
I also just bought TF2, so if anyone could fill me in on the basics (unless there's a "tutorial" of sorts?) that'd be dandy.

1) Pick heavy as your class
2) never stop shooting
3) press C then 3 (repeat as needed)

With this winning strategy you shall be unstoppable!

Unless there is, for example, a sniper, or a spy, or a soldier with kritz, or a heavy with a medic, or a demoman, or... :p

Seriously though, @Apple. There are three things that will make your life a shitload easier in this game.

First, learn to dodge.
Spoiler (click to show/hide)

Second is situational awareness.
Spoiler (click to show/hide)

Finally, alternate routes.
Spoiler (click to show/hide)

It's by no means a complete list, as things like ammo management etc are also important, but those are the big 3. Anyway, hope that helps :)
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Duke 2.0 on January 08, 2010, 11:17:49 pm
1. Dodging: Unless, of course, it is a bodyshot sniper that can take you down with a fully charged shot when you are a scout. And the other guy is a demoman who is laying stickies everywhere. And it isn't another scout that can hit you with every shot from his scattergun from twenty feet away.

2. Situational Awareness: Unless somebody jumps, or turns a corner the very moment you stop looking at it. Or your allies don't defend the rear to allow that guy to get you. Or your allies abandon you right when you enter a firefight.

3. Flanking: Unless the entire other team is going through this alternate route.

 Prepare your shrine to the RNG, as despite how much skill you have you will fall prey to crap happening. The best you can hope for is avoiding the other team and pick off the stragglers who can't aim.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Jakkarra on January 08, 2010, 11:24:05 pm
 1. Spychecking dosent work, Don't do it, AT ALL.

 2. Pyro is a shitty class, go heavy, demo solly or sniper.

 3. Stand still when you are shooting, it makes you more accurate.

 4. Always face the front line.

 5. As a sniper, wait in one place with your scope on, waiting for the best shot, you will get an achivement if you stay there enough liv- I mean times.

 6. Get any team-mates running around spamming "MEDIC!" behind you.

Yeah, right there, behind you. Make sure you arent looking in their direction, you might die that way.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Zai on January 08, 2010, 11:36:26 pm
Definitely follow Jakk's advice. He has serious skill and knows what he is talking about.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Duke 2.0 on January 08, 2010, 11:49:28 pm
 Jakk is good at his job. He has perhaps hundreds of hours of playtime, and knows well enough the weaknesses of every class. Thus why he is telling you how to overcome them.

 Can I have my family back now?
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Jakkarra on January 08, 2010, 11:50:49 pm
Quite, Gentlemen.

I do believe our little arrangement here will be beneficial for both parti- I mean, *Ahem* Shucks Pardner, Y'all better follar this here advice, It seems like a good peice of In-Fo Mashun right here, I reck'n. Yee-Haw and all that.

(You may have them back when you give me the plans for the perfect clown car.)
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: SHAD0Wdump on January 08, 2010, 11:51:59 pm
It's surprising how many people don't know about the accuracy increase, everyone seems to run around...

The TF2 community must not play many FPS games, every other game has this feature...
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: umiman on January 09, 2010, 12:00:24 am
Code: [Select]
/admin
Freeze [DFC] Jakkarra
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Metalax on January 09, 2010, 04:30:37 am
Code: [Select]
/admin
Beacon [DFC]Jakkarra
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Jakkarra on January 09, 2010, 06:58:57 am
Seriously.

It isnt fucking funny anymore.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Siquo on January 09, 2010, 07:25:51 am
It's surprising how many people don't know about the accuracy increase, everyone seems to run around...

The TF2 community must not play many FPS games, every other game has this feature...

Enlighten us please?
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Jakkarra on January 09, 2010, 07:27:08 am
It's a well known fact that you are more accurate with ANY weapon in TF2 when you are standing still.

Seriously, try it.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Apple Master on January 09, 2010, 07:45:20 am
Thanks for that advice.
Regarding connecting to the "main" servers, It hangs on getting server info, and I have to end process etc. Is that my internet connection or what?
It's not a firewall.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Siquo on January 09, 2010, 07:49:29 am
Ahh, it was related to your post...


I'm a pyro. Accuracy is not an issue.  ;D
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Jakkarra on January 09, 2010, 07:52:42 am
Hanging?

How long are you waiting for?
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Cheeetar on January 09, 2010, 07:55:07 am
Ahh, it was related to your post...


I'm a pyro. Accuracy is not an issue.  ;D

Yeah, but as previously mentioned, the pyro is an incredibly underpowered class, and shouldn't be played by anyone.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: tp12 on January 09, 2010, 08:07:51 am
Thanks for that advice.
Regarding connecting to the "main" servers, It hangs on getting server info, and I have to end process etc. Is that my internet connection or what?
It's not a firewall.
try waiting for at least 10 minutes once, or else you should redownload.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Apple Master on January 09, 2010, 08:14:32 am
So far I've only waited around 5 minutes before my patience expires and I alt-tab etc, but I'll just join a server later (read: in an hour or so) and wait for it to either a) tell me I've timed out or b) join
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Metalax on January 09, 2010, 09:05:27 am
Ahh, it was related to your post...


I'm a pyro. Accuracy is not an issue.  ;D

Yeah, but as previously mentioned, the pyro is an incredibly underpowered class, and shouldn't be played by anyone.

Nah, it takes skill + good knowledge of the maps to actually use a pyro effectively.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: dragnar on January 09, 2010, 09:49:20 am
No. Pyros are bad and should never be used. I mean what's the use of a class that does nothing but run around burning their own team randomly?! Also, as an engineer, always stay as far as possible from your sentry.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Apple Master on January 09, 2010, 10:19:46 am
Yay!
I managed to connect and have 4 or 5 rounds as a demoman.
However, It's apparent I'm gonna have to invest in a new GFX card before I play heavily.

Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: ToonyMan on January 09, 2010, 01:39:00 pm
Ahh, it was related to your post...


I'm a pyro. Accuracy is not an issue.  ;D

Yeah, but as previously mentioned, the pyro is an incredibly underpowered class, and shouldn't be played by anyone.

Nah, it takes skill + good knowledge of the maps to actually use a pyro effectively.

I've always thought Heavy could do everything Pyro can.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Jakkarra on January 09, 2010, 02:15:05 pm
Apart from being lame, toon.

Apart from being lame...
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: SHAD0Wdump on January 09, 2010, 02:16:18 pm
Apart from being lame, toon.

Apart from being lame...
*mows jakkarra down with natasha*
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Jakkarra on January 09, 2010, 02:17:20 pm
You appear to have misunderstood, The heavy is incapable of being lame.

Speaking of which, he does more damage when crouched and firing. CROUCH AND FIRE. DO IT. DO IT NOW.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: ToonyMan on January 09, 2010, 02:18:56 pm
Yeah, there's just some things.
That.
Cannot.
Be.
Disliked.

I don't know how you can dislike the Heavy.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: debvon on January 09, 2010, 02:33:27 pm
Ahh, it was related to your post...


I'm a pyro. Accuracy is not an issue.  ;D

Yeah, but as previously mentioned, the pyro is an incredibly underpowered class, and shouldn't be played by anyone.

This is quite false. A pyro who's in the right position at the right time can cause extreme damage and confusion. Not only does his flame (especially if 'twirled') draw attention, the airblast can be used to buy enough time for an escape. If you live, which most decent pyros do, you've not only taken half or more of everyone's HP but you've also broken the line.

Think of pyros as molten war dogs. You unleash them at the correct time in the correct place and you've got a screaming, flaming, confused group of enemies who are desperately trying to find water, a med-pack, or the pyro. That's all it takes sometimes. This is only one of the uses of the pyro. Granted he's not good for EVERY situation, but that's why knowing multiple classes is a good thing!

And as far as the "no aim required" argumenet goes, I've found that using the flamethrower effectively DOES require a bit of aiming focus. Example:

You run into an enemy crowd consisting of 1 resting demoman, 1 medic, 1 engineer, 1 soldier, and 1 dispenser.
The wrong way-   You wildly spurt fire everywhere in hopes that you'll get a kill or two before exploding. The soldier blows you up immediately.

The right way- You quickly mark each player in your mind with a kill priority. Soldier first, demo at the same time if possible, then the medic and engineer. Lastly the dispenser.
Now that you have an actual game plan, you'll need to execute it smoothly. Taking out the soldier and demo quickly is a must and therefore you'll need to focus ALL of your damage on them before the confusion wears off. Getting a feel for the thrower will allow you to arc your flame while you strafe, causing every bit of the fire to hit the enemy. Strafe, jump, duck, all while pouring napalm on your targets. When the two are down, do a quick twirl to ignite everyone else and begin working on your next targets.

You could also simply set them on fire and hide while your heavy/medic friends jump from behind a corner. Flaming fish in a barrel! As a bonus you can sneak back up and roast them while they attempt to take out your pals.

Damage output from the flamethrower all depends on where it's aimed, how long it's aimed, and if the flame even hits. You'll notice that with 1 on 1 pyro battles your flame will often 'derail'. These moments are wonderful fire arcing practice. If you can keep your flame on the enemy pyro the ENTIRE time he's strafing and carrying on then you know you're ready for a large scale surprise attack. It does take skill to pull one of those off.. and a bit of luck, of course.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Siquo on January 09, 2010, 02:54:02 pm
tl;dr: wm1

 ;D
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: dragnar on January 09, 2010, 04:54:17 pm
Yeah, there's just some things.
That.
Cannot.
Be.
Disliked.

I don't know how you can dislike the Heavy.
Yes. And it isn't even like there's a giant target on his back at all...
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: ToonyMan on January 09, 2010, 05:07:41 pm
You can't really hate the Heavy as any class.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Tradanbattlan on January 09, 2010, 07:29:09 pm
Heavy Weapons Guy is like a huge teddy bear, with boolets for a heart. Squeeze him to make him laugh! Watch, he even points his magic toy at people to make them sleepy!
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Pandarsenic on January 10, 2010, 01:43:01 pm
As a spy, I absolutely LOVE heavies.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Mr.Person on January 10, 2010, 02:34:55 pm
I think every class likes or at least doesn't mind facing a Heavy, except Scouts from far away, Engineers without a level 3 sentry, and Pyros from far away. Everybody else <3's Heavys.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: dragnar on January 10, 2010, 04:11:15 pm
Yeah, heavies are a perfectly good class, but they are also incredible targets. Half their job on the team is to take hits, and lots of them.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: PTTG?? on January 10, 2010, 06:21:11 pm
Yeah, heavies are a perfectly good class, but they are also incredible targets. Half their job on the team is to take hits, and lots of them.

Ah, but then he's got lots of hit points, doesn't he? And then the medic has lots of hit points to heal, and thus use to build Ubercharge! And then there's this heavy there, isn't there? And suddenly, rather than a big sack of lard for hitt'n, you've got a giant angry glowing bear with a cannon in it's paws on your hands.

And very few people like that!
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Greiger on January 10, 2010, 06:26:09 pm
Yea but even then its a very slow angry glowing bear.  Half the time if yer not an engy you can get away or disrupt the uber.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Sensei on January 10, 2010, 06:55:53 pm
My personal favorite player is the spy who tries to pretend he's part of your team while you open fire on the bottleneck. :)
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: dragnar on January 10, 2010, 06:57:09 pm
Yea but even then its a very slow angry glowing bear.  Half the time if yer not an engy you can get away or disrupt the uber.
And yet uber-heavies still tend to get a rather large number of kills.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Mr.Person on January 10, 2010, 08:08:05 pm
Yea but even then its a very slow angry glowing bear.  Half the time if yer not an engy you can get away or disrupt the uber.
And yet uber-heavies still tend to get a rather large number of kills.

Which is odd, since they actually make quite poor uber targets. Pyros are better at getting people off of a CP, Demos are better at killing buildings, and Heavies already have a lot of health, so they don't really need to be invincible. They do, however, make good Kritzkrieg targets, although arguably not as good as regular Soldiers.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Duke 2.0 on January 10, 2010, 09:05:04 pm
 When a soldier misses you wasted a fourth of your damage output. When a heavy misses he adjusts his aim slightly.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: PTTG?? on January 10, 2010, 09:14:22 pm

- LAAAAAAAAAAAAAAAAAAAA-
(fifty years later) AAAAAAAAAG

One second it's all quiet, then all at once:

HOOOOOONK YOUR SENTRYDISPENSERTELEPORTER IS BEING SAPPEDISDOWN YOU'VE BEENBACKSTABBED YOUR TEAM IS LOOSING FOREVER YOU HAVELOST
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Duke 2.0 on January 11, 2010, 12:59:48 am

- LAAAAAAAAAAAAAAAAAAAA-
(fifty years later) AAAAAAAAAG

One second it's all quiet, then all at once:

HOOOOOONK YOUR SENTRYDISPENSERTELEPORTER IS BEING SAPPEDISDOWN YOU'VE BEENBACKSTABBED YOUR TEAM IS LOOSING FOREVER YOU HAVELOST

You failed!

The enemy has captured your intelligence!
Overtime OVERTIME Ooooovertime overtime Overtime.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Soulwynd on January 11, 2010, 11:45:05 am
People just gotta remember the heavy is a close range class. A heavy in an open area with lots of room is screwed up. But on corridors at shotgun range? Be afraid. An uber heavy is great when the sentry is in a corridor as well.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Duke 2.0 on January 11, 2010, 11:48:19 am
 An open-range Heavy that has little threat of snipers can be a good support gunner. He is like fire, only at range and takes up ammo.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Deadbeard on January 11, 2010, 05:37:22 pm
I can, without a doubt, say that I hate heavies. They're either too slow and can't get to the front fast enough to soak damage for me, or they gun me down.

Boink!
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Sensei on January 11, 2010, 08:03:40 pm
So, is there a TF2 Kart mod yet? Or do I have to make one?

Lessee, it would need:

-The kart vehicle itself (possibly one kart per class), which means a model, physics and animation. Not that hard, I think.
-Character animations for getting in/out (if we allow them to do so). Not hard if we get someone who's used to that.
-Code for checkpoints. Easy.
-Maps
-Probably, but not necessarily, weapon tweaks.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: zchris13 on January 12, 2010, 05:46:31 pm
What would the heavy drive?
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Duke 2.0 on January 12, 2010, 05:51:06 pm
 A trike.
 Come now don't tell me you can't imagine him riding a comically small trike around with a circus-like tune playing in the background.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: SHAD0Wdump on January 12, 2010, 06:05:58 pm
"I'M COMING FOR YOU!!!" *ring* *ring*
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: dragnar on January 12, 2010, 06:27:34 pm
And people would still run away from him. (normal people, not the rest of the mercs)
"Why are you running?! It's only ham!"
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Sensei on January 12, 2010, 10:09:47 pm
Nobody is ever on the DFC server...
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: SHAD0Wdump on January 12, 2010, 10:51:48 pm
Nobody is ever on the DFC server...
Try sundays.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Sensei on January 12, 2010, 10:58:19 pm
Anybody know an image host that accepts .TGAs without crappifying them?
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Jakkarra on January 13, 2010, 12:37:18 pm
I won't be on at all for four months.

I have REVISHUN to do.

*Sigh*
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Greiger on January 13, 2010, 01:45:14 pm
Sniper would obviously have his van.
Soldier WW2 German Military Motorcycle
Engineer Tow truck (With a sentry hanging off of the hook)
Demoman Excavation company truck(loaded with TNT)
Scout Go-Kart (with a full size nitrous cylinder on the back)
Medic Beat up old ambulance
Spy James-Bond style luxury car
Pyro Firetruck (that shoots napalm instead of water)
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: umiman on January 13, 2010, 02:11:05 pm
I won't be on at all for four months.

I have REVISHUN to do.

*Sigh*
Have fun!
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: zchris13 on January 13, 2010, 07:44:16 pm
Sniper would obviously have his van.
Soldier WW2 German Military Motorcycle
Engineer Tow truck (With a sentry hanging off of the hook)
Demoman Excavation company truck(loaded with TNT)
Scout Go-Kart (with a full size nitrous cylinder on the back)
Medic Beat up old ambulance
Spy James-Bond style luxury car
Pyro Firetruck (that shoots napalm instead of water)
Heavy?
Just going with the trike?


▼Don't tell me it's red, Duke. Don't do it.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Duke 2.0 on January 13, 2010, 07:45:06 pm
 The Heavy trike can shoot backwards with his minigun to go faster.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Greiger on January 13, 2010, 07:48:21 pm
Yea I couldn't think of anything better than a trike.  I don't know enough about russian countries to have any idea.  Maybe some kind of cold war tank or an APC with a space rocket engine strapped to the back.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Tradanbattlan on January 13, 2010, 07:51:27 pm
Or a bear.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Greiger on January 13, 2010, 07:52:24 pm
...
...
Genius.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Giant Snowman on January 13, 2010, 07:53:54 pm
People just gotta remember the heavy is a close range class. A heavy in an open area with lots of room is screwed up. But on corridors at shotgun range? Be afraid. An uber heavy is great when the sentry is in a corridor as well.
I like great open rooms as a heavy. I may not be able to kill them, but I won't need to if I'm sitting on the objective. The people who linger outside my effective range or behind cover make good targets for the bombs and rockets of my friends.

That's right, he can be a sentrygun!

While on the subject of heavies:
Wouldn't the heavy want to drive the biggest car? An impossibly large tank or a train would do. Didn't Goldeneye have this Russian armoured train in it?
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Duke 2.0 on January 13, 2010, 07:56:48 pm

 ...

 My god. He would drive a train.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Tradanbattlan on January 13, 2010, 08:42:01 pm
Pff. Heavy doesn't have Ford Owner's Syndrome.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: umiman on January 13, 2010, 09:08:21 pm
Judging by how tight and small his pants are, I'm surprised he doesn't.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Osmosis Jones on January 13, 2010, 09:18:48 pm
Update! Plus, I've heard from a friend that the medic now has a kill taunt.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Zai on January 13, 2010, 09:46:58 pm
Update! Plus, I've heard from a friend that the medic now has a kill taunt.

Yep.

Quote from: Update News
Added Medic Ubersaw kill taunt
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Someguyo on January 13, 2010, 09:56:13 pm
They finally made it so that direct hit doesn't mini-crit jumping people. I am very happy.

Also, I find it strange that I'm able to charge directly at a revved heavy as a pyro and just axe him to death then run back for health, if he even hits me.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Pandarsenic on January 14, 2010, 04:05:37 am
Good GOD Valve. What have you done to the FAN?
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Duke 2.0 on January 14, 2010, 04:12:20 am
Quote
Fixed the Gunboats absorbing damage from the Soldier's grenade kill taunt
D:

 WHYYYYYYYY?!
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Jreengus on January 14, 2010, 09:34:50 am
They finally made it so that direct hit doesn't mini-crit jumping people. I am very happy.

I'm confused, so it now no longer minicrits at all?
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Soulwynd on January 14, 2010, 09:42:26 am
They finally made it so that direct hit doesn't mini-crit jumping people. I am very happy.

I'm confused, so it now no longer minicrits at all?
It mini-crits people who have been thrown up by explosions. Rocket jumping soldiers, sticky jumping demos, and if you're skilled, people you make fly up with your rockets and then blow them out of the sky.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: PTTG?? on January 14, 2010, 10:36:44 am
Why does everyone keep calling them boats? They're GunBOOTS. Obviously. They are boots.
Thus, Gunboots.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: LASD on January 14, 2010, 10:45:12 am
Interesting: Blog post (http://www.tf2.com/post.php?id=3327)

Valve launched a TF2 contribution site. (http://www.teamfortress.com/contribute/index.php) There'll be a ton of new cool hats coming, as the quality is likely the same as in the propaganda contest.

But weapons? How's that possible, just skins? Or they will pick a few of the most balanced ones?
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: PTTG?? on January 14, 2010, 11:03:40 am
Hmm... Who is that clever-looking fellow in the picture there? I haven't seen hide nor hair of him on the blog for quite a time. I wonder what this could mean.

QUITE POSSIBLY THAT THEY WHERE SO AMAZED WITH ALL THE ENGY SUGGESTIONS THAT THEY HAD TO USE THEM ALL?
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Soulwynd on January 14, 2010, 11:35:36 am
Why does everyone keep calling them boats? They're GunBOOTS. Obviously. They are boots.
Thus, Gunboots.
The name of the item is gunBOATS. BOATS.
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Jreengus on January 14, 2010, 02:12:14 pm
They finally made it so that direct hit doesn't mini-crit jumping people. I am very happy.

I'm confused, so it now no longer minicrits at all?
It mini-crits people who have been thrown up by explosions. Rocket jumping soldiers, sticky jumping demos, and if you're skilled, people you make fly up with your rockets and then blow them out of the sky.

That seems like a horrible horrible nerf. I thought the idea was to allow you to get better damage if you hit anyone airborne. If I was going to change it at all I'd of made it so you need to score a direct hit to minicrit rather than allowing you to get it with blast damage.

EDIT: I really wish I had some idea of how to make models and stuff, I just had an awesome idea for a Pyro hat! A tiara which has as decoration fake flames coming up out it in a similar way to the spikey bits you get on some. It fits in with the whole pyro/fire theme and also flirts with the theory that the pyro is a girl.

EDIT2: What I mean is A) what do you think of the idea, genuinely good or am I blinded to its flaws? And B) Anyone know any good tutorials on how to make and texture these models?
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Siquo on January 14, 2010, 04:45:33 pm
The pyro is the most male character of them all. The scout's probably a girl though. And the HWG's guns certainly are.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Myroc on January 14, 2010, 04:53:22 pm
The pyro shouldn't have a hat that looks like fire. The pyro should have a hat that IS fire.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Jreengus on January 14, 2010, 04:59:05 pm
That was the original idea but AFAIK none of the hats are currently animated so the tiara idea grew out of that.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Jakkarra on January 14, 2010, 05:00:05 pm
I doubt an animated hat would be much bother, As long as it's filesize is around that of other hats, i don't see why it would not be accepted.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Duke 2.0 on January 14, 2010, 05:14:23 pm
 So the Direct Hit won't minicrit scouts jumping over you from one shipping containet to another? Moot point as it would kill them without the minicrit, but humor me here. Sounds like a perfect situation for a minicrit.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Zai on January 14, 2010, 05:50:44 pm
Why does everyone keep calling them boats? They're GunBOOTS. Obviously. They are boots.
Thus, Gunboots.

Because their name is the Gunboats. Just look at the page (http://www.teamfortress.com/war/victory/) on the website with the humorous tale of the invention of stairs.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Sensei on January 14, 2010, 09:24:01 pm
I got a Hadoken kill.

I fell awesome.

...and I'm serious about the kart thing, when I get some time I may put some genuine work towards it. And yeah, I too was thinking the heavy would have a tricycle.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: PTTG?? on January 14, 2010, 09:51:08 pm
Why does everyone spell it wrong? It's Gunboots. Because, they are boots, and like all things, they can only be improved by the addition of guns. Hence, gunboots.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: SHAD0Wdump on January 14, 2010, 09:55:20 pm
Why does everyone spell it wrong? It's Gunboots. Because, they are boots, and like all things, they can only be improved by the addition of guns. Hence, gunboots.
Well why are they called the GUNboats? They are boots not guns!
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: zchris13 on January 14, 2010, 09:58:50 pm
Yeah man Gunboats is totally a type of boat with a bunch of guns strapped to it.  Like a fishing trawler.  With guns.  Not some stupid pair of boots.  Why did valve make such an egregious mistake?
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Eduren on January 14, 2010, 10:22:33 pm
Well some people have hacked up a version of Source Film Maker (http://etf2l.org/forum/movie/topic-8333/?recent=136092). This gives video quality only before seen in Valve's "Meet the __" videos.

Some examples:

http://www.youtube.com/watch?v=Bhv0VTxp0wo
http://www.youtube.com/watch?v=QEj_gU_momI
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: Cheeetar on January 14, 2010, 10:37:22 pm
Why does everyone keep calling them boats? They're GunBOOTS. Obviously. They are boots.
Thus, Gunboots.

But their official name is Gunboats. Why do people even call Nike's Nike's anyway? They're shoes.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Zai on January 14, 2010, 10:38:27 pm
Why do people even call Nike's Nike's anyway? They're shoes.

Because they are made for a goddess.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Sensei on January 14, 2010, 10:49:52 pm
...incidentally, a goddess who had a habit of bestowing magic winged boots.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Myroc on January 15, 2010, 08:46:04 am
Well some people have hacked up a version of Source Film Maker (http://etf2l.org/forum/movie/topic-8333/?recent=136092). This gives video quality only before seen in Valve's "Meet the __" videos.

Some examples:

http://www.youtube.com/watch?v=Bhv0VTxp0wo
http://www.youtube.com/watch?v=QEj_gU_momI

That looks awesome.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: fenrif on January 15, 2010, 08:50:34 am
Heavy giraffes is awesome!
Title: Re: Team Fortress 2: WAR! update! "Heads..."
Post by: ToonyMan on January 15, 2010, 10:49:45 am
Why does everyone keep calling them boats? They're GunBOOTS. Obviously. They are boots.
Thus, Gunboots.

But their official name is Gunboats. Why do people even call Nike's Nike's anyway? They're shoes.

I like Gunboots more.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Soulwynd on January 15, 2010, 10:57:28 am
Well some people have hacked up a version of Source Film Maker (http://etf2l.org/forum/movie/topic-8333/?recent=136092). This gives video quality only before seen in Valve's "Meet the __" videos.

Some examples:

http://www.youtube.com/watch?v=Bhv0VTxp0wo
http://www.youtube.com/watch?v=QEj_gU_momI

That looks awesome.
Makes me wonder... Why don't we get DoF and better quality in game? My video card barely has to make any effort to render it.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Mr.Person on January 15, 2010, 01:39:49 pm
Anybody planning on actually submitting anything?
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Eduren on January 15, 2010, 01:50:35 pm
No. Not much of an artist.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Jakkarra on January 15, 2010, 02:44:04 pm
Y'know, we could send an email from us all to Robin asking for an option to use the Filmmaker's level of detail?

If nobody else does, I'll send one, adressed from us all.

It's be lovely to play with those graphics, and with DirectX11 coming soon, we can almost definately do this.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: dragnar on January 15, 2010, 06:39:08 pm
Yeah man Gunboats is totally a type of boat with a bunch of guns strapped to it.  Like a fishing trawler.  With guns.  Not some stupid pair of boots.  Why did valve make such an egregious mistake?
Valve did not. The Soldier did. It it clearly a mistake on his part, not Valve's.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: zchris13 on January 15, 2010, 07:16:45 pm
Then the soldier is just stupid/crazy
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Zai on January 15, 2010, 07:21:51 pm
Then the soldier is just stupid/crazy
We already knew that.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Eduren on January 15, 2010, 09:51:48 pm
Y'know, we could send an email from us all to Robin asking for an option to use the Filmmaker's level of detail?
They've planned on releasing it officially at some point, probably once the more necessary development is done. 
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Sensei on January 15, 2010, 11:13:45 pm
I want to do a 50's style racing helmet. I'm not sure of Valve scales it or what, but I'd like to open up some existing models to get an idea of what scale they need to be and understand the style a little better.

Anyone know how to do this?
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: zchris13 on January 15, 2010, 11:44:23 pm
There is totally a massive tutorial to do just that on the steam forums for TF2.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: PTTG?? on January 16, 2010, 12:41:40 am
You know what would be nice? Annother hotkey, like "e", but for context-sensitive help calls. It would be nice to be an engineer working on a sentry, see a soldier coming up, and be able to target him and press, for instance, "q" (though it may already be used), and say "Fellas! There's a Soldier commin' at me!" and maybe give everyone else a little icon similar to the Medic's "Heal Me!" balloon. You might also be able to target an ally, though I'm not sure if it should have you say "I'm on my way to help you" or "You in particular, help me!". I'd lean towards the first, since beggar's can't be choosers.

It has a number of fringe benefits. For one, it would be about a zillion new voice recordings and interesting ways for the characters to interact, and two, it would expand the way the spy can trick medics to apply to everyone, which opens up the class- though at the same time, he is now more vulnerable to people spotting him and yelling HELP at him, causing everyone on the team to know they are there.

Heavy (general, healthy): Comrades! To me!
Heavy (enemy scout, healthy): Help catch tiny worm for crushing!
Heavy (allied pyro, healthy): I weill help funny little rubber person!
Heavy (enemy scout, injured): Help me! Tiny Baby is ANGRY!

Engineer (allied, damaged sentry, healthy): I'll fix that sentry for ya, pardner.

Pyro (Any enemy, healthy) [confident muffling]
Pyro (Any enemy, injured) [frantic muffling]

Medic (Allied Heavy, healthy): Vot an exelvent specimen! I shall vork vith you!
Medic (Ally, healthy, ubercharge ready): Ve are ready for ze charge, yes?

Ok, the pyro's pretty easy to write for.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Sensei on January 16, 2010, 02:52:33 am
Pyro > Combine Mask

That is all.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Ze Spy on January 16, 2010, 03:03:57 am
i have just compeleted my goal :
100 SCOUT SANDMAN TAUNTKILLS
no srs , i only use sandman for tauntkills or defence-scout(still thinking of a free for all mode
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Myroc on January 16, 2010, 05:28:22 am
A free for all mode would be awesome, but it would be very difficult to play a spy.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: PTTG?? on January 16, 2010, 11:20:02 am
Pyro > Combine Mask

That is all.

Sorry, that can't possibly be true. Be-CAUSEEEEE... (http://www.youtube.com/watch?v=-xOLFl-xCA4)
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Mr.Person on January 23, 2010, 01:22:41 am
Bump.

Got my first hat today, a level 91 Football Helmet. I'm very happy with it.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: tp12 on January 23, 2010, 06:30:49 pm
Oh my we had a silly Saturday on the server... sv_gravity at -100 is great fun.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Myroc on January 23, 2010, 06:40:19 pm
Oh my we had a silly Saturday on the server... sv_gravity at -100 is great fun.
And I seemed to have missed this as my connection decided to puke in my face. -_-
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Zai on January 23, 2010, 07:27:33 pm
Yeah. Hell-of-a-lot of lag for me when I tried to get on.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Synzig on January 24, 2010, 12:29:45 am
Today was the first time I've ever enjoyed playing TF2 and I've had it for.. a year?
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Eduren on January 24, 2010, 03:37:32 am
Today was the first time I've ever enjoyed playing TF2 and I've had it for.. a year?
You poor, poor man.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: tp12 on January 24, 2010, 06:05:28 am
Oh my we had a silly Saturday on the server... sv_gravity at -100 is great fun.
And I seemed to have missed this as my connection decided to puke in my face. -_-
Don't worry, I will call more gravity votes (EXTREME EDITION) in time... eventually...
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Mr.Person on January 24, 2010, 02:54:35 pm
Set gravity to very high number. Watch players bitch. Set friction to something negative. Watch players bitch. Forget default settings. Watch players bitch some more. Remember settings and set them back to normal. Watch players demand to set them back to insane. Get pissed off. Watch another player get a hat. Get very pissed off. Slay everyone. Watch players bitch. Laugh at them. Turn friendly fire on. Leave.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: PTTG?? on January 24, 2010, 03:56:03 pm
What happens with negative friction?
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Duke 2.0 on January 24, 2010, 04:06:50 pm
What happens with negative friction?
I assume you accelerate any movement you make over time. Eventually you should go too fast to do anything.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: dragnar on January 24, 2010, 04:25:27 pm
Bleh. TF2 becomes rather unplayable with 1000 ping.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Mr.Person on January 24, 2010, 04:46:52 pm
What happens with negative friction?
I assume you accelerate any movement you make over time. Eventually you should go too fast to do anything.

Until you hit a wall, yeah. It's also very hard to turn and impossible to stop without the help of a wall.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Jreengus on January 24, 2010, 05:02:07 pm
If you put gravity low enough and friction far enough into the negatives could you theoretically jump and then just end up accelerating upwards? Or does friction not apply to air friction?
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: dragnar on January 24, 2010, 07:18:35 pm
I would guess gravity IS "air friction" and you would have to make gravity negative for that.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Sensei on January 24, 2010, 10:54:45 pm
Yes- you would only be pushing off the ground while grounded, but the entire time you're in the air gravity will be acting on you.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Mr Doctor on January 25, 2010, 01:25:34 am
Why have I not noticed this before!?
RRRRRRRRRRGH.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: ToonyMan on January 29, 2010, 08:25:22 pm
Yeah Toast! (http://www.youtube.com/watch?v=avU5onrWfYo)
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Eduren on January 29, 2010, 09:55:38 pm
POW! Hahahahah (http://www.youtube.com/watch?v=n7ZU6h5kmkg)
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Duke 2.0 on January 29, 2010, 10:35:19 pm
 We really need to get this, wherever it is. (http://www.youtube.com/watch?v=2qvSb1Al_sE&feature=related)
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Soulwynd on January 29, 2010, 10:38:16 pm
We really need to get this, wherever it is. (http://www.youtube.com/watch?v=2qvSb1Al_sE&feature=related)
That's a server mod called prophunt.

You can play it here, for example. 74.63.41.206:27015

Or you can search for prop in the server browser.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Jackrabbit on January 29, 2010, 10:44:32 pm
Someone said "Bro Log is Bro" in that video.

ToonyMan?
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: ToonyMan on January 29, 2010, 10:50:56 pm
Someone said "Bro Log is Bro" in that video.

ToonyMan?

I don't know, wasn't me.

I like the banjo music.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Sensei on January 29, 2010, 11:06:34 pm
"42 Soul Nets as The Chief"? (end of toast one)
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Duke 2.0 on January 29, 2010, 11:40:20 pm
 I appear to be having some difficulties.

 Every server tab except friends servers is blank. Joining friends servers puts that server as the sole one in my history. Entering a server IP into the favorite server tab does nothing, stating that no game could be found at that address.

 Any suggestions?
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Zai on January 29, 2010, 11:53:26 pm
Nice videos.

I appear to be having some difficulties.

 Every server tab except friends servers is blank. Joining friends servers puts that server as the sole one in my history. Entering a server IP into the favorite server tab does nothing, stating that no game could be found at that address.

 Any suggestions?
Restart Steam and/or your computer?
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Mr.Person on January 30, 2010, 01:46:36 am
Several blog posts since the Contribution site was released, but in true Valve fashion, nothing interesting.

Just comments on how SOME PEOPLE cheated during the War. Oh, and talking about the Announcer and Saxton Hale's love life. Again, nothing interesting here.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Jakkarra on January 30, 2010, 04:49:54 am
Lets have a game on the server!

y first proper game since i've been back!

I hope i get a tower of hats! (Also: Is it worth crafting my duplicates?)
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Siquo on January 30, 2010, 07:23:31 am
't was empty just now... maybe tonight I'll make some spy-toast.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Duke 2.0 on January 30, 2010, 07:40:35 am
Restart Steam and/or your computer?
Both had no effect.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Zai on January 30, 2010, 11:40:14 am
Do you have auto-updating turned off, so you have to tell it to yourself? My server lists go blank whenever there's an update I haven't downloaded yet.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Jakkarra on January 30, 2010, 12:11:11 pm
Start up HL2.

I did so, and the servers are now accessible.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: ILikePie on January 31, 2010, 11:26:05 am
Whee! After two months the game store finally got some orange boxes. So, I've got TF2 as well. Now to complete the slow process of installing the games; I'm snicker-snack on steam.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Jakkarra on February 04, 2010, 12:22:26 pm
DING DONG!

Update.

Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Mr.Person on February 04, 2010, 12:27:42 pm
There can be only 1!...

of each class.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Charmander on February 04, 2010, 01:02:52 pm
Heh. Highlander sounds kind of useful on patch days. :P

Although I tend to end up playing a class there isn't any of, anyway.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Duke 2.0 on February 04, 2010, 01:50:55 pm
Start up HL2.

I did so, and the servers are now accessible.
Beat it again, and no improvement. Hopefully the new version will cause a fix for some reason.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: ToonyMan on February 04, 2010, 01:56:47 pm
I helped Duke! 
 :D

Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Duke 2.0 on February 04, 2010, 02:00:30 pm
 In my defense, that did not work before the Half Life 2 thing.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Jakkarra on February 04, 2010, 02:19:32 pm
Yay! i helped Duke!
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Siquo on February 04, 2010, 03:19:47 pm
Ok, TF2 is crashing on me. A lot. I did manage to play 15 seconds in 5 tries.

Reverted catalyst drivers from 10-1 back to 9-11, but no cigar. It's either those drivers or the update, I didn't have this yesterday...

 :'(
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Zai on February 04, 2010, 10:48:06 pm
Spoiler (click to show/hide)
Damn it. I hope this didn't fix too much. I had fun getting outside the maps. Watchtower was easy. Hopefully it still is.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Ze Spy on February 05, 2010, 08:35:48 pm
WE MУST PУSH LИTTLE KAРT!

lol , got bored , played some payload , and i got that from a heavy wepons guy
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Grendus on February 06, 2010, 09:46:33 pm
Got this game in the orange box. I'm enjoying medic, and it does feel like I'm making a difference, especially when you have two medics working on the same Heavy. Crazy amounts of firepower, at least until someone frags a medic.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: The Doctor on February 06, 2010, 09:55:53 pm
Got this game in the orange box. I'm enjoying medic, and it does feel like I'm making a difference, especially when you have two medics working on the same Heavy. Crazy amounts of firepower, at least until someone frags a medic.
More useful to heal the medic, actually.


You both get a quicker ubercharge, and the medic who is closer to combat has more health.


If two medics heal the same person, it doesn't heal faster, but your ubercharge goes up slower.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Sensei on February 06, 2010, 10:42:43 pm
Check out my spray.

Spoiler (click to show/hide)

 ;D
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Mr.Person on February 07, 2010, 01:30:53 am
Yay! i helped Duke!

Always help on Duke
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Jakkarra on February 07, 2010, 06:53:57 am
It's time to *Bzzzzzzt* Chew ass and *Bzzzt*kick bubble*Bzt*Gum.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Eduren on February 23, 2010, 11:46:43 pm
Awesome fanimation. (http://www.youtube.com/watch?v=-GNnftq744I)
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Jackrabbit on February 24, 2010, 12:00:11 am
Horrifying and astonishingly awesome.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Metalax on February 24, 2010, 05:07:09 am
Heh. Nice.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Pandarsenic on February 26, 2010, 04:03:04 am
I've begun idling.

Guess who now has a Pickelhaube? :D
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Siquo on February 26, 2010, 04:34:20 am
And FYI:

The Pyro Is Not Female!
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Jackrabbit on February 26, 2010, 04:36:29 am
Cannon takes a back seat to awesome.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Pandarsenic on February 26, 2010, 05:12:01 am
Cannon takes a back seat to awesome.
I don't recall Pyro's gender being set as canon either way.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Siquo on February 26, 2010, 05:49:22 am
Awesome is Siquo burning through rank after rank of enemies. And while I have no problem at all with playing female avatars, the Pyro is... My friend. I know him, he knows me, we go way back, Pyro and me. And he's certainly not a she... It's a man. A brother. A Pybro.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Osmosis Jones on February 26, 2010, 06:02:34 am
You realise your pybro uses a handbag, right? That is canon, too.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Jackrabbit on February 26, 2010, 06:37:16 am
Bro's can be gay too dude.

Or perhaps he's just a crossdresser. Handbags could be handy for holding... firelighters?
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Sowelu on February 26, 2010, 06:56:13 am
Pyro's gender is canonically up-in-the-air.

During the Sniper/Spy update, Valve occasionally changed the update pages for a minute to something different just to screw with people.

Observe the screencaps here, a couple snippets that were up on the newsposts:
http://www.ubercharged.net/2009/05/17/pyros-gender-teased-about-again/

This on the other hand refers to Pyro as male, with some doubt included:
http://www.teamfortress.com/images/posts/pyro_front.jpg

An interview with Robin Walker from before the Pyro update refers to 'her':
http://web.archive.org/web/20080729173141/csnation.totalgamingnetwork.com/articles.php/interview_244/

The voice actor for the Pyro is Dennis Bateman, the same actor who does the Spy, but that doesn't mean much to me.  Personally, I'm leaning towards the pyro being female officially female, absurd body shape notwithstanding:  That's two official sources who have unconditionally referred to Pyro as female, and one source that referred to Pyro as male but with some suspicion included.

I'm guessing that the "Meet the Pyro" movie won't be informative at all, however...  Or stupid camera/timing tricks to hide anything useful once the helmet comes off.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Pandarsenic on February 26, 2010, 07:02:06 am
Yeah, if it weren't for the interview I never would've thought Pyro might be female (regardless of purses).
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Eduren on February 26, 2010, 06:14:39 pm
Valve likes to mess with us. I won't be making any gender assessments until Meet the Pyro.

That said, they really give us something out of left field. "The pyro is an alien!"
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Pandarsenic on February 26, 2010, 06:18:34 pm
"Pyro is an android!"
Uh.

"Pyro is sexless?"
Uhh...

"Pyro is a tiny baby coward?"
GO AWAY HEAVY
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Soulwynd on March 03, 2010, 12:46:06 pm
Engie update news.

http://www.teamfortress.com/post.php?id=3539

Not an update yet, but they are testing the possibilities.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Pandarsenic on March 03, 2010, 12:46:48 pm
Oh hey, I figured somebody would've posted that already. Yeah.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: ToonyMan on March 03, 2010, 12:52:22 pm
What's going to happen after all the class updates are finished?

Second time through?
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Pandarsenic on March 03, 2010, 12:53:24 pm
More hats? <_<
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: dragnar on March 03, 2010, 01:00:55 pm
More hats? <_<
Never a bad thing... If I could find any. :(
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Soulwynd on March 03, 2010, 01:03:52 pm
More weapons, I hope. It will probably be the community content update, adding the probably thousands of items people submitted.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: Eduren on March 03, 2010, 01:53:51 pm
What's going to happen after all the class updates are finished?

Second time through?
They've said that they'll make another pass through the classes.
Title: Re: Team Fortress 2: Contribution site! "Yo, a little help here?"
Post by: ToonyMan on March 03, 2010, 02:06:17 pm
What's going to happen after all the class updates are finished?

Second time through?
They've said that they'll make another pass through the classes.

Yah.
Title: Re: Team Fortress 2: Engineer update in the works: "Dammit dammit dammit dammit!"
Post by: Tradanbattlan on March 03, 2010, 05:24:52 pm
Heavy has to get a hammer and sickle.
HAS to.
Title: Re: Team Fortress 2: Engineer update in the works: "Dammit dammit dammit dammit!"
Post by: Duke 2.0 on March 03, 2010, 05:39:53 pm
 I'm imagining some set updates, them being defensive class update, offensive class update and specialist class updates.
Title: Re: Team Fortress 2: Engineer update in the works: "Dammit dammit dammit dammit!"
Post by: Eduren on March 03, 2010, 05:48:38 pm
For those that may not have seen this, Valve is already testing one new Heavy weapon.

Gloves of Running Urgently (http://tf2wiki.net/wiki/GRU)
Title: Re: Team Fortress 2: Engineer update in the works: "Dammit dammit dammit dammit!"
Post by: Pandarsenic on March 03, 2010, 08:16:04 pm
Heavy has to get a hammer and sickle.
HAS to.

Do want.
Title: Re: Team Fortress 2: Engineer update in the works: "Dammit dammit dammit dammit!"
Post by: Sensei on March 04, 2010, 12:11:23 am
So has anyone else here done any modding? I can't *quite* wrap my head around the last program I need to make custom hats work...
Title: Re: Team Fortress 2: Engineer update in the works: "Dammit dammit dammit dammit!"
Post by: Sowelu on March 04, 2010, 01:53:01 am
http://www.youtube.com/watch?v=-GNnftq744I

Wow, that was awesome.
Title: Re: Team Fortress 2: Engineer update in the works: "Dammit dammit dammit dammit!"
Post by: Jakkarra on March 13, 2010, 01:50:31 pm
While working on my map, i have come across quite a conundrum.

I can't decide if i should go for the usual, Blu attacks, and Red defends, or to switch it.

I initially planned RED attacking, but with the fact that BLU isnt really a company that's assets work well with a sawmill, i'm debating whether to switch it back to the inital, Blu attacks, setup.

Any advice? (it's a multi-stage payload with a lumbermill as the main building)
Title: Re: Team Fortress 2: Engineer update in the works: "Dammit dammit dammit dammit!"
Post by: Duke 2.0 on March 13, 2010, 01:53:52 pm
 RED owns the lumbermill, as they always do. As much as we like inverted universes the general theme needs to stay in somewhat place.
Title: Re: Team Fortress 2: Engineer update in the works: "Dammit dammit dammit dammit!"
Post by: Jakkarra on March 13, 2010, 02:00:05 pm
Righto.

it's just that i found it odd the "Builder's league United" were the ones to bomb the Demolitions company.

(i am well aware that these are just fronts for the factions)
Title: Re: Team Fortress 2: Engineer update in the works: "Dammit dammit dammit dammit!"
Post by: Duke 2.0 on March 13, 2010, 02:05:50 pm
 They, those demolitions already have explosives onsite. You only need a small bomb to take it all out.

 And builders unions are mighty fierce.
Title: Re: Team Fortress 2: Engineer update in the works: "Dammit dammit dammit dammit!"
Post by: Jakkarra on March 13, 2010, 02:19:12 pm
Fair enough.

Wooden buildings look nicer anyways. I'll have an alpha done soon, i'm asking on the server TP and me frequent if they will test it for me, you guys can come too :D
Title: Re: Team Fortress 2: Engineer update in the works: "Dammit dammit dammit dammit!"
Post by: Mr.Person on March 13, 2010, 03:21:14 pm
You should make BLU be the attackers. It's confusing on the players if you switch it up, and you get literally no benefit.
Title: Re: Team Fortress 2: Engineer update in the works: "Dammit dammit dammit dammit!"
Post by: Jakkarra on March 13, 2010, 05:45:57 pm
Righty then, switched it around.

most of it dosent matter at this point, it;s all in dev textures for the alpha build, to see if it is fun to play as-is.

It should have a playable alpha before the ned of next week. I'll post update pics if anyone is interested.
Title: Re: Team Fortress 2: Engineer update in the works: "Dammit dammit dammit dammit!"
Post by: Jakkarra on March 18, 2010, 05:34:49 pm
http://www.teamfortress.com/post.php?id=3618&p=1 (http://www.teamfortress.com/post.php?id=3618&p=1)

Righty-ho.

Also: My map is going Quite nicely.
Title: Re: Team Fortress 2: Engineer update in the works: "Dammit dammit dammit dammit!"
Post by: LASD on March 18, 2010, 05:38:15 pm
http://www.teamfortress.com/post.php?id=3618&p=1 (http://www.teamfortress.com/post.php?id=3618&p=1)

Righty-ho.

Also: My map is going Quite nicely.
I just checked the page 5 minutes ago and there was nothing. :( One day I'll be the first to announce news in my thread!

Thanks for the heads-up though, this seems really cool.

EDIT: They aren't telling what they added? Interesting, guess I'll have to play to find out.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Jreengus on March 18, 2010, 05:45:26 pm
This makes me very very sad, my chance of crafting a towering pillar of hats has now greatly decreased, will I never one (two technically) up Jakkarra now?
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Jakkarra on March 18, 2010, 05:46:52 pm
One thing i KNOW has been added is the "Home wrecker"

100% more damage to Buildings, 20% les to players, Pyro melee.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Tradanbattlan on March 18, 2010, 05:47:30 pm
And it's a sledgehammer.
Sounds pretty cool.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Jreengus on March 18, 2010, 05:47:58 pm
I thought it was purely cosmetic changes?
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Tradanbattlan on March 18, 2010, 05:59:37 pm
Apparently not.
Also: "Server uses different class tables"
WHAT
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Soulwynd on March 18, 2010, 06:04:40 pm
Course it's not just cosmetic. There are a lot of cool crap.

I know there's at least 154 items, because one of the people in NGC got "item 154" before the patch while playing. It didn't show in the backpack, but it showed in the xml info file. Now with the backpack updated, it's a hat. :D

So it's possible some of us already have community items without realizing it.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Jreengus on March 18, 2010, 06:22:23 pm
http://www.teamfortress.com/contribute/ (http://www.teamfortress.com/contribute/)

Quote
"Wait," you might be thinking, "won't this ruin the balance of the game with tons of overpowered weapon designs?" Nope. The contribute feature is exclusively for model design.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Jakkarra on March 18, 2010, 06:28:07 pm
Most of them are just Gimmicks.

The pain train, which gives the soldier the scouts capture speed in exchange for 10% increased boolet damage to himself.

maybe on payload.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Soulwynd on March 18, 2010, 06:30:42 pm
*shrugs* It doesn't matter really.

Having diversity is good. Even if most items will be situational or most likely good for one playstyle or another. It's good to have that stuff. I can't wait to find an item myself. <3
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Jakkarra on March 18, 2010, 06:34:01 pm
Nor can i.

There's the Heavy's Chocolate bar, by the way.... Uses the Sandvich sounds and lines, unfortunately though.

(and the classes are all getting a misc item, the Medic gota doctor's mask)
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Jreengus on March 18, 2010, 06:34:45 pm
I demand more backpack space in this case!
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Mr.Person on March 18, 2010, 07:28:42 pm
This makes me very very sad, my chance of crafting a towering pillar of hats has now greatly decreased, will I never one (two technically) up Jakkarra now?

That's funny. I crafted a hat today and got the towering pillar.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Old-Man-Gator on March 19, 2010, 07:39:15 am
The home wrecker, it is le pants.. Seriously, use your flamethrower on buildings.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Eduren on March 19, 2010, 09:06:14 am
Everything in the update. (http://forums.steampowered.com/forums/showthread.php?t=1194618)
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: fenrif on March 19, 2010, 09:58:15 am
I thought there was meant to be something like 154 new items?
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Zai on March 19, 2010, 10:50:50 am
I thought there was meant to be something like 154 new items?
They lied to you.

I wants me some Carmen Sandiego red hat. Anybody know which class it's for?
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Eduren on March 19, 2010, 11:00:59 am
Spy would be my guess.

Powdered wig on the Demo I think. Samurai helmet is definitely soldier, it has his logo in it.

Welders mask on the Pyro. DO WANT.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: LASD on March 19, 2010, 11:02:57 am
I thought there was meant to be something like 154 new items?
I'd guess that's the total number of items in the game after this update. With all the tokens and things counted.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Ampersand on March 19, 2010, 11:14:27 am
That link isn't comprehensive either. There should be more misc. items for each class. Not just hats.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Duke 2.0 on March 19, 2010, 11:28:58 am
Spy would be my guess.

Powdered wig on the Demo I think. Samurai helmet is definitely soldier, it has his logo in it.

Welders mask on the Pyro. DO WANT.
Spy gets powdered wig, and engineer gets welders mask.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Jreengus on March 19, 2010, 12:07:53 pm
According to the TF2 wiki it looks like everyone got one extra hat but the medics was placed in the misc slot because like the camera beard it can be worn with another hat without them conflicting.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Soulwynd on March 19, 2010, 01:16:31 pm
I thought there was meant to be something like 154 new items?
They lied to you.

I wants me some Carmen Sandiego red hat. Anybody know which class it's for?
Well, I didn't lie. But it's probably the index of the items. The item in the dude's backpack I saw showed as "item 154" or something similar.

Unless valve has a crazy way of indexing items, there should be at least assigned space for 154 of them. It's likely that the dev items, the valve items, gift items, also use a index slot, so yeah, I guess the best way to put it, there has been at least 154 items in the game, not that we have access to them.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Mr.Person on March 19, 2010, 01:39:44 pm
There's a lot of jumps in the index system. I think the crafting items are like index 2000 or something equally high.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: ToonyMan on March 19, 2010, 02:08:01 pm
Is the Heavy in the front page suppose to be that guy from No More Heroes?
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Walliard on March 19, 2010, 02:33:54 pm
I wants me some Carmen Sandiego red hat. Anybody know which class it's for?

This one?

(http://img217.imageshack.us/img217/6843/demohat.png)
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Eduren on March 19, 2010, 02:49:35 pm
Is the Heavy in the front page suppose to be that guy from No More Heroes?
Doubt it. Aviators and a pompadour. Elvis maybe?

[Edit]: Yeah, its Elvis. The name of the image is "heavy_theking.jpg"
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Zai on March 19, 2010, 03:37:14 pm
I wants me some Carmen Sandiego red hat. Anybody know which class it's for?

This one?

(http://img217.imageshack.us/img217/6843/demohat.png)
Image did not display, but judging by the name of the file, it's for Demo. Which is good, as that's one of the classes I like to play most now (Pyro, Demo, and Soldier).

...And TF2 Wiki confirms it's for Demo, and is named Hustler's Hallmark (http://www.tf2wiki.net/wiki/Hustler%27s_Hallmark). I wants it. My new top wanted hats: Hustler's Hallmark, Tyrant's Helm, and Killer's Kabuto.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Jakkarra on March 20, 2010, 06:30:38 am
Although they are still in the misc slot, the beard and the Mask have the same drop rate as hats again.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: LASD on March 20, 2010, 07:49:49 am
Valve is apparently getting annoyed with people running the full game on the background just to get hats. They've added a launch option "-textmode", which reduces the game to just a command line window.

Pretty funny that they are following the example of a program they called cheating.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Schilcote on March 20, 2010, 08:00:20 am
Valve is apparently getting annoyed with people running the full game on the background just to get hats. They've added a launch option "-textmode", which reduces the game to just a command line window.

Pretty funny that they are following the example of a program they judged as cheating.

There's other reasons to do that as well. Testing DLL addons for one thing.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Jakkarra on March 20, 2010, 08:30:40 am
Lets have a game, gents.

I'll go get the server all warm and toasty for you, if you catch my drift.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Eduren on March 20, 2010, 09:41:08 am
I am so happy. They changed the camerabeards to be hats. So I crafted the two that I had and made the pyro glove.

PSA: Your camerabeards can make hats now.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: dragnar on March 20, 2010, 09:49:31 am
I want a camerabeard...
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Jreengus on March 20, 2010, 10:50:35 am
Wow, anyone who crafted 3 beards into scrap metal must be kicking themselves right now.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Jakkarra on March 20, 2010, 10:51:07 am
Although they are still in the misc slot, the beard and the Mask have the same drop rate as hats again.

Eduren, this is the second time you have done this.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Eduren on March 20, 2010, 11:03:52 am
Although they are still in the misc slot, the beard and the Mask have the same drop rate as hats again.

Eduren, this is the second time you have done this.
You didn't say anything about crafting...

Wow, anyone who crafted 3 beards into scrap metal must be kicking themselves right now.
Makes me happy that I never got a third one. I would've crafted them.

But yes, I've heard people saying they had crafted like 20 camerabeards only weeks ago.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Schilcote on March 20, 2010, 11:50:34 am
What is this crafting thing? I occasionally see "Dude1337 has crafted Scrap Metal[/color]", but I don't know what it means.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Eduren on March 20, 2010, 11:55:45 am
You can combine items to create scrap metal and other items.

http://www.tf2items.com/crafting/blueprints.php

3 Weapons->1 Scrap Metal
3 Scrap Metal->1 Reclaimed Metal
3 Reclaimed Metal ->1 Refined Metal
3 Refined Metal-> One random hat

So basically, 81 weapons=1 hat.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Schilcote on March 20, 2010, 12:12:26 pm
Can I turn 1 hat into 81 weapons? Or 81 hats into a weapon?

Why would anyone want to turn guns into hats (besides having a whole crapload of guns for some reason)?
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: dragnar on March 20, 2010, 12:26:19 pm
having a whole crapload of guns
That's about it.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: fenrif on March 20, 2010, 12:26:50 pm
the items you get are random, so its possible to end up with like 20 of the same weapon, and you only need one so the other 19 are pretty much useless.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Jreengus on March 20, 2010, 12:30:10 pm
You obviously don't play/idle enough. Once you have all the weapons you'll end up just getting a load of useless weapons, the crafting system at least lets you get something from them rather than just having to delete them to clear up inventory space.

And whilst you can't turn hats into guns you can turn 11 guns into another gun. 4 guns to make a slot token, 4 to make a class token 3 to make a scrap metal.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Myroc on March 20, 2010, 12:43:23 pm
And whilst you can't turn hats into guns you can turn 11 guns into another gun. 4 guns to make a slot token, 4 to make a class token 3 to make a scrap metal.
Problem is, once you have 4 weapons of a specific class, you usually already have all the weapons for that class.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Mr.Person on March 20, 2010, 01:14:25 pm
You could recraft a class token, but of course that means you're spending ANOTHER weapon to get a weapon.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: The Doctor on March 20, 2010, 04:53:11 pm
And whilst you can't turn hats into guns you can turn 11 guns into another gun. 4 guns to make a slot token, 4 to make a class token 3 to make a scrap metal.
Problem is, once you have 4 weapons of a specific class, you usually already have all the weapons for that class.
But not all the hats.


If you want, say, the Heavies Ushanka, you can craft it.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Sensei on March 20, 2010, 07:39:57 pm
You guys got multiple camera beards? I only ever got one. :(
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Dr. Johbson on March 20, 2010, 08:31:25 pm
Fancy Fendora + Camera Beard = Stainless Pot = Cool
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Jreengus on March 21, 2010, 01:14:10 pm
So whilst idling on an idling server I found out a fellow idler was using this.
Spoiler (click to show/hide)
I cannot explain this, it makes absolutely no sense.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: ToonyMan on March 21, 2010, 01:15:19 pm
I found my first hat, oh my god.  That took over 200 hours.  It's the Medic's spiky hat.  Yah.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Duke 2.0 on March 21, 2010, 01:17:11 pm
 Yeah, the dev weapons are crazy. You should see the automatic rocket launcher.

 Generally the only people who have them are ddevelopers(Duh) and people who can make it appear on them on their server only.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Jreengus on March 21, 2010, 01:23:07 pm
It wasn't the weapon it was the fact that anyone capable of getting the weapon would need to idle rather than just get anything they want dumped straight into their backpack. But if it's possible to make it show up on your own server that makes more sense as you would idle on your own server.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: ILikePie on March 21, 2010, 01:24:08 pm
Automatic rocket launcher? God, I love this game. Now where can I get me one of those?
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: ToonyMan on March 21, 2010, 01:34:21 pm
Automatic rocket launcher? God, I love this game. Now where can I get me one of those?

Work at Valve?
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Duke 2.0 on March 21, 2010, 01:37:31 pm
 Own a server with a custom whatever that turns one of your weapons into them. I know several servers have donator packages that give you a choice of hats to use as well as some other crazy features. And I know there are custom servers that modify the stats of weapons. You don't see these weapons when looking at the guy anywhere outside of the server playing, only when in the server.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: SHAD0Wdump on March 21, 2010, 03:10:57 pm
Hmm... Custom server mod that gives people who capture objectives a 'upgrade' in the form of valve powered gun.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: The Doctor on March 21, 2010, 03:15:01 pm
Not for too long, maybe 5 seconds or so.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Jakkarra on March 21, 2010, 03:26:13 pm
WHo here likes rain?

I'm adding rain to forestry comission, and a skybox high enough that you can't touch it with less than three stickies.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Mr.Person on March 21, 2010, 03:26:48 pm
Not for too long, maybe 5 seconds or so.

Because 5 seconds of critboost isn't good enough.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: LASD on March 21, 2010, 06:01:55 pm
WHo here likes rain?

I'm adding rain to forestry comission, and a skybox high enough that you can't touch it with less than three stickies.
I like those, but FPS probably won't be on the same lines, that picky little bugger.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Jakkarra on March 21, 2010, 06:06:02 pm
I believe there's an option t turn off the Weather.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Bandages on March 21, 2010, 06:07:53 pm
heyhey everyone!

I just purchased the Orange Box and am really interested in playing some TF2, and what better community for that than the sick great minds of the Dwarf Fortress forums?

If a helpful person would like to walk me through how to get online/get into the DF server/get a username/all that crap I would be so incredibly greatful.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Jakkarra on March 21, 2010, 06:09:34 pm
Right.

In-game, your username is the same as your steam one, no change required.

Ask someone else for the IP, i am away from a steam-capable computer.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: dragnar on March 21, 2010, 06:12:50 pm
WHo here likes rain?

I'm adding rain to forestry comission, and a skybox high enough that you can't touch it with less than three stickies.
I like Rain! It hides the ripple of a moving spy with no cloak... well, partially at least.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Jakkarra on March 21, 2010, 06:14:37 pm
I should have a playable beta by the end of the week.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Zai on March 21, 2010, 06:56:55 pm
If a helpful person would like to walk me through how to get online/get into the DF server/get a username/all that crap I would be so incredibly greatful.
Steam community page for the DFC: http://steamcommunity.com/groups/dwarfortress
Our TF2 server's IP: 217.163.31.206:27015

Pics, Jakkarra?
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Jakkarra on March 21, 2010, 07:02:09 pm
I will upload pictures of what i have tomorrow.

Right now? I sleep.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Jreengus on March 29, 2010, 02:43:09 pm
Just found the Respectless Rubber Glove, on the bright side yay new hat, on less bright side it's a shame it's for the pyro as I already have the beanie. Still The glove is my favourite pyro hat so I switched. I'm also just 1 scrap metal away from crafting a hat.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: The Doctor on March 29, 2010, 02:52:30 pm
Just steal some kids candy weapons :D
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Jreengus on March 29, 2010, 03:47:35 pm
I'm seriously considering scrapping either a heavy or medic weapon as I have two spares already for both those classes, but last time I did that it took me months before I got the weapon back again and I wanted to use it during that time.

I also just had an awesome match as a pyro. I was defending the last cap on dustbowl, kept on repeatedly flaring snipers burning spies reflecting crockets and ABing ubers off the bridge. This is pretty much what I normally do on that point but today I was on fire (not literally) and managed to skip out the whole dying part of it. Then next round I got auto balanced over to red, so I snuck up into the tunnel blue always hides in behind the door to charge ubers and gave 3 medics a pyro an engineer and his sentry and either one or two demos* a massive napalm enema.

*I lost count in the confusion, I know I set one on fire and killed one at the very end but I'm not sure if they were the same one.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Jakkarra on March 29, 2010, 04:45:46 pm
You may already know, but you can craft two class weapons that are the same with a third that is different, and you still get a Scrap.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Mr.Person on March 29, 2010, 04:51:15 pm
You can smelt any three weapons from a class together. None of them have to be the same. I'm pretty sure Jreengus already knew that, however.

Oh, and you can smelt Gunboats with other Soldier weapons now.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Jreengus on March 29, 2010, 04:58:19 pm
Yes I know that, I have a spare ubersaw and kritzkrieg, and K.G.B and Natascha, but I don't want to sacrifice any of the non spare heavy/medic weapons that I have.

I found an ubersaw, crafted it and made:
Spoiler: Drum Roll (click to show/hide)
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Metalax on March 30, 2010, 09:20:23 am
Oh, and you can smelt Gunboats with other Soldier weapons now.

Really? It still doesn't seem to work when I try it. When was this supposed to have been fixed?
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Jreengus on March 30, 2010, 09:54:33 am
I just did it right now, although for some reason it claimed I had discovered the smelt class weapons recipie.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Mr.Person on March 30, 2010, 12:34:14 pm
Oh, and you can smelt Gunboats with other Soldier weapons now.

Really? It still doesn't seem to work when I try it. When was this supposed to have been fixed?

I'm not sure, several days now, I think.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Dr. Johbson on March 31, 2010, 07:18:05 pm
http://kotaku.com/5506096/erectin-a-fan+made-team-fortress-2-engineer-update
Funny April fools joke. Lot of work in it, too. Was actually linked on the steam beta TF2 news thing. You can actually click on the images when your viewing the blueprint, by the way.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: ToonyMan on March 31, 2010, 07:21:17 pm
Too bad I can't connect to the fake update page.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: PTTG?? on March 31, 2010, 10:18:09 pm
There is a small blue pill on the desk near the lamp. A matrix reference? Or some other kind of reference?

And an animal crate.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Sensei on March 31, 2010, 10:41:45 pm
Hee. Probably not a matrix reference, shorty.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Thexor on March 31, 2010, 11:10:04 pm
http://kotaku.com/5506096/erectin-a-fan+made-team-fortress-2-engineer-update
Funny April fools joke. Lot of work in it, too. Was actually linked on the steam beta TF2 news thing. You can actually click on the images when your viewing the blueprint, by the way.

I'd appreciate it, if I could actually view it. Sadly, hugely popular website + low-bandwidth hosting solution = accidental DDoS attack.  :'(
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Duke 2.0 on April 04, 2010, 01:05:43 pm
 This is probably old, but a rather nice little video. If it isn't old, then screw dates and times and checking information. What am I, writing a college essay?

 http://www.youtube.com/watch?v=HjGrHBpfqCo&feature=player_embedded
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Eduren on April 04, 2010, 03:38:10 pm
This is probably old, but a rather nice little video. If it isn't old, then screw dates and times and checking information. What am I, writing a college essay?

 http://www.youtube.com/watch?v=HjGrHBpfqCo&feature=player_embedded
Awesomeness. The syncing of the characters is really good.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Bandages on April 04, 2010, 03:40:09 pm
This is probably old, but a rather nice little video. If it isn't old, then screw dates and times and checking information. What am I, writing a college essay?

 http://www.youtube.com/watch?v=HjGrHBpfqCo&feature=player_embedded

I laughed the whole way through, nice find.

Also, SNIPERS. >:(
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Mr.Person on April 05, 2010, 08:00:28 pm
Officer's Ushanka for me. Now I feel like less of an idiot for crafting my pair of Football Helmets together a month ago.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: umiman on April 05, 2010, 08:20:51 pm
I have 5 hats now, not counting the Halloween and halo ones. Also, finally got my Pyro hat after 2 straight weeks of idling. So, now I have:
- Pyro's fire chief hat
- Soldier's stash (looks almost the same to his normal helmet)
- Engie's railroad hat
- Sniper's trophy hat (virtually identical to his normal hat)
- Spy's camera beard (ew...)

I'd combine the camera beard with the trophy hat, but I think the chances of me getting something shitty as a result are greater than something good.

No more idling for me though, thank god.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Mr.Person on April 05, 2010, 09:12:01 pm
Modest Pile of Hat
Towering Pillar of Hat
Ye Olde Baker Boy
Tyrant's Helm
Officer's Ushanka (gotten about an hour ago)
Vintage Tyrolean (gotten three days ago!)
Camera Beard

Oh, and 2 Ghastly Gibus. And I'm very close to crafting another hat, which I think I'll make a Pyro hat. I like all of the Pyro hats.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: ToonyMan on April 05, 2010, 09:24:00 pm
I have...

Prussian pickelhaube

Then the generic stuff everyone gets.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Zai on April 05, 2010, 09:29:09 pm
I only gots Bill's Hat, Ghastly Ghibbus, Halloween Hat, and Camera Beard.

I played on a server for an hour and was getting pretty high kill:death ratios. Then somebody mentioned that the majority of the "players" were bots. And they were. So that popped my bubble.

._.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Eduren on April 05, 2010, 09:49:39 pm
Ye Old Bakers Boy
Respectless rubber glove

Never idled a day in my life.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Someguyo on April 06, 2010, 05:40:57 am
Mining Light
Officer's Ushanka
Batter's Helmet
Baseball Bill's Sports Shine(Crafted from Mining Light/Batter's Helmet)
Pyro's Beanie(Crafted from Baseball Bill's Sports Shine/Officer's Ushanka(I don't play heavy much, even if it is my favorite heavy hat.))
Towering Pillar of Hats
Vintage Tyrolean(Crafted from Pyro's Beanie/Towering Pillar of Hats.)
Scotsman's Stove Pipe
Texas Ten Gallon(Crafted from Scotsman's Stove Pipe/Vintage Tyrolean. Also don't play medic much even if it is my favorite medic hat.)
Soldier's Stash(Crafted from 4 refined metals and a token. FINALLY)
Stainless Pot(Random drop about 2 weeks after getting the Soldier's Stash. :-\)

All I wanted was a soldier hat, since it's my favorite class. In the end I have Soldier's Stash, Texas Ten Gallon, and the Pot. But I'm still happy since I got my favorite soldier hat.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Jreengus on April 06, 2010, 05:50:52 am
Currently wearing:

Scout: Baseball Bills Sports Shine

Soldier: Modest Pile of Hat

Pyro: Respectless Rubber Glove, Beanie in the backpack

Demo: Ghastly Gibus

Heavy: Football Helmet

Engineer: Modest Pile of Hat

Medic: Otolaryngologist's Mirror.

Sniper: Professional's Panama

Spy: Modest Pile of Hat, Camera Beard.

The only weapon I need is the pain train.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Giant Snowman on April 06, 2010, 06:35:00 am
This is probably old, but a rather nice little video. If it isn't old, then screw dates and times and checking information. What am I, writing a college essay?

 http://www.youtube.com/watch?v=HjGrHBpfqCo&feature=player_embedded

You know, that trailer actually makes a lot more sense with the team fortress characters in it.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Zai on April 06, 2010, 05:47:36 pm
Crafted from Pyro's Beanie/Towering Pillar of Hats.
Why would you do that?!
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: Dr. Johbson on April 06, 2010, 09:38:48 pm
It looks pretty bad, actually.
Title: Re: Team Fortress 2: Player contributions!: "Nice goin', pardner"
Post by: ToonyMan on April 08, 2010, 03:26:41 pm
New blog post. (http://www.teamfortress.com/)
Title: Re: Team Fortress 2: Community activity: "Gotta move that gear up!"
Post by: LASD on April 08, 2010, 04:42:44 pm
The new blog post included this Highlander Tournament (http://etf2l.org/2010/03/25/the-etf2l-highlander-community-challenge/)  for people that haven't played much or at all competitively. I'm not sure if it's exclusive to Europe, but even if it is, we should be able to gather up a Bay12 team. The signups start at the end of the month so there's plenty of time to fight over classes.  :P

I'd be happy to be the Medic (big surprise). Even if it is possibly the nastiest class to be in competitive play.

Oh yeah, did I mention you get a shiny in-game medal for just participating in the tournament?
Title: Re: Team Fortress 2: Community activity: "Gotta move that gear up!"
Post by: Myroc on April 08, 2010, 04:49:23 pm
Dibs on pyro.
Title: Re: Team Fortress 2: Community activity: "Gotta move that gear up!"
Post by: SHAD0Wdump on April 08, 2010, 04:51:05 pm
Dibs on pyro.
If anyone would be a pyro, it'd be me. Still, you'll have to convince me to participate in this first.

Oh yeah.. I'm also in America...
Title: Re: Team Fortress 2: Community activity: "Gotta move that gear up!"
Post by: Jreengus on April 08, 2010, 05:01:59 pm
I like to think I'm a good engineer, offensively I have a solid grasp of his weapons and their capabilities and I handle them well enough, defensively I'm good at spotting good places for sentries and know many for most of the standard maps. So I call it!

Edited to add that I'm in England so there shouldn't be any problems on my end.
Title: Re: Team Fortress 2: Community activity: "Gotta move that gear up!"
Post by: dragnar on April 08, 2010, 05:21:39 pm
I'll take the spy!
Oh yeah.. I'm also in America...
Unless this is a problem...
Title: Re: Team Fortress 2: Community activity: "Gotta move that gear up!"
Post by: umiman on April 08, 2010, 05:28:12 pm
I can be medic or pyro.
Title: Re: Team Fortress 2: Community activity: "Gotta move that gear up!"
Post by: Bandages on April 08, 2010, 06:07:24 pm
I am american and also a decent sniper and decent demoman
Title: Re: Team Fortress 2: Community activity: "Gotta move that gear up!"
Post by: Zai on April 08, 2010, 06:36:29 pm
I am American and not participating in any tournament.
Title: Re: Team Fortress 2: Community activity: "Gotta move that gear up!"
Post by: The Doctor on April 08, 2010, 06:48:26 pm
I'm a decent heavy.

Canadian here. :D
Title: Re: Team Fortress 2: Community activity: "Gotta move that gear up!"
Post by: Mr.Person on April 08, 2010, 09:41:27 pm
Spy or Soldier, but I'd really rather not participate, being American and all.
Title: Re: Team Fortress 2: Community activity: "Gotta move that gear up!"
Post by: Dr. Johbson on April 08, 2010, 09:53:08 pm
How laggy are said European servers? Because I get 175 ping on the DFC server (Read: Almost unplayable) but I do love me some hats. Also in order from better with to.. less-better with,
Solider(Pretty good),
Pyro(Decnt),
Medic(Decent),
Engineer(Sometimes decent, sometimes pretty good),
Scout(Sometimes pretty good, otherwise, lame),
Heavy (lame) ,
Demoman(lame),
Sniper(lame)
Spy(Unplayable without my dead ringer, which I crafted to make a FaN.  :'( I'm a decent spy with one however. But I don't have one.).
Title: Re: Team Fortress 2: Community activity: "Gotta move that gear up!"
Post by: fenrif on April 08, 2010, 10:06:26 pm
I'm a decent heavy or medic, would definatly be up for this... I'd even dig out my microphone and everything. :P

Also: I'm in the UK if that has any bearing on anything.
Title: Re: Team Fortress 2: Community activity: "Gotta move that gear up!"
Post by: SHAD0Wdump on April 08, 2010, 10:10:24 pm
Ah, there is nothing like getting behind the enemy lines as a pyro with the homewrecker(sledgehammer) in TF2, whacking random passers-by, breaking engineer stuff, taunting the poor engie from places he can't reach, and generally being a royal pain in the ass.
Title: Re: Team Fortress 2: Community activity: "Gotta move that gear up!"
Post by: Cheeetar on April 08, 2010, 10:24:14 pm
I'd play with spy or scout, but I'm pretty useless with scout on anything but extremely low ping servers.

Basically I'd play anything but sniper, demoman or soldier.
Title: Re: Team Fortress 2: Community activity: "Gotta move that gear up!"
Post by: LASD on April 09, 2010, 03:32:36 am
So, let's see, the classes to players list looks like this, after I added Scout to myself as a potential class: [is Non-Euro]

Scout: LASD
Soldier: [Mr.Person], [Dr, Johbson]
Pyro: Myroc, [SHADOWDUMP], [umiman], [Dr. Johbson]
Demo: [Bandages]
Heavy: [DoctorZ], fenrif
Engineer: Jreengus, [Dr. Johbson]
Medic: LASD, [umiman], [Dr. Johbson], fenrif
Sniper: [Bandages]
Spy: [dragnar], [Mr.Person], [Cheeetar]

Not participating: [Zai]

Also, from the FAQ:
Quote
Are non-European teams welcome?

Yes, as long as you are fine with playing on European servers and in European timezones.
So, it's all fine, except scheduling will be tricky.


Next important thing:
Quote
How many people can be in one team?

14 people can be registered to each team. Make another team if you have more players (eg Community Team A, Community Team B, etc.) You cannot play in more than one team.
So there's nice leeway as only 9 people are included in a round and the classes can be juggled between players too. Another team might be possible but it might get a bit iffy to find 28 Dwarf Fortress people wanting to participate in a competitive tournament.

Currently we have 12 people expressing interest, 3 of whom are a bit doubtful about joining (SHADOWdump, Mr. Person and Dr. Johbson), but I know a few people that haven't spoken up or noticed this who are likely interested. Let's keep listing and see what we can come up with, and if people will have the honor of joining the DFC or Bay12games B-team too.


Then the most important thing! (Not really):
Quote
Can you tell me more about the in-game medal?

The in-game medal will be like a hat. Everyone can see it.

You will win a medal when you A) Win the tournament (winners medal), B) Finish 2nd in the tournament (runner up medal) or C) Are eliminated from the tournament (participation medal). You do not get a medal for just signing up.
So, the tournament has to be finished to get the shiny, awe-inspiring, tiny medal.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Jreengus on April 09, 2010, 04:07:13 am
If we do this and we actually want to stand some chance of winning we probably need to schedule practice on the server a bit.

Anyhow my free time* is as follows:
Monday: Free free from about 2 onwards but I'd prefer not to do anything until 5 onwards.
Tuesday Pretty fully booked, although I could make time from 7 onward I'd prefer not to.
Wednesday: Free all day!
Thursday: Free from 7 onward.
Friday: Free from 5 onward.
Saturday & Sunday: Free whenever.

*GMT+1/BST
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Cheeetar on April 09, 2010, 04:16:49 am
I am free pretty much all of next week due to holidays, but I live in Australia.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Myroc on April 09, 2010, 05:27:23 am
I'm pretty much free whenever so long as it is after 5 PM or so (European time). Also, yes, I'm in Europe.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Siquo on April 09, 2010, 06:01:16 am
I have too little time, which is a shame. I have trouble enough keeping a real-life schedule...

Too bad, because it sounds like fun!
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: fenrif on April 09, 2010, 07:09:44 am
I'll be free anytime after 3 i think for the next two weeks, then after that anytime at all.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Jreengus on April 09, 2010, 09:29:07 am
I'll be free anytime after 3 i think for the next two weeks, then after that anytime at all.
Time zone?

I'm pretty much free whenever so long as it is after 5 PM or so (European time). Also, yes, I'm in Europe.
Central (+2) eastern (+3) or western (+1)?
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: fenrif on April 09, 2010, 10:09:11 am
I'm in the UK, so just standard GMT for me.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: dragnar on April 09, 2010, 10:15:18 am
I'm free all weekend, and any day after 4... GMT -5 I think?(east coast US)
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Duke 2.0 on April 09, 2010, 10:25:35 am
 I might try whatever is needed. This all depends on the timing of it all, but if I somehow have that timeslot open then I'll try out.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: SHAD0Wdump on April 09, 2010, 10:41:24 am
I am a GMT-5, also after playing a bit I think I could make a decent scout or soldier with some practice, I've also been a fairly aware medic in the past.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Bandages on April 09, 2010, 12:41:00 pm
Hrph. I'm GMT -8. Which is a pretty significant time difference.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: The Doctor on April 09, 2010, 03:03:57 pm
I'm at -5 and I'm free pretty much weekdays from 3ish to 10 pm, still -5, and weekends I'm good most of the time. There are some times I'm not but that can be cleared up later.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Mr.Person on April 09, 2010, 03:23:53 pm
Quick note: If you're going to be in the tourney, you need to have a mic.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Duuvian on April 09, 2010, 03:24:45 pm
I just bought TF2 for 10$ at Best Buy. I haven't installed it yet. Any recommendations for a first time player or is there a wiki or something? I've already read up on the various classes on some website a few months ago, and watched some of the meet the team videos at the same time (which were awesome, my favorite is the Heavies or the Scout's)
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Mr.Person on April 09, 2010, 03:35:19 pm
I just bought TF2 for 10$ at Best Buy. I haven't installed it yet. Any recommendations for a first time player or is there a wiki or something? I've already read up on the various classes on some website a few months ago, and watched some of the meet the team videos at the same time (which were awesome, my favorite is the Heavies or the Scout's)

Start by playing as Heavy, Soldier, or Medic. They're good classes for beginners. Eventually, try all the classes. Even if you find one you like, play them all for awhile. I'm not a good Pyro, but I love playing as one.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Bandages on April 09, 2010, 03:49:25 pm

Start by playing as Heavy, Soldier, or Medic. They're good classes for beginners. Eventually, try all the classes. Even if you find one you like, play them all for awhile. I'm not a good Pyro, but I love playing as one.

You know, I've never been able to get behind the soldier. All the other classes I have some general skill in, and I excell at a few, but I just CAN'T play a soldier for the life of me.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: The Doctor on April 09, 2010, 03:50:15 pm
Can you rocket jump?
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Bandages on April 09, 2010, 03:51:08 pm
kind...of...
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: ToonyMan on April 09, 2010, 03:57:13 pm
I'm a pretty beast soldier.

I can rocket jump and juggle people no problem, just gotta learn to aim at people in the air better.

I use my shotgun a lot as well, which you should.  I'm in North America though so no dice.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Jreengus on April 09, 2010, 04:06:27 pm
I have a mic, currently it's only attached to half a headset though so I'll have to selotape it to my ear or something. =p

Alternatively I could just buy a new one but that seems like too much effort.

Anyhow in all seriousness I will have a mic and we should probably make a new thread for tournament planning and stuff
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: dragnar on April 09, 2010, 04:17:05 pm

Start by playing as Heavy, Soldier, or Medic. They're good classes for beginners. Eventually, try all the classes. Even if you find one you like, play them all for awhile. I'm not a good Pyro, but I love playing as one.

You know, I've never been able to get behind the soldier. All the other classes I have some general skill in, and I excell at a few, but I just CAN'T play a soldier for the life of me.
Same here, I just can't get the aim right on the rocket launcher, and I just blow myself up rocket-jumping. Probably because I stink at FPSs: the spy does not play like an FPS. 8)

The easiest class for beginners is probably the pyro. You're practically guaranteed a kill or two per life, though they are still much more effective when skilled. And I will backstab you whenever possible...
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Tradanbattlan on April 09, 2010, 04:24:43 pm
You know, I've never played Highlander before. Is it basically just Arena mode but with one of every class, or something?
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Cheeetar on April 10, 2010, 01:18:00 am
I'm GMT+10.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Mr.Person on April 10, 2010, 01:44:47 am
You know, I've never played Highlander before. Is it basically just Arena mode but with one of every class, or something?

Highlander just restricts it so your team can only consist of exactly one of each class.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: umiman on April 10, 2010, 02:00:32 am

Start by playing as Heavy, Soldier, or Medic. They're good classes for beginners. Eventually, try all the classes. Even if you find one you like, play them all for awhile. I'm not a good Pyro, but I love playing as one.

You know, I've never been able to get behind the soldier. All the other classes I have some general skill in, and I excell at a few, but I just CAN'T play a soldier for the life of me.
Same here, I just can't get the aim right on the rocket launcher, and I just blow myself up rocket-jumping. Probably because I stink at FPSs: the spy does not play like an FPS. 8)

The easiest class for beginners is probably the pyro. You're practically guaranteed a kill or two per life, though they are still much more effective when skilled. And I will backstab you whenever possible...
Nah, easiest is probably heavy. Pyro can be kinda hard.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: LASD on April 10, 2010, 03:33:17 am
We tried the training thing when the Mini-Tournament thing was going on and then we really didn't know how to train so it was pretty weird. I think the easiest and best option is playing some matches with and against each other on TF2Lobby (http://tf2lobby.com/), Jakkarra showed me that and it's an incredibly easy way to play Pick-Up Games and makes it possible to get reliably back to a game after a crash and everything.

I agree a separate thread might be good for this tournament, but should it be in "Play with your buddies"? Anyway, I'll get on that when I finally get home.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Duke 2.0 on April 10, 2010, 04:01:48 am

Start by playing as Heavy, Soldier, or Medic. They're good classes for beginners. Eventually, try all the classes. Even if you find one you like, play them all for awhile. I'm not a good Pyro, but I love playing as one.

You know, I've never been able to get behind the soldier. All the other classes I have some general skill in, and I excell at a few, but I just CAN'T play a soldier for the life of me.
Same here, I just can't get the aim right on the rocket launcher, and I just blow myself up rocket-jumping. Probably because I stink at FPSs: the spy does not play like an FPS. 8)

The easiest class for beginners is probably the pyro. You're practically guaranteed a kill or two per life, though they are still much more effective when skilled. And I will backstab you whenever possible...
Nah, easiest is probably heavy. Pyro can be kinda hard.
This I shall disagree with. While a pyro needs to jump into the fray and get too close for their skills to handle, the Heavy is basically a walking magnet for backstabs and headshots. Ultimately you'll attract more attention and fire as a Heavy.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Jreengus on April 10, 2010, 05:07:50 am
As the heavy you'll suffer more headshots and backstabs, as a pyro you'll likely be gunned down before you reach the enemy. My advice is to go soldier, slightly less headshotable than the heavy but capable of shooting over distances further than an arms reach.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Jakkarra on April 10, 2010, 06:27:22 am
Soldier is the easiest class to play, high damage output, high health, not too bad speed.

The heavy is actually a class that takes a good bit of skill, for example, i can usually time it so i duck just before those bastard snipers fire, to avoid their tiny, baby-guns.

Pyro, contrary to popular belief, also takes a good bit of skill to play effectively, sure you can rack up points just W+M1ing, but you want to be using your other weapons as well, if you get good with it, you can often cause more kills with the airblast than the flames.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Pandarsenic on April 10, 2010, 06:48:50 am
Easiest class is sniper. Point at heads, shoot.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Jakkarra on April 10, 2010, 06:54:03 am
If you play sniper, make sure to stay perfectly still while you shoot, or you have a chance of "Missing" just like when shooting a BONK'D Scout. Oh, and NEVER FUCKING TAKE JARATE, the razorback is the best sniper secondary ever.

Never turn around either, you might get shot by another sniper.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Jreengus on April 10, 2010, 07:45:02 am
I'm assuming that's sarcasm, either that or you've never no scoped a bunch of jarated people. Ever since they gave the sniper rifle a crosshair it became an okish close range weapon. Sure there are many better ones but in a push it serves and with jarate its as good as many others.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Jakkarra on April 10, 2010, 07:47:49 am
Why do i even bother trying to make jokes.

What makes everyone think i'm being serious at ALL TIMES! Does that ignorant view really sound like something i'd seriously post?

What class do i bloody play the most? SPY!
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Jreengus on April 10, 2010, 07:51:28 am
So why are you advocating taking a razor back? Surely you're best off if they take an smg, no nasty jarate to reveal you and nothing to stop a nice clean backstab.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Cheeetar on April 10, 2010, 08:01:21 am
Ambassador.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Jakkarra on April 10, 2010, 08:08:01 am
Or the regular revolver even, it's just one extra shot, though i can't tell you how satisfying it is to headshot one of those bastards when they are being all smug with their next-to-useless unlock.

Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Duke 2.0 on April 10, 2010, 08:09:33 am
So why are you advocating taking a razor back? Surely you're best off if they take an smg, no nasty jarate to reveal you and nothing to stop a nice clean backstab.
Despite how people say the SMG is one of the worst weapons in TF2, I find it to be kinda useful. No other sniper weapons are useful in close combat, and the knife is kind of a hit or miss weapon due to melee weapon rage hitbox issues.

 Because fuck facestabs. Valve should know their melee weapons are broken when that crap is pulled off.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Jakkarra on April 10, 2010, 09:01:53 am
It's not to do with the melee weapons you silly goose, it's Hitbox issues.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Nilocy on April 10, 2010, 11:49:07 am
Pyro is the easiest class, remember the whole "You can play without a keyboard" thing?

Heavy is quite hard, requires a lot of know how when to spin the gun... and shouting for medic... ermm....


Anyway, I've been neglecting the TF2 server for some time. But we'll be needing donations soon... $160 by June, so 2 months awaaaay.

Also, that TF2 lobby thing is interesting, will look into it moar.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: fenrif on April 10, 2010, 11:56:16 am
IF you're on defense you can play the heavy like a turret. Back to the wall, constantly spin gun, etc.

Means you can get your dinner while still playing :P
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Duke 2.0 on April 10, 2010, 11:56:50 am
Pyro is the easiest class, remember the whole "You can play without a keyboard" thing?
The thing where you bind w to your LMB and RMB? Thus LMB to move forward and attack while RMB to just move forward? I actually tried that last week.

 I generally got a kill every life.

 Goddam.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: umiman on April 10, 2010, 02:32:26 pm
Pyro is the easiest class, remember the whole "You can play without a keyboard" thing?
The thing where you bind w to your LMB and RMB? Thus LMB to move forward and attack while RMB to just move forward? I actually tried that last week.

 I generally got a kill every life.

 Goddam.
To be fair, you could probably do that with every single class that can work with only one button and still end up with the same results.

You know... scout. Heavy, medic, soldier.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: ToonyMan on April 10, 2010, 02:46:47 pm
Maybe a scout or heavy, maybe for those two.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: umiman on April 10, 2010, 02:47:56 pm
Maybe a scout or heavy, maybe for those two.
You're telling me you cannot get at least one kill per life as a soldier by just spamming the firing button and running around?
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: ToonyMan on April 10, 2010, 02:50:20 pm
Maybe a scout or heavy, maybe for those two.
You're telling me you cannot get at least one kill per life as a soldier by just spamming the firing button and running around?

End up dying.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: umiman on April 10, 2010, 02:54:59 pm
Yes, that's kinda the point.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: ToonyMan on April 10, 2010, 02:57:01 pm
I'd rather play strategically.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: SHAD0Wdump on April 10, 2010, 03:07:15 pm
I'd rather play strategically.
Like when you'd go berzerk with the shovel.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Jakkarra on April 10, 2010, 03:09:47 pm
Anyone fancy a game?
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Siquo on April 10, 2010, 04:28:25 pm
Yeah, I'm logging in.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Myroc on April 10, 2010, 05:27:57 pm
Playing on the server spawned a new meme.

Ragefapping.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Jakkarra on April 10, 2010, 10:30:06 pm
Я помещу эту фразу в крошечную телегу!


специальная Поставка!
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Zai on April 10, 2010, 10:31:59 pm
Я помещу эту фразу в крошечную телегу!


специальная Поставка!
Special delivery? Who is it for?
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Jakkarra on April 10, 2010, 10:35:50 pm
Мой проект картографии!
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Zai on April 11, 2010, 01:05:22 pm
You never shared any pics of your TF2 map, Jakk. When are you gonna do that?
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: Jakkarra on April 11, 2010, 01:15:19 pm
Soon, maybe by the end of the day, i just need to finish up on the basic blocking out of it, i'm fucking up the sniper lines a bit, it was a little too open for my tastes.
Title: Re: Team Fortress 2: ETF2L Highlander Tournament?: "Gotta move that gear up!"
Post by: fenrif on April 13, 2010, 10:02:03 am
http://www.youtube.com/watch?v=c3zJcMlqWZA&feature=player_embedded (http://www.youtube.com/watch?v=c3zJcMlqWZA&feature=player_embedded)

A choose-your-own TF2 adventure starring heavy at 2fort. Tis fun.
Title: Re: Team Fortress 2: Jakkarra's map: ""Хорошо!"
Post by: LASD on April 14, 2010, 01:40:16 pm
As Jakkarra's map has started going places, he wants to get votes to decide how it should look. So here's the thread (http://www.bay12games.com/forum/index.php?topic=54221.0) to voice your opinions, cast some votes, talk about your own maps or even ask for mapping advice!

In less fun news, I'm starting to feel quite burned out on playing TF2, so I don't really have the motivation to organize the team for the ETF2L Tournament. If there's someone who'd like to get on that, awesome! I promise to help in advertising on this thread and the Steam Group, but in figuring out the roster and schedules not so much.

Oh yeah, there's a video (http://www.youtube.com/watch?v=8CM0kpF0F6c) of Jakkarra's map in it's current state and I dare say it looks really promising.

EDIT: Jreengus took up the tournament thing (http://www.bay12games.com/forum/index.php?topic=54362.0). Go Jreengus!
Title: Re: Team Fortress 2: Jakkarra's map: ""Хорошо!"
Post by: ToonyMan on April 15, 2010, 04:50:17 pm
Sam and Max update.

http://teamfortress.com/post.php?id=3698&p=1
Title: Re: Team Fortress 2: Jakkarra's map: ""Хорошо!"
Post by: Dr. Johbson on April 15, 2010, 05:01:12 pm
Before anyone asks, yes, they are just reskins.
Title: Re: Team Fortress 2: Jakkarra's map: ""Хорошо!"
Post by: Jreengus on April 15, 2010, 05:08:22 pm
I like the sound of the new items but I don't have that much money to waste on a game I don't really want.

Also no interest in the tournament?
Title: Re: Team Fortress 2: Jakkarra's map: ""Хорошо!"
Post by: Dr. Johbson on April 15, 2010, 05:11:20 pm
Im too lazy.
Title: Re: Team Fortress 2: Jakkarra's map: ""Хорошо!"
Post by: LASD on April 15, 2010, 05:18:29 pm
Sam and Max update.

http://teamfortress.com/post.php?id=3698&p=1
Blargh, I already pre-ordered, from Telltale.  :'(

Otherwise, really cool.

EDIT: Telltale offers the opportunity to change to Steam pre-order, but that would make me lose the free shipping I got from them. Oh cruel world!
Title: Re: Team Fortress 2: Jakkarra's map: ""Хорошо!"
Post by: ToonyMan on April 15, 2010, 05:45:58 pm
Who cares about free shipping!  Do the Steam-preorder, do it!
Title: Re: Team Fortress 2: Jakkarra's map: ""Хорошо!"
Post by: Thexor on April 15, 2010, 06:17:19 pm
Sam and Max update.

http://teamfortress.com/post.php?id=3698&p=1
Blargh, I already pre-ordered, from Telltale.  :'(

Otherwise, really cool.

EDIT: Telltale offers the opportunity to change to Steam pre-order, but that would make me lose the free shipping I got from them. Oh cruel world!

Before anyone starts switching from Telltale, the official word (from what little I've seen) is that they're looking for a way to give the items to Telltale purchasers, too. No promises, but the Steam promotion is valid all week, so give them a few days to come up with a final official statement.  ;)

Personally, I was going to wait for this season to go on sale before buying... but how can I resist free TF2 stuff? Especially neat-looking guns, since I love playing Spy and hate the Ambassador.  ;)
Title: Re: Team Fortress 2: Jakkarra's map: ""Хорошо!"
Post by: Jakkarra on April 15, 2010, 06:18:25 pm
The new weapons look pretty bad, to be honest.
Title: Re: Team Fortress 2: Jakkarra's map: ""Хорошо!"
Post by: ToonyMan on April 15, 2010, 06:41:07 pm
The new weapons look pretty bad, to be honest.

Haters goin hate.
Title: Re: Team Fortress 2: Jakkarra's map: ""Хорошо!"
Post by: PTTG?? on April 15, 2010, 10:43:53 pm
Sam and Max AND TF2? Wow, that's like 400 milliDFs of gameplay goodness right there! (1 DF is equal to one DF version's worth of fun).
Title: Re: Team Fortress 2: Jakkarra's map: ""Хорошо!"
Post by: debvon on April 15, 2010, 11:52:13 pm
Wait.. what? You can't be serious? They're just models. I don't quite understand the new-hat-hype. Weapons I get, but hats don't add any new gameplay at all. In fact they just sort of make me hate you more when you dominate me.

"Holy SHIT guys, now I can wear a pac-man hat while exploding men into bloody chunks! This is like a 42342398 on the DF richter scale!!"
 ???
Title: Re: Team Fortress 2: Jakkarra's map: ""Хорошо!"
Post by: LASD on April 16, 2010, 02:25:57 am
Yay! Telltale is the best!

They talked to Valve, made a deal and the people that pre-ordered from them (and possibly those that buy the game even now) get the items after all!

Telltale and Valve are clearly my favourite developers (Bay12 is beyond favourites), they actually know their customers are people and not just walking wallets.
Title: Re: Team Fortress 2: Jakkarra's map: ""Хорошо!"
Post by: Mr.Person on April 16, 2010, 03:18:53 am
Yay! Telltale is the best!

They talked to Valve, made a deal and the people that pre-ordered from them (and possibly those that buy the game even now) get the items after all!

Telltale and Valve are clearly my favourite developers (Bay12 is beyond favourites), they actually know their costumers are people and not just walking wallets.


Speak for yourself. I am in fact a talking wallet.
Title: Re: Team Fortress 2: Sam & Max Update: "You crack me up, little buddy!"
Post by: Myroc on April 16, 2010, 06:33:00 am
Question: Does these weapons have any special abilities, or are they just reskins of their original weapons?
Title: Re: Team Fortress 2: Sam & Max Update: "You crack me up, little buddy!"
Post by: Jreengus on April 16, 2010, 06:47:11 am
Just reskins.
Title: Re: Team Fortress 2: Jakkarra's map: ""Хорошо!"
Post by: Metalax on April 16, 2010, 08:00:26 am
Yay! Telltale is the best!

They talked to Valve, made a deal and the people that pre-ordered from them (and possibly those that buy the game even now) get the items after all!

Telltale and Valve are clearly my favourite developers (Bay12 is beyond favourites), they actually know their costumers are people and not just walking wallets.


Speak for yourself. I am in fact a talking wallet.

Heh, sigged.
Title: Re: Team Fortress 2: Sam & Max Update: "You crack me up, little buddy!"
Post by: Thexor on April 16, 2010, 09:49:46 am
Just reskins.

That said, they're freakin' awesome reskins, so that certainly counts for something.  ;D
Title: Re: Team Fortress 2: Sam & Max Update: "You crack me up, little buddy!"
Post by: PTTG?? on April 16, 2010, 09:55:07 am
How much you want to bet that when a spy assist-dominates somebody with a scout, he'll have a new phrase to say.
Title: Re: Team Fortress 2: Jakkarra's map: ""Хорошо!"
Post by: Apple Master on April 16, 2010, 04:37:00 pm
Yay! Telltale is the best!

They talked to Valve, made a deal and the people that pre-ordered from them (and possibly those that buy the game even now) get the items after all!

Telltale and Valve are clearly my favourite developers (Bay12 is beyond favourites), they actually know their costumers are people and not just walking wallets.


Speak for yourself. I am in fact a talking wallet.

That's not what your name says
Title: Re: Team Fortress 2: Sam & Max Update: "You crack me up, little buddy!"
Post by: Nilocy on April 16, 2010, 05:24:01 pm
I think we should start to reorganise games on the TF2 server

Sunday at 8PMGMT. BE THERE OR BE A CHAINSAW.
Title: Re: Team Fortress 2: Sam & Max Update: "You crack me up, little buddy!"
Post by: dragnar on April 16, 2010, 05:42:31 pm
But what if we want a chainsaw?
Title: Re: Team Fortress 2: Sam & Max Update: "You crack me up, little buddy!"
Post by: zchris13 on April 16, 2010, 05:55:36 pm
But you don't want to BE a chainsaw, now do you?
Title: Re: Team Fortress 2: Sam & Max Update: "You crack me up, little buddy!"
Post by: Eduren on April 16, 2010, 05:57:13 pm
But you don't want to BE a chainsaw, now do you?
I don't know, nobody fucks with a chainsaw.
Title: Re: Team Fortress 2: Sam & Max Update: "You crack me up, little buddy!"
Post by: Zai on April 16, 2010, 06:38:31 pm
I think we should start to reorganise games on the TF2 server
That's what I've been doing for the past few weeks. Except I've just been adding the events an hour or so before I set the event to start. Which is probably not the best practice, but it's better than not having it at all.
Title: Re: Team Fortress 2: Sam & Max Update: "You crack me up, little buddy!"
Post by: Thexor on April 16, 2010, 06:48:11 pm
I think we should start to reorganise games on the TF2 server
That's what I've been doing for the past few weeks. Except I've just been adding the events an hour or so before I set the event to start. Which is probably not the best practice, but it's better than not having it at all.

Yeah, with all due respect, a little more heads-up would be deeply appreciated.  ;)
Title: Re: Team Fortress 2: Sam & Max Update: "You crack me up, little buddy!"
Post by: Mr.Person on April 16, 2010, 11:07:12 pm
But you don't want to BE a chainsaw, now do you?

I dunno, somebody's gotta kill the zombies outside.
Title: Re: Team Fortress 2: Sam & Max Update: "You crack me up, little buddy!"
Post by: dragnar on April 16, 2010, 11:14:48 pm
Nah, no need for a chainsaw. Just get some dwarves and tell them that the zombies are vermin. Make sure to inform them that zombies taste like SATAAANNN!!!
Title: Re: Team Fortress 2: Sam & Max Update: "You crack me up, little buddy!"
Post by: ToonyMan on April 16, 2010, 11:22:26 pm
TF2 needs Serious Sam somethings.  Anything that involves Serious Sam.

Seriously.
Title: Re: Team Fortress 2: Sam & Max Update: "You crack me up, little buddy!"
Post by: Thexor on April 17, 2010, 01:53:43 am
TF2 needs Serious Sam somethings.  Anything that involves Serious Sam.

Seriously.

You've got a minigun, a grenade launcher, and a multi-shot rocket launcher. Short of giving the Engineer a Cannon, I don't see how many more Serious Sam weapons we can fit in!


...oh god, a cannon would be the best Engineer unlock. I'd happily trade my sentry for a one-shot cannonball. "You're going to need much bigger g... OSHI-"
Title: Re: Team Fortress 2: Jakkarra's map: ""Хорошо!"
Post by: Sowelu on April 17, 2010, 02:14:04 am
Wait.. what? You can't be serious? They're just models. I don't quite understand the new-hat-hype. Weapons I get, but hats don't add any new gameplay at all. In fact they just sort of make me hate you more when you dominate me.

"Holy SHIT guys, now I can wear a pac-man hat while exploding men into bloody chunks! This is like a 42342398 on the DF richter scale!!"
 ???

Dude.  The hat alone makes me want this.  I mean I've always liked the games and the genre but that hat is AWESOME.
Title: Re: Team Fortress 2: Sam & Max Update: "You crack me up, little buddy!"
Post by: Siquo on April 18, 2010, 01:03:55 pm
I think we should start to reorganise games on the TF2 server

Sunday at 8PMGMT. BE THERE OR BE A CHAINSAW.
So... that's two hours from now (official GMT has no daylight savings time), right?
Title: Re: Team Fortress 2: Sam & Max Update: "You crack me up, little buddy!"
Post by: Greiger on April 18, 2010, 01:10:04 pm
Windows' clock is telling me that 8PM GMT+0 is in an hour.  But I never quite understood those Europeans and their crazy moon times...

Title: Re: Team Fortress 2: Sam & Max Update: "You crack me up, little buddy!"
Post by: Siquo on April 18, 2010, 01:22:54 pm
I was wondering, so I looked it up:

http://wwp.greenwichmeantime.com/info/current-time.htm
Title: Re: Team Fortress 2: Sam & Max Update: "You crack me up, little buddy!"
Post by: Greiger on April 18, 2010, 01:29:11 pm
An hour and a half then. Windows lied to me!
Title: Re: Team Fortress 2: Sam & Max Update: "You crack me up, little buddy!"
Post by: Siquo on April 18, 2010, 01:35:34 pm
An hour and a half then. Windows lied to me!
... Let's all pretend you didn't just find that out.  ::)
Title: Re: Team Fortress 2: Sam & Max Update: "You crack me up, little buddy!"
Post by: Greiger on April 18, 2010, 03:15:00 pm
So...uh...it's 8 right?  I can't find the server.  I don wanna be a chainsaw.
Title: Re: Team Fortress 2: Sam & Max Update: "You crack me up, little buddy!"
Post by: Siquo on April 18, 2010, 03:18:10 pm
Same here... What's going on?
Title: Re: Team Fortress 2: Sam & Max Update: "You crack me up, little buddy!"
Post by: Zai on April 18, 2010, 06:10:23 pm
It's been going offline a lot lately.
Title: Re: Team Fortress 2: Sam & Max Update: "You crack me up, little buddy!"
Post by: Soulwynd on April 19, 2010, 11:42:27 pm
It never gets old. (http://www.youtube.com/watch?v=0mpmU_3U3p0)
Title: Re: Team Fortress 2: Sam & Max Update: "You crack me up, little buddy!"
Post by: ToonyMan on April 20, 2010, 07:21:10 pm
The item drop system has been re-done, huzzah! (http://www.teamfortress.com/post.php?id=3727&p=1)
Title: Re: Team Fortress 2: Sam & Max Update: "You crack me up, little buddy!"
Post by: Sensei on April 20, 2010, 07:24:46 pm
My overall verdict is that this is a good thing.

Also, I dislike the new smilies.  :'(
Title: Re: Team Fortress 2: Sam & Max Update: "You crack me up, little buddy!"
Post by: Eduren on April 20, 2010, 07:35:17 pm
I think that this is a really good way to fix the system. Idling is no longer useful, and those that play sparsely will still be getting drops.

VALVE IS CREDIT TO TEAM!
Title: Re: Team Fortress 2: Sam & Max Update: "You crack me up, little buddy!"
Post by: Walliard on April 20, 2010, 08:04:32 pm
, -> 2 -> 2 -> G

(assuming default keybindings/loadout)
Title: Re: Team Fortress 2: Sam & Max Update: "You crack me up, little buddy!"
Post by: Sensei on April 20, 2010, 11:30:37 pm
...come to think of it, I would have made it exponentially decreasing gain in drop chance per hour, so there's still motivation to play, but the longer it is the less it matters.

This works though and still utterly discourages idling.
Title: Re: Team Fortress 2: Sam & Max Update: "You crack me up, little buddy!"
Post by: Mr.Person on April 21, 2010, 12:07:41 am
One thing is they want people to play a lot and get rewarded for it, but they don't want people to idle. It's fair at some point to just say "You've been playing too much, no more item drops for you", but at the same time they don't really want regular players to get the sense of "I should stop playing, I'm not going to get more item drops". So I'd bet that there's drops for at least 4 hours every day, if not upwards of 6 or 8 hours.
Title: Re: Team Fortress 2: Sam & Max Update: "You crack me up, little buddy!"
Post by: Soulwynd on April 21, 2010, 12:41:45 am
They mention 1 hour a day per week is their goal for maxing your item drops for the week.
Title: Re: Team Fortress 2: Drop system update.
Post by: LASD on April 21, 2010, 02:08:15 am
Finally they changed it. I kind of hope they would've done this yonks ago as I still don't have a random hat after some 200 hours of play (and 100 hours of idling/spectating) since they were introduced. I probably won't get one now either, but at least the someday I'll get enough weapons to craft one is closer than before.

And I think Valve doesn't need to apologize to idlers, idling was just an attempted fix to this system not being fun and fair, which it is more so now.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Jreengus on April 21, 2010, 05:26:33 am
I doubt this will stop idling, it's still better to use idling to increase you time played that week to the max since only some of your playtime carries over.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: mattie2009 on April 21, 2010, 01:54:15 pm
I remember one guy idled for so long, when he finally kicked the bucket he pretty much overloaded the chat.

No, I don't know how either.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Jreengus on April 21, 2010, 02:31:34 pm
1. Be Heavy.
2. Wield Sandwich.
3. Open developer console.
4. Type +attack.
5. ???
6. Profit.

+attack makes you repeatedly attack and you lose life slower than the sandwich heals you, all your accrued drops are saved up until the next time you die when you get a massive overload of weapons depending on how long you idled for.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Soulwynd on April 21, 2010, 03:21:14 pm
You can start tf2 in textonly mode to do that, btw.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Volatar on April 21, 2010, 03:41:31 pm
You can start tf2 in textonly mode to do that, btw.

o.O! For curiosity's sake, how the heck do you do that?
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: The Doctor on April 21, 2010, 05:30:00 pm
If I were them I'd have changed the drops to slightly favor the class you play with more.


It doesn't depend on skill or anything, but you're more likely to get a hat or weapon for a class you want it for.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Soulwynd on April 21, 2010, 06:44:11 pm
If I were them I'd have changed the drops to slightly favor the class you play with more.
They're working on how you can control your item drops. At least they said so a few times.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Dr. Johbson on April 24, 2010, 06:32:39 am
http://www.youtube.com/watch?v=PukiMYhw1wo

This is golden. GOLDEN.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Heavy Flak on April 24, 2010, 10:47:57 am
I remember one guy idled for so long, when he finally kicked the bucket he pretty much overloaded the chat.

No, I don't know how either.

I used to idle, there was a program that ran it in a text interface and logged you onto some idle servers.  I logged in over 300 hours idling, won a bunch of items and hats.  Then Valve saw I was cheating, took all my shit away, and didn't give me a halo :(

Now I feel like a loser because there is, yet again, another hat I don't have.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: ToonyMan on April 24, 2010, 11:09:04 am
That's what Valve was going for.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Ampersand on April 24, 2010, 12:19:05 pm
Ever since this update, I've been getting item drops a lot more frequently. Mostly duplicates of what I already have, but still.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Soulwynd on April 24, 2010, 12:20:04 pm
People who idle suffer from a massive E-Peen envy syndrome.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Jreengus on April 24, 2010, 02:58:55 pm
I really don't get that argument. Because I did something that actually made my life marginally easier* and got me a few online items I'm clearly obsessed with my e-peen and rate everyone by their hat number?

*I no longer had to load up TF2 each time I wanted to play, it was right there and ready for me minimised.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: ToonyMan on April 24, 2010, 03:01:24 pm
Sarcastically, yes.
Straightly, no.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Dr. Johbson on April 24, 2010, 03:02:11 pm
Their just hats, if you were going for hats. If you wanted weapons, then I don't think that counts.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: umiman on April 24, 2010, 03:28:23 pm
What if we just liked one hat? Say... the pyro fire chief hat? Took me about 2 weeks of idling, but I got my pyro hat and am happy.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Heavy Flak on April 24, 2010, 03:43:40 pm
The only hat I want out of all of them, is the Heavy's ushenka.  And not only did I not get it, but all the hats I got were wiped out.

And really, I didn't care about weapons - I had already earned them the legit way, so I was just deleting repeats which has come back to bite me, thanks to crafting.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: umiman on April 24, 2010, 03:46:15 pm
The only hat I want out of all of them, is the Heavy's ushenka.  And not only did I not get it, but all the hats I got were wiped out.
What happened to the hats?
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Soulwynd on April 24, 2010, 04:32:54 pm
He got caught idling.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Jreengus on April 24, 2010, 04:38:42 pm
A certain program which would open TF2 and run it in the background with you connected to a special server became massively popular. Almost all idling was happening on it but after a while valve decided it was cheating. They removed all the hats/items anyone had earned with it and gave those who hadn't used it the halo. (Which is still in my opinion the ugliest hat available.)
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Greiger on April 24, 2010, 04:39:21 pm
I think it wasn't so much the idling that valve didn't like, it was more the using a third party program to idle for you that they didn't like.  I think they just deleted the hats and such of the folks who used that program.

Of course I don't keep up as well as I should, so I could be wrong.  Last I heard Valve didn't like regular idling, but weren't going to punish folks for it.

Ninjad...by an ninja olmman.  Shameful. 
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: dragnar on April 24, 2010, 04:48:03 pm
A certain program which would open TF2 and run it in the background with you connected to a special server became massively popular. Almost all idling was happening on it but after a while valve decided it was cheating. They removed all the hats/items anyone had earned with it and gave those who hadn't used it the halo. (Which is still in my opinion the ugliest hat available.)
The biggest problem with the halo is that for a while it didn't become invisible along with the spy. Made it impossible for spys to use it. I'm not actually sure if that was ever fixed, because I still see halos floating around without a player sometimes.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Zai on April 24, 2010, 07:33:02 pm
the halo. (Which is still in my opinion the ugliest hat available.)
I agree. I just wear Bill's Hat on most characters.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Jakkarra on April 24, 2010, 07:43:53 pm
I totally just crafted the Killer's Kabuto.

Oh yes.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Zai on April 24, 2010, 08:27:28 pm
I totally just crafted the Killer's Kabuto.

Oh yes.
Lucky dastard.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Myroc on April 25, 2010, 05:26:09 am
While playing, I took the liberty of checking my inventory. Where I suddenly noticed that I owned a Modest Pile of Hat.

Fuck. Yes.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Jakkarra on April 25, 2010, 05:47:36 am
My Modest pile of hat is better than your modest pile of hat. Somehow.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Myroc on April 25, 2010, 05:59:22 am
My Modest pile of hat is better than your modest pile of hat. Somehow.
Be quiet and let me bask in false glory.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Dr. Johbson on April 25, 2010, 06:01:18 am
False glory is better than real glory, anyway, everyone knows that.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Thedorfwhostoleyourcoffee on April 25, 2010, 10:30:29 am
I wish they updated it on the Xbox, my PC can't handle it.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: ILikePie on April 26, 2010, 11:52:45 am
I've got a very strange problem, when hitting refresh servers on the server screen no servers show up. When starting the game up it gives me list of servers, but when hitting refresh they all disappear. The history tabs and all work, and I can still join servers, but TF2 is having a hard time finding new servers to add to the list.

Is there a way to fix this?
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Soulwynd on April 26, 2010, 11:55:39 am
A couple days ago, steam's metaservers were being annoying. I had that issue as well, but it's alright now.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: ILikePie on April 26, 2010, 12:38:39 pm
So it's just supposed to fix itself? That sounds quite reassuring, thanks.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Soulwynd on April 26, 2010, 12:46:32 pm
The couple times it happened to me, it fixed itself.

Another thing you can try is go to settings/downloads, change your download region to anything else, quick steam, restart, change it to the place you want, quit steam, restart.

That fixes a few network related things.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Sowelu on April 26, 2010, 12:50:45 pm
My TF2 has started crashing with a "Memory could not be read" error.  :(

I don't know if it's a driver error or a memory failing thing.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: PTTG?? on April 26, 2010, 02:29:27 pm
Your memory is illiterate. Obviously it is the Ozarks in your computer.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Volatar on April 26, 2010, 02:47:01 pm
My TF2 has started crashing with a "Memory could not be read" error.  :(

I don't know if it's a driver error or a memory failing thing.

If you have any custom maps downloaded, backup your custom maps folder. If you have any other modifications to TF2, back those up. Then delete and redownload TF2 (if you have the Orange Box hard copy handy, installing from the DVD will speed up that redownload). This may or may not help, but its worth a try.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Zai on April 26, 2010, 05:18:34 pm
My TF2 has started crashing with a "Memory could not be read" error.  :(

I don't know if it's a driver error or a memory failing thing.

If you have any custom maps downloaded, backup your custom maps folder. If you have any other modifications to TF2, back those up. Then delete and redownload TF2 (if you have the Orange Box hard copy handy, installing from the DVD will speed up that redownload). This may or may not help, but its worth a try.
...Try just restarting your comp before you go through that. Usually fixes it for me.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Tradanbattlan on April 26, 2010, 05:24:47 pm
I just crafted Medic's "Pickelhaube" if that's how you spell it.
Too bad I completely suck as a medic.
You heard it here folks. Someone sucks as a medic.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: ILikePie on April 26, 2010, 11:49:29 pm
You ain't alone though, I'm terrible with almost every class.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Eduren on April 26, 2010, 11:56:07 pm
The only class that I really suck at is Sniper. And I'm not going to be improving anytime soon.

Although I seem to have played Sniper more than Heavy. Odd.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: SHAD0Wdump on April 27, 2010, 12:03:24 am
I've been getting much better at scout. Specifically one using the FaN, I've found I simply can't go without the aerial tricks you can pull off with one.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: debvon on April 27, 2010, 01:00:36 am
You heard it here folks. Someone sucks as a medic.

Actually there are only a hand full of GOOD medics. Okay I'm exaggerating, but there is a lot more to being a good medic than some would think. It's a fun class to play if you get a sense of all that you need to do and actually attempt to do it. Kind of a frantic and urgent existence, that of a medic.

1. Keep everyone around you buffed when they're not taking damage. Requires looking backwards often.
2. Watch for spies, pyros, and pretty much everything. Announce them to your team.
3. In battle make sure you're not in enemy fire, aren't being flanked by a scout, and you aren't neglecting hurt allies.
4. Heal people accordingly. Don't spend 3 seconds casually healing a sniper near a small health pack when there's a blood-drenched demoman screaming for Odin to send him to Valhalla when he falls while desperately flinging grenades everywhere (i.e. calling for a medic at critical health). Priority usually goes like this:

Top: Critically injured players that can otherwise survive if you intervene. Saving a single life often means saving MANY lives.

Top: Heavies who are suppressing the enemy for time/distraction. People will shoot at them for the hell of it. The longer they can stand there shooting, the longer the distraction. Make sure your fat buddy doesn't take TOO long to relocate or he'll have a giant hole/arrow/knife in his head.

Top: Other medics. This is important, medics who don't heal/keep each other buffed in combat are practically cutting their usefulness in half.

High: Engineers. If they die, their buildings will usually follow suit. Sometimes I even take it as far as ubering them while they tank so that the sentry lives. This is not a wasted uber by any means, if the engineer lives then the sentry will probably live as well, and the rest of your team will come riding in at any second (hopefully). If the sentry dies, too bad so sad, at least the engineer is still alive! He can set another one up quickly.

Middle: Injured players who are not taking constant fire. Get them back in the game, but only if you can spare the time!

Middle: Unbuffed players. Keep an eye out for passer byers who need a quick buff as they run through, it could save them from an ambush. Always try to keep people who are fighting around you buffed. Remember, you heal and buff MUCH faster when a player has not recently taken damage. Pay attention to who just got hit by the rocket and who didn't, you can fill somebody up within seconds and get back to that crazy soldier before he blows himself up if you heal in the correct order.

Middle: Spies, scouts, snipers. These three often resort to health packs due to being more.. behind the scenes/mobile. But if they're near you, do them a favor and save them the trouble. They're usually easy to heal. That early headshot, flank, or stab thanks to your help could save your team.


Low: Players (esp heavies) who make no effort to retreat from overwhelming situations. They're going to die regardless of what you do, if there are not many people around then you can probably spend time building an uber on them.. but don't take that job too seriously. These kind of decisions often determine your own fate. If you get too focused on keeping them alive then you're likely to follow them into death.

Low: Doomed players. Similar to the above, however this category can cover almost anyone. If you're healing a good soldier who's blasting away at hordes of enemies alone, and suddenly he gets head shot for half his health, AND he runs out of rockets, all while three mad pyros are rushing forward, you need to get your ass to safety. That uber is your baby. It cannot die, teammates will understand. I know, I know, sometimes it's difficult to break off that healing beam and retreat from the action, but it's a good skill to master.

4. Stay ALIVE. Monitor your vital signs. Always always always! I already ranted about this but.. it's just that important. Constantly glance at your health. Is it midway down? That means you need to get a health pack or a dispenser. Is it red? You need to run for dear life or pop your uber, chances are you're going to explode from a stray grenade if you chance it. Is it sort of low but not terribly low? Grab that nearby medpack as you run by just to stay healthy.

The healthier you are, the healthier your team is. Use the regular needle gun when you're, say, on a payload map defending the very last point. Use the Blutsauger when you're on offense and you're trying to cap the second point. The regular needle gun will let you shrug off minor injuries more quickly, and the Blutsauger will let you escape desperate situations with more ease. A pyro chasing you is DOOMED if you run backwards while firing this thing. If he's too close and he's actually burning your face off faster than you can poke HIS off, strafe around while firing needles accordingly. Hopefully you know how to aim correctly and you survive.

5. When alone be extra observant. Especially if you have a semi or fully built uber. Do not leave anything to chance, ever, unless that's what the situation calls for.

6. Uber often in pubs and only when needed with team players. In large pubs the game is basically like two large walruses head butting eachother until one of them passes out and dies. In team play games it's all about knowing when to push and when not to push, executing carefully planned attacks, and using teamwork to help each other survive.




Okay I'm done. Maybe.

Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: umiman on April 27, 2010, 01:30:17 am
Yeah, retreating is super important as a medic. You essentially play him like a very low damage pyro. It's probably the hardest skill to learn, retreating.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Eduren on April 27, 2010, 02:59:38 am
For ubering engies: Just be careful of the situations. No amount of uber can save a sentry that is getting stickied.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Osmosis Jones on April 27, 2010, 03:54:26 am
@Debvon, very good, I'd only add two things: the first is minor, and very obvious; if they are on fire and any of the above, kick them up a category. Well, except for the doomed players. They can burn in hell.

Secondly (and most importantly), learn how to move like a medic. Retreating is important, yes, but you'll be able to stay up near the front line a lot longer if you know how to move properly.
This is more than just strafing; hug the walls to stay out of sight for longer, if you're in an open field (a bad idea at the best of times) keep an eye out for snipers and crouch erratically. A fully charged bodyshot will still end you, but snipers often try to make headshots when they don't need to, and I can't count the number of times I've been able to rush down snipers because they don't realise this.
On top of this, never, ever stop moving. Even when you think you're safe, there is always the chance of a stray spy or unseen sniper. This extends to when you're using an uber as well. If you sit still and let them draw a bead on you while ubered, they'll pop you the second it runs out. Don't give them that chance.

If you do get chased by a fast offensive class (that is, a scout or a pyro), get between them and the health pack. It's not so much that you're keeping them from the health (though that can be a part of it), but rather that they will chase you towards the health. If your aim is good and you have a blutsauger, you will stand a better than even odd of driving them off or even killing them if you get to a health pack. To be fair though, that is a general rule of this game.
Finally, learn the basic cover-fire/sniper-points, and make sure to keep that nice fat heavy or cart between you and that point. Often they'll still be able to see you, but every now and then, it'll save your life.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Mr.Person on April 27, 2010, 06:08:44 am
As a Soldier, I know I've sometimes been a bit of a dick to Medics who decide to heal me. Not on purpose or anything, but I have a habit of not counting Scouts and Pyros as major threats because they're not major threats... to me. They ARE major threats to the Medic. What always inevitably happens is that either I kill the Scout or Pyro and go on to kill the rest of the enemies or the Scout kills the Medic which will lead to our team losing.

I stopped using the Direct Hit pretty much because I couldn't hit Scouts with the stupid thing, so there's that. I've just gotta actually focus on killing the little bastards. I hate hitting them, though. A good Scout is next to impossible to hit with a rocket, mostly because they're in the air so much.

I've been getting much better at scout. Specifically one using the FaN, I've found I simply can't go without the aerial tricks you can pull off with one.

Same, I tried using the FaN again after almost a year of disliking both the gun itself and Scouts in general. I found it to be incredibly fun. That was probably because the other team was just awful, though.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Myroc on April 27, 2010, 06:11:15 am
I find the FaN to be a lot more useful if you're the sneaky, ambushing type of scout, and as long as you don't have to desperately defend a point. Though it's a bad idea to go without the pistol as a backup weapon unless you need the Bonk! to bypass a sentry/heavily guarded room.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: SHAD0Wdump on April 27, 2010, 07:58:13 am
I only ever use bonk with the scatter, especially when I discovered that you can reload while invulnerable.

 The instant you come out of invulnerability you can also fire off a meat shot, just hold down the trigger. If you use the FaN though it will consume both shots, so it's really not worth it.

 Also, to all FaN whiners, practical isn't always fun, I'll go for what I find most enjoyable even if it's detrimental to the team, and if you have a problem, then go sit in a corner tight-ass.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Jakkarra on April 27, 2010, 08:09:16 am
The fan is a bad weapon and you should feel bad.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: SHAD0Wdump on April 27, 2010, 08:41:58 am
The fan is a bad weapon and you should feel bad.
I damn your spy ass to death by a thousand pyros.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Duke 2.0 on April 27, 2010, 09:00:41 am
The fan is a bad weapon and you should feel bad.
I damn your spy ass to death by a thousand pyros.
Considering I'm going for Pyromancer, this can be arranged. Of course, this would require me playing on the crappy DFC server.

 Because the flamethrower and melee hit detections are bullshit enough without latency.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: dragnar on April 27, 2010, 09:15:29 am
Wait, what's the fan? I haven't played for a while, so I've only seen a few of the new weapons.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: SHAD0Wdump on April 27, 2010, 09:18:28 am
http://tf2wiki.net/wiki/Force-A-Nature
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: dragnar on April 27, 2010, 09:24:47 am
Ah... I didn't recognize the abbreviation without any caps in it. I though you were talking about an entirely different weapon.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Jakkarra on April 27, 2010, 10:23:58 am
Hey, workerdrone (WHy did i type workerdrone?) Shadowdump. Come say that to my face, using your bat, i will use my knife, and rape you.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Tradanbattlan on April 27, 2010, 04:32:02 pm
Daaaamn, debvon, that's actually pretty useful.
...I probably shouldn't dick around and be a battlemedic all the time either, even though I can kick ass sometimes
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Zai on April 27, 2010, 05:04:53 pm
I stopped playing Medic after binging it halfway through last year. I got pretty good, but it got pretty boring compared to how much I was enjoying other classes. As I believe I've said in this thread before numerous times, I mostly only play Medic now if no one else on a decent-sized team is playing it.

[EDIT:] And yeah. The DFC server has been crapping out a fuckton recently. Time to switch providers?
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Duuvian on April 28, 2010, 08:11:43 am
I've been playing sniper and demoman with some scout the last few days. I got 28 points as my best as a demo.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Jakkarra on April 28, 2010, 12:21:50 pm
That's odd, so do I!
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: ILikePie on April 28, 2010, 03:07:21 pm
Yay, TF2 works again. I can finally join the fun.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Metalax on April 28, 2010, 08:16:54 pm
New update is out, http://store.steampowered.com/news/?appids=440 (http://store.steampowered.com/news/?appids=440).

Not sure I like the changes to some of the classes, particularly the nerf to the pyro's flamethrower.

Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Dr. Johbson on April 28, 2010, 08:24:31 pm
I would call it a buff, myself.  8)
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Tradanbattlan on April 28, 2010, 08:26:09 pm
Is it just me, or is Steam's new UI completely buggy and unreliable? I constantly disconnect, and I can't play TF2 now either
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Duke 2.0 on April 28, 2010, 08:28:30 pm
 The reduced afterburn time means the same damage is done in less time, meaning that victims have less of a time to put the flames out. Could be nice, although it makes the pyro slightly more reliant upon afterburn. But this also means the backburner does normal damage now, thus making it slightly more useful. Except for the minicrit buff.

 I suppose overall this is a Pyro class buff. I'll have to play to find out.

 Also, fire arrows for all!
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Soulwynd on April 28, 2010, 08:29:33 pm
I liked most of the changes, actually.

Specially for the heavy and pyro's AB.

I need to test the new Bonk! refresh rate tho. I loved using that thing.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: ToonyMan on April 28, 2010, 08:31:35 pm
Faster mini-gun rev time?

Awesome.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: dragnar on April 28, 2010, 08:44:19 pm
I think the pyro's flames shouldn't appear on invisible characters. I have no ulterior motives for this desire. Nope, none at all.

Seriously, I like most of the changes, especially the change to fire arrows.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Greiger on April 28, 2010, 09:06:14 pm
I won't have to light my pants on fire to hold a lit arrow anymore! Yay!
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: debvon on April 28, 2010, 09:14:58 pm
Hopefully these pyro tweaks will get rid of some w+m1 pyros.. but probably not. I think the direct flamethrower damage reduction was necessary.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Zai on April 28, 2010, 09:18:39 pm
Quote from: Huntsman
Changed bow so you can start charging it while you're jumping, but you can't fire until you're on the ground.
Dun like the "can't fire until on ground" part, but oh well. =/

Quote from: Sandman
Added a slight speed reduction to stunned players.
THANK YOU.

Quote from: Pyro Airblast
  • Airblast re-fire delay reduced by 25%.
  • Airblast ammo usage reduced by 20%.
  • All reflected rockets/grenades/arrows now mini-crit.
  • Airblasting enemies into environmental deaths now awards the death credit to the Pyro.
Yea!
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Sensei on April 28, 2010, 09:22:39 pm
I see they're trying to encourage airblasting- don't think the normal flamethrower needed the nerfs though.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Duke 2.0 on April 28, 2010, 09:31:37 pm
I see they're trying to encourage airblasting- don't think the normal flamethrower needed the nerfs though.
I think it is to moreso make the backburner be less trashy.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Sensei on April 28, 2010, 09:47:31 pm
I predict more backburner hate. Oh, and Spies consequently got some love- not sure if they need it. IMO I spy should basically be dead once you find him. I hate playing engineer and fighting them for minutes on end, because they just keep running away, or even standing right in my dispenser while I hit them and out heal my DPS. Now they'll have a lot better chance of escaping pyros...
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: fenrif on April 28, 2010, 10:04:22 pm
Minigun tweaks make for a happy heavy! :D
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: returntonull on April 28, 2010, 11:09:13 pm
Heavy: He -needed- to be even more of a point machine than he was? Geeze.

Pyro: Pyro, nerf and buff balance out for a skilled pyro, so not a big deal. Now even more useless in unskilled hands.

I'm also kinda annoyed how I'm hearing all sorts of different things on if it the nerf includes the backburner (latest news seems to indicate it does), and if the after burn damage is the same with less time. (Still no idea, know it's 3 damage a tick, and saw a 33 damage quote somewhere which would put it in the range.)
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Thexor on April 29, 2010, 12:37:02 am
I see they're trying to encourage airblasting- don't think the normal flamethrower needed the nerfs though.
I think it is to moreso make the backburner be less trashy.

Except the Backburner received the exact same nerf. And since the only buffs were to the airblast, and the Backburner can't airblast... yeah, this was a flat nerf to Backburner Pyros. :'(
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: SHAD0Wdump on April 29, 2010, 02:19:04 am
I think I figured it out.

 The reduced fire could be a attempt to make the homewrecker more viable against buildings. It's a stupid idea, but I really wouldn't put it past Valve.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Siquo on April 29, 2010, 02:27:39 am
Pyro still kicks ass. I see it as a balanced buff, and w+m1 still works well enough :)

The heavy buff was unneccessary, though...
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Pandarsenic on April 29, 2010, 02:29:26 am
What's a Backburner?
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: chaoticag on April 29, 2010, 02:47:26 am
A flamethrower that can't expel gas, but does more damage from behind.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Pandarsenic on April 29, 2010, 03:01:50 am
A flamethrower without its best feature and with a 5-degree-wide range in which it can do reasonable damage.

Ah, I see.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Myroc on April 29, 2010, 03:39:45 am
Yeah, I've never liked backburner that much. I find compression blasts to be way too useful to be given up for extra crit opportunities.

Also, fuckyesairblastbuff.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Pandarsenic on April 29, 2010, 03:48:15 am
Yeahhhh, the buff/debuff combo they applied basically means pyros MUST use the puff-airburst-axtinguish combo to produce results.

Which all good pyros did anyway, so it hurts W+M1ers without hurting real pyros. Clever.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: SHAD0Wdump on April 29, 2010, 06:21:53 am
Although alot of people are complaining about how it makes the pyro alot less about what he originally was. Which I kinda agree as the pyro in TFC was pretty lame. And I don't doubt that's how he feels like now.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Duke 2.0 on April 29, 2010, 06:59:46 am
 Holy damn.

 Alright, are you guys familiar with the convoy map? It is basically two giant trucks hauling missiles through a canyon as a CTF map. Normally one could use up a good deal of thair ammo to attempt to airblast a person off the convoy for an easy kill. Now pyros are airblasting like crazy on it. It's great man. Although I never did check if those kills counted towards my points.

 Then again, the fun of airblasting a dude off the convoy was never really for the points.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Siquo on April 29, 2010, 07:14:28 am
The fun of the pyro is the same as that of the spy. Getting *behind* enemy lines, and attack them in the back. The backburner is suddenly less useless, and I'm seriously thinking about switching. Airblasting is nice, but... it's just not the pyro's main thing.

Problem is, a pyro with airblast is just about the most effective thing against ubers, I'd hate to lose that ability.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Duke 2.0 on April 29, 2010, 07:17:50 am
 The thing is though, the Pyro has no tools for getting behind enemy lines. In fact, their main strength is ambushing, which they have no tools for.

 I liked the suggestion that the backburner grants the pyro the ability to see the silhouettes of enemies that are at medium range through walls(Medium range being the distance between the health cabinets and the spawn in 2fort). A pyro could then avoid enemies and plan ambushes. Call it Heat Vision, or Horror Movie Killer Sense or something.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Siquo on April 29, 2010, 08:54:28 am
The pyro is pretty fast and small. I often manage to creep behind the enemy, even in 16-on-16 battles. You really do need to know the map, and all the tunnels and passages pretty well to be effective, though. I really like killing snipers, they stand so marvelously still.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Darkone on April 29, 2010, 10:00:58 am
Quote
# Airblasting enemies into environmental deaths now awards the death credit to the Pyro.
Yeeesss.....
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: SHAD0Wdump on April 29, 2010, 10:17:33 am
The pyro is pretty fast and small.
Reasonably so, but as for small... Well he's got the giant snout to give himself away. (flamethrower is looong)
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Siquo on April 29, 2010, 10:18:13 am
Yeah, you really have to keep that in mind. Often you see that little flame poking around a corner ;)
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Jakkarra on April 29, 2010, 10:44:25 am
FFFFFFFFUUUUUUUUUUU!

Hammer got borked in the new update! I can't finish my map yet!

NOOOOOOOOOOOOOOOOOOOOOOOOO!
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Sowelu on April 29, 2010, 04:35:59 pm
I would call it a buff, myself.  8)

It's a huge nerf to the backburner, but that was a little overpowered already honestly.  I REALLY like the boost that this gives to the airblast; every single one of the airblast changes makes it massively more useful and fun to use.

The heavy changes are interesting.  Makes him more useful in situations where he wouldn't have been, I think, and a little more competitive versus soldier.  I like it.

Also, since when can you throw your sandvich?
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Siquo on April 29, 2010, 05:05:47 pm
Airblast is indeed better, but burning takes a noticeably longer time. I also think the afterburn-damage is reduced, as well as the time.

The heavy is.. overpowered now. I think I'm switching my favourite class.
You could always throw your sandwich (alt fire).
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Zai on April 29, 2010, 05:08:51 pm
You could always throw your sandwich (alt fire).
No. 'Twas a recent update.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Dr. Johbson on April 29, 2010, 05:30:37 pm
Few months isn't really recent.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Duke 2.0 on April 29, 2010, 06:32:31 pm
It's a huge nerf to the backburner, but that was a little overpowered already honestly.
I must take this chance to make a non-disrespectful SNERK.

 The flamethrower has always been better than the backburner ever since the airblast update. The degree for crits is too small to rely upon, and airblast is just too useful a tool. Particularly since the pyro has always been somewhat underpowered. Burst damage is more discreet than burn damage(You can pull off all the damage at once, where being hit by the first part of the pyros damage will alert the victim and allow them to escape the rest of the damage), is more reliable to cause damage, for being the close quarters damage class the Pyro is outclassed by the Heavy and charge demo and there are a million and one ways to nullify the afterburn.
 The pyro is underpowered. The problem arises when trying to fix the pyro. You can't just bump up the damage or health as that would encourage W+M1 play and do nothing for the skill ceiling, and most other suggestions don't seem to apply to the theme of the Pyro, which is a close quarters ambusher. There really is little that can be done apart from some nifty power that makes it easier to ambush while not making him a Spy.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Eduren on April 29, 2010, 06:43:24 pm
Okay guys, there is a new bug with the Update.

http://i.imgur.com/p3UvV.jpg
http://i.imgur.com/ewUk4.jpg

In console, type 'build 0 xx' where xx is a number (can't use same number twice). Replace 0 with 2 for sentries.

A lot of servers are starting to catch on, and its getting pretty hectic. Give it a try before the inevitable fix.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Sowelu on April 29, 2010, 08:33:24 pm
Damn, that was fun.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Zai on April 29, 2010, 09:36:46 pm
Few months isn't really recent.
It is when you're me.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Metalax on April 29, 2010, 10:05:51 pm
The fix for the engineer update just came out so no more sentry farms.

Also the backburner has been restored from the damage reduction in the previous update so there is now a reason to take it, even if airblast is still more useful.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: debvon on April 29, 2010, 10:49:29 pm
There are now "Veteran status medals", if you will. The longer you've had the game, the shinier your badge will be. Gold, silver, and bronze.

However I think they made a mistake somewhere in there because everyone seems to have the Weekend Warrior badge, even if they've had the game longer. Hopefully a fix will come out soon.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Sensei on April 29, 2010, 10:51:19 pm
Only reducing damage on the airblast gun seems like it's discouraging airblast; you're relying on airblast and now you're rather fucked if nobody shoots missiles at you.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Sowelu on April 29, 2010, 11:20:50 pm
I die most frequently to missiles as a pyro.  This often happens because I get hit by the airblast cooldown.  I look forwards to seeing if it's better now.

...How do you see your badges?  I'm pretty sure I should have a gold one.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Mr.Person on April 29, 2010, 11:23:02 pm
Okay guys, there is a new bug with the Update.

http://i.imgur.com/p3UvV.jpg
http://i.imgur.com/ewUk4.jpg

In console, type 'build 0 xx' where xx is a number (can't use same number twice). Replace 0 with 2 for sentries.

A lot of servers are starting to catch on, and its getting pretty hectic. Give it a try before the inevitable fix.

Apparently you can still do this. You have to do

"build 0 0"
"build 0 -1"
"build 0 -2"
ect
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: umiman on April 29, 2010, 11:23:47 pm
The backburner is SO much better now. It just owns everything. I'm not even afraid of heavies. Unless they have Natascha.

Natascha rules. Especially now with very mobile heavy.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Sowelu on April 29, 2010, 11:30:00 pm
Apparently you can still do this. You have to do

"build 0 0"
"build 0 -1"
"build 0 -2"
ect

Tested and true.
*laughs his goddamn ass off*

When you want to test for != 0, you test for != 0, not for > 0!
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Soulwynd on April 30, 2010, 12:05:28 am
You can -always- do that if the cheat flag on the server is set as 1/ON.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Eduren on April 30, 2010, 12:17:57 am
I'm one month away from having gotten the bronze ;_;
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Jakkarra on April 30, 2010, 01:32:09 am
Oh holy crap, i hope i get the GOlden medal!

I will be a TRUE Gentlemanne of Leisure then!
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Siquo on April 30, 2010, 04:19:34 am
The pyro is underpowered.
As a pyro who frequently comes on top of the list, I disagree. The heavy is too slow, the chargedemo can only hit one player per swing, and lost the advantage of jumping to unlikely ambush spots.

The pyro when played as a spy works best, attack a group from behind and spread havoc. It's also the best sentry-defense class, as it can blast uebered people away, blast/shoot stickies and spyhunt. Only against sentries that are not just-around-a-corner they're really weak.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Jreengus on April 30, 2010, 04:59:26 am
The pyro is underpowered.
lost the advantage of jumping to unlikely ambush spots.

Ah, you my dear sir have never heard of pipe jumping.

Nothing like decapitating the first person out the spawn on gravelpit. Sure it's slightly harder and you can't jump anywhere near as high as with stickies but it's even more usefull if you get soemwhere no-one expects a charge demo.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Duke 2.0 on April 30, 2010, 06:24:18 am
The pyro is underpowered.
As a pyro who frequently comes on top of the list, I disagree. The heavy is too slow, the chargedemo can only hit one player per swing, and lost the advantage of jumping to unlikely ambush spots.

The pyro when played as a spy works best, attack a group from behind and spread havoc. It's also the best sentry-defense class, as it can blast uebered people away, blast/shoot stickies and spyhunt. Only against sentries that are not just-around-a-corner they're really weak.
Or anywhere remotely away from close range. I still love playing the pyro, but every time you look at an ability he has you can see another class does it better. Everybody does well when you ambush, but the explosives classes do better because they can inflict all their damage at once at a range. Pyros can try to run behind enemy lines, but without any added mobility(No projectile jumping, tools to make him less noticeable, double jumping) they are basically doing what you could do with any other class except Heavy and Soldier.
 Now Airblast is a very powerful tool, but while it can foil the sticky carpet and block the occasional projectile, other explosives can dislodge stickies that are on the walls and ceiling that they pyro can't see without being in danger of blowing up himself and the hit detection on the flamethrower is iffy. There is a problem when you try to burn somebody running to no effect because they are just out of range yet your airblast pushes them away. And don't get me started on the highly variable flamethrower hit detection range.

 I do love playing Pyro, but I just see other classes doing what it does better. Although mayhaps the pyro is a jack of all trades type class when it comes to weaknesses and strengths. But even then the lack of particularly amazing abilities foils that idea.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Pandarsenic on April 30, 2010, 06:30:10 am
Pyro's only real advantages are

1: the airburst's ability to reflect pipes and rockets (not even direct hit rockets to be fair) as well as things like jarate in exceptionally skilled hands
2: the axtinguisher combo, which can one-hit-kill any class but the heavy with almost no chance of substantial retaliation.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Jreengus on April 30, 2010, 06:35:53 am
You can reflect mid air stickies quite easily. Also you're forgetting the ability to AB ubers, this is very usefull against an uber trying to destroy a sentry as once they are in the air the sentry will send them flying backwards.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Pandarsenic on April 30, 2010, 06:53:19 am
Stickies are marginally useful at best; they usually land on the ground between you and your opponent. That is a useful skill though.

I'd forgotten airbursting ubers because it's basically reflexive for me and most good pyros I know - I actually know a guy who actually could (pre-cooldown-reduction) get a medic so high high in the air he could only sporadically keep his buddy ubered.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: LASD on April 30, 2010, 07:59:55 am
I'm one month away from having gotten the silver ;_;
I feel your pain, same here. We can go under the Badlands bridge to cry together : (
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Myroc on April 30, 2010, 09:01:36 am
I just noticed that the flare gun's afterburn time is still ten seconds, as opposed to the flamethrower's current six. Might just want to make me switch to the flaregun again.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jakkarra on April 30, 2010, 09:53:27 am
Oh jesus, i might have the Gold medal!

I AM A GENTLEMANNE OF LEISURE! (Although i don't Actually like gold as a colour, i like silver, but it makes me more gentlemannely.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Soulwynd on April 30, 2010, 12:02:27 pm
Btw, Stickies become mini-critted when you reflect them now. So be careful and throw it back to the stupid demoman for a nasty surprise.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jakkarra on April 30, 2010, 12:14:35 pm
It dosent make a difference, Demomen arent affected by their own crits any more than a normal sticky, i believe.

It's still THEIR projectile, so they don't take Crit damage.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: fenrif on April 30, 2010, 12:32:06 pm
It dosent make a difference, Demomen arent affected by their own crits any more than a normal sticky, i believe.

It's still THEIR projectile, so they don't take Crit damage.

Are you sure? Because it changes colour when you reflect it back.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on April 30, 2010, 12:44:04 pm
It dosent make a difference, Demomen arent affected by their own crits any more than a normal sticky, i believe.

It's still THEIR projectile, so they don't take Crit damage.

Are you sure? Because it changes colour when you reflect it back.
I know pipe bombs do that, but I have not observed sticky bombs changing colors.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jakkarra on April 30, 2010, 02:05:18 pm
Stickybombs, due to their remotely activated nature, are not changed team when they are reflected, however, if the Demoman were to kill himself with them, the Pyro would get the Credit.
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: Zai on April 30, 2010, 04:37:27 pm
The backburner is SO much better now. It just owns everything. I'm not even afraid of heavies. Unless they have Natascha.
Coming from a guy who already liked the Backburner. (http://i99.photobucket.com/albums/l303/Branchalite/tongue.gif)
Title: Re: Team Fortress 2: Drop system update: "Thanks for standing still, wanker."
Post by: umiman on April 30, 2010, 07:22:54 pm
The backburner is SO much better now. It just owns everything. I'm not even afraid of heavies. Unless they have Natascha.
Coming from a guy who already liked the Backburner. (http://i99.photobucket.com/albums/l303/Branchalite/tongue.gif)
What can I say? I like dragonheads.

Also, this:
Quote
4:51 PM - [DFC]Jakkarra: You are a HORRIBLE pyro
4:51 PM - [DFC]Jakkarra: You bloody idiot
4:52 PM - [DFC]Jakkarra: Using the backburner
4:52 PM - [DFC]Jakkarra: What he hell is wrong with you?
[DFC]Jakkarra is now playing Team Fortress 2. Click here to join.
6:13 PM - Umiman got his Pyro Hat: because it's awesome now?
6:13 PM - Umiman got his Pyro Hat: with 20% more damage than the old flamethrower
6:13 PM - [DFC]Jakkarra: It's a cheap peice of shit
6:13 PM - Umiman got his Pyro Hat: okay
6:13 PM - [DFC]Jakkarra: Seriously
6:13 PM - [DFC]Jakkarra: i don't care that it's "Better"
6:13 PM - [DFC]Jakkarra: it's a W+M! peice of shit
6:13 PM - Umiman got his Pyro Hat: I never said it was better though
6:15 PM - [DFC]Jakkarra: Why do you use the peice of shit then?
6:15 PM - Umiman got his Pyro Hat: because it's fun
6:15 PM - [DFC]Jakkarra: man
6:15 PM - [DFC]Jakkarra: W+M1 is SOOOOO FUN
6:16 PM - [DFC]Jakkarra: Seriously Umiman
6:16 PM - [DFC]Jakkarra: the backburner is a useless peice of shit
6:16 PM - [DFC]Jakkarra: WHy would it be more fun
6:16 PM - Umiman got his Pyro Hat: hmm...
6:16 PM - Umiman got his Pyro Hat: it has a head of a dragon
6:16 PM - Umiman got his Pyro Hat: and it does more damage
6:17 PM - [DFC]Jakkarra: Whoa
6:17 PM - Umiman got his Pyro Hat: also people never expect you to use it
6:17 PM - [DFC]Jakkarra: It's SOOOO MCU BETTER
6:17 PM - [DFC]Jakkarra: p[eople expect you to use it
6:17 PM - Umiman got his Pyro Hat: again, I never said it was better
6:17 PM - [DFC]Jakkarra: if you are a shit pyro
6:18 PM - [DFC]Jakkarra: Seriously
6:18 PM - [DFC]Jakkarra: Use the real pyro weapon
6:18 PM - [DFC]Jakkarra: the backburner is useless
6:18 PM - Umiman got his Pyro Hat: I'm posting this conversation everywhere
6:18 PM - [DFC]Jakkarra: Good
6:19 PM - [DFC]Jakkarra: people can learn how shit the backburner is
6:19 PM - [DFC]Jakkarra: yand why you should die in a hole if you use it
6:20 PM - [DFC]Jakkarra: Seriously
6:20 PM - [DFC]Jakkarra: It's shit

Made me laugh.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: fenrif on April 30, 2010, 07:30:27 pm
How dare you use a weapon the devs put in the game? How dare you play the game the way you want too? Obviously everyone should play the same class, the same way, so that the game is really boring and predictable all the time!



Personally I'll be using it from now on whenever I'm in a server with jakkarra. I anticipate fun. :D
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Mr.Person on April 30, 2010, 07:31:38 pm
RAGE RAGE FLAME FLAME RAGE RAGE

I use the airblast so little I might actually use the Backburner again. I'll at least try it out whenever Valve gets off their ass and fixes the nasty Dx8 crash bug every time I try and play.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: ToonyMan on April 30, 2010, 07:35:42 pm
Meh, this medal deal makes me indifferent.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jakkarra on April 30, 2010, 07:40:13 pm
Umiman, you can go fucking die in a hole.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: dragnar on April 30, 2010, 07:44:01 pm
How dare you use a weapon the devs put in the game? How dare you play the game the way you want too? Obviously everyone should play the same class, the same way, so that the game is really boring and predictable all the time!
Yes they should. Everyone should play as snipers with only default equipment. I promise they wouldn't get chain-backstabbed...
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Greiger on April 30, 2010, 07:52:20 pm
Can't you chill out a little Jakkara?  If somebody wants to use the backburner what's the big deal?  A backberner is in my opinion a little better for a more agressive pyro, while the regular flamer is better for a more defensive.

Not like yer gunna be protecting sentries from stickys if yer more forward then the sentry is anyway.  And if yer that far up yer too busy fighting to split yer attention between the fighting and burning folks that are probably goint to forget that pyro next to them can potentially put them out anyway.  Half the time I actively played defensive and tried to extinguish burning folks they wouldn't let me get close enough to put them out.

If somebody wants to use the backburner it's their prerogative.  Calm down man.

EDIT: I am completely amazed I made all these spelling mistakes and still managed to spell "prerogative" right
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: fenrif on April 30, 2010, 07:53:21 pm
How dare you use a weapon the devs put in the game? How dare you play the game the way you want too? Obviously everyone should play the same class, the same way, so that the game is really boring and predictable all the time!
Yes they should. Everyone should play as snipers with only default equipment. I promise they wouldn't get chain-backstabbed...

You're implying that someone would be playing as a spy? What kind of tom-foolery is this! Everyone knows spies are lame and everyone who plays them doesn't get how the game works. Spies are useless.

Everyone should play as engineer, and only use pistol. Thats the real way the game is played. Don't build anything though, engies who build things should be castrated for being so useless.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jakkarra on April 30, 2010, 07:54:43 pm
I know.

I fly off the handle about certain things, it used to be things that made sense, but it was a lot of things, but now it's migrated to the FaN and Backburner, and just those.

It dosent really help that he's trying to embarrass me by posting the whole bloody thing here though. Seriously, Fuck you umiman.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Rilder on April 30, 2010, 07:58:19 pm
Usually whenever people tell me to do something or play a game a certain way, especially in a non-friendly way I'll be like "Fuck You" Then go out of my way to play the opposite of what they tell me to just to spite them, and enjoy the game more because I am playing in a way that utterly gets on their nerves.  :P
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: fenrif on April 30, 2010, 07:59:50 pm
I'd say it doesn't help that you flew into a blind rage and started insulting him beacuse he uses a gun you don't like in a video game.

Plus, you told him to post it so people can see how he should die in a hole for the unbelievable sin of not using the default flamethrower...

Rilder: Couldn't agree more. :P
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: umiman on April 30, 2010, 08:01:33 pm
Usually whenever people tell me to do something or play a game a certain way, especially in a non-friendly way I'll be like "Fuck You" Then go out of my way to play the opposite of what they tell me to just to spite them, and enjoy the game more because I am playing in a way that utterly gets on their nerves.  :P
This. I totally empathize.

I thought Jakarra was being saracastic at first and he did give me the greenlight to post it, so I did. If he wants me to remove it, all he has to do is ask.... which he hasn't yet. Lots of "fuck you"'s though.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Nilocy on April 30, 2010, 08:02:09 pm
I told you to eject. I bloody told you son. Now look where it landed you!!!

Anyway, what did they just update?!?!?

Edit:

PROTIP:  When dealing with umiman remember this.
umiman is not tough, just totally cold and uncaring
umiman has no emotion
umiman has no morals
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: fenrif on April 30, 2010, 08:08:20 pm
Holy crap I want that heavy statue they've linked too from the tf2 main page.

Want it muchly.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: ToonyMan on April 30, 2010, 08:10:48 pm
Sir Umiman won Nethack, that makes him deserve the Sir, just like Sir Josh who appears to be MIA.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on April 30, 2010, 08:20:15 pm
True fact: Backburner is the weapon of choice for failspies.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: ToonyMan on April 30, 2010, 08:26:14 pm
True fact: Backburner is the weapon of choice for failspies.

True dat.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Nilocy on April 30, 2010, 08:35:13 pm
I miss not being able to choose what weapon you appeared with as spy...
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Zai on April 30, 2010, 08:39:27 pm

Personally I'll be using it from now on whenever I'm in a server with jakkarra. I anticipate fun. :D
Same for me.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on April 30, 2010, 08:41:33 pm
I'm going to play soldier on servers Jakkarra is on so I can kill all the airburst-less pyros.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jakkarra on April 30, 2010, 08:44:47 pm

Personally I'll be using it from now on whenever I'm in a server with jakkarra. I anticipate fun. :D
Same for me.

And then i will simply leave the server.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Mr.Person on April 30, 2010, 08:45:25 pm
Sir Umiman won Nethack, that makes him deserve the Sir, just like Sir Josh who appears to be MIA.

Where's my sir title, then?

Also, the medals are back.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Zai on April 30, 2010, 08:59:40 pm
I'm going to play soldier on servers Jakkarra is on so I can kill all the airburst-less pyros.
Smart man.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Siquo on April 30, 2010, 09:23:52 pm
I miss.. the server.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Nilocy on April 30, 2010, 09:35:28 pm
I miss.. the server.

Its still there. We need to organise some DFC exclusive games. So I shall put a password on at somepoint and let people know. Probably sunday or sommit.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: ToonyMan on April 30, 2010, 09:42:47 pm
Sir Umiman won Nethack, that makes him deserve the Sir, just like Sir Josh who appears to be MIA.

Where's my sir title, then?

Also, the medals are back.

You have one already Mister.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Siquo on April 30, 2010, 09:43:21 pm
It was there now. Empty though. Nevermind. Too wasted to play. although i did score quite some kills. I play well, wasted.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Zai on April 30, 2010, 09:52:37 pm
We need to organise some DFC exclusive games. So I shall put a password on at somepoint and let people know. Probably sunday or sommit.
Why? What's wrong with the way it's been?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Osmosis Jones on April 30, 2010, 10:28:05 pm
Grizzled Veteran Baby :P

Ohhhh yeeeaaaahhhh  8)
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: fenrif on April 30, 2010, 10:29:11 pm
Aww I only got silver.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Mr.Person on April 30, 2010, 10:40:32 pm
It was there now. Empty though. Nevermind. Too wasted to play. although i did score quite some kills. I play well, wasted.

Brilliant, make it so that a server only getting a small number of players can only be joined by a very small group of players. That'll keep attendance up!

Community's nice, but playing on a 3vs3 server sucks no matter who's on it.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: returntonull on May 01, 2010, 01:50:49 am
After some of the most fun games I've ever had on a server in a very long time. I'm actually quite pleased with the latest updates. Although I suppose it says something that a Pyro has to use all the tools at his disposal to be effective. Where as most other classes can use their primary exclusively.

Pyro most balanced class in TF2 (Too bad it makes him the weakest too)
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Charmander on May 01, 2010, 06:41:46 am
From what I've seen, posting an announcement going HEY GUYS COME PLAY TF2 is a pretty sure-fire way of filling up the server fairly quickly.

And Arena maps do the opposite without quick admin intervention, alas.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 01, 2010, 08:18:41 am
After some of the most fun games I've ever had on a server in a very long time. I'm actually quite pleased with the latest updates. Although I suppose it says something that a Pyro has to use all the tools at his disposal to be effective. Where as most other classes can use their primary exclusively.

Pyro most balanced class in TF2 (Too bad it makes him the weakest too)
I'm alright with the Pyro needing to use all his weapons in conjunction. It makes his skill ceiling much higher, and overall makes him a challenging yet fun class to play. It's just a shame that weapon combos don't do much damage apart from the axetinguisher.
 Actually, a good buff to give the pyro would be decreased weapon switch time. He sort of depends on switching weapons very quickly.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: SHAD0Wdump on May 01, 2010, 10:13:29 am
I miss.. the server.

Its still there. We need to organise some DFC exclusive games. So I shall put a password on at somepoint and let people know. Probably sunday or sommit.
I miss the server when I could actually get some good games on it, the amount of people isn't really my problem with it, rather it seems to lag me far worse than when it first came into existence. I simply can't play on it well.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Volatar on May 01, 2010, 10:40:12 am
My clan/group/thing, Zettabyte (http://www.zettabyte.ws/), just recently got a server. It seems to have a really good connection for everyone. I will try and invite all you other DFC people next time we are trying to get a game going. We are just a fun bunch that want to play TF2.

If you get an invite from Volatar, or zb|Volatar, or [DFC] Volatar, or [d20] Volatar, or any variation on Volatar, you know who it's from :)
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jreengus on May 01, 2010, 02:52:32 pm
I missed the gold by 5 days, 5 days!!!

Wonder if it would be possible to make valve change the date slightly so that those who got TF2 as a Christmas present still get the gold...
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: ToonyMan on May 01, 2010, 02:53:45 pm
I missed the gold by 5 days, 5 days!!!

Wonder if it would be possible to make valve change the date slightly so that those who got TF2 as a Christmas present still get the gold...

Then what about the people that got TF2 5 days after Christmas?

You wouldn't be able to change anything.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jreengus on May 01, 2010, 03:00:14 pm
They had no reason to wait...

It just seems wrong to put the cutoff date a few days before Christmas that time when lots of people who would have otherwise bought days weeks or even months earlier are going to wait for. I happen to know for a fact that the game box was sat under my tree before the cutoff date so I'm being penalised for not opening my presents early. That said I don't really care about this enough to do anything.

Edit:
Also thinking about it 0-3 months is October - January.

Month 1 ends on November 10th.

Month 2 ends December 10th.

Month 3 ends January 10th.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: ToonyMan on May 01, 2010, 03:02:40 pm
No need to type then.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Zai on May 01, 2010, 03:30:04 pm
Does it really matter? It isn't like it affects gameplay at all.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Charmander on May 01, 2010, 03:44:34 pm
AS A MEDIC I WILL ONLY HEAL GOLDS

IF YOU ARE A SILVER OR A BRONZE I WILL LEAVE YOU TO DIE

GO TEAM GOLD: SHOWING SUPPORT FROM THE GET-GO
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Nilocy on May 01, 2010, 03:45:02 pm
Oki, game going down in 15 minutes. Be there or be a square.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Tradanbattlan on May 01, 2010, 03:52:20 pm
AS A MEDIC I WILL ONLY HEAL GOLDS

IF YOU ARE A SILVER OR A BRONZE I WILL LEAVE YOU TO DIE

GO TEAM GOLD: SHOWING SUPPORT FROM THE GET-GO
This is already worse than the Halo shitstorm. Knock it off.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jreengus on May 01, 2010, 04:06:58 pm
How is this in any way worse than the halos? Some people wear medals others don't. I have yet to see anyone make in game decisions based on the medal you wear.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: ToonyMan on May 01, 2010, 04:22:27 pm
AS A MEDIC I WILL ONLY HEAL GOLDS

IF YOU ARE A SILVER OR A BRONZE I WILL LEAVE YOU TO DIE

GO TEAM GOLD: SHOWING SUPPORT FROM THE GET-GO
This is already worse than the Halo shitstorm. Knock it off.

I thought he was funny.  :]
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: returntonull on May 01, 2010, 04:38:48 pm
I'm alright with the Pyro needing to use all his weapons in conjunction. It makes his skill ceiling much higher, and overall makes him a challenging yet fun class to play. It's just a shame that weapon combos don't do much damage apart from the axetinguisher.
 Actually, a good buff to give the pyro would be decreased weapon switch time. He sort of depends on switching weapons very quickly.

People don't give the shotgun enough credit, it's a really nice finisher when you don't have a wall nearby for puff and sting combos. (Also the hilarious time of accidentally clipping a scout for 126 HP Critical with it while he had the intel, and I was shooting at someone else. I <3 you shotgun.)

I also like that Pyro vs Pyro with the damage down is now more about who's more skilled than some sort of bizarre flame based slap fight.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jreengus on May 01, 2010, 04:46:57 pm
Pyro v Pyro has always been about who knows the secret.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 01, 2010, 05:23:01 pm
Pyro v Pyro has always been about who knows the secret.
What, keep diagonal to the map or turning around them in such a way that he runs into your flames? Or just puffing them away and taking out the shotgun?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jreengus on May 01, 2010, 05:27:11 pm
I was referring to the get them to run into your flames. if you're lucky and keep the distance just right you can come out without a scratch taking down a full health pyro. Of course that's a perfect scenario and unlikely but I've done it only losing about 10 health before.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Nilocy on May 01, 2010, 06:46:36 pm
Yeah, running away backwards from a pyro as a pyros the best strategy i've found. Your flames stay a lot longer in the air going backwards than they do forwards.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 01, 2010, 07:20:41 pm
They don't. It's just a doppler effect.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jakkarra on May 01, 2010, 07:23:39 pm
Got a brigade helm, not a BAD hat, but not my favourite.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: returntonull on May 01, 2010, 07:52:06 pm
Got a brigade helm, not a BAD hat, but not my favourite.

So close, yet so far here. Almost got enough metal to try for the Billycock. Watch the game give me the wig or the fedora instead. Stupid game.  >:(
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jakkarra on May 01, 2010, 08:03:01 pm
Don't get the billycock, get the fedora or wig, wait out for the Modest pile, it's a much better model.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: returntonull on May 01, 2010, 08:40:22 pm
Don't get the billycock, get the fedora or wig, wait out for the Modest pile, it's a much better model.

Yeah, but the color is terrible.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 01, 2010, 09:23:16 pm
 Right, so I have enough metal and items to craft any craftable item in the game. What should I get?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jakkarra on May 01, 2010, 09:33:16 pm
Just get random hats.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jreengus on May 02, 2010, 04:03:04 pm
Ok I've been thinking about this and either the Backburner has received a slight debuff or else it's description is wrong. It states that the Backburner deals +20% damage. But I was under the impression originally both guns had their damage reduced by 20% and then the Backburner was returned to it's original damage. So either the Backburner now does 4% less damage or else it's description should read +25%.

Spoiler: The mathsy stuff (click to show/hide)
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: returntonull on May 02, 2010, 04:46:58 pm
Ok I've been thinking about this and either the Backburner has received a slight debuff or else it's description is wrong. It states that the Backburner deals +20% damage. But I was under the impression originally both guns had their damage reduced by 20% and then the Backburner was returned to it's original damage. So either the Backburner now does 4% less damage or else it's description should read +25%.

Yep, the Steam forums have already declared that Valve fail at math forever.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Zai on May 02, 2010, 05:28:15 pm
Ok I've been thinking about this and either the Backburner has received a slight debuff or else it's description is wrong. It states that the Backburner deals +20% damage. But I was under the impression originally both guns had their damage reduced by 20% and then the Backburner was returned to it's original damage. So either the Backburner now does 4% less damage or else it's description should read +25%.
I realized this while I was trying to sleep last night.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sowelu on May 02, 2010, 05:31:31 pm
Percentages in games are almost ALWAYS intended to be percenTILES, which are additive rather than multiplicative.  I know Diablo kinda-sorta spells it out, but tabletop RPGs have to be crystal clear; they usually say in the first couple pages that if you add a x2 effect onto a x2 effect, you get a x3 effect.

Of course shootemups or anything else with a score tends to be percentage, not percentile, but that's not really a game balance thing.

Multiplying percentages is madness to balance.  Adding percentiles is much harder to screw up.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: returntonull on May 02, 2010, 09:04:14 pm
Percentages in games are almost ALWAYS intended to be percenTILES, which are additive rather than multiplicative.  I know Diablo kinda-sorta spells it out, but tabletop RPGs have to be crystal clear; they usually say in the first couple pages that if you add a x2 effect onto a x2 effect, you get a x3 effect.

Of course shootemups or anything else with a score tends to be percentage, not percentile, but that's not really a game balance thing.

Multiplying percentages is madness to balance.  Adding percentiles is much harder to screw up.

I'd agree, if it wasn't the base damage they had modified.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 03, 2010, 11:29:03 am
 You know what? I take back all praise about the update. Valve ruined the pyro. (http://www.youtube.com/watch?v=ZwV7W0jFzEE)

 I can understand discouraging the W+M1 playstyle, but the pyro was made to be the king of close quarters combat. This is the only area his primary weapon can operate. The classes primary weapon should be just that: Their primary way of killing. When you have the choice of a main weapon that cannot kill the class your class is a counter to in the optimal range it was designed for, or a weapon with a higher DPS and the ability to fire at a range, you take the secondary.

 Pyros, your shotguns are better than your flamethrowers now. Everybody switch to Backburner.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: fenrif on May 03, 2010, 11:38:10 am
You know what? I take back all praise about the update. Valve ruined the pyro. (http://www.youtube.com/watch?v=ZwV7W0jFzEE)

 I can understand discouraging the W+M1 playstyle, but the pyro was made to be the king of close quarters combat. This is the only area his primary weapon can operate. The classes primary weapon should be just that: Their primary way of killing. When you have the choice of a main weapon that cannot kill the class your class is a counter to in the optimal range it was designed for, or a weapon with a higher DPS and the ability to fire at a range, you take the secondary.

 Pyros, your shotguns are better than your flamethrowers now. Everybody switch to Backburner.

Something about that video seems fishy to me. Something about the way the health drains away at a steady rate, then just holds at one while he gets his dead ringer out. I don't really use the dead ringer though, maybe thats normal and I'm just overly cynical. If its true then yes, it's very lame.

Also how come his disguise menu has 1 under the soldier, 2 under heavy, and 3 under sniper? Is there some mod you can use to switch the keys around for the disguises? If so that's pretty usefull and I want it. :P
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: dragnar on May 03, 2010, 11:49:41 am
Yeah, that seems sorta off. Pyros do not go down in three shots from the pistol unless all three of them are headshots. I could be wrong though, I always use the ambassador.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 03, 2010, 12:05:34 pm
 I know there is an alternate spy menu where you only need to use three buttons, so that is alright. And I don't really have the tools to verify this video. However, From what I assume is relatively accurate assessments of the damage values and DPS,  (http://forums.steampowered.com/forums/showthread.php?t=1252399)there does appear to be something fishy about the flamethrower now.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Myroc on May 03, 2010, 12:22:02 pm
Seems very fake. That pyro must have been damaged beforehand. The shots dealt 58+58+58 damage. This equals 174. Pyros have 175 HP.

Still pretty broken, I'll admit, but the pyro WOULD win that fight (albeight, very, very, severly wounded). Unless I'm missing something, which I probably am.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: LASD on May 03, 2010, 02:19:22 pm
Wait, I was wondering what the text about "Crit-a-Cola" was in the update notes. Apparently it's another new weapon (http://tf2wiki.net/wiki/Crit-a-Cola).  :o

It's an alternative soda that makes the scout deal mini-crits for 6 seconds but also take mini-crit damage from everything else in that time. Interesting, I wish I had one to test.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: ToonyMan on May 03, 2010, 03:05:13 pm
I saw that, kind-of a stealth update.

I like the idea, but I'll always forget to use it.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Eduren on May 03, 2010, 03:15:06 pm
If you could coordinate it, an ambush uber+critcola would be pretty devastating.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Siquo on May 03, 2010, 03:17:53 pm
The pyro is dead. Long live the heavy.

 :'(
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: umiman on May 03, 2010, 03:34:38 pm
Goddamn the pyro's regular flamethrower is weak. I still don't understand why they nerfed it.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: ToonyMan on May 03, 2010, 04:09:55 pm
Goddamn the pyro's regular flamethrower is weak. I still don't understand why they nerfed it.

You are too good for them Sir Umiman!
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: umiman on May 03, 2010, 04:21:20 pm
Goddamn the pyro's regular flamethrower is weak. I still don't understand why they nerfed it.

You are too good for them Sir Umiman!
Screw good. I can't even defeat you half the time. xD
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Nilocy on May 03, 2010, 04:21:37 pm
Currently in the process of sorting out the servers sourcemod.

Also, pyro's main weapon sucks anus now.

Edit: decided it would be faster to reinstall it instead; can people suggest some _good_ sourcemod plugins to install?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Siquo on May 03, 2010, 04:37:37 pm
Natascha does ok... It helps if your enemies are standing still.

But the pyro... Really, I'm taking time with killing spies. SPIES!?! I want to run past a spy and kill him while not even having to slow down! What's all this "no you have to take along time to kill it"? Also, I just typed "past a spy" and pastaspy is funny to say ten time in a row, for no reason other than that it's funny.

[/rant]
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: umiman on May 03, 2010, 04:39:30 pm
I think Valve has definite math problems.

Remember the Direct Hit that dealt +50% damage when it said it dealt +25% damage when it was first released?

Does it seem to anyone else that Natascha does WAY LESS than 25% less damage than the normal minigun?

I like Valve, but their numbers tend not to add up, it seems.
I think the Natascha does half damage? I normally see 10 damage per hit with Sasha but with Natascha it's about 5. When Natascha has crits, it's almost unnoticable. Still excellent against fast movers though and I don't really have a problem with it.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: SHAD0Wdump on May 03, 2010, 04:41:45 pm
I thought they fixed Natasha's damage problem?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Greiger on May 03, 2010, 05:03:07 pm
[rant]

Yesterday me playing pyro was downright useless.  I start burning stuff and they refuse to die.  My flamethrower is sitting on a target for a good 2 seconds and it does nothing but get their attention.  So they can turn around and shoot me.  I even tried ambushing folks like I used to back when I used the backburner, nothing. I can maybe axestinguish one of them to death.  Used to be a good ambush could take out 3 or 4 guys, or failing that do significant damage.  You should have to be aware when going around corners.  Now a pyro in ideal circumstances can't compete with anything.

It doesn't feel like they nerfed the flamer by 25%  It feels more like they nerfed the flamer DOWN TO 25%.  Successfully circle strafe a heavy for 2 whole revolutions before he finally gets me, flamer on him the whole time, before that was plenty to kill a lone heavy, now it takes them down to about 50% health if that.  I'm actually thinking somebody at valve messed something up inputting numbers, that's really does not feel like a 25% nerf.

The pyro has gone from being a decent class that could only effectively get a few kills in close range to a class that MIGHT kill a medic or spy at close range.  And even a spy has a good chance of magically warping behind you and backstabbing you unless you have a ping of less than 30.

[/rant]

It seems like now if you want to accomplish anything with a pyro you are forced to use the damn backburner.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jakkarra on May 03, 2010, 05:19:58 pm
The limited edition TF2 figurines are ready for preorder.

And they are $200 a pop...
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: returntonull on May 03, 2010, 07:03:40 pm
[rant]

...

[/rant]

It seems like now if you want to accomplish anything with a pyro you are forced to use the damn backburner.

Not really, you just really have to work harder than the regular assault classes for them. Flame for a second or two, airblast to bounce them. If there's a wall use that to close for a quick axtinguisher kill. No wall nearby? shotgun/flaregun and peg them for a 1-3 shot kill at optimal range. (I'm not actually sure how many shots the flare gun would take as I never use it, but it's mini-criting so it should be out damaging the shotgun per shot.)

I don't think you can do groups too well with the regular flamethrower though, that's mostly just flame them all, blow away who you can, and retreat while shotgunning. Although that's not too different from pre-nerf in head on fights. I wouldn't take the regular flamethrower into a group ambush anymore over the backburner. (I lie, I do anyway.)
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 03, 2010, 08:00:01 pm
My old favorite pyro strategy for taking on masses - light everyone on fire, then start picking individual targets off with the axtinguisher while they scatter for health and their medic (if they have one) is under pressure.

With six seconds of afterburn that doesn't really work any more, 'cause I have to keep relighting them.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 03, 2010, 09:03:25 pm
You guys need to stop whining and fight like these pyros:
http://www.youtube.com/watch?v=ndZoP4yctqA
http://www.youtube.com/watch?v=dRxyJuVx96w <- This is how the flame thrower should be used you whiny "I can't kill shit with fire" people.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Osmosis Jones on May 03, 2010, 09:14:03 pm
Also- I wasn't even aware that Natascha had been "fixed." At long range, it does five points of damage, crits do 20. Just throwing that out there.

Just like practically every weapon except the sniper rifle or flare gun, Natascha has damage fall off; the amount of damage done decreases with increasing distance from target. Crits (in addition to boosting base damage) nullify damage fall off, meaning that you do the same damage you would at pointblank range (assuming all shots were to hit).

That's why, if you're critting and your heavy, clap your hands don't be afraid to take a few shots at that sniper at medium to long range; you can often do enough damage to force em to seek cover.


Edit: Oh god, 3:53 on the second vid. Best airblast ever.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 03, 2010, 09:19:13 pm
HURR HURR I'M A TROLL! PEOPLE ARE ANNOYED WITH PYRO BEING WEAKENED SO I'LL TELL THEM TO PLAY LIKE A PRE-NERFING PYRO

k
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 03, 2010, 09:35:26 pm
HURR HURR I'M A TROLL! PEOPLE ARE ANNOYED WITH PYRO BEING WEAKENED SO I'LL TELL THEM TO PLAY LIKE A PRE-NERFING PYRO
WHINE
Okay.

I don't feel the pyro has been weakened at all, for me it has received a massive buff. Of course, I play an AB pyro that normally only puffs a flame or two, so my style of playing got buffed. W+M1s got screwed, or rather, should go use the backburner and ambush people like they normally do.

(notice the movies have next to none pure flame kills, they're ab + axtinguisher pyros)
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 03, 2010, 09:48:54 pm
Yeah, I'm an Axtinguisher pyro too. But the reduction in afterburn time reduces our strength against groups considerably because the flame's not our big damage-dealer, the axe is, and we have to relight people every six seconds now.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 03, 2010, 09:57:11 pm
I haven't noticed much of a difference myself. I tend to quickly switch back to the flamethrower to do another AB or things like that. I got used with hit-switching, if you see pyros swinging their flamethrowers like an axe, that's what they're doing.

Clearly, I'm too happy with the super AB buff to notice anything else.  :P
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 03, 2010, 10:06:01 pm
I normally do a quick ignite-airburst-kill, but in groups I like to mass-ignite first so I can puff and hit without stopping to reignite.

This is no longer possible in general.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 03, 2010, 10:14:14 pm
I've never really tried that to be honest. I tend to pick one or two people. Jumping in the middle of a bunch usually means death.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 03, 2010, 10:18:42 pm
The ax combo means once you have that many people on fire, you can go on an axtinguisher rampage and one-hit-kill anyone who doesn't run like fuck from you.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 03, 2010, 10:25:35 pm
 I don't accept frag reels as proof, particularly in the second video where the player typically begins flaming several seconds away from being close to in range. You don't see the hundreds of times the pyro died in those situations because one heavy decided you were the biggest threat as opposed to the guys around you. While I see the point that the class can kill, every class can kill.
 The question is how much damage can you inflict and the tools at your disposal to make the kill possible/survive. And while the Pyro has perhaps one of the best tools in the game he is also sporting a primary that is weaker than his secondary. The airblast isn't the special ability of the flamethrower anymore, it is the main function now. The ability to light enemies on fire is a helpful secondary ability that removes the time needed to switch to a stronger weapon.

 And while I like the new airblast I do feel that it isn't worth the larger distance between my ability to damage other classes and their ability to damage me.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 03, 2010, 10:34:19 pm
I'm probably the only one who haven't felt a difference in the fire. I just go playing as normal. *shrugs*
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 03, 2010, 10:44:16 pm
I honestly wouldn't have noticed the damage change if I hadn't been told about it.

I wish afterburn lasted longer though.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: returntonull on May 04, 2010, 02:07:11 am
Although I must admit it is fairly sad that the only thing with lower DPS than the flamethrower is the SMG.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 04, 2010, 02:14:49 am
Played some more today.

Too many heavies.

Taking break until Patch 120.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 04, 2010, 02:34:29 am
 As pyro: Huh, airblasting seems easier now and not much else.
 As everybody else: Huh, I don't think the afterburn has killed me since the patch.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Dr. Johbson on May 04, 2010, 02:35:09 am
Played some more today.

Too many heavies.

Taking break until Patch 120.

I have also noticed this.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: returntonull on May 04, 2010, 02:44:22 am
Taking break until Patch 120.

Well actually we'd be going to patch 121, poor Valve. They'd probably planned on doing the 119 thing then going, BAM ENGINEER UPDATE IS 120, but all those silly little bugs got in the way.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jakkarra on May 04, 2010, 03:21:34 am
...

The flamethrower does not have a low DPS, it's a pistol with a higher rate of fire, it actually does a bloody good deal of damage.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Mr.Person on May 04, 2010, 03:36:03 am
...

The flamethrower does not have a low DPS, it's a pistol with a higher rate of fire, it actually does a bloody good deal of damage.

Assuming every particle hits and you're at point blank range, I think it does like 70 DPS.  Well did, I think it's down to like 60 DPS. And yes, the pistol does more DPS. Everything does except the SMG. And if you get further away? Flamethrower does pitiful amounts of damage.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jakkarra on May 04, 2010, 04:28:03 am
Dammit, i meant SMG, not flamethrower!
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Volatar on May 04, 2010, 06:47:15 am
You all are also missing probably the biggest point in all of this:

Now you need to use the axetinguisher to actually kill people.

The axetinguisher is not a basic weapon, it is an unlockable.

Valve should not require you to use an unlockable to be able to kill people. Its just wrong. And it ruins the ability for new players to compete as pyro.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jreengus on May 04, 2010, 06:59:57 am
No no, it's fine because you can just use the Backburner inst- Oh...

Pyro is pretty damn unplayable now until you get one of the two unlocks.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Myroc on May 04, 2010, 07:26:31 am
Strangely, Pyro still remains my favorite class, although its way more difficult now. Still manage to get along slightly decent, but here's to hoping they'll change it back. Sure, I understand that they want to eliminate W+M1 pyros, but this is too severe.

It's like the Repair Node all over again.

Edit: Though crits are still fucking awesome.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jreengus on May 04, 2010, 07:34:47 am
I never saw the problem with W+M1 pyros, they run toward you you kill them. I've never understood why people act like that strategy will result in anything other than the pyros death.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: SHAD0Wdump on May 04, 2010, 07:57:23 am
Interesting thing about M+W1 that I've found is that if you literally use it during combat, and still use your brains to set up the encounter. That it makes your movements oddly unpredictable. Most people that get branded as W+M1ers move predictably, but if you take the term literally, it actually works well.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: returntonull on May 04, 2010, 08:13:46 am
...

The SMG does not have a low DPS, it's a pistol with a higher rate of fire, it actually does a bloody good deal of damage.

It's still the low-man on the totem pole by about 10 points per second.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jakkarra on May 04, 2010, 08:34:47 am
When Nilocy gets online, i will compile my map, and we can have a little look at it.

It's not currently what you'd call PLAYABLE yet though unfortunately.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Ampersand on May 04, 2010, 02:37:41 pm
...

The SMG does not have a low DPS, it's a pistol with a higher rate of fire, it actually does a bloody good deal of damage.

It's still the low-man on the totem pole by about 10 points per second.

I remember when you could bind primary fire to scroll-wheel up and empty an entire pistol clip in faster than an SMG ever could.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jakkarra on May 04, 2010, 04:03:12 pm
You could do the same with the SMG. :P
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Siquo on May 04, 2010, 04:51:28 pm
I've never really tried that to be honest. I tend to pick one or two people. Jumping in the middle of a bunch usually means death.

Tsk.
You're just a bad W+M1 pyro. Look, we can't help it that you suck at W+M1'ing, and only know how to airblast and axe people. So stop calling people whiners who have a different playstyle, and like to be able to play a game by putting something heavy on the keyboard while going for groceries.

(No seriously, you need to have like 4/5 kills in 3 seconds to feel awesomeness in your veins. The prenerfpyro could do that...)
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 04, 2010, 04:52:24 pm
(No seriously, you need to have like 4/5 kills in 3 seconds to feel awesomeness in your veins. The prenerfpyro could do that...)
Yo, I'm pre-nerf Equalizer Soldier. Good times.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: dragnar on May 04, 2010, 05:07:37 pm
(No seriously, you need to have like 4/5 kills in 3 seconds to feel awesomeness in your veins. The prenerfpyro could do that...)
I disagree. It is far more awesome to methodically cripple an enemy assault with one life as a spy.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 04, 2010, 05:14:11 pm
You can still do that with the backburner, I don't see why all the whining. Not only it's about the same damage the old flame thrower but also crits people from behind.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Siquo on May 04, 2010, 05:22:42 pm
Yeah but... at least give the backburner the old flamethrowers airblast, then... It's the best weapon against ubers.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Volatar on May 04, 2010, 08:05:29 pm
You can still do that with the backburner, I don't see why all the whining. Not only it's about the same damage the old flame thrower but also crits people from behind.

But since the flames go out in half the time they did before it really is still nerfed to hell.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 05, 2010, 08:12:12 pm
http://www.teamfortress.com/119/comingsoon.html
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Dr. Johbson on May 05, 2010, 08:22:11 pm
ROBOT HEADS. And Arms. ROBOTS.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: SHAD0Wdump on May 05, 2010, 08:28:06 pm
Hell yeah...
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 05, 2010, 08:29:52 pm
This should be a secret, but... the engie is iron man!
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Metalax on May 05, 2010, 08:40:22 pm
Heh, the engie is building a pyro-bot.

Edit: And two other hidden pages in the 119 page

http://www.teamfortress.com/119/steam.html (http://www.teamfortress.com/119/steam.html)
http://www.teamfortress.com/119/teams_and_fortresses.html (http://www.teamfortress.com/119/teams_and_fortresses.html)
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Zai on May 05, 2010, 08:58:25 pm
I highly enjoy a game of Dodgeball. It's so fun to push people into being hit with rockets.

In my last game, I pushed 2 people into rockets in the same life. Another round, I pushed 2 people into dying from the same rocket.

Pushing is fun.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Greiger on May 05, 2010, 10:53:38 pm
For some reason I feel kinda sorry for the poor pigeon that is launched through the steam tubes at 200 miles per hour.  (Remember you crazy non american folks with yer weird numbers, miles are longer than kilometers.)

Maybe I just have a trace of elf blood in me.  Or maybe I feel kind of bad for those cooks that will go out of buisness when folks can get fully cooked steamed 'chicken' delivered quickly and efficiently whenever they want.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Bandages on May 05, 2010, 11:37:04 pm
For some reason I feel kinda sorry for the poor pigeon that is launched through the steam tubes at 200 miles per hour.  (Remember you crazy non american folks with yer weird numbers, miles are longer than kilometers.)

Maybe I just have a trace of elf blood in me.  Or maybe I feel kind of bad for those cooks that will go out of buisness when folks can get fully cooked steamed 'chicken' delivered quickly and efficiently whenever they want.

You might want to preface that post with the fact you're referencing a hidden page from the update, because when I first read it...

Wut.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Nilocy on May 06, 2010, 07:19:33 am
I'm in love again... with engy...  : D
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Charmander on May 06, 2010, 08:03:15 am
Come the update there will be no limit to how badly I can play engineer.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Volatar on May 06, 2010, 09:58:45 am
Heh, the engie is building a pyro-bot.

Edit: And two other hidden pages in the 119 page

http://www.teamfortress.com/119/steam.html (http://www.teamfortress.com/119/steam.html)
http://www.teamfortress.com/119/teams_and_fortresses.html (http://www.teamfortress.com/119/teams_and_fortresses.html)

Were those hidden in the flash video as links? The page itself has no such links.

Check out the page's code if you want to see:

Spoiler: code (click to show/hide)
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Thexor on May 06, 2010, 02:27:31 pm
Wait... the Steam system is five times as fast as a carrier pigeon. It propels things at 200 MPH.

This implies that pigeons travel at 40 MPH... except they have to move faster than that since the Steam system doesn't sleep, and pigeons do.

Assuming 8 hours of sleep per day... that's an average of 60 MPH flight-speed for the pigeons. That's insane.

Spoiler (click to show/hide)
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Greiger on May 06, 2010, 04:07:46 pm
Valve does their research I see.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Metalax on May 06, 2010, 06:11:55 pm
Heh, the engie is building a pyro-bot.

Edit: And two other hidden pages in the 119 page

http://www.teamfortress.com/119/steam.html (http://www.teamfortress.com/119/steam.html)
http://www.teamfortress.com/119/teams_and_fortresses.html (http://www.teamfortress.com/119/teams_and_fortresses.html)

Were those hidden in the flash video as links? The page itself has no such links.

Check out the page's code if you want to see:

Spoiler: code (click to show/hide)

They are on the 119 update page, not the video page. Easiest way to find them is to view source and do a search for secret.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: returntonull on May 06, 2010, 08:34:19 pm
Also an amusing thread.

Assuming Pyro changes were justified, then what happens if we apply the same logic to change the other classes?

http://forums.steampowered.com/forums/showpost.php?p=14780713&postcount=1 (http://forums.steampowered.com/forums/showpost.php?p=14780713&postcount=1)

Most of it is just silly to absurd, some of it sounds like a good idea.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Eduren on May 06, 2010, 09:06:40 pm
There are people throwing around the idea of a Flare Gun sentry. And with the recent afterburn nerf, it seems like a nice supportive sidegrade.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Mr.Person on May 06, 2010, 09:13:34 pm
Am I the only one who likes the Flare Gun? I know the shottie is better, but Flare Gun is more like Flare Fun!
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Dr. Johbson on May 06, 2010, 09:17:28 pm
I use the flare gun alot more than I should, its just so fun.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sensei on May 06, 2010, 09:27:57 pm
Does it still have a 10 second burn?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Dr. Johbson on May 06, 2010, 09:31:13 pm
Yes.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 06, 2010, 09:33:48 pm
Also an amusing thread.

Assuming Pyro changes were justified, then what happens if we apply the same logic to change the other classes?

http://forums.steampowered.com/forums/showpost.php?p=14780713&postcount=1 (http://forums.steampowered.com/forums/showpost.php?p=14780713&postcount=1)

Most of it is just silly to absurd, some of it sounds like a good idea.
VALVE, THIS NOW. So balanced, so fair, so skilled. How could we NOT have fun with these suggestions?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Volatar on May 06, 2010, 09:46:14 pm
They are killing my favorite game   :'(
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: fenrif on May 06, 2010, 11:03:21 pm
Also an amusing thread.

Assuming Pyro changes were justified, then what happens if we apply the same logic to change the other classes?

http://forums.steampowered.com/forums/showpost.php?p=14780713&postcount=1 (http://forums.steampowered.com/forums/showpost.php?p=14780713&postcount=1)

Most of it is just silly to absurd, some of it sounds like a good idea.

Someone should make a mod of that, could be interesting. :P
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: sluissa on May 07, 2010, 12:55:07 am
Also an amusing thread.

Assuming Pyro changes were justified, then what happens if we apply the same logic to change the other classes?

http://forums.steampowered.com/forums/showpost.php?p=14780713&postcount=1 (http://forums.steampowered.com/forums/showpost.php?p=14780713&postcount=1)

Most of it is just silly to absurd, some of it sounds like a good idea.
VALVE, THIS NOW. So balanced, so fair, so skilled. How could we NOT have fun with these suggestions?

How about not? This changes the entire game. If they want to do something this drastic, make a new game. Or a mod, or something. I'm already not a fan of the changes as is, but at least it's still reasonable playable and I'm sure I'll adapt and get used to them. These changes as proposed, while a few aren't entirely bad, many change fundamental factors of the game and some sound like simple childishness, being angry at a class. I hate snipers as much as the next person [in their sights], but there's no reason to nerf them as far as is suggested in this post. Just as bad, the solder proposal to make an airblast like rocket is just going to give people even less reason to play the pyro, that's just a couple of the MAJOR problems i see in there.

EDIT: upon a second reading, is see you may in fact be trying to be sarcastic, to which I say, don't... odds are Valve aren't going to read suggestions from this board, but if they happen to, don't give them any pushes in directions you don't actually want them to go in.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 07, 2010, 12:56:24 am
 Don't get too riled up, the sarcasm was meant to show how the Pyro update was ridiculous.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Eduren on May 07, 2010, 12:59:12 am
Also an amusing thread.

Assuming Pyro changes were justified, then what happens if we apply the same logic to change the other classes?

http://forums.steampowered.com/forums/showpost.php?p=14780713&postcount=1 (http://forums.steampowered.com/forums/showpost.php?p=14780713&postcount=1)

Most of it is just silly to absurd, some of it sounds like a good idea.
VALVE, THIS NOW. So balanced, so fair, so skilled. How could we NOT have fun with these suggestions?

How about not? This changes the entire game. If they want to do something this drastic, make a new game. Or a mod, or something. I'm already not a fan of the changes as is, but at least it's still reasonable playable and I'm sure I'll adapt and get used to them. These changes as proposed, while a few aren't entirely bad, many change fundamental factors of the game and some sound like simple childishness, being angry at a class. I hate snipers as much as the next person [in their sights], but there's no reason to nerf them as far as is suggested in this post. Just as bad, the solder proposal to make an airblast like rocket is just going to give people even less reason to play the pyro, that's just a couple of the MAJOR problems i see in there.

EDIT: upon a second reading, is see you may in fact be trying to be sarcastic, to which I say, don't... odds are Valve aren't going to read suggestions from this board, but if they happen to, don't give them any pushes in directions you don't actually want them to go in.
I think that Valve might be better at detecting sarcasm than you.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: sluissa on May 07, 2010, 01:06:32 am
I think that Valve might be better at detecting sarcasm than you.

Do you really doubt human stupidity? Would you really be willing to take a chance that the game would turn into something like that? Maybe I should have picked up on it faster, but if one person can make the mistake, any number more can. Don't say it isn't possible. I have some faith in Valve, but I really would not do anything to jinx it.

I suppose it's been cleared up now though, so I'll fade away quietly now... I was never here... woosh woosh woosh....
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Eduren on May 07, 2010, 02:46:35 am
Is there anybody here besides me in the "Valve can do no wrong" camp?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 07, 2010, 02:47:35 am
I was until this update.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sowelu on May 07, 2010, 02:48:53 am
Is there anybody here besides me in the "Valve can do no wrong" camp?

I'm here too, pretty much.  This update hasn't bothered me.  No update really bothered me.  The War! update made me a little leery, but I think it's still all good.  I'd rather have a constantly-changing game than a stale one, even if it means a constant stream of unnecessary nerfs and OP classes at times.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: returntonull on May 07, 2010, 02:59:30 am
Is there anybody here besides me in the "Valve can do no wrong" camp?

They do wrong all the time. They're just very good at going, "We totally meant to do that, now look over here at all this awesome."

There's nothing outright wrong with the latest update either, it's not like it outright stops people from doing well as Pyro, it's just a whole lot of work if you're not used to playing like that, and it's a style of play none of the other classes are forced to do like the Pyro is.

Valve: Masters of misdirection, and BSing. As you'll notice the forums are all mass guessing over the Engineer stuff now, and even suspecting more Pyro changes along with.

Edit: Man, I'm just jabbering and not making very good points. Ohwell.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 07, 2010, 03:00:01 am
True fact: If you have a heavy stand in a corner and don't allow him to rev up or turn around until he's attacked and send a pyro at him from behind, he'll still win.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Osmosis Jones on May 07, 2010, 03:07:29 am
Is there anybody here besides me in the "Valve can do no wrong" camp?

Sort of; I believe valve is the sort of company that, in the long run, will do no harm, but in the short term can screw things up. For example, the scout update. Before that, the heavy was a viable, if somewhat idiosyncratic class. Immediately after the update, he was completely useless, and could be shut down in seconds by a clever scout. That said, valve took notice and fixed the problem over the next few updates.

With this update, I think increasing his skill level by promoting airblasts was a good move, but think they took away some of what made him special; that Oh Shit moment when you encounter a pyro up close has been reduced. For a class that specialises in sowing confusion and breaking up formations, reducing his ability to send people running for health was a bad idea.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 07, 2010, 03:15:00 am
Pyro can no longer use fire as his primary form of damage. I think that says a lot about the problems this update has brought.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sowelu on May 07, 2010, 03:38:29 am
Pyro's still better than he was in TFC.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Siquo on May 07, 2010, 04:19:27 am
I was until this update.
This.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Myroc on May 07, 2010, 09:37:11 am
Imagine if I hadn't been drunk (http://www.teamfortress.com/post.php?id=3788&p=1)

Can't believe I beat everyone else to it.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Metalax on May 07, 2010, 10:45:29 am
Ah yes, who else has got one of those primevil badges.  ;D

It looks like they have picked your date for medals by when you purchased TF2 rather than when you first played it like they say, at least if you preordered the orange box.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Zai on May 07, 2010, 01:17:12 pm
The Primeval Warrior badge looks the best. Which I suppose was the intention. ;D

I still have fun playing the Pyro. Of course, I've never been much of a "serious" player. I try to have fun more than I try to win or rack up kills, and the airblast is good for that. While I appreciate them trying to make airblast more useful (success) while still making Backburner more useful (success) I do think they reduced damage for the normal flamethrower more than should have been changed when done in conjunction with lowering afterburn time.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Servant Corps on May 07, 2010, 01:27:41 pm
I still am confused why do people complain about balance in what is essentially a mirror match...
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: SHAD0Wdump on May 07, 2010, 02:01:02 pm
GYAH!!!


Valve... While you are busy making the Pyro a 'skill class', demomen are running around spamming pipes everwhere while wearing 50% fire and explosive damage resistence thanks to the targe.
 We pyros have to weapon switch a ton to get kills, they have to *drumroll please*, point in the general direction and shoot!
 And although I can use the airblast to send the grenades back, I'm not a friggin' ninja, I simply don't have the reaction time for this crap.

Yeah, just played a match against a team of about 4-5 spammomen and a stray medic. And that damn sniper...
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 07, 2010, 02:10:56 pm
Switch to backburner, sneak around their backs.

If you're playing in a bottleneck map, seriously, pyros aren't good at that unless they can get behind them.

Soldier/demo is what you want for bottlenecks.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: SHAD0Wdump on May 07, 2010, 02:16:26 pm
Switch to backburner, sneak around their backs.
Burn for one second, possibly getting a kill...

Whole group turns around and pills me into oblivion.

They go back to business.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: returntonull on May 07, 2010, 02:34:47 pm
Silly Shadow! The only counter for massed Demomen is MORE Demomen.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 07, 2010, 03:01:17 pm
So, you guys basically want a class that can:

A) Kills everyone.
B) Doesn't die.
C) If it shoots someone once, they -must always- die from an after dot.
D) Does that in every possible situation, including suicide jumping in the middle of 6 opponents.

Right-o. Go super-pyro go.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: dragnar on May 07, 2010, 03:13:35 pm
The entire point of the pyro(apart from spy-checking... which is a bad Idea, no one should ever do that :)) is to take out large clustered groups in sneak attacks. Sure, it's probably a suicide run, but they should be able to get a few kills out of it.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Mr.Person on May 07, 2010, 03:19:17 pm
The entire point of the pyro(apart from spy-checking... which is a bad Idea, no one should ever do that :)) is to take out large clustered groups in sneak attacks. Sure, it's probably a suicide run, but they should be able to get a few kills out of it.

I think what Valve wants is that if you do this alone, you die. But if there's also a Heavy (ideally using Natasha) shooting at the group while you jump in, they're out of ammo and thus easy pickings.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 07, 2010, 03:37:35 pm
So, you guys basically want a class that can:

A) Kills everyone.
B) Doesn't die.
C) If it shoots someone once, they -must always- die from an after dot.
D) Does that in every possible situation, including suicide jumping in the middle of 6 opponents.

Right-o. Go super-pyro go.
Oh, hey, when did you begin describing the soldier?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: SHAD0Wdump on May 07, 2010, 04:46:00 pm
So, you guys basically want a class that can:

A) Kills everyone.
B) Doesn't die.
C) If it shoots someone once, they -must always- die from an after dot.
D) Does that in every possible situation, including suicide jumping in the middle of 6 opponents.

Right-o. Go super-demo go.
Sounds about right.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 07, 2010, 06:35:05 pm
So, you guys basically want a class that can:

A) Kills everyone.
B) Doesn't die.
C) If it shoots someone once, they -must always- die from an after dot.
D) Does that in every possible situation, including suicide jumping in the middle of 6 opponents.

Right-o. Go super-pyro go.
Oh, hey, when did you begin describing the soldier?
So, you guys basically want a class that can:

A) Kills everyone.
B) Doesn't die.
C) If it shoots someone once, they -must always- die from an after dot.
D) Does that in every possible situation, including suicide jumping in the middle of 6 opponents.

Right-o. Go super-demo go.
Sounds about right.

Both correct if you replace DoT with fall damage.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jakkarra on May 07, 2010, 06:57:04 pm
Team Fortress 2
Fixed players seeing cloaked Spies when they should be fully cloaked
Updated the Homewrecker
It now damages enemy sappers on friendly buildings
Fixed items not displaying correctly while playing back a demo
Badge hire dates now display the time in GMT


Pyro Is Kredit To Engi!
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Tradanbattlan on May 07, 2010, 07:09:32 pm
Is that official? Also, I thought the Homewrecker did that in the first place. Daaamn.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sensei on May 07, 2010, 08:17:30 pm
That's a pretty notable balance difference, actually. Makes the homewrecker unuseless- however, you'll pretty much need the backburner to kill things.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Shadowlord on May 07, 2010, 09:22:59 pm
True fact: If you have a heavy stand in a corner and ... send a pyro at him from behind, he'll still win.

They're coming through the walls!
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Siquo on May 08, 2010, 04:30:54 pm
Good, since the pyro can no longer kill spies, he can now kill their sappers...

Awesome!!

Not.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Myroc on May 08, 2010, 04:35:28 pm
Good, since the pyro can no longer kill spies, he can now kill their sappers...

Awesome!!

Not.
Well it makes the Pyro better at guarding sentry emplacements. If a spy kills the engineer and saps it, atleast he can prevent the sapping after he (hopefully) kills the spy.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 08, 2010, 04:47:22 pm
 Pyros are still extremely deadly to spies, to the point where pyros will kill more spies than spies kill pyros. Simply because their flames reveal who the spy is. And that the fire goes everywhere.

 With this update the pyro and Engineer have become  best buddies.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Zai on May 08, 2010, 05:08:30 pm
Pyros are still extremely deadly to spies, to the point where pyros will kill more spies than spies kill pyros. Simply because their flames reveal who the spy is. And that the fire goes everywhere.

With this update the pyro and Engineer have become  best buddies.
This.

Though the fact that you can't just unlock the Homewrecker is kind of meh. I think I'm just going to craft it and the Pain Train. Unfortunately, these are the 3 classes (Demo, Soldier, and Pyro) that I want hats for the most. So I'll have to collect even more of their weapons for class tokens.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sowelu on May 08, 2010, 05:09:31 pm
With this update the pyro and Engineer have become best buddies.

Which is as it should be, really.

I mean, how many real-world engineers do you know who aren't also pyromaniacs?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: SHAD0Wdump on May 08, 2010, 05:11:34 pm
So I'll have to collect even more of their weapons for class tokens.
Do know that you can create a class token for the wrong class and combine it with one item of the class you want it to be. It will then become the class token you want.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: A_Fey_Dwarf on May 08, 2010, 06:33:58 pm
With this update the pyro and Engineer have become best buddies.

Which is as it should be, really.

I mean, how many real-world engineers do you know who aren't also pyromaniacs?

Yes, but how many real world engineers have female friends?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 08, 2010, 06:41:41 pm
With this update the pyro and Engineer have become best buddies.

Which is as it should be, really.

I mean, how many real-world engineers do you know who aren't also pyromaniacs?

Yes, but how many real world engineers have female friends?
Several. They just wear thick sweaters and thick glasses and long greasy hair to the point that you can't tell they are female.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: The Doctor on May 08, 2010, 06:54:53 pm
Until they go online and sell their body for money, because they are contractors and are between jobs. >>;


...What?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Siquo on May 09, 2010, 07:11:46 am
With this update the pyro and Engineer have become  best buddies.
They already were. Airblasting ubers, stickies and rockets away and spychecking already made the pyro the ultimate (well, after the engineer) sentrydefender. Most pyros ignore this, however, but that's people who just play Fortress (as in: without the Team).
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 09, 2010, 08:34:48 am
With this update the pyro and Engineer have become  best buddies.
They already were. Airblasting ubers, stickies and rockets away and spychecking already made the pyro the ultimate (well, after the engineer) sentrydefender. Most pyros ignore this, however, but that's people who just play Fortress (as in: without the Team).
But all those things all have uses away from the engineer. This weapon is basically only useful for keeping that sentry up after the engineer dies.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 09, 2010, 08:41:50 am
I'm not the only one who thinks that part of the flamethrower nerf was to try making it so Pyros couldn't circlestrafe sentries to death with the FF and forcing them to use the Homewrecker if they want to deal with a building, am I?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Metalax on May 09, 2010, 08:51:44 am
Indeed. You can still do it, but situations where a single pyro could take out a level 3 sentry from front/side by coming around an adjacent corner are far rarer.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 09, 2010, 09:23:42 am
Indeed. You can still do it, but situations where a single pyro could take out a level 3 sentry from front/side by coming around an adjacent corner are far rarer.
Also dependent on the engineer not respawning in the time it takes you to do it if you manage to kill him in the first place. Hell, he can basically ignore your fire and repair his sentry or shoot you without worry.

And if you do get him and continue your strafe, it's now dependent on nobody from the enemy team at all coming across you.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Siquo on May 09, 2010, 04:28:37 pm
I'm not the only one who thinks that part of the flamethrower nerf was to try making it so Pyros couldn't circlestrafe sentries to death with the FF and forcing them to use the Homewrecker if they want to deal with a building, am I?

You were, but now... :'(

Couldn't they just have upped building resistance to fire? That would at least have made sense...
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: zchris13 on May 09, 2010, 04:58:52 pm
So the update restricted the usefullness of pyros, limiting them to a single gameplay style?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: LASD on May 10, 2010, 02:33:09 am
So the update restricted the usefullness of pyros, limiting them to a single gameplay style?
Well, there's at least four:

1. The Pyro who reflects everything back and flareguns (or shotguns) everyone with a small touch of flamethrowering in tight spots.
2. The Pyro who kills everyone with the Flame + Airblast + Axtinquisher combo.
3. The Pyro who helps the engies by killing spies and sappers.
4. The ambushing Backburner-Pyro

The thing is, there's no W+Mouse1 Pyro on the list anymore.

EDIT: I'm not saying these are necessarily great playstyles, but ones people play and are potentially fun.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 10, 2010, 02:48:41 am
5. Pyro who dies all the time. Sadly, that's all of the above except number 3.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: returntonull on May 10, 2010, 03:02:21 am
5. Pyro who dies all the time. Sadly, that's all of the above except number 3.

Not necessarily true, but I suppose having to rely on other people making mistakes is not a fun place to be.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Siquo on May 10, 2010, 03:34:57 am
Yeah, I love playing Heavy now, and mow down everyone who is stupid enough to still play pyro  :D
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: umiman on May 10, 2010, 04:25:34 am
You know, if they keep nerfing pyro... we could pull the sexist card. =P
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sensei on May 10, 2010, 11:39:09 am
If you're careful you can still get some W+M1 kills. The pyro can still move fast.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 10, 2010, 11:58:12 am
 In the most recent update the Pyro now moves at 80% speed. The Pyro now depends more on skill and setting up ambushes, as he could never catch an opponents in a battlefield. To balance this the Pyro is given extra gravity so that airblasts and explosions don't propel him as far. He can also switch weapons faster than the other classes.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Myroc on May 10, 2010, 12:01:42 pm
In the most recent update the Pyro now moves at 80% speed.
...

Alright, now the Pyro has gone from slightly easy to pretty difficult to just plain suck.

If a Pyro catches you, you are not supposed to have a decent chance to run away from him.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Xotes on May 10, 2010, 12:02:39 pm
I think that was sarcasm, Myroc.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Myroc on May 10, 2010, 12:03:57 pm
Well I'm slightly bad at detecting sarcasm over the internet. :|
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jreengus on May 10, 2010, 12:06:35 pm
Don't sweat it Myroc, I just spent the last few minutes checking various places trying to find info on it.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Bandages on May 10, 2010, 01:29:13 pm
Why nerf pyros when soldiers can basically just run around flogging people to death with their hyper-erect genitalia?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: fenrif on May 10, 2010, 01:38:17 pm

I'm lovin the new drop system, just got the paintrain and the homewrecker today. :D

Why nerf pyros when soldiers can basically just run around flogging people to death with their hyper-erect genitalia?

...
...
... wut?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Bandages on May 10, 2010, 02:13:56 pm
Why nerf pyros when soldiers can basically just run around flogging people to death with their hyper-erect genitalia?

...
...
... wut?
To clarify, I play on a 24/7 TwoFort server, and I like sniping from the battlements. But nothing is more obnoxious than a soldier herp derp rocket jumping into the air, killing you in one shot before you can so much as move, then equalizing back to his base just to do it again.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: fenrif on May 10, 2010, 02:16:44 pm
Why nerf pyros when soldiers can basically just run around flogging people to death with their hyper-erect genitalia?

...
...
... wut?
To clarify, I play on a 24/7 TwoFort server, and I like sniping from the battlements. But nothing is more obnoxious than a soldier herp derp rocket jumping into the air, killing you in one shot before you can so much as move, then equalizing back to his base just to do it again.

Ahh, well I can see where you're coming from...

But I also play on a few 24/7 2fort servers, and I play heavy, and nothing is more obnoxious than a sniper sitting up in the battlements killing me in one shot as I walk out the base entrance and then running back into spawn to resupply just to do it again. It's all swings and roundabouts. :P
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 10, 2010, 02:18:53 pm
To clarify, I don't play 2fort. Ever.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Bandages on May 10, 2010, 02:20:34 pm
Yes, but put that sniper on the ground level and he will be about as good as killing enemies as a teleporter entrance. Put that SOLDIER on ground level and he crockets your face apart.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: fenrif on May 10, 2010, 02:31:36 pm
Yes, but put that sniper on the ground level and he will be about as good as killing enemies as a teleporter entrance. Put that SOLDIER on ground level and he crockets your face apart.

I disagree there, I've seen a lot of snipers set up in the entrance on the lower floor, or in the sewers underneath and do well. Then there's the huntsman, which makes the sniper able to help the team push forward too provided they have a buffer between them and the enemy. (I'm certainly no good at it, but I've seen it done)
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sensei on May 10, 2010, 02:35:39 pm
IMO, and I liked to play both classes before, the Pyro is now underpowered and the Heavy is too mobile. Slowing down the pyro (did they actually do that?) would be ridiculous. I think they've underestimated the advantages gained/lost with speed, especially with short range weapons.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: zchris13 on May 10, 2010, 02:41:02 pm
It is almost impossible to overestimate those advantages. 

EDIT(▼): Yeah it was sarcasm, he says so.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: fenrif on May 10, 2010, 02:43:08 pm
I'm pretty sure they didn't actually change the pyro speed...
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 10, 2010, 03:14:57 pm
 New update. Medigun now only overheals to 115%. Medigun now heals 15% slower. Ubers now last six seconds for both the crits and uber. The syringe gun now does 20% more damage and fires 20% faster. The Blutsauger now gives +6 health with each syringe.

 This change is meant to encourage more skill in the medic. With more difficult charge times and smaller ubers medics are encouraged to save their ubers for the very last second. We boosted the weapons of the medic to help balance this change and help keep them alive.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Myroc on May 10, 2010, 03:17:18 pm
Good point: Battle Medic strategy more viable.

Bad point: Normal Medic less useful, Battle Medic Strategy more viable.

I get the uber time reduction, but why the reduction in healing rate? Why not the time it takes to build up an uber instead?


I'm REALLY bad at detecting sarcasm.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sensei on May 10, 2010, 03:18:54 pm
New update. Medigun now only overheals to 115%. Medigun now heals 15% slower. Ubers now last six seconds for both the crits and uber. The syringe gun now does 20% more damage and fires 20% faster. The Blutsauger now gives +6 health with each syringe.

 This change is meant to encourage more skill in the medic. With more difficult charge times and smaller ubers medics are encouraged to save their ubers for the very last second. We boosted the weapons of the medic to help balance this change and help keep them alive.
Okay, this one is on the Flame Train. They're basically encouraging medics not to help their team as much.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: zchris13 on May 10, 2010, 03:20:18 pm
At least check the blog first next time, guys.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 10, 2010, 03:22:23 pm
 Just continuing my crusade on the Pyro update by showing what this update would be like for any other class.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Bandages on May 10, 2010, 03:47:41 pm
Heavy Update:
Removed all guns, foods, and fists from the heavy. He now moves 200% faster.

This update is to encourage heavies to use their sheer girth to push enemies off of high points in order to kill them with cumulative fall damage.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jakkarra on May 10, 2010, 03:54:28 pm
Spies Cloak has been replaced with a partial-cloaking device, and the knife now does crits on a backstab, instead of instant kills.

The revolver does double damage, but fires 50% slower, and is half as accurate. The sapper is now thrown instead of placed, and does not damage the sentry and buildings, but simply disables them for five seconds.

The changes allow the spy to make tactical choices more efficiently, the cloak no longer completely protects you, and you must use it while the enemy is distracted, the sapper and revolver buffs now allow the spy to use both items in tandem to take down buildings, the new knife mechanic was added due to players complaining the knife was overpowered compared to other melee weapons, and forces spies to ensure that their target is truly distracted before going in for the kill.

The disguise kit was buffed to allow 10% damage reduction, at the cost of only allowing disguises in the Demo, Soldier, Spy, Pyro and scout varieties, they are also only seen to wield their respective melee weapons. This forces spies to think more appropriately to the situation, and stops them from being to use their disguises to fool players too easily, while the damage reduction causes them to be more survivable from spychecking.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: returntonull on May 10, 2010, 03:55:57 pm
Heavy Update:
Removed all guns, foods, and fists from the heavy. He now moves 200% faster.

This update is to encourage heavies to use their sheer girth to push enemies off of high points in order to kill them with cumulative fall damage.

Fast heavy with no weapons but fatty push? HELL YEAH. VALVE MAKE IT SO.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: dragnar on May 10, 2010, 03:56:58 pm
Spies Cloak has been replaced with a partial-cloaking device, and the knife now does crits on a backstab, instead of instant kills.

The revolver does double damage, but fires 50% slower, and is half as accurate. The sapper is now thrown instead of placed, and does not damage the sentry and buildings, but simply disables them for five seconds.

The changes allow the spy to make tactical choices more efficiently, the cloak no longer completely protects you, and you must use it while the enemy is distracted, the sapper and revolver buffs now allow the spy to use both items in tandem to take down buildings, the new knife mechanic was added due to players complaining the knife was overpowered compared to other melee weapons, and forces spies to ensure that their target is truly distracted before going in for the kill.

The disguise kit was buffed to allow 10% damage reduction, at the cost of only allowing disguises in the Demo, Soldier, Spy, Pyro and scout varieties, they are also only seen to wield their respective melee weapons. This forces spies to think more appropriately to the situation, and stops them from being to use their disguises to fool players too easily, while the damage reduction causes them to be more survivable from spychecking.
That sapper change actually doesn't sound too bad(though the rest does). More like how it's used in Meet The Spy.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Eduren on May 10, 2010, 03:56:59 pm
Scouts now have a walking speed of zero. However, they have unlimited jump capabilities(triple jump, quadruple jump, and so on).

... actually that would be quite fun.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jakkarra on May 10, 2010, 03:57:42 pm
That would be useless, they couldnt leave spawn.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: fenrif on May 10, 2010, 03:58:31 pm
Heavy Update:
Removed all guns, foods, and fists from the heavy. He now moves 200% faster.

This update is to encourage heavies to use their sheer girth to push enemies off of high points in order to kill them with cumulative fall damage.

Also announcing the new item: Heavy drawn carriage. Equippable to the heavies main weapon slot, it allows him to use his newfound speed and girth to transport teammates. One of any other class can ride the carriage, which the heavy pulls with his mighty teeth.

This is to balance out recent changes which removed all other items from the heavy, and encourages using heavies as beast of burden, which is a core facet of heavy tactics we feel have been neglected up till now.

In the future look for the heavy dispenser pack back-pack: Make those lazy heavies carry your stuff for you!
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Siquo on May 10, 2010, 04:36:31 pm
The backpack, once empty, can also hold a medic.

HeavyMedic is MasterBlaster!
Spoiler (click to show/hide)
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 10, 2010, 04:38:47 pm
Heavy Update:
Removed all guns, foods, and fists from the heavy. He now moves 200% faster.

This update is to encourage heavies to use their sheer girth to push enemies off of high points in order to kill them with cumulative fall damage.

Also announcing the new item: Heavy drawn carriage. Equippable to the heavies main weapon slot, it allows him to use his newfound speed and girth to transport teammates. One of any other class can ride the carriage, which the heavy pulls with his mighty teeth.

This is to balance out recent changes which removed all other items from the heavy, and encourages using heavies as beast of burden, which is a core facet of heavy tactics we feel have been neglected up till now.

In the future look for the heavy dispenser pack back-pack: Make those lazy heavies carry your stuff for you!
Another new change. Heavy is now able to equip Dentures (Level 5 Teeth) to his melee slot, which will allow him a melee attack at the cost of forcing him to drop his carriage. He can only get a new carriage by reclaiming the one he dropped or grabbing one from the cabinet or garage at the spawn. This is to balance the heavy's lack of melee, which he happens to be ideally suited for with his new speed.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: zchris13 on May 10, 2010, 04:41:31 pm
You know what, we just decided to return the heavy to normal, and make an entirely new class to mess around with.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: fenrif on May 10, 2010, 04:42:14 pm
You know what, we just decided to return the heavy to normal, and make an entirely new class to mess around with.

Scratch that, we decided to rebrand the game as heavy fortress 2. All classes are now heavies.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Dr. Johbson on May 10, 2010, 04:46:02 pm
I am heavy weapons spy. And this, isn't my weapon.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: returntonull on May 10, 2010, 04:47:41 pm
Heavy Heavy Weapons Guy has a minigun that shoots flaming crockets.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: dragnar on May 10, 2010, 04:50:11 pm
Heavy Engineer has a level one sentry with Sasha and Natasha mounted on it. And he builds by yelling at it, calling it a tiny weakling.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sensei on May 10, 2010, 04:50:48 pm
lol, I smell a mod.

And there was a thread that actually suggested making backstabs crit.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 10, 2010, 05:00:50 pm
Heavy Sniper is exactly what we have in TF2 now, only the minigun has a tightened cone and 50% crit rate.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: fenrif on May 10, 2010, 05:03:06 pm
Heavy doctor wears chef hat and wields buckets of BBQ chicken.
Title: Re: Team Fortress 2: Engineer teaser video
Post by: Giant Snowman on May 10, 2010, 06:25:51 pm
http://www.teamfortress.com/119/comingsoon.html

I can spot a cybernetic arm, a guitar and a hammer. Maybe they're going for a melee weapon only patch.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Zai on May 10, 2010, 06:30:04 pm
I'm pretty sure all of that stuff was just meant to block the view of what he was actually making and provide the appearance of a cluttered workshop.

That and the video clearly states at the end that it was advertising the Engineer Update and not the Engineered Update.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Dr. Johbson on May 10, 2010, 07:16:58 pm
Robot heads under the blueprints, one red eye per head.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Giant Snowman on May 11, 2010, 09:16:02 am
They could be helmets with an infrared monocle over one eye. Can anyone see what's written on that propaganda poster? "... in the ..." with a soldier or heavy in the middle.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Myroc on May 11, 2010, 09:20:18 am
Can anyone see what's written on that propaganda poster? "... in the ..." with a soldier or heavy in the middle.
Oh right. That's (apparently a red version of) the poster that won the propaganda contest during wartime.

Spoiler (click to show/hide)
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Mr.Person on May 11, 2010, 03:14:44 pm
Why is there a rumor flying around that Valve is going to release the Engineer Update later this week? We'd be lucky to get the update next week. I wouldn't even begin to expect it until at least three weeks from now, and even then I doubt it. A month from now sounds about right to me.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: returntonull on May 11, 2010, 03:31:46 pm
Why is there a rumor flying around that Valve is going to release the Engineer Update later this week? We'd be lucky to get the update next week. I wouldn't even begin to expect it until at least three weeks from now, and even then I doubt it. A month from now sounds about right to me.

Probably due to all the CS:S beta stuff, and Steam for Mac Launching tomorrow, or not. But those are important too. As for the actual Engineer Update, I'd probably expect it within the Month, although with everything else they've got going on, dunno.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sensei on May 11, 2010, 03:38:50 pm
There's a robotic arm on the blueprints, I couldn't make out the rest...
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Zai on May 11, 2010, 04:18:38 pm
Why is there a rumor flying around that Valve is going to release the Engineer Update later this week? We'd be lucky to get the update next week. I wouldn't even begin to expect it until at least three weeks from now, and even then I doubt it. A month from now sounds about right to me.
Gotta remember that they'd announce it several days before releasing it, like with all the other class updates. So they may announce it this week, but probably wouldn't release it until next week.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: fenrif on May 11, 2010, 04:33:57 pm
Why is there a rumor flying around that Valve is going to release the Engineer Update later this week? We'd be lucky to get the update next week. I wouldn't even begin to expect it until at least three weeks from now, and even then I doubt it. A month from now sounds about right to me.

Probably due to all the CS:S beta stuff, and Steam for Mac Launching tomorrow, or not. But those are important too. As for the actual Engineer Update, I'd probably expect it within the Month, although with everything else they've got going on, dunno.

Steam for mac tommorow? Does that mean TF2 for mac tommorow? I've got a friend who's in dire need of a backstabbing.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Greiger on May 11, 2010, 04:39:54 pm
I heard that one of the first things that will be on the mac steam is TF2.  L4D1 & 2 will also be on there from the start I believe.

Thats just from vague memory though, so take it with a grain of salt.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Eduren on May 11, 2010, 04:43:21 pm
Isn't it all Source engine games?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: returntonull on May 11, 2010, 05:22:49 pm
Isn't it all Source engine games?

They're doing a weird every Wednesday thing. The only things we know for sure that will be out for Mac tomorrow are... Portal and Torchlight.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: The Doctor on May 11, 2010, 05:25:36 pm
... Odd choices.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: fenrif on May 11, 2010, 05:30:03 pm
I'm hoping that they may grant my wish and do tf2 as a weekend deal to celebrate the mac release.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Mr.Person on May 11, 2010, 06:50:52 pm
I'm hoping that they may grant my wish and do tf2 as a weekend deal to celebrate the mac release.

Weekend deal's probably going to be CSS, considering the beta, although they may make it Portal.

TF2's weekend deal's going to wait until the Engineer Update.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Shadowlord on May 11, 2010, 07:32:40 pm
Oh, that'll be great. I bet they do a free weekend again at the same time they release the engineer update, and have a weekend sale, resulting in the servers all being overloaded and nobody being able to play or download TF2 for the whole weekend.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Bandages on May 11, 2010, 07:39:06 pm
Oh, that'll be great. I bet they do a free weekend again at the same time they release the engineer update, and have a weekend sale, resulting in the servers all being overloaded and nobody being able to play or download TF2 for the whole weekend.

Not to mention when you DO play, the games will be saturated with turrets and dispensers and everything will crazy. It will be SITCOM crazy..
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 11, 2010, 07:39:47 pm
 I don't think masses of sentries will be a problem. This will give me time to brush up on my demoman and medic skills.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sensei on May 11, 2010, 08:06:53 pm
I vote we have a SPY PARTY come the engineer update. We will sap everything, because those new engies need the practice.

...I could organize it into actual semi-event if there's interest.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: dragnar on May 11, 2010, 08:12:11 pm
SPAH ARMY! Yes! They'll never be able to tell the spys from the Engies!
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 11, 2010, 09:08:40 pm
 The thing is though, spies are risky things that can probably be stopped by the Engineer unlocks. Much safer to go with ubers and sticky bombs. They won't come out and harass you then.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sensei on May 11, 2010, 09:10:44 pm
What's that, did you say uber the spies? That's what I thought you said...
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Metalax on May 11, 2010, 10:06:30 pm
Just in case anyone hasn't looked at the steam tf2 news feed.
http://kotaku.com/5536039/the-personality-disorders-of-team-fortress-2 (http://kotaku.com/5536039/the-personality-disorders-of-team-fortress-2)

What's that, did you say uber the spies? That's what I thought you said...
Yes, I'm liking this plan...
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: SHAD0Wdump on May 11, 2010, 10:15:58 pm
Just in case anyone hasn't looked at the steam tf2 news feed.
http://kotaku.com/5536039/the-personality-disorders-of-team-fortress-2 (http://kotaku.com/5536039/the-personality-disorders-of-team-fortress-2)
This is excellent.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sowelu on May 11, 2010, 10:55:10 pm
Portal always seemed like a Mac game, old old fashioned Mac sensibilities, so cool on that.  :D

As for your spies and demomen, I know what I'll be doing.

Backing my engineer buddies up with my flamethrower.  Airblast is even better when you're sitting on a dispenser...
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sensei on May 11, 2010, 11:28:25 pm
No. You will JOIN US. You know you want to use your homewrecker. To backstab people.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: returntonull on May 12, 2010, 08:31:16 pm
Gah, I'd be nice if they actually announced this stuff.

Crafting has changed again. Only takes 2 items to make 1 scrap now.

You can decraft all your metal back down to scrap metal.

And all the community items have recipes now. Quoting from the steam forums they are:

Kritzkrieg + Bonk! = Crit-a-Cola
Charge 'n Targe + Razorback = Gunboats
Sandvich + Bonk! = Dakolah's Bar
Equalizer + Eyelander = Homewrecker
Batter's Helmet + 2 Bonks! = Bonk Helmet
Sandman + Scrap Metal = Pain Train

And possibly more.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Mr.Person on May 12, 2010, 09:47:59 pm
Holy fuck....

Wow.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Zai on May 12, 2010, 09:51:15 pm
Thank God I didn't craft those items the other day. =D
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: SHAD0Wdump on May 12, 2010, 09:53:00 pm
Owch... I've been crafting a lot lately.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sensei on May 12, 2010, 10:06:51 pm
Thank God I didn't craft those items the other day. =D
You said it.

And I think I have a hat coming along soon.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Zai on May 12, 2010, 10:18:42 pm
I am now the proud owner of a Pain Train and Homewrecker.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sensei on May 12, 2010, 10:19:34 pm
What's the Pain Train good for?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 12, 2010, 10:20:47 pm
What's the Pain Train good for?
You know about spycapping on CP maps? This allows for democaps and soldiercaps to work better.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sensei on May 12, 2010, 10:34:38 pm
Alright, so I'm imagining the Spy Party in the form of a raid group- we all go into chat, and find a half-full server where we will join and be a spy army. Either that, or we have the DFC server limit the classes to spies and engies.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: dragnar on May 12, 2010, 10:57:14 pm
Then the spy army saps everything, runs to all points at once, and then captures everything in ~10 seconds.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 12, 2010, 10:58:24 pm
You wouldn't even have to sap.

Have coordinated revolver attacks. "Five people to each sentry, fire on three!"
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Mr.Person on May 12, 2010, 11:13:20 pm
I had this idea of a bunch of C+D spies all walking out to the point, cloaking, and then all uncloaking at the same time.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sowelu on May 13, 2010, 12:30:57 am
Remember that only a certain number of people can contribute to capping at any given time.  I think it's around four?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 13, 2010, 01:06:45 am
Remember that only a certain number of people can contribute to capping at any given time.  I think it's around four?
... What?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 13, 2010, 02:13:04 am
Remember that only a certain number of people can contribute to capping at any given time.  I think it's around four?
... What?
The more people that are on an objective the faster it gets accomplished. Carts get like a +15% increase to speed per extra person above four, under four being like 40% increase per person. Points are different, as it maxes out capping speed at four.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 13, 2010, 02:19:45 am
I don't recall that being the case. How long has it been like that?

(then again, good luck getting more than 4 people to a point on a public server)
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 13, 2010, 02:29:26 am
 Oh, whoops, I'm backwards on this. Unlimited CP speed capping, limited cart speed. Three players needed for max speed

 Source of my info. (http://www.youtube.com/watch?v=Z0-j52lC5kE&feature=player_embedded)
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: LASD on May 13, 2010, 03:25:51 am
Owch... I've been crafting a lot lately.
Same here. And I deleted all my duplicates just few weeks before crafting. I seem to always go wrong with these. Cool though that the time I get the fathomed random hat is ever closer.

Now I want a spare Bonk! to get a Crit-a-Cola. No wait, I just crafted my two spare Kritzkriegs yesterday. ARGH.

Also, I bet the crafting screen full of Jarate will yield the Master's Yellow belt.

EDIT: Why Crit-A-Cola is Bonk! + Kritzkrieg? Why not Bonk! + Jarate, that would make more sense. Gross though it would be.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 13, 2010, 03:41:04 am
I have a Spare Bonk! but I refuse to harm my Kritzkrieg collection.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Mr.Person on May 13, 2010, 04:21:07 am
Bonk! + Kritzkrieg: You're adding some crits to a drink to get a crit-flavoured drink.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: LASD on May 13, 2010, 05:50:40 am
Bonk! + Kritzkrieg: You're adding some crits to a drink to get a crit-flavoured drink.
But have you seen this!:
Spoiler (click to show/hide)
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 13, 2010, 07:29:07 am
 The medibeam passes through the various chemicals the Sniper took in order to produce that pee, thus altering the medibeam to output crits. If one uses the crits uber on a can of Bonk itself then the Kritzkrieg overloads and breaks, but not before it charges the Bonk particles and changes it into Crit-a-Cola.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Strange guy on May 13, 2010, 11:59:49 am
Very nice, though I don't have a bonk, so no crit-a-cola, and the only other weapons I'm lacking are the gunboats and razorback, so until I find bonk, 2 razorbacks or manage to craft a hat this update will have done nothing for me.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jakkarra on May 13, 2010, 04:19:02 pm
Apparantly the Gunboats can be made by combining a razorback and a targe.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: fenrif on May 13, 2010, 05:08:18 pm
Apparantly the Gunboats can be made by combining a razorback and a targe.

Of course, finally the age-old question of how to dual-wield shields and still be effective in combat...

Shield-shoes!

Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Zai on May 13, 2010, 05:13:44 pm
So. All the ideas I have for Engy unlocks are boring (especially those for countering Spies). Very boring. I trust Valve not to make the unlocks this boring.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: returntonull on May 13, 2010, 07:58:58 pm
So. All the ideas I have for Engy unlocks are boring (especially those for countering Spies). Very boring. I trust Valve not to make the unlocks this boring.

Steam forums are of course in a tizzy about what the silly blog post today means.

Of course, if we decide to infer things from a silly blog post all I can infer from it is them making TF2 100% more boring! So you may be right, maybe.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 13, 2010, 08:54:40 pm
 Alright, I found a better video showing the Pyro and class matchups. (http://www.youtube.com/watch?v=PMQWt9aMrXc&fmt=37)
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Zai on May 13, 2010, 09:40:50 pm
I think Engy update is being announced and/or being released next week.

WATCH
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Bandages on May 13, 2010, 09:50:31 pm
I SAW THE CEO OF VALVE TODAY.

He was in a Seattle teriyaki joint eating with his son, so I didn't want to approach/bother him. But I saw him. And my I friends and I freaked out. It was awesome.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Dr. Johbson on May 13, 2010, 10:14:28 pm
Teriyaki! Man has good taste.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: dragnar on May 13, 2010, 10:37:30 pm
I SAW THE CEO OF VALVE TODAY.

He was in a Seattle teriyaki joint eating with his son, so I didn't want to approach/bother him. But I saw him. And my I friends and I freaked out. It was awesome.
Congratulations! You are now cooler merely for having seen him.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: SHAD0Wdump on May 13, 2010, 10:39:52 pm
Alright, I found a better video showing the Pyro and class matchups. (http://www.youtube.com/watch?v=PMQWt9aMrXc&fmt=37)
And this details exactly why pyros rightfully are complaining. Anyone who says pyro players need to learn their class better should have this stuffed in their mouths.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: umiman on May 13, 2010, 10:51:18 pm
Alright, I found a better video showing the Pyro and class matchups. (http://www.youtube.com/watch?v=PMQWt9aMrXc&fmt=37)
That was an excellent video. I really hope it convinces the naysayers that the pyro really has been nerfed to retardedness.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sensei on May 13, 2010, 11:20:52 pm
Yeah, at this point it might as well be a support class. They originally put him in the offensive classes for a reason.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 14, 2010, 02:24:50 am
Gee, I will take the pyro and kill any other class you pick any day easily and I'm not even a good pyro. The good pyro people I know didn't whine one bit and insta-kill everyone with the backburner.

Just standing still and firing your weapon doesn't make it any batter than the next one. Also the pyro takes fixed amount of damage from fire, afaik.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 14, 2010, 02:32:07 am
Gee, I will take the pyro and kill any other class you pick any day easily

Not really.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 14, 2010, 02:50:33 am
Yes really. I haven't noticed not one bit of game play difference in the pyro, in fact, I like it even more due to the AB enhancements (Deja vu) . Come to the necrophix server when Scarlet or Malachi are playing pyros. You will be killed til you cry with whatever class you pick.

It takes precisely 1 second to kill an over charged heavy at point blank from behind (0.66 seconds for full health heavy) with the backburner. It's insta kill and they can maneuver so well they do it against every single class, including scout unless they run back like cowards (or smart people).

Edit: Another interesting information, The shotgun has always had a very similar average dps compared to the flamethrower at point blank. 141dps against 157dps. It's 123dps now.

Second interesting information. The damage past the point blank range remained exactly the same 101dps.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Volatar on May 14, 2010, 05:12:17 am
Yes really. I haven't noticed not one bit of game play difference in the pyro, in fact, I like it even more due to the AB enhancements (Deja vu) . Come to the necrophix server when Scarlet or Malachi are playing pyros. You will be killed til you cry with whatever class you pick.

It takes precisely 1 second to kill an over charged heavy at point blank from behind (0.66 seconds for full health heavy) with the backburner. It's insta kill and they can maneuver so well they do it against every single class, including scout unless they run back like cowards (or smart people).

Edit: Another interesting information, The shotgun has always had a very similar average dps compared to the flamethrower at point blank. 141dps against 157dps. It's 123dps now.

Second interesting information. The damage past the point blank range remained exactly the same 101dps.

Did you even WATCH the video Duke posted?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Toady Two on May 14, 2010, 05:34:02 am
The video only proves that you should use the shotgun instead of the generic flamethrower in pyro vs pyro fights. Raw dps was never and never will be the most important issue in tf2 balance. In actual fight you don't just stand still and let the opponent shoot you.(unless you are a noob).

Axetinguisher still lets you deal out massive damage if you catch an opponent off guard and the pyros role on the frontlines now is to deflect soldier and demo spam. The only pyro these changes nerf is the w + mouse 1.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Myroc on May 14, 2010, 06:14:13 am
and the pyros role on the frontlines now is to deflect soldier and demo spam.
That's exactly the point. A pyro's main role on the frontline should not be reflecting projectiles. It should be burning people. Like it's supposed to.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 14, 2010, 06:22:54 am
Old lame class offense class "The Pyro" has been replaced with new fun support class "The Compression Blaster!"

Have fun everybody!
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Toady Two on May 14, 2010, 06:43:00 am
That's exactly what I hated in the old pyro. He could run straight into a team fight like a retard die instantly and score some kills just by setting everyone on fire. Apart from being really gay it gave skilled pyros a bad name.

If you don't want to use compression blast then just switch to the backburner. It now has the exact same stats as it used to and kills really fast if you can position yourself. I'll stick with the flamethrower and use the shotgun on other pyros thanks.

Discliamer: has anyone tried crafting crita cola + crita cola + batters helm.

If you can get crit helm that would be awesome :D .
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jreengus on May 14, 2010, 09:15:36 am
That's exactly what I hated in the old pyro. He could run straight into a team fight like a retard die instantly and score some kills just by setting everyone on fire. Apart from being really gay it gave skilled pyros a bad name.

Really? Because either the pyro is running around a corner and ambushing the team in which case they are playing the class how it is intended, and you may as well complain that the engineer can build a level 3 sentry fight like a retard and still get kills when an enemy bumps into it, or else the enemy team is terrible because they allowed a pyro to run all the way up to them without say dealing the 175 damage needed to kill it.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Strange guy on May 14, 2010, 10:36:56 am
If you don't want to use compression blast then just switch to the backburner. It now has the exact same stats as it used to and kills really fast if you can position yourself. I'll stick with the flamethrower and use the shotgun on other pyros thanks.

Actually the backburner has 4% less damage and 40% less afterburn, not to mention how its special ability is pretty useless thanks to a small angle of crits and how the pyro has no movement/stealth abilities.

The changes haven't completely destroyed pyros abilities, but is definitely a nerf in most situations. I am now playing pyro like a combat engineer with the ability to airblast, rather than like a pyro. Sure it's nerfed W+M1 pyros, but that was never effective, at least not compared to W+M1 heavies or spamming demos/soldiers, and has damaged all other pyros as well.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: SHAD0Wdump on May 14, 2010, 12:32:44 pm
People, one last time. If you are trying to say the pyro deserved this 'skill requirement' shove a sock in your mouth other classes get away with the same or worse BS.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Bandages on May 14, 2010, 12:33:30 pm
People, one last time. If you are trying to say the pyro deserved this 'skill requirement' shove a sock in your mouth other classes get away with the same or worse BS.

The soldier comes to mind. Grrrrrr random crockets.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 14, 2010, 01:09:58 pm
Did you even WATCH the video Duke posted?
Yes and bullshit tests are bullshit. It takes the weapon completely out of context, specially since it works different from a shotgun and has no reload times. Plus pyro takes a fixed damage from fire (minimal, which is 1 or 2 per sprite, if I remember well.)

From a personal point of view, I've been killed way more by pyros after the update than before. The ones who aren't good with the AB are using the backburner and that thing does 150ish dps now not counting hits from behind.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 14, 2010, 01:20:53 pm
From a personal point of view, I've been killed way more by pyros after the update than before. The ones who aren't good with the AB are using the backburner and that thing does 150ish dps now not counting hits from behind.
You know, just the same as before.

 And note he did test other classes than the pyro, like the heavy who melee killed a pyro, the scout who scattergun killed the pyro, and the spy who brought him down to one health. Granted a shotgun test would be nice, but the point is still there.

 Also, I cannot accept tests being called bogus when you quote circumstantial evidence of gameplay, which differs depending on the kill of the players and the random nature of combat situations. Your evidence is no better than mine.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: SHAD0Wdump on May 14, 2010, 01:21:43 pm
Did you even WATCH the video Duke posted?
Yes and bullshit tests are bullshit. It takes the weapon completely out of context, specially since it works different from a shotgun and has no reload times.
Are you kidding me? You watched the video and it showed optimal conditions. Meaning in real combat things could only get worse.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: umiman on May 14, 2010, 01:27:20 pm
Guys, stop feeding the trolls.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 14, 2010, 01:29:34 pm
I saw the tests. But pyros don't stand still. Pyros don't come at you in the open. Pyros ambush. Yes, the dps for the flamethrower is lower and they have to work harder, but the dps for the backburner is higher and even so, if they do that, they will die.

And fuck, if you call that an optimal condition, you're insane. That's the -WORST- possible condition for a pyro. In the open face to face. It has always been.

And I'm not trolling. I'm going against this whining.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 14, 2010, 01:32:23 pm
 You say the optimal conditions of a pyro are sneak attacks. This is crap. EVERY class works well under those conditions. Generally if you have the drop on somebody you will win. The difference being that the pyro has no skills that help him do that.

 And again, the Backburner is the exact same as before with less afterburn.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 14, 2010, 01:45:00 pm
Not really. an ambushing pyro can kill an entire group of people. Anyone else is lucky if they get one or two people.

Oh, btw, while loading a TF2 map you might get a nice cute hint with a pyro headshot saying something about the flamethrower and hiding around corners. It's a good hint by the tf2 team themselves.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: fenrif on May 14, 2010, 01:58:05 pm
Not really. an ambushing pyro can kill an entire group of people. Anyone else is lucky if they get one or two people.

Oh, btw, while loading a TF2 map you might get a nice cute hint with a pyro headshot saying something about the flamethrower and hiding around corners. It's a good hint by the tf2 team themselves.

Engie, heavy, demoman.. Yeah none of those can kill a group of people with an ambush. :P
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: ToonyMan on May 14, 2010, 02:03:52 pm
Not really. an ambushing pyro can kill an entire group of people. Anyone else is lucky if they get one or two people.

Oh, btw, while loading a TF2 map you might get a nice cute hint with a pyro headshot saying something about the flamethrower and hiding around corners. It's a good hint by the tf2 team themselves.

Engie, heavy, demoman.. Yeah none of those can kill a group of people with an ambush. :P

Duke is right, I come around back with a Solider and they're losing a few good men.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 14, 2010, 02:06:17 pm
Only the demo is up there with a pyro, if he uses sticky traps well enough.

The heavy's shot get blocked by the person he's shooting at which makes it not that effective, plus he's slow and is likely to not survive it, the engie, well, he has to waste time setting up a sentry to ambush and most likely it will be level 1 and wont kill a group of people. By the time he's done with a level 3, the pyro will have ambushed and killed more people than his sentry will.

The pyro on the other hand, has a huge cone weapon which shots will pass through opponents and hit the next in line. A backburner from behind can kill an entire team in one second.

Duke is right, I come around back with a Solider and they're losing a few good men.
Not if there's a flamethrower pyro watching their backs. ;)

but then again, not even another pyro would do well against that.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: ToonyMan on May 14, 2010, 02:12:20 pm
Why would a pyro be watching his back?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: fenrif on May 14, 2010, 02:13:46 pm
Only the demo is up there with a pyro, if he uses sticky traps well enough.

The heavy's shot get blocked by the person he's shooting at which makes it not that effective, plus he's slow and is likely to not survive it, the engie, well, he has to waste time setting up a sentry to ambush and most likely it will be level 1 and wont kill a group of people. By the time he's done with a level 3, the pyro will have ambushed and killed more people than his sentry will.

The pyro on the other hand, has a huge cone weapon which shots will pass through opponents and hit the next in line. A backburner from behind can kill an entire team in one second.

Duke is right, I come around back with a Solider and they're losing a few good men.
Not if there's a flamethrower pyro watching their backs. ;)

but then again, not even another pyro would do well against that.

So now theres artificial time limits on the ambush? If the engie hasn't set up his sentry properly then it's not an ambush. By that logic I could argue that pyros can't ambush people because they may be low on ammo, or be taunting, or will have low health because someone shot him on the way to his ambush.

And believe me a heavy can take down a decent sized group of people if he catches them unawares. The shots dont get blocked because the minigun has a huge cone of fire, and you dont need to be fast to fill a corridor/room with bullets.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Mr.Person on May 14, 2010, 02:16:36 pm
I saw the tests. But pyros don't stand still. Pyros don't come at you in the open. Pyros ambush. Yes, the dps for the flamethrower is lower and they have to work harder, but the dps for the backburner is higher and even so, if they do that, they will die.

And fuck, if you call that an optimal condition, you're insane. That's the -WORST- possible condition for a pyro. In the open face to face. It has always been.

It's not possible to do a test that simulates real life like you seem to want. The whole point of the test is that the flamethrower does really shitty DPS, something that's backed up and agreed upon by pretty much all the community. Is the Pyro still deadly? Yeah, but he's also no longer a serious threat. I used to occasionally be able to get melee kills on Pyros; now I can melee Pyros with ease.

Also, Pyros ambushing is stupid. How are they supposed to ambush? What situation does a Pyro do well that a Scout can't do just as well at or better?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: SHAD0Wdump on May 14, 2010, 02:17:08 pm
Only the demo is up there with a pyro, if he uses WINBOMBS and PIPES well enough.

The heavy's shot get blocked by the person he's shooting at which makes it not that effective, plus he's slow and is likely to not survive it
Forgetting his minigun has a flippin' huge 500+ DPS at point blank? Pyro can't touch that.
, the engie, well, he has to waste time setting up a sentry to ambush and most likely it will be level 1 and wont kill a group of people. By the time he's done with a level 3, the pyro will have ambushed and killed more people than his sentry will.
He could plop one down and go in shotgun blazing, he could take out a few fellers. But yeah, I'm not seeing why he's in the list. After all, he's in the defense class bordering on support.

The pyro on the other hand, has a huge cone weapon which shots will pass through opponents and hit the next in line. A backburner from behind can kill an entire team in one second.
If they are lined up perfectly in a mambo line maybe. But ridiculous overblown assumptions aside, yes he's got that. But I refer you back to that 500+ DPS heavy...
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jreengus on May 14, 2010, 02:19:18 pm
The pyro's shot not getting blocked can hardly be considered an advantage. Compared to say the spy , who will have a better chance of getting into position, the pyro's flamethrower will deal high damage to the first ambush target. The cone of flame will travel through the victim but unless all the enemies are packed as close together as possible it will deal only minimal damage to the rest of the group resulting in it warning them without threatening them, they turn around and kill the pyro. A spy in the same situation can chain backstabs on most of the group killing instantly without alerting any of the others unless they are exceptionally alert.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Satarus on May 14, 2010, 02:37:46 pm
Flamethrower not being blocked is only useful when you are trying to take out a spy in the milddle of a SG farm.  The SG and other buildings tend to block the splash damage of a solly's rockets or demo's stickies.  Overall, the damage nerf to the flamethrower really hurt most pyros.  The ones who are proficient at reflecting rockets are pretty deadly, but heavies and SGs stop them dead in their tracks.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 14, 2010, 02:48:07 pm
Backburner at point blank is 450ish damage from behind, shadow, not that far off. Of course, nothing beats a minigun at point blank.

I was hoping the pyro would get a stronger afterburn, getting a weaker one is the only change I don't really like. I'd be fine with the time change if the total damage had remained the same, it would mean a better afterburn.

But gee, fine I lose. I don't think I care anymore. Good luck getting the TF2 team to change that back. People got the scouts' FaN changed, so... who knows?

(Btw, if you don't AB, please do try using the backburner, it does close to the same damage the original flamethrower did and you get the 90ish degrees of x3 damage.)

Edit: Fixored brainfart moment and edited something.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Volatar on May 14, 2010, 02:52:50 pm
you get the 160 degrees of x3 damage.)

From experience, it sure seems a LOT less than 160 degrees...
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 14, 2010, 02:58:31 pm
you get the 160 degrees of x3 damage.)
From experience, it sure seems a LOT less than 160 degrees...
Yeah, I had the spy angle in mind and even typoed it (180 instead). It's 90 or 100ish I think. I really shouldn't be typing while I'm cooking.  >:(
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Toady Two on May 14, 2010, 03:16:31 pm
I think its all part of the UP/OP whining cycle. People will bitch enough about a class being weak it will get an insane boost/item that will make it totally dominate again. That boost will make another class seem inadequate so people will start whining about that and the item/class will get an nerf and so on ad nausea. Its really funny people get so excited about this small damage nerf(combined with a compression blast buff) considering how many other changes there were in the history of tf2 that made a class  truly subpar. Does anyone remember what the pyro was like before the pyro update that gave him the backburner. He was an underdog, flamethrower dps was along the lines of what it is today and there was no compression blast.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Myroc on May 14, 2010, 03:21:48 pm
From personal experience I will say that its a lot less than 90 degrees.

Furthermore, your argument about pyros not standing still in combat is invalid. No one stands still in combat.* Scouts are even MORE adept at dodging, have more mobility to set up ambushes, and as has just been proved, they still get more dps than the pyro does. Spies have cloak and don't have to depend on hiding behind corners to ambush, plus they can insta-kill anyone from behind with a much larger angle of opportunity than a Backburner pyro, who still only gets crits from behind.** The Heavy is, granted, slower than the pyro, but neither of them has any special abilities to set up ambushes, and Heavy ambushes are far more effective than a Pyro's ever will be.

*With the possible exception of the engineer.
**And no, crits with a flamethrower at point blank range does not always mean death. I speak of personal experience.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 14, 2010, 03:37:40 pm
I got really ticked by the FaN changes to be honest, since it hardly forces a nature anymore unless you're at close to point blank range and even so it isn't as good and controllable as it was before. I used to sling people up, bonk them in the air and meet them on the ground with a second shot on the face. But, *shrugs* I still try to play with it even tho I don't do as well in that case.

And dude, I already gave up, you're right, rejoice in your victory.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 14, 2010, 03:58:46 pm
It's fine. I didn't mean to be rude. I just got a lot of flaming for still thinking the pyro does great. :(
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Myroc on May 14, 2010, 04:00:48 pm
It's fine. I didn't mean to be rude. I just got a lot of flaming for still thinking the pyro does great. :(
It still has potential to be truly awesome, but the difficulty ramp has been ramped up significantly.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: SHAD0Wdump on May 14, 2010, 04:50:00 pm
It's fine. I didn't mean to be rude. I just got a lot of flaming for still thinking the pyro does great. :(
It still has potential to be truly awesome, but the difficulty ramp has been ramped up significantly.
The only reason I got all pissy is because I don't like the premise of 'pyro now requires more skill! If you want to dick around play soldier heavy or demoman!'

 Seriously, pyro does not need to be a damn 'skill class'.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Toady Two on May 14, 2010, 05:24:20 pm
I just fired up tf2 to and went on a killing spree as pyro. Switched from Flamer/Shotty/Axetinguisher to Backburner/Shotty/Homewrecker My k:d stats rarely fell below a 2:1 ratio and were as good as 21:5 at one point on Goldrush as BLU. I play for fun and don't consider myself a skilled player.

I say the pyro is fine. A theorycraft video doen't prove anything unless you test it on an acutal sever with actual competent players. The pyros main role is to ambush and cause chaos in the enemy team, not to lead charges. (though I have done that with help of a medic quite comeptently).

As it is now, if you like to airblast, go Flamethrower. If you like ambush and outmaneuver, go Backburner. If you like to w + mouse 1 go Q_Q.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 14, 2010, 05:47:09 pm
↑ = ♥
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Strange guy on May 14, 2010, 06:59:02 pm
As it is now, if you like to airblast, go Flamethrower. If you like ambush and outmaneuver, go Backburner. If you like to w + mouse 1 go Q_Q.

But airblasting is very circumstantial, ambushing on a class without movement/stealth/damage related (eg bonk) abilities isn't enough for an entire playstyle, and W+M1 always sucked, and there was always far more successful and equally skill-less opportunities for other classes.

The pyro was just about a decent class with fire damage+ airblast, but now they are forced to choose between the two when neither are that good.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: kg333 on May 14, 2010, 08:38:45 pm
It's fine. I didn't mean to be rude. I just got a lot of flaming for still thinking the pyro does great. :(
It still has potential to be truly awesome, but the difficulty ramp has been ramped up significantly.
The only reason I got all pissy is because I don't like the premise of 'pyro now requires more skill! If you want to dick around play soldier heavy or demoman!'

 Seriously, pyro does not need to be a damn 'skill class'.

This.  Heck, I considered Pyro to be one of the classes good for a beginner to start on, because it didn't take too much to play on a level where they could hold their own.  And skilled players could still take the Pyro to an entirely different level. 

Now it's nearly impossible for a beginner to play.  For someone starting out with no unlocks, they have to learn to airblast, one of the trickiest things to do well in TF2, learn to switch weapons quickly and use the Axtinguisher (once they get it), or wait until they get the Backburner.  As someone pointed out earlier, a class should not be gimped to the point of being nearly unplayable simply because they're using the default equipment.

KG
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Volatar on May 14, 2010, 08:58:10 pm
As someone pointed out earlier, a class should not be gimped to the point of being nearly unplayable simply because they're using the default equipment.

That would be me  :-\
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Zai on May 14, 2010, 09:05:50 pm
I still have fun with the Pyro, and that's all that matters to me.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sowelu on May 15, 2010, 01:17:22 am
This.  Heck, I considered Pyro to be one of the classes good for a beginner to start on, because it didn't take too much to play on a level where they could hold their own.  And skilled players could still take the Pyro to an entirely different level. 

Meet the new Heavy!
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 15, 2010, 03:13:49 am
As someone pointed out earlier, a class should not be gimped to the point of being nearly unplayable simply because they're using the default equipment.
That would be me  :-\
I don't know where he's coming from. I use AB against everyone, not just demo/soldier/uber/bonk. If you control how your opponent moves, you can throw every fire you got on his face.

My default set for the pyro is: Flamethrower, Flare, Wrecker/Axtinguisher. I almost never use the backburner and I don't really see a need to use it to keep a K/D ratio higher than 1.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Volatar on May 15, 2010, 07:03:57 am
As someone pointed out earlier, a class should not be gimped to the point of being nearly unplayable simply because they're using the default equipment.
That would be me  :-\
I don't know where he's coming from. I use AB against everyone, not just demo/soldier/uber/bonk. If you control how your opponent moves, you can throw every fire you got on his face.

My default set for the pyro is: Flamethrower, Flare, Wrecker/Axtinguisher. I almost never use the backburner and I don't really see a need to use it to keep a K/D ratio higher than 1.

You are missing the point. To work that equipment so well you require skill, which newbies - who only have that equipment - do not have.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sensei on May 15, 2010, 10:41:16 am
I will further affirm that the pyro nerf was extreme and more than necessary. I killed plenty of pyros before, now it feels like they're not really a threat. Maybe if the angle for crits was increased, but that is still not what the class' other skills lend him to.

On a lighter note, I've begun hammer-tampering. Tell me what stupid (and small) first map I should make.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Mr.Person on May 15, 2010, 01:17:41 pm
I don't know where he's coming from. I use AB against everyone, not just demo/soldier/uber/bonk. If you control how your opponent moves, you can throw every fire you got on his face.

My default set for the pyro is: Flamethrower, Flare, Wrecker/Axtinguisher. I almost never use the backburner and I don't really see a need to use it to keep a K/D ratio higher than 1.

I think people were referring to the Axestinguisher.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 15, 2010, 01:35:15 pm
Not sure. I've seen quite a few pyros without it lately. Apparently being able to melee effectively without having someone on fire is pretty darn good as I got killed by a plain axe a few times by a pro pyro. I have to try that setting myself to see if it's better in certain settings.

When I was a newbie, I found the pyro to be a hard class to play, to be honest. In fact, it's the last class I actually got the hang of. I went somewhere in the lines of:

heavy -> engie -> demo -> scout -> sniper -> spy -> medic -> soldier -> pyro

Even tho heavy was my first class, I can't really play it effectively. I think the class and equipment I play good with depends a -lot- on the map I'm playing.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Mr.Person on May 15, 2010, 01:56:35 pm
I used to be really good at being a Spy. I have 100 hours as a Spy. I loved the options the Cloak and Dagger gave me.

And you know what? I hate playing Spy now. I just can't do it anymore.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: ToonyMan on May 15, 2010, 02:56:37 pm
I tend to shy away from spy because I get so stressed playing as him.  Funny enough my least stressful class is medic.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duuvian on May 15, 2010, 03:19:34 pm
Mine is demo I think. I stayed alive for 10:16 in one life on a demo today on vengeance or revenge or whatever the map with an upper and lower bridge with the lower going to sewers.

By the way, is there a Bay12 server to play on or a tag I should put on my name?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sensei on May 15, 2010, 03:23:25 pm
The Bay 12 server hasn't been busy... there is the [DFC] tag, for the Dwarf Fortress Community group. That's not specifically Bay 12 though.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Zai on May 15, 2010, 03:42:15 pm
The Bay 12 server hasn't been busy... there is the [DFC] tag, for the Dwarf Fortress Community group. That's not specifically Bay 12 though.
...If you're going to say "Bay 12 server" and then say the DFC isn't specifically Bay 12, you're contradicting yourself.

DFC group page here:
http://steamcommunity.com/groups/dwarfortress?
DFC TF2 server IP:
217.163.31.206:27015

We'll be having a scheduled game tomorrow.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: returntonull on May 15, 2010, 07:21:25 pm
I tend to shy away from spy because I get so stressed playing as him.  Funny enough my least stressful class is medic.

Kinda goes with the first law of spying: "Everyone is out to kill you. Even your own team."

At least as a medic it's only the other team.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 15, 2010, 08:16:17 pm
Spy is my main; I can regularly top scoreboards as it but I don't find it as fun as I used to. Also, its unlocks are all useless in a typical scenario so my playstyle hasn't changed at ALL with the update.

I made the mistake of branching out to pyro before this update. >_<
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: returntonull on May 15, 2010, 08:34:59 pm
Spy is my main; I can regularly top scoreboards as it but I don't find it as fun as I used to. Also, its unlocks are all useless in a typical scenario so my playstyle hasn't changed at ALL with the update.

Ha. Totally. The Cloak and Dagger is at least good on Defend maps, but the Ambassador and Dead Ringer are really more gimmicky than useful.

Could always jump on Heavy. I always tend to think of Pyro as basically a faster heavy with less damage and less range. Ninja Heavies are scary.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 15, 2010, 08:36:46 pm
The problem with C&D and DR is that they force you to work more to manage your cloak, and any time you're managing your cloak you aren't, say, sapping a sentry as a demoman or pyro rounds the corner or backstabbing a medic.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: returntonull on May 15, 2010, 08:41:48 pm
The problem with C&D and DR is that they force you to work more to manage your cloak, and any time you're managing your cloak you aren't, say, sapping a sentry as a demoman or pyro rounds the corner or backstabbing a medic.

Pretty much. I always get more done when I'm using the regular watch. Got into the bad habit of using the C&D for awhile. You start taking the cloak for granted and sit around too much waiting for times to strike instead of actually doing so. Switching back to the regular watch after that was the most refreshing time as spy I've ever had.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: dragnar on May 15, 2010, 08:42:20 pm
The cloak and dagger is pretty useful, and the dead ringer is awesome... if you can actually master it. That thing is a totally different playstyle.

The ambassador on the other hand is the only pistol I ever consider using. It's the fastest way to take out snipers with the razorback. Just headshot, then finish them off: they will have only 5 hp if they were at max.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: returntonull on May 15, 2010, 08:45:15 pm
The ambassador on the other hand is the only pistol I ever consider using. It's the fastest way to take out snipers with the razorback. Just headshot, then finish them off: they will have only 5 hp if they were at max.

I don't remember... did they switch it to a full crit? It was three shots Ambassador or not last time I remember bothering.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sensei on May 15, 2010, 08:49:24 pm
Ambassador always seemed too weak to me.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: dragnar on May 15, 2010, 08:53:39 pm
The ambassador on the other hand is the only pistol I ever consider using. It's the fastest way to take out snipers with the razorback. Just headshot, then finish them off: they will have only 5 hp if they were at max.

I don't remember... did they switch it to a full crit? It was three shots Ambassador or not last time I remember bothering.
The ambassador never crits normally, and it has reduced damage. But headshots always deal exactly 120 damage.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Ze Spy on May 15, 2010, 08:55:45 pm
Ambassador used to be Weak , 5 head shots to kill a scout and 4 revolver shots to kill a scout , it was last time , now the Ambassador is furfaggotivly overpowered , you'll be taking down medic-heavy combos in seconds with that
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: returntonull on May 15, 2010, 08:59:04 pm
Ambassador used to be Weak , 5 head shots to kill a scout and 4 revolver shots to kill a scout , it was last time , now the Ambassador is furfaggotivly overpowered , you'll be taking down medic-heavy combos in seconds with that

I had one when it was using the bounding box for hits. >:D
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 15, 2010, 09:40:52 pm
The ambassador depends on your aim, to be honest. I use the regular revolver as I don't want to be bothered to aim with the spy. But I know some snipers who use ambassador as a spy and damn. It's headshot after headshot.

I like the DR more than the other cloaks and I use it fairly well... On average, I activate it 3 to 4 times per life and keep a higher than 1:1 K/d ratio. I can't say the same about the soldier or heavy, sadly. My sucky classes. I do have good days with them, but then again, who doesn't have a good day with a random class?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jakkarra on May 15, 2010, 10:09:29 pm
The ambassador on the other hand is the only pistol I ever consider using. It's the fastest way to take out snipers with the razorback. Just headshot, then finish them off: they will have only 5 hp if they were at max.

I don't remember... did they switch it to a full crit? It was three shots Ambassador or not last time I remember bothering.
The ambassador never crits normally, and it has reduced damage. But headshots always deal exactly 120 damage.

102.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: SHAD0Wdump on May 15, 2010, 10:12:37 pm
102.
I thought it was 105...
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Org on May 15, 2010, 10:14:01 pm
I play TF2.
I like the Demoman.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: SHAD0Wdump on May 15, 2010, 10:20:56 pm
I play TF2.
I like the Demoman.
*Booooo*

*Hisss*

*Phooey*

*rotten tomato throwing*
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Greiger on May 15, 2010, 10:34:40 pm
Ya know you think the penguins would get along better.  I mean they went to war in the mobile battlefortress together.  But here one is throwing tomatoes at another just because he likes the demoman.

...

MAGGOTS! *throws tomato at Org*
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Zai on May 15, 2010, 10:39:43 pm
Right after the War! update, I began using Demoman (I had an hour or so playing it before the War!) and got pretty good with it using Targe and Eyelander (but who didn't with those two, really?), but I mostly used the 'Nade launcher. I got good with it, and not really in a "spamoman" (I'd not heard that term until someone mentioned it in this thread a week or two ago around the time of the pyro de/buff update) type of way. But then I took a break from TF2 for a while, and I'm not so good with it anymore. So meh.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 15, 2010, 11:04:00 pm
The thing with Ambassador is it's not as good for a few things I like:

Damaging someone as I check which ways will make good exits if I'm caught (i.e. which ways don't lead to other enemies, that is) because I have to line up a shot to have a decent chance of killing.
Eliminating buildings from a distance (or damaging them to force the engie to stay on them)
Killing people (at most ranges, unless you manage to snipe from where they can't see you, being able to pump out boolit after boolit gives you better dps than the Ambassador ever since they removed the thing where it can still get crits even if it isn't at full accuracy, as long as it hits the head).
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 15, 2010, 11:05:59 pm
 I noticed that the first shot of the revolver always seems to be perfectly accurate, with a two second or so cooldown time. No headshot crits, but it does allow one to shoot targets far away.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: returntonull on May 15, 2010, 11:16:56 pm
I noticed that the first shot of the revolver always seems to be perfectly accurate, with a two second or so cooldown time. No headshot crits, but it does allow one to shoot targets far away.

Pretty much, the timing is about reload time. So shoot, reload, shoot, reload, will get you always perfectly accurate shots.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 15, 2010, 11:26:27 pm
 Autoreload, which normally make the Ambassador inoperable as every other second your screen is completely covered by the reload animation, is useful here for timing.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Mr.Person on May 16, 2010, 04:22:39 am
I noticed that the first shot of the revolver always seems to be perfectly accurate, with a two second or so cooldown time. No headshot crits, but it does allow one to shoot targets far away.

The first shot of any rapid fire weapon is straigh-down-the-barrel accurate. This includes Sasha, by the way. So if you're trying to shoot a Sniper from far away, shoot one shot every ~1.7 seconds or so (that's about how long it takes to reset).
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Ze Spy on May 16, 2010, 06:27:38 am
its 1.25 seconds

Dummkopfs

also , the Targe and Eyelander seems quite overpowered , one targe'd slash is enough to Decapitate a Soldier , and thats what i usally play

one Targe'd slash is enough to reduce a heavy's health right down to 25 , provided if you charged the lenght needed to get a full out Crit
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jreengus on May 16, 2010, 06:44:51 am
Targe is hard to get up close, the pyro, heavy, soldier and demo all have the ability to foil a charge.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 16, 2010, 08:10:36 am
Solutions: be scout (move sideways, or FAN-jump over him while shooting his head as you go to REALLY piss him off), rocketjump away, airblast (if you backburn you deserve to eat sword anyway), pipebomb him, let him run onto stickies, or sticky jump away, be heavy (superfast spinup and tight cone will make a mess of him before he gets near, sandvich after if he hits you 'cause it can't kill you), be near a sentry, sidestep as any class.

That's readily available counters for 5 of the classes, a solution that's easy to set up for a sixth. Sniper can sidestep-jarate-noscope to deal with the Eyelander's range boost, Spy can shoot him or just go "fuck it" and turn invis then run, medic just has to avoid the first hit and run until it finds someone eager to help in return for healing or can run-and-syringe between the Targe's charge-up times.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Toady Two on May 16, 2010, 10:12:57 am
Demoknight is fun to play but its not really a serious problem for the opponent. Chargin' Tards used to be annoying right after the update when there was a lot of them. Now, if I get decapitated (and that never happens if I see it coming) I just go huh?, laugh and carry on. Its like getting sniped or backstabbed really.

What is really scary is if the demo caps 4 heads and switches to sticky launcher. If hes careful he can hold his ground for quite some time like that.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Org on May 16, 2010, 10:16:09 am
What is wrong with the Backburner?
I like using it. I sneak up on enemy team, flame them, and usually most die.

Sooo, what server?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Toady Two on May 16, 2010, 10:28:36 am
Before the Flamethrower damage nerf the Backburner was the symbol of the "w + mouse 1" Pyro. Now its quite useful as long as you take the side routes to the enemy and don't get caught up in soldier/demospam since it kills faster.

It changed from being a giant "I am a noob" sign to an actual sidegrade.

PS: Lets not go back to the pyro nerf discussion.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Org on May 16, 2010, 10:42:33 am
I am on now. I assume we are on PCs?

Anyway, profile name is Org

Add me as a friend.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sensei on May 16, 2010, 12:24:04 pm
Yesterday as a heavy I melee killed a pyro. This should not occur.

Anyway, Hammer is a really annoying tool.  :-\
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: returntonull on May 16, 2010, 02:14:59 pm
Yesterday as a heavy I melee killed a pyro. This should not occur.

Anyway, Hammer is a really annoying tool.  :-\

Welcome to just about every map editor ever. Although I kinda do wish carve worked correctly, or that it didn't flip out over certain vertex tortured shapes.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sowelu on May 16, 2010, 02:30:35 pm
Yesterday as a heavy I melee killed a pyro. This should not occur.

I've killed just about every class as every other class with melee.  If you get a crit, or they just don't turn around, you embarrass them which is as it should be.

The Pyro has his speed working for him.  It's kinda like if you pummeled a scout to death...
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Mr.Person on May 16, 2010, 03:29:39 pm
Just as TF2 had its 119'th update, this thread shall have its 119'th page!
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Bandages on May 16, 2010, 03:35:18 pm
Are we still complaining about pyros?

Man, that was SO last week, we should really complain about something new. Scouts, man. fuckem.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 16, 2010, 03:50:25 pm
 That crit rate on the ubersaw man. It seems to change depending on the player.

 Kills by ubersaw: 50% normally 50% crits.
 Deaths by ubersaw: 100% crits.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: returntonull on May 16, 2010, 04:03:30 pm
That crit rate on the ubersaw man. It seems to change depending on the player.

 Kills by ubersaw: 50% normally 50% crits.
 Deaths by ubersaw: 100% crits.

Haha. Man I remember being so pissed that it filled your uber and -still- crit when the medic update hit. IMBA!
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sensei on May 16, 2010, 04:06:14 pm
Yesterday as a heavy I melee killed a pyro. This should not occur.

I've killed just about every class as every other class with melee.  If you get a crit, or they just don't turn around, you embarrass them which is as it should be.

The Pyro has his speed working for him.  It's kinda like if you pummeled a scout to death...
After he ambushed me. No crits.

That crit rate on the ubersaw man. It seems to change depending on the player.

 Kills by ubersaw: 50% normally 50% crits.
 Deaths by ubersaw: 100% crits.
I was genuinely under the impression for some time that the engineer's Wrench automatically got crits against disguised spies.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Volatar on May 16, 2010, 04:31:55 pm
That crit rate on the ubersaw man. It seems to change depending on the player.

 Kills by ubersaw: 50% normally 50% crits.
 Deaths by ubersaw: 100% crits.
I was genuinely under the impression for some time that the engineer's Wrench automatically got crits against disguised spies.

The wrench does give more crits than any other melee weapon though...
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Mr.Person on May 16, 2010, 04:40:07 pm
No, it's just that damage your sentry does increases your crit rate. The same is true for a Medic's patient damage counting for raising the Medic's crit rate.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sensei on May 16, 2010, 04:41:13 pm
Weird, I had no idea.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Bandages on May 16, 2010, 04:44:44 pm
No, it's just that damage your sentry does increases your crit rate. The same is true for a Medic's patient damage counting for raising the Medic's crit rate.

Could you elaborate on this mechanic, please?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Greiger on May 16, 2010, 04:52:11 pm
It's not just medics and engies, all classes crit rate increases the more damage they inflict.  When playing soldier and doing really good for a period of time I sometimes found myself firing 2 or 3 crockets in a row. And then people complain about crits and ask for them to be turned off.

...and then because people can't deal with a little bit of random element, half the time the crits get turned off and Team Fortress just gets a little more uninteresting and boring.

I think the crit rate maxes out at 10% for everyone but I might remember the figures wrong.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jreengus on May 16, 2010, 04:52:54 pm
No, it's just that damage your sentry does increases your crit rate. The same is true for a Medic's patient damage counting for raising the Medic's crit rate.

Could you elaborate on this mechanic, please?
Crit chance is increased based on damage done, it's part of the positive reinforcement mechanic TF2 focuses on. Do well and you'll do better, crit chance is directly related to damage done over the past few seconds, the TF2 blog has done at least one in-depth post on this. One of the core ideas behind TF2 mechanics is that stalemates are bad thus they utilise a lot of positive reinforcement ideas, do well and you will do better, this means a team which is only slightly better than the other will receive additional help to overcome a dug in enemy. If you're on a killing spree your crit chance increases, this helps your team and also helps create those awesome moments when you are on fire and no-one can touch you. Of course the simple fact crits are random crits helps weaker players too, it's no fun to die all the time and random crits help give you an edge over more experienced players occasionally. A lot of thought went into TF2, it was in development for a lot of time so you wont find any area that hasn't had a large opart of the team debating and focusing on for a large amount of time.

I agree with Greiger, crits have had a lot of thought put into them, the only time TF2 shouldn't have them is during professional tournaments when random chance cant be a deciding factor. Unfortunately people remember the times they die to crits not the times a crit helped them take out half the enemy team or gain a revenge kill on that enemy that has dominated them the past 2 games.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jakkarra on May 16, 2010, 04:54:58 pm
When you do damage, your critrate increases, your sentry is considered as "You" as far as damage goes, as is a patient of yours if you are a medic.

The sentry does heavy damage to classes, which increases your critrate by a huge margin.

Here, look at this:

(http://tf2wiki.net/w/images/f/fe/CritHitChanceGraph.jpg)
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Mr.Person on May 16, 2010, 04:57:00 pm
Melee weapons have a much higher chance of critting. I think it's an extra 10 or 15%, I'm not sure.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Bandages on May 16, 2010, 05:23:17 pm
Ah, thank you everyone!

You're all so helpful, I love this forum.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: ToonyMan on May 16, 2010, 05:30:24 pm
And the forum loves you back.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jakkarra on May 16, 2010, 05:37:35 pm
Ah, thank you everyone!

You're all so helpful, I love this forum.

I stabbed you in the back last game, when you were eating in doublecross.

Remember?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Bandages on May 16, 2010, 05:38:55 pm
Yeah, I logged onto the server, and then for the 40 seconds I was playing it was lagging like a mudder, then you stabbed me and lol'd.

so I decided to play on a less-laggy server :p
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: zchris13 on May 16, 2010, 06:00:00 pm
The server is in like russia or something. That's why it lags.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jakkarra on May 16, 2010, 06:01:24 pm
It's in england.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Bandages on May 16, 2010, 06:02:38 pm
It's in england.

Ah, I am in Seattle. So ends the mystery of the mysterious lag.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: SHAD0Wdump on May 16, 2010, 06:06:38 pm
It used to be better, but now it lags like nobodies business for me.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sensei on May 16, 2010, 07:21:54 pm
Was a while since I was on, but last time I played (and I'm in Bellevue, 40 minutes' travel from Seattle) it was fine.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 16, 2010, 07:41:28 pm
 For the most part it is fine for me, but some things are a little bullshitty on the server. Like fire having a smaller rage than airblast, or arrows that I can see quite clearly in a persons head being counted as a bodyshot, and the usual nature of around the corner kills because of lag compensation, which is extra weird on this server.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Ze Spy on May 17, 2010, 12:46:12 am
Ranged Weapons : 2% Crit chance

Meelee Weapons : 15% Crit Chance

just to clear that up : the crit increase is by the last 20 seconds , also , there is a reason i hate crits , and therefore play on Non-Cirt Servers , it works better and has a higher chance of owning instead of gettin' owned by a random crit Grenade that does like 300 damage

also , Duke , i remember Critting you with a random Stray Crocket while you were sitting in that corner , who told you to hide in there anyway?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 17, 2010, 01:14:22 am
 Splash damage I understand, and because critical shots have no falloff the entire splash radius of the rocket launcher is death. More than likely a normal rocket at that corner would have done 20 damage.

 But that is not the point. I'm talking about non-splash weapons like the minigun and arrows. Where other servers I can accept a fraction of a second where such projectiles would hit me when I leave the LOS due to lag compensation the DFC server has like a whole second of it. This may just be the distance between me and the server, but it makes me not like playing there.

 That and comp people sometimes play there. I'm not playing when somebody on the enemy team has perfect aim with the ambassador.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Mr.Person on May 17, 2010, 01:18:31 am
I agree with Greiger, crits have had a lot of thought put into them, the only time TF2 shouldn't have them is during professional tournaments when random chance cant be a deciding factor. Unfortunately people remember the times they die to crits not the times a crit helped them take out half the enemy team or gain a revenge kill on that enemy that has dominated them the past 2 games.

I dispute this notion, especially when the random chance is skill-weighted and contests are frequent enough that the luck won't decide all by itself the outcome of a statistically relevant number of encounters. In other words, since you get so many chances to kill your opponents and go for the objective, it's not necessary that every single encounter be 100% determined by player skill. It's acceptable to have some element of chance as long as the system is both favorable a more skilled player and mitigatable by the unfavored player through skill. Getting more crits as you do more damage definitely counts for being skill favored.

That's not to say that I think TF2's crits are 100% appropriate for tournaments, though. Specifically, very close range crockets are impossibly hard to dodge and spell certain death for 8 of the classes and near-death for the Heavy. Crickies are also stupidly deadly, and most other crits (except shotgun crits) are far too deadly and hard to avoid to be called mitigatable. In more cases, getting hit by a crit means you die, and if you're not dead, you're very close. But the point I'm trying to make is, deterministic winner-favouring non-dominating random chance is not something to automatically shun in tournaments. Look at Poker. People bet hundreds of thousands of dollars at tounraments on a game where winning or losing a hand is determined by chance alone, yet you can't look me and say with a straight face the Poker isn't a skill-intensive game. (Before anybody PM's me, all I'm saying is that no matter how you bet, despite the fact you'll lose a ton of cash, you'll still win a couple hands.)

You have to look at luck elements on a case-by-case basis. Sometimes, the random chance adds something to the game. Specifically, if a skilled player can overcome the advantage the dice have given their less skilled opponent, then you're really only changing the path to victory, not the fact you actually won. A highly varied number of situations for the player to overcome is indicative of a fun and highly skill-intensive game.

So I think the crits system could be improved in many ways. The most important one boils down to changing it so you have a 7% to 10% chance of a mini-crit, but as you do more damage, more and more of those mini-crits get turned into full crits. That way, skilled lucky players get rewarded with cool kill-streaks while less skilled players still get chances to take down more skilled players, just not in an "I crit, you die" kind of way, it's more of an "I mini-crit, making up for the attacks I missed with earlier" deal.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jreengus on May 17, 2010, 01:37:46 am
The problem with crits in tournaments is that they can decide who wins with skill taking no part in it. In poker luck determines how strong a position you are in and you then use skill to carry through from that position to win, even a weak hand can work well for you. In TF2 skill determines the strength of your position but a simple crit can wipe all that away and hand a win to the other team regardless of who was the better player. It's the equivalent of having poker players roll a dice when then they fold and they are automatically all in if they roll a 6, the luck is unaffected by their skill.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Mr.Person on May 17, 2010, 01:52:55 am
The problem with crits in tournaments is that they can decide who wins with skill taking no part in it. In poker luck determines how strong a position you are in and you then use skill to carry through from that position to win, even a weak hand can work well for you. In TF2 skill determines the strength of your position but a simple crit can wipe all that away and hand a win to the other team regardless of who was the better player. It's the equivalent of having poker players roll a dice when then they fold and they are automatically all in if they roll a 6, the luck is unaffected by their skill.

You either did not read the entirity of my post or didn't fully understand it. I addressed this issue already and in fact stated outright that crits being overly deadly is the reason they're not appropriate for tournaments.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jakkarra on May 17, 2010, 01:56:12 am
Crits are dumb.

Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Toady Two on May 17, 2010, 02:47:40 am
Servers without crits are boring.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jreengus on May 17, 2010, 03:55:32 am
The problem with crits in tournaments is that they can decide who wins with skill taking no part in it. In poker luck determines how strong a position you are in and you then use skill to carry through from that position to win, even a weak hand can work well for you. In TF2 skill determines the strength of your position but a simple crit can wipe all that away and hand a win to the other team regardless of who was the better player. It's the equivalent of having poker players roll a dice when then they fold and they are automatically all in if they roll a 6, the luck is unaffected by their skill.

You either did not read the entirity of my post or didn't fully understand it. I addressed this issue already and in fact stated outright that crits being overly deadly is the reason they're not appropriate for tournaments.
My apologies if I misread your post, I haven't slept for over 24 hours and am currently running purely on caffeine.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Siquo on May 17, 2010, 04:57:06 am
Crits are awesome!

I killed a Heavy as a pyro, full frontal attack! Without crits, that's not possible...

Pyro is still playable, but has a more limited use. He's fun in doublecross though, now that you get kills for blasting people off  :D
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Schilcote on May 17, 2010, 11:42:20 am
The problem with crits in tournaments is that they can decide who wins with skill taking no part in it. In poker luck determines how strong a position you are in and you then use skill to carry through from that position to win, even a weak hand can work well for you. In TF2 skill determines the strength of your position but a simple crit can wipe all that away and hand a win to the other team regardless of who was the better player. It's the equivalent of having poker players roll a dice when then they fold and they are automatically all in if they roll a 6, the luck is unaffected by their skill.

You either did not read the entirity of my post or didn't fully understand it. I addressed this issue already and in fact stated outright that crits being overly deadly is the reason they're not appropriate for tournaments.
My apologies if I misread your post, I haven't slept for over 24 hours and am currently running purely on caffeine.

Actually, the statement he made was the point of crits, as Valve said. They're to occasionally reduce the influence of skill. The idea was that a newbie would never, ever have any chance of taking down an experienced player, and getting killed constantly is boring. Knowing this, Valve made it so that there's a small chance of getting a crit, so that a noob can occasionally get a kill on a player he would normally have no chance against. Sorry to say, loosing ISN'T fun, (except in DF) it's the CHANCE of loosing that makes WINNING fun. If you couldn't loose, it'd be boring, but an impossible game is just as boring.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Nilocy on May 17, 2010, 12:07:08 pm
Crits also had a "fun factor" to the game. Hell, its ok being a heavy a pew pewing a single person. But whats more fun is a single heavy pew pewing an entire team. It makes the opposite team think on their toes.

Also, how can you hate crit wrenching an invisible spy?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Schilcote on May 17, 2010, 12:37:11 pm
Also, how can you hate crit wrenching an invisible spy?

I love it.

I actually got accused of hacking because I kept shooting down a certain spy while he cloaked. He kept hiding in the same places...
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Volatar on May 17, 2010, 01:12:54 pm
200th page ftw!  8)
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 17, 2010, 01:16:22 pm
You guys should join me on the Team Interrobang servers.

!votegravity 0 0

:D
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Siquo on May 17, 2010, 01:46:37 pm
I like crits. Getting killed by them 10 times is made up by doing something awesome (killing 5 people in a row) once.

It's not chess.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Volatar on May 17, 2010, 02:13:44 pm
You guys should join me on the Team Interrobang servers.

I was in that Steamgroup (and played on the servers. Server #5 late at night = awesome) but I got annoyed with the CONSTANT event spam.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jakkarra on May 17, 2010, 03:39:35 pm
Because that spy is usually me.

If it were not for Melee crits, i would almost never lose a duel.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 17, 2010, 05:47:39 pm
There's not really event spam; they just send out notifications when a server needs help starting.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Volatar on May 17, 2010, 06:08:34 pm
10 events within 3 hours is spam to me. Regardless of its legitimacy.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: SHAD0Wdump on May 17, 2010, 06:10:54 pm
10 events within 3 hours is spam to me. Regardless of its legitimacy.
Yes. I left the 'Prop Hunt' group because of this.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 17, 2010, 06:11:31 pm
10 events within 3 hours is spam to me. Regardless of its legitimacy.
That's more events than we have active servers. Couldn't have happened.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Evilgrim on May 17, 2010, 06:30:09 pm
Heh, I'm all for crits, nothing makes me feel better than getting a few consecutive crits with the hunstman and dropping a few soldiers.
Ohh yeah, I love the sniper.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Volatar on May 17, 2010, 07:11:13 pm
10 events within 3 hours is spam to me. Regardless of its legitimacy.
That's more events than we have active servers. Couldn't have happened.

It did. 3 servers sending out multiple events rapidly.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sensei on May 17, 2010, 07:58:24 pm
As far as crits go, I don't really like them. I think that 'fun' factors which are dubiously fair (for which there is plenty of room) should be more spectacular than sometimes doing a lot of damage- a sudden, "Hey guess what, half gravity for 60 seconds!" can be silly and make players think on their feet. Crits don't really invoke any strategy (other than knowing that sometimes you just die, so don't bet everything on one charge).
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 17, 2010, 07:59:35 pm
Volatar, you might've run into the Announcement Duplication glitch, where you get... well, the name says it all, really. You get the same announcement multiple times.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Volatar on May 17, 2010, 08:47:41 pm
Nope. All different announcements.

On crits: I like 'em.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Bandages on May 17, 2010, 08:49:18 pm
Crits only annoy me when a soldier randomly crockets me apart.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sowelu on May 17, 2010, 09:32:15 pm
I like crits because they're not strategic.  If they were, it would take away the point of them...

Also, I wish I could make Steam not pop up with stupid event announcements or even "your friend is now playing X" most of the time.  I've got, like, four people who I care if they're playing.  Everyone else, I'd be happy to MANUALLY open my friends list and see "Oh hey, five of my buddies are on that server, I think I'll join it".  As it is, I choose not to have friends, instead.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: dragnar on May 17, 2010, 09:32:55 pm
I dislike crits, but only because they NEVER work in my favor. I'm a spy with the ambassador. I don't get crits, just headshots and backstabs.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: The Doctor on May 17, 2010, 09:48:56 pm
There's an option in settings that lets you disable friend announcements.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Mr.Person on May 17, 2010, 09:49:38 pm
As far as crits go, I don't really like them. I think that 'fun' factors which are dubiously fair (for which there is plenty of room) should be more spectacular than sometimes doing a lot of damage- a sudden, "Hey guess what, half gravity for 60 seconds!" can be silly and make players think on their feet. Crits don't really invoke any strategy (other than knowing that sometimes you just die, so don't bet everything on one charge).

That's actually a good idea. What if every weapon's crits were different? Instead of crockets being nukes that deal ~300 damage to anything that DARES to get hit, instead it does normal damage, but has a triple blast radius and triple pushback. Flamethrower? Afterburn does triple damage and last three times as long. Scattergun shoots three times as many bullets . Crit pistol? Every shot is moved 300% closer to the center of the crosshair. Minigun? Shoot three times as many bullets per second.

Unlockables can get into the fun too. Crit jarate makes covered enemies take FULL CRITS! Blutsauger heals you for 9 health per needle. Ubersaw gives you 75% ubercharge right there. Natasha triples the slowdown effect. Eyelander swings should have an a triple-length range.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 17, 2010, 09:52:08 pm
 Do note that the Eyelander does not have random crits, so this would mean that the Targe would grant him an easier time reaching heads.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Bandages on May 17, 2010, 09:52:59 pm
Eyelander swings should have an a triple-length range.

Medic with kritzkrieg + Demoman = "WHAT THE HELL"
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Zai on May 17, 2010, 09:53:06 pm
Also, I wish I could make Steam not pop up with stupid event announcements or even "your friend is now playing X" most of the time.  I've got, like, four people who I care if they're playing.  Everyone else, I'd be happy to MANUALLY open my friends list and see "Oh hey, five of my buddies are on that server, I think I'll join it".  As it is, I choose not to have friends, instead.
Wha? But you can! At least the friends part. It's pretty silly not to have any friends when you can just go into Settings in Steam, click the Friends tab, look at the Notifications & Sounds part of it, look at the When any Friend joins a game, and uncheck the box next to "Display a notification."
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: dragnar on May 17, 2010, 09:54:43 pm
Eyelander swings should have an a triple-length range.
Better: energy wave attack, only usable with a targe and full health.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Mr.Person on May 17, 2010, 10:00:27 pm
Do note that the Eyelander does not have random crits, so this would mean that the Targe would grant him an easier time reaching heads.

I was going under the assumption that crits would no longer deal triple damage. Maybe double damage?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Greiger on May 17, 2010, 10:05:22 pm
Now there's an idea for a mod.  Reskin the eyelander to a master sword, remodel/skin the targe to a hylian shield.  Give demoman a green hat.  Mod the new eyelander to replace the heads mechanic with a (weakish) swirling energy beam when the demoman has full hp.  Replace the targe's charge with a flat 50% chance to nullify (shieldblock) damage taken from the front.  Green hat makes the demoman have a loud annoying beeping sound when low health.  Make the pipe launcher fire little black round fuse bombs with a team colored burning fuse.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sensei on May 17, 2010, 10:14:26 pm
A hat that beeps when you're on low health might be considered a benefit, really. The skin mods you mention wouldn't be too hard, but... eh. Maybe just plain as skin mods.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Greiger on May 17, 2010, 10:27:10 pm
I was thinking of a really annoying beep.  Like the old beeps taken to the extreme.  As in can't hear anything else.

While taking a bio break I thought up an ocarina taunt too.  Taunting causes the demoman to stand still and play an ocarina. Pressing directional buttons plays a note.  Correct notes in correct sequence activate tauntkills ranging from a suicidal tornado summoning tauntkill to a horse dropping out of the sky in front of the demoman and sprinting off in a random direction trampling everyone in the way.

Of course I am just throwing this idea out there.  A skin thing would be awesome by itself, all this other stuff would just be epic. (hell it probably isn't even possible)
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: dragnar on May 17, 2010, 10:28:51 pm
An item for the "other" slot: a fairy. It says "HEY!" when someone is about to sneak up on you, but is it really worth the madness?! The yelling of "LISTEN!" never stops!
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sowelu on May 17, 2010, 11:05:34 pm
Also, I wish I could make Steam not pop up with stupid event announcements or even "your friend is now playing X" most of the time.  I've got, like, four people who I care if they're playing.  Everyone else, I'd be happy to MANUALLY open my friends list and see "Oh hey, five of my buddies are on that server, I think I'll join it".  As it is, I choose not to have friends, instead.
Wha? But you can! At least the friends part. It's pretty silly not to have any friends when you can just go into Settings in Steam, click the Friends tab, look at the Notifications & Sounds part of it, look at the When any Friend joins a game, and uncheck the box next to "Display a notification."

Ah, but I've got a few local friends who I DO want to get notifications from.  I don't see any option to change the settings on a per-friend basis.

...Wait.  They must have added that in the UI update.  Okay, cool.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: LASD on May 18, 2010, 02:31:28 am
Volatar, you might've run into the Announcement Duplication glitch, where you get... well, the name says it all, really. You get the same announcement multiple times.
I think at least part of what happened is that Steam makes an announcement when you schedule an event. So if you make an event that starts in 5 minutes, it first announces the scheduling to everyone in the group, then the event 5 minutes later.

Annoying.

Anyway, I wonder when the engi update starts. There's no record yet what "Coming soon" means in Valve Time (http://developer.valvesoftware.com/wiki/Valve_Time). "Shortly" was confirmed to mean 6 months though.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Siquo on May 18, 2010, 03:09:05 am
While taking a bio break I thought up an ocarina taunt too.  Taunting causes the demoman to stand still and play an ocarina. Pressing directional buttons plays a note.  Correct notes in correct sequence activate tauntkills ranging from a suicidal tornado summoning tauntkill to a horse dropping out of the sky in front of the demoman and sprinting off in a random direction trampling everyone in the way.
Mortal Combat vs TF2 vs Zelda? OCARINALITY!
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: SeaBee on May 18, 2010, 06:36:27 am
I just picked this game up (yeah, a little late) from Steam. Anything I should know? Guess I should practice some maps with bots or something to get an idea of what I'm doing. And figure out where all the stuff is. I'll be steamrolled enough the way it is for being a new player in a game this old.

Having crazy performance problems with 26 or 28 bots shooting at each other, which is concerning. My machine is no beast, but I expected to easily run this on mid-low settings. It defaulted to all "High" as recommended for my machine, but putting everything on ultra-low makes no difference. Any-who, once I figure that out, I'll give this a shot with Real PeopleTM.

Oh, and I do like bigger fights. The more people, the more fun for me. What's the average number of players in each match?

I kind of want to go engineer, too. That a bad choice?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: dragnar on May 18, 2010, 06:52:34 am
Your computer is probably lagging because of all the bots, not TF2 itself. I've never used them, but I wouldn't be surprised if their AI was pretty CPU intensive.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sir Pseudonymous on May 18, 2010, 07:10:03 am
Your computer is probably lagging because of all the bots, not TF2 itself. I've never used them, but I wouldn't be surprised if their AI was pretty CPU intensive.
This.


Best way to get into the game is to play a spy. Remember to stab people in the face, the knife's too short to hit anything vital if it doesn't go through their eyes. soldier. Just spam rockets randomly and you'll do fine.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Volatar on May 18, 2010, 07:16:21 am
The best way to get in the game is to just hop on a friendly server where you have some friends and play the game. Join the DFC group.

Try to get the achievement where you have to play a complete round as each class.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: LASD on May 18, 2010, 08:11:18 am
Oh goddamn, I just made a long "welcome to TF2" post and I was making final touches, when Firefox crashed. Arbbhhgrhg. Now there's no time anymore. I'll write it again later.

EDIT: Here we go: ARGH now I timed out! Third time's the charm I guess.

Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 18, 2010, 08:48:44 am
The best way to get in the game is to just hop on a friendly server where you have some friends and play the game. Join the DFC group.
And to this extent I would advise not playing on the DFC server. As cool as we are I think some people there are too skilled to let a new guy get introduced without tearing out his hair.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Toady Two on May 18, 2010, 10:09:05 am
Also watch this: http://www.youtube.com/watch?v=ZxodkFM8N1U&feature=fvst

It will help you learn the basics of playing Engineer. Once you know all this you are basically pro at the class. Medic is also easy for beginners to be useful.

The other videos from this series(pyro, scout, spy) are slightly outdated because of all the class updates and new weapons. Engy is still go old Engy though.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sowelu on May 18, 2010, 10:41:49 am
Medic is one of the best classes to learn with IMO.  It's actually a lot of fun too.  Just stick by the big guys and heal them, and hey, you'll figure out where they go and how they kill people and how not to get killed (plus you'll be around a corner a lot of the time so YOU won't get killed as often).

After you have a sense of what you're actually supposed to DO in the maps, have some fun with soldier and heavy as they're easy enough to get used to, just point and click.  Engineer is easier to learn in some maps than others, because there's often certain places for guns that really suck.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 18, 2010, 12:48:32 pm
In the first week of playing TF2 you will become extremely paranoid of leaving your back to anything but a wall and walking into large open spaces. This is normal and goes away in a week or two. Worry not about it.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: LASD on May 18, 2010, 12:51:18 pm
At long last, the forum or me isn't timing out and I can finally post this (it got a lot shorter every time I had to write it again, hopefully more concise too):

I just picked this game up (yeah, a little late) from Steam. Anything I should know? Guess I should practice some maps with bots or something to get an idea of what I'm doing. And figure out where all the stuff is. I'll be steamrolled enough the way it is for being a new player in a game this old.

Having crazy performance problems with 26 or 28 bots shooting at each other, which is concerning. My machine is no beast, but I expected to easily run this on mid-low settings. It defaulted to all "High" as recommended for my machine, but putting everything on ultra-low makes no difference. Any-who, once I figure that out, I'll give this a shot with Real PeopleTM.

Oh, and I do like bigger fights. The more people, the more fun for me. What's the average number of players in each match?

I kind of want to go engineer, too. That a bad choice?

Yeah, don't worry about the bot performance, a serverful of simulated eyesight, virtual mousepads and complex AI brings any computer to it's proverbial knees.

Learning the maps is really important at start. Pay close attention to sideroutes and the placement of ammo and health packs. With the thirtysomething official maps we have now, learning all of them seems like a pretty daunting task, but after figuring out the most played ones (2fort, dustbowl, badwater, gravelpit, goldrush and granary) it becomes easier. You might want to try a server that has one of those going 24/7 as playing the game is more fun when you know where everything is.

The average player count is 24 and I think that's the amount the game is balanced for. The 32 player servers seem a bit crowded on some maps, but that can be fun too.

The engineer isn't the first class you want to play on a new map as it relies so much on knowing where your buildings are effective. I suggest playing a couple rounds on other classes to figure out where the ammo and frontlines are. Also, watching other engis and seeing where they place their stuff helps of course. The engi update will be interesting for you as it will give you definite goals in the form of achievements and make alternative playstyles easier through the new unlocks.

Welcome to the world of TF2! Hope you have loads of fun. I kind of wish I could start fresh and learn everything about the game again, but amazingly enough, after 1½ years of playing, there's still a lot of new things coming to achieve and adapt to.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: kg333 on May 18, 2010, 05:01:41 pm
Medic is one of the best classes to learn with IMO.  It's actually a lot of fun too.  Just stick by the big guys and heal them, and hey, you'll figure out where they go and how they kill people and how not to get killed (plus you'll be around a corner a lot of the time so YOU won't get killed as often).

After you have a sense of what you're actually supposed to DO in the maps, have some fun with soldier and heavy as they're easy enough to get used to, just point and click.  Engineer is easier to learn in some maps than others, because there's often certain places for guns that really suck.

I'd recommend this.  It's pretty hard to be disliked by your team as medic, and you get to do a lot of watching of more experienced players to see how they play, while still being an asset to your team.

KG
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: ToonyMan on May 18, 2010, 05:02:52 pm
Rumors are abound, the engineer updating is coming SOOON.

I'm slightly excited.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 18, 2010, 05:06:20 pm
How soon is SOOON, because we had the teaser movie for a while now.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: ToonyMan on May 18, 2010, 05:11:48 pm
I'm seeing less than a week right now.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Org on May 18, 2010, 05:17:22 pm
ENGY UPDATE?
SPECULATION ABOUND.

I heard it might be a robot, or the mallet.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Zai on May 18, 2010, 05:18:03 pm
I'm seeing less than a week right now.
Is what I say.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: ToonyMan on May 18, 2010, 05:19:08 pm
ENGY UPDATE?
SPECULATION ABOUND.

I heard it might be a robot, or the mallet.

Those appear to be the two top choices.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Org on May 18, 2010, 05:20:17 pm
ENGY UPDATE?
SPECULATION ABOUND.

I heard it might be a robot, or the mallet.

Those appear to be the two top choices.
Or the blow torch.
So, I am getting on soon. On my Pc.
Username=Org.
So, invite and request or stuff.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jakkarra on May 18, 2010, 05:33:13 pm
THe engineer will also get a killtaunt.

Speculation abound.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: dragnar on May 18, 2010, 05:47:36 pm
THe engineer will also get a killtaunt.

Speculation abound.
He takes out an ark-welder,  laughs maniacally, then stabs someone with it.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: ToonyMan on May 18, 2010, 06:02:49 pm
All I can tell you about this next procedure is that it will be excruciating. (http://www.teamfortress.com/post.php?id=3835&p=1)
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: LASD on May 18, 2010, 06:05:24 pm
All I can tell you about this next procedure is that it will be excruciating. (http://www.teamfortress.com/post.php?id=3835&p=1)
You beat me to it! Anyway, we'll see if this update will wipe the tears off the pyro players eyes or extract every last drop of them.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: ToonyMan on May 18, 2010, 06:48:15 pm
I was expecting this from Valve, one of my favorite game developers anyway.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Volatar on May 18, 2010, 06:54:10 pm
I hope they fix the Pyro  >:(
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Bandages on May 18, 2010, 07:01:48 pm
I hope they fix the Pyro  >:(

If they just made afterburn last the same length as it did before, I'd consider it a good deal.

BUTHASSME
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: returntonull on May 18, 2010, 07:15:03 pm
Pyro removed from game, will return "shortly"



I just picked this game up (yeah, a little late) from Steam. Anything I should know? Guess I should practice some maps with bots or something to get an idea of what I'm doing. And figure out where all the stuff is. I'll be steamrolled enough the way it is for being a new player in a game this old.

Having crazy performance problems with 26 or 28 bots shooting at each other, which is concerning. My machine is no beast, but I expected to easily run this on mid-low settings. It defaulted to all "High" as recommended for my machine, but putting everything on ultra-low makes no difference. Any-who, once I figure that out, I'll give this a shot with Real PeopleTM.

Oh, and I do like bigger fights. The more people, the more fun for me. What's the average number of players in each match?

I kind of want to go engineer, too. That a bad choice?

Really just jumping in is as good as anything. If you've played any FPSes at all you'll already ahead of 50% of the people (or so it seems to be) playing. Even with a two(?) year old game I'm constantly being brought to tears by how bad people (with their 50 hours a week of playing) still are.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: The Doctor on May 18, 2010, 07:15:25 pm
I'm gussing they'll bump the backburner back to 100%, add some afterburn, and upgrade the airblast again.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sensei on May 18, 2010, 07:34:47 pm
What exactly did they change with the pyro?

Also, what's with the downloads in the fancy VS nasty update? Do I need to unlock/craft the weapon anyway if I download it, or does it start off unlocked? Is it in the normal game circulation at this time?

Edit: Oh, is it just a skin update right now?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jreengus on May 18, 2010, 07:40:27 pm
What exactly did they change with the pyro?

Also, what's with the downloads in the fancy VS nasty update? Do I need to unlock/craft the weapon anyway if I download it, or does it start off unlocked? Is it in the normal game circulation at this time?

Edit: Oh, is it just a skin update right now
They are fan made reskins. And the reduced the pyros afterburn length and damage as well as his flamethrower damage. They also accidentally reduced backburner damage by 4%. They reduced airblast cost to 20% and reduced the delay between blasts.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sensei on May 18, 2010, 07:41:56 pm
Okay. I meant what did they change just now, but I guess they're still working on the changes.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Collic on May 18, 2010, 07:57:51 pm
I think the pyro damage and afterburn changes are perfectly fine myself. However, the reduction in the airblast cooldown and cost mean they're now a lot harder to deal with as a soldier or demo. I'm not sure, perhaps this balances out, but its a tad irksome to me at the moment as those are the classes I play more than any other. I'd like them to dial back the airblast buff just a tad. The addition of deflection mini-crits I don't have a problem with.

We'll see though, I think they're still working on it.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Siquo on May 19, 2010, 02:40:27 am
Quote
We received a bunch of useful feedback after the last update

Euphemisms abound...
What they meant was "hatemail, death threats, dead horseheads in our beds signed 'the pyro', and a thank-you card from the other classes".
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Toady Two on May 19, 2010, 03:01:30 am
I think (hope) valve is trolling us. They never announce shipping a balance update. What I think they'll is they'll ship the Engineer update this week starting with "Meet the Pyro" and some balance changes.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 19, 2010, 03:15:35 am
I like to believe they're admitting how badly the pyro got fucked.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sowelu on May 19, 2010, 03:17:34 am
I think the pyro damage and afterburn changes are perfectly fine myself. However, the reduction in the airblast cooldown and cost mean they're now a lot harder to deal with as a soldier or demo. I'm not sure, perhaps this balances out, but its a tad irksome to me at the moment as those are the classes I play more than any other. I'd like them to dial back the airblast buff just a tad. The addition of deflection mini-crits I don't have a problem with.

We'll see though, I think they're still working on it.

If they're airblasting your rockets, then close in to a shorter range.  Tee hee.  Yeah, pyro vs. soldier can be a pretty interesting matchup, and it gets pretty bloody.  Juggling or point-blank rockets are a pretty good bet, and of course surprise doesn't hurt.  Or, you know, good old shotgun.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 19, 2010, 03:42:16 am
 It is actually rather easy to foil a pyro. At close range due to ping and general speed of rockets the pyro needs to rely more on 'feeling' when the soldier will fire than actual reflexes. Just fire a rocket meant to miss completely, wait a fraction of a second longer than it takes to fire another rocket, and fire a rocket as soon as the pyro airblasted when he assumed you would fire a rocket. And despite how skilled pyros are at horizontal airblasts the overhead rocket is still doing well.

 Who needs shotgun when you have gunboats?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Siquo on May 19, 2010, 05:27:03 am
Yeah, what Duke said. Also, pipes still fire faster than airblasts, a demo can easily out-fire a pyro.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sir Pseudonymous on May 19, 2010, 05:37:31 am
Yeah, what Duke said. Also, pipes still fire faster than airblasts, a demo can easily out-fire a pyro.
But can he out-fire boooollet?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 19, 2010, 09:48:37 am
Yeah, what Duke said. Also, pipes still fire faster than airblasts, a demo can easily out-fire a pyro.
But can he out-fire boooollet?
"We have buffed the Pyro with increased intelligence and tact. This causes bullets being fired at him to start to veer away due to his intelligenting them away."

 The pyro shall now outsmart boolet.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Collic on May 19, 2010, 10:43:10 am
Oh I know it's not so fast firing as to make it impossible, I'd just like it dialed back a bit. I can still handle pyros, air-blast or not. Anyway, It's thursday tomorrow, the traditional TF2 update day, so we'll see what they've been working on soon, I imagine.

edit: If i'm honest i still miss the days when pyros were nade juggling practice though. Nothing like live fire practice heh
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Evilgrim on May 19, 2010, 10:48:23 am
Unless I've posted here before..
I have recently obtained TF2! Huzzah!
Anyway, after spending some time with my friends on a server, I have discovered that my favourite class is..
Ze Medic!

I really do like this game, and I don't understand how I can ever go back to console gaming now..
[I've always loved the PC but the FPS's.. They felt like they were missing something.. Hrmm.. To me at least.]
But TF2 is just.. Great..
And I've been looking at the Fancy Vs Nasty [fake] update, and I was wondering.. How would I go about obtaining the marvellous Detective Noir?
I've downloaded it to replace my selected hat.. But then what?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Collic on May 19, 2010, 10:51:46 am
hmm off the top of my head it's a reskin so you'll need to place it in the right folder, steam forums or fpsbanana will show you where. Be aware though, it may not show on some servers due to the sv_pure cvar, I think. I'd give you better advice, but I've never bothered with custom skins myself.

EDIT: I just grabbed it myself and looking at it all you need to do is unrar it (winrar is available from http://www.rarlabs.com if you don't already have it) to: Steam\steamapps\[username]\team fortress 2\tf. Let it overwrite any files and it should work fine. Test it out by creating a server before you go online with it ,because as i said, server settings may stop it from displaying even if it is correctly installed.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 19, 2010, 11:05:55 am
Yeah, what Duke said. Also, pipes still fire faster than airblasts, a demo can easily out-fire a pyro.
But can he out-fire boooollet?
"We have buffed the Pyro with increased intelligence and tact. This causes bullets being fired at him to start to veer away due to his intelligenting them away."

 The pyro shall now outsmart boolet.
Meet the Psychic Pyro?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Collic on May 19, 2010, 11:07:55 am
Yeah, what Duke said. Also, pipes still fire faster than airblasts, a demo can easily out-fire a pyro.
But can he out-fire boooollet?
"We have buffed the Pyro with increased intelligence and tact. This causes bullets being fired at him to start to veer away due to his intelligenting them away."

 The pyro shall now outsmart boolet.
Meet the Psychic Pyro?

hudda hudda hudda ?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 19, 2010, 11:10:35 am
Yeah, what Duke said. Also, pipes still fire faster than airblasts, a demo can easily out-fire a pyro.
But can he out-fire boooollet?
"We have buffed the Pyro with increased intelligence and tact. This causes bullets being fired at him to start to veer away due to his intelligenting them away."

 The pyro shall now outsmart boolet.
Meet the Psychic Pyro?

hudda hudda hudda ?
HUDDAH HUDAAAAAAAAHH! (http://www.youtube.com/watch?v=k6tPHc4JuV4) (Warning: Metal Gear Solid 2 spoilers for those who still haven't played through it)
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Zai on May 19, 2010, 05:56:04 pm
Update has hit:

Quote
Flamethrower changes
   -Increased base damage 10%
   -Afterburn duration increased (from 6 to 10)
   -Flares that hit a burning player at mid-to-long range will crit
   -Reduced Backburner damage bonus from 20% to 15%
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: SHAD0Wdump on May 19, 2010, 05:57:25 pm
Team Fortress 2
- Fixed a case where the Spy could start taunting and cloak at the same time

I hate you Valve, I hate you I hate you I ha-

- Flamethrower changes
- Increased base damage 10%
- Afterburn duration increased (from 6 to 10)

I Love you Valve!

- Flares that hit a burning player at mid-to-long range will crit

Ok.

- Reduced Backburner damage bonus from 20% to 15%

Sounds good...


EDIT but not really edit: Damn ninja...
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Eduren on May 19, 2010, 05:57:38 pm
I like the flare change, but the rest seems like they are doing a complete 180 on their previous changes.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Bandages on May 19, 2010, 05:57:52 pm
Pyros are pretty much the same as normal except now flare guns are useful, and their airblasts are still way too strong.

Overall, People should be happy about this.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sensei on May 19, 2010, 05:58:58 pm
Cool- The afterburn is important for the pyro, in regards to spies. Also the flare gun crits actually give him a pretty powerful weapon. The airblast should make up for the loss in damage as well. This seems better; maybe we'll see if people start complaining (not likely the pyros though).
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: SHAD0Wdump on May 19, 2010, 06:04:55 pm
Didn't the flare gun already fully crit on burning people? Or was it minicrits?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Bandages on May 19, 2010, 06:06:06 pm
Didn't the flare gun already fully crit on burning people? Or was it minicrits?

neither?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sensei on May 19, 2010, 06:06:24 pm
I didn't think it did...
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: SHAD0Wdump on May 19, 2010, 06:08:50 pm
It did at least minicrits. I know this from having used it alot. I'll have to experiment with it again.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Bandages on May 19, 2010, 06:09:46 pm
It did at least minicrits. I know this from having used it alot. I'll have to experiment with it again.

Maybe on your server?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: SHAD0Wdump on May 19, 2010, 06:11:19 pm
Quote from TF2 wiki, which apparantly already has updated.

Quote
Flares inflict Mini-crit damage on burning targets at short range. Crit damage occurs on burning targets at medium-long range.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: The Doctor on May 19, 2010, 06:21:02 pm
Yep, it used to minicrit all the time
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 19, 2010, 06:25:26 pm
Yep, it used to minicrit burning people all the time
Indeed, it was one of the few ways it was useful. I remember the update where that was changed. They bumped down the damage and gave it minicrits on burning people to reward repeated hits.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Strange guy on May 19, 2010, 06:39:59 pm
I think the update is a step in the right direction- but I hope there is more tweaking to come. Promoting long-range flare gunning is a problem because it is an easy weapon to dodge and hard to aim- it just rewards spam like this. However I'll probably use my flaregun again now my flamethrower does better damage. The flamethrower is still below pre-update damage, but not by much and still has the superior airblast, so I'm OK with it, even though I still prefer the pre-update. I'm glad afterburn was restored, though I'd like a new more skill based mechanic, ie damage or burn time is based on how long you burned the enemy for or something like that, so its less annoying if you are barely touched and lethal if you were badly burned. I'm not happy with an extra-damage backburner- I don't want it to be utility versus damage, I want it to be ambush vs general combat. Giving the backburner a movement or burst damage ability could do this. Still it isn't too much of a problem so I'll accept it.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 19, 2010, 06:57:21 pm
I like the increased burn duration and flare change, but the rest doesn't really affect me. Seems more like they compromised.

One thing the [bay12] community didn't notice was that the pyro's point-blank range got decreased by about 30%, which caused most of the 'low damage' perception from regular pyro users and reason why I didn't notice much of a difference on the pyro. I don't flame people unless:

a. Point blank
b. Setting them up for an AB and combo.
c. Desperate and trying to run away.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Zai on May 19, 2010, 07:43:15 pm
As a Pyro, I'm happy about the changes, as they didn't reduce the airblast back and increased the afterburn back. =D Though I already was fine with it pre-this-update

As a Solly and Demo, and every other class (the 3 named are my main 3 for now, though), I'll have to play to see if I like the change.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Volatar on May 19, 2010, 07:55:42 pm
I am now happy.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Bandages on May 19, 2010, 08:00:05 pm
WELP. I guess I won't be playing spy for a day or two.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sowelu on May 19, 2010, 08:21:49 pm
I'm glad afterburn was restored, though I'd like a new more skill based mechanic, ie damage or burn time is based on how long you burned the enemy for or something like that, so its less annoying if you are barely touched and lethal if you were badly burned.

Nah!  Like, the (original) whole POINT of pyros was to burst into a big group of enemies and set them all on fire, sending them scurrying for medics or water or health.  Also, if keeping your flamethrower on someone longer = more damage, people who previously won a fight and still had a chance to survive if they got aid quickly, are now so hosed that it doesn't matter...Pyrrhic victory.  Pyrrhic victories are no fun for either side; the pyro doesn't get the satisfaction of killing him on the spot, and the dead person is annoyed that his victory didn't save his life.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sensei on May 19, 2010, 08:26:54 pm
Unless you aren't a lousy pyro. :)
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Metalax on May 19, 2010, 08:36:10 pm
So if I've done the maths right, afterburn has been restored to normal and the flame-thrower now does 88% of the direct damage it did before the nerf update with improved airblast, while the backburner now does 101.2% of the old damage.

From the brief play I've had since the update came out it now feels much better balanced, though the new faster heavies are still pretty difficult to take out.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: SeaBee on May 19, 2010, 08:57:41 pm
Slight derail (again) -- thanks for all the tips a few pages back. I'll jump into some pub matches later this week with a soldier and learn the game/maps, then I might join you guys and let you all kill me. Once I'm not complete newbie fodder, that is.

Game does look fun. The "Meet the [class]" videos and this thread got me to open my wallet.

Now, back to the Pyro discussion.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sensei on May 19, 2010, 09:13:03 pm
Yeah, Even with the moderate un-nerf, the heavy still has a bigger advantage over the pyro than originally. Before the Pyro's only advantage (Vs. Heavy) was that they were more mobile, and that's been mitigated.

Not sure if that's a terribly bad thing, but I daresay it's funny to think that the OTHER W+M1 class got a buff against the one people were complaining about. :)
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Bandages on May 19, 2010, 09:15:06 pm
It was kinda refreshing never seeing pyros around. AH WELL.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Org on May 19, 2010, 09:19:06 pm
Why are there no meet the pyro/medic videos?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 19, 2010, 09:19:13 pm
It was kinda refreshing never seeing pyros around. AH WELL.
huh? All servers I went to they had the normal number of pyros and they were topping the charts.

You guys gotta go to more challenging places. :(
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Bandages on May 19, 2010, 09:21:09 pm
It was kinda refreshing never seeing pyros around. AH WELL.
huh? All servers I went to they had the normal number of pyros and they were topping the charts.

You guys gotta go to more challenging places. :(

Stop looking down on people. It's obnoxious.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: PTTG?? on May 19, 2010, 09:22:42 pm
Anyone else having steam troubles?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sowelu on May 19, 2010, 09:25:14 pm
Why are there no meet the pyro/medic videos?

They haven't been made yet.  Valve has a habit of releasing videos slowly over time, actually, often coinciding with big updates.

...And there's widespread speculation that the Pyro is actually a girl, due to the purse in 'her' locker.  Or, you could take the more obvious joke and just say that 'he' is flaming.  Either way, people want badly to know.  And so they don't tell us!  Heck, they've teased at the Pyro gender thing before, referring to Pyro as a she in a news update, and then changing the text five minutes later just to screw with people.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Bandages on May 19, 2010, 09:26:43 pm
Why are there no meet the pyro/medic videos?

They haven't been made yet.  Valve has a habit of releasing videos slowly over time, actually, often coinciding with big updates.

...And there's widespread speculation that the Pyro is actually a girl, due to the purse in 'her' locker.  Or, you could take the more obvious joke and just say that 'he' is flaming.  Either way, people want badly to know.  And so they don't tell us!  Heck, they've teased at the Pyro gender thing before, referring to Pyro as a she in a news update, and then changing the text five minutes later just to screw with people.

And it would be much needed diversity!
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 19, 2010, 09:29:11 pm
It was kinda refreshing never seeing pyros around. AH WELL.
huh? All servers I went to they had the normal number of pyros and they were topping the charts.

You guys gotta go to more challenging places. :(

Stop looking down on people. It's obnoxious.
Not looking down on them. The server you pick makes a huge difference on your gameplay experience.

It's not that they require less challenging places, is that places with good players are usually more fun, both in terms of challenge and having a nice team to back you up. I'm an average player, btw. Competitive players often find the servers I think are challenging pub servers to be too easy or too messy.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Eduren on May 19, 2010, 09:29:50 pm
Why are there no meet the pyro/medic videos?
Valve hates us. They would rather make hats than videos.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 19, 2010, 09:29:57 pm
 @Bandages: Why?

 But yeah, there is also a bit of a rumor about the medic video and how the voice actor they had for the Medic left after doing the voicework we hear today. Thus without the voice actor they could not make the Meet the Medic video.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Bandages on May 19, 2010, 09:33:33 pm
Not looking down on them. The server you pick makes a huge difference on your gameplay experience.

It's not that they require less challenging places, is that places with good players are usually more fun, both in terms of challenge and having a nice team to back you up. I'm an average player, btw. Competitive players often find the servers I think are challenging pub servers to be too easy or too messy.

Ah. Sorry for being snappy, I'm in a bit of a shit mood. I do see your point, though. There are many players of different skill on my server. Some days I make all the other snipers change class because I dominate them all because they are scrubs (fun) and some days I get killed so much that I myself change classes to try and get a revenge kill on the bastard who keeps shooting me in the face (also fun!).
I would sometimes like a team a little better than the absolute morons that I usually get :p

@Duke 2.0: Why? Why what? why do they need more diversity? Because if they don't have any wimmins the game is SEXIST!
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Eduren on May 19, 2010, 09:34:36 pm
I thought that rumor was unsubstantiated?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 19, 2010, 09:40:00 pm
I thought that rumor was unsubstantiated?
It makes sense why Valve would not have a video for the Medic yet. I'll just take it 'till something else pops up.

@Duke 2.0: Why? Why what? why do they need more diversity? Because if they don't have any wimmins the game is SEXIST!
Generally adding diversity for the sake of diversity is a terrible idea. You add diversity to keep something interesting. When you can honestly tell me that Team Fortress 2 is boring in its media then I'll accept some diversity to spice things up. Otherwise it is just there for the sake of being there and not for the sake of humor, narrative or any other much more important things.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Bandages on May 19, 2010, 09:41:11 pm
Well my claim about diversity was humor. Also I feel like they would make it a woman to claim they have diversity to be funny.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Eduren on May 19, 2010, 09:51:34 pm
I thought that rumor was unsubstantiated?
It makes sense why Valve would not have a video for the Medic yet. I'll just take it 'till something else pops up.
I don't know. (http://forums.steampowered.com/forums/showthread.php?t=1231071&page=1) The steam forums aren't exactly a bastion of information (http://forums.steampowered.com/forums/showthread.php?t=1164906), but that was all a quick google search found.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: PTTG?? on May 19, 2010, 10:03:41 pm
WAH PYROS ARE UNBALANCORXD NERF PRYO PLOX
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: MagmaDeath on May 19, 2010, 10:16:28 pm
WAH PYROS ARE UNBALANCORXD NERF PRYO PLOX
They actually seem ridiculously better.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: LASD on May 20, 2010, 02:12:20 am
Slight derail (again) -- thanks for all the tips a few pages back. I'll jump into some pub matches later this week with a soldier and learn the game/maps, then I might join you guys and let you all kill me. Once I'm not complete newbie fodder, that is.

Game does look fun. The "Meet the [class]" videos and this thread got me to open my wallet.

Now, back to the Pyro discussion.
I think these derails are completely acceptable as they're still about TF2. I must say it's pretty refreshing to have some non-pyro-related conversation going on too.

I'm trying to remember how I got over the starting hurdle of having no idea what was going on and dying a lot. I think I started playing medic and after a while noticed I was actually getting something done and had a decent amount of points. It's great how the game isn't just shooty-shooty-boom-blast as I hadn't played any FPS games before and it needed rather a lot of getting used to.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sowelu on May 20, 2010, 03:10:31 am
I thought that rumor was unsubstantiated?
It makes sense why Valve would not have a video for the Medic yet. I'll just take it 'till something else pops up.

They don't have Meet the Pyro, either.  So unless they lost the absolutely irreplaceable Pyro voice actor too, this explanation kind of...falls flat.

Besides, Meet the Spy took an awful long time to come out, too, if you think about it.

The TF2 team is reduced in size and time commitment now that the game's been around a while, which is totally cool with me.  I can't expect them to make big fancy trailers like those, when they've got stuff like L4D to work on.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Siquo on May 20, 2010, 04:41:32 am
Yay! Pyro rules even more!

Vs heavies, use an airblast combo and/or run in circles.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: SHAD0Wdump on May 20, 2010, 05:26:13 am
Vs heavies. Stay the hell away from them, at the most pester them with the flaregun. Or use the old tactic of letting your afterburn do the brunt's work.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Myroc on May 20, 2010, 05:34:07 am
Pyro re-buffed? Hell yes!
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Siquo on May 20, 2010, 06:25:23 am
Heavies == stay close. Preferably behind them. You can circle almost as fast as they can turn, and if there's a wall, an airblast usually confuses their aim as well, and gives you time to switch to the Axetinguisher. I'm still training for that combo, it's hard but doable.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 20, 2010, 07:15:22 am
A fun way to deal with heavies if you can't do something tricky like getting on top of them - puff them, airburst them out of the way, preferably into an area they won't have line of sight on you in a second, and run like fuck.

Doesn't work as well now that spinning up doesn't actually slow them substantially, but if you're lucky they'll wait a few seconds for you to attack then just break out a Sandvich.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Siquo on May 20, 2010, 07:50:02 am
Oh, that's a good one, just wait for them to sandwich... :o
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 20, 2010, 07:55:43 am
Yup. Then you can either torch and double-axe or move on to more promising targets, like medics.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Simmura McCrea on May 20, 2010, 08:45:00 am
I've been having fun as a Pyro, but my method is:

10 Run in
20 Throw fire everywhere
30 Die
40 Go to 10

This is usually over the space of < 60 seconds. Anyone got some advice for a semi-newbie?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 20, 2010, 08:53:41 am
Learning to airburst explosives has both immediate benefits (attacks that are not on you, more attacks against enemies at whatever distance, guaranteed minicrits) and less obvious benefits (if you're monstrously good, soldiers and demomen may be hesitant to attack you).

Your effectiveness becomes explosive rapidly in a way most classes cannot dream of when you get a surprise attack now that fire damage is fixed.

Axtinguisher is good but not always necessary.

Learn to use airburst to manage your enemies in engagements.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Volatar on May 20, 2010, 08:56:42 am
This map (http://www.fpsbanana.com/maps/107794) can help you practice the timing on Airblasting
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Greiger on May 20, 2010, 09:18:13 am
Last night I was playing pyro.  An engie had set up a level 3 sentry right in front of the spawn on goldrush 1. There was only one other person on my team at the time so we were having some trouble getting passed it.  Probably partially because we were to stubborn to switch from the classes we started as.

I was pyro and airblasted the sentries rockets back at it while the engi was away.  It worked surprisingly well It went down in 2 reflects.  Though after the first one the other guy on my team began shooting it too, so I can't be certain how many it would actually require.  It was funny, the last reflect managed to hit the engie on his way back to try to save his sentry as well, killing him. 

It earned a "lol" response.

P.S. I had also discovered that game that the buff banner causes sentries in the area to minicrit as well.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Toady Two on May 20, 2010, 09:28:09 am
I like the Pyro changes too.

Looks like I'll be switching back from Backburner/Shotty/Homewrecker to Flamethrower/Flare Gun/Homewrecker.

Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 20, 2010, 09:32:15 am
(if you're monstrously good, soldiers and demomen may be hesitant to attack you).
With competent soldiers and demomen, this is always the case. They know how to fire their rockets off at rates that trip you up, so unless you have the reflexes to dodge a bullet and the ping to see a rocket within the half-frame it takes to hit you at close rnage you rely on 'feeling' when the opponent will fire a rocket at you.

 Also, Buff Banner only boosts sentries when the banner influences the engineer. Just on the sentry does nothing. You can boost an engineer in the spawn who has a snetry out there and the sentry will recieve the boost.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 20, 2010, 09:38:37 am
(if you're monstrously good, soldiers and demomen may be hesitant to attack you).
With competent soldiers and demomen, this is always the case. They know how to fire their rockets off at rates that trip you up, so unless you have the reflexes to dodge a bullet and the ping to see a rocket within the half-frame it takes to hit you at close rnage you rely on 'feeling' when the opponent will fire a rocket at you.

 Also, Buff Banner only boosts sentries when the banner influences the engineer. Just on the sentry does nothing. You can boost an engineer in the spawn who has a snetry out there and the sentry will recieve the boost.

I mean hesitant to engage you at all; good soldiers will usually pull their shotty (afterburn improvement made Equalizer no longer an automatic win vs. Pyros) and good demomen will use stickies if they have the space.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 20, 2010, 09:41:20 am
 I dunno. A good pyro could avoid the shotgun blasts by using the flamethrower as a sort of smoke screen, moving and flaming in such a way as to avoid being seen and predicted. At close range the flamethrower can wreck you. Soldiers that can completely prevent you from airblasting reliably, on the other hand, are the real threat.

 Also, pyros that can reflect flares. What the hell?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 20, 2010, 09:43:43 am
Fire screen doesn't really work 'cause you just aim above the legs or into the middle of the fire. It's really not that difficult to deal with.

Pyros that reflect flares/huntsman arrows/etc. are insane, but hitting with them is easy 'cause their hit areas are the size of a large truck.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jakkarra on May 20, 2010, 09:46:16 am
I consistently reflect hunstman arrows.

Y'know what's most fun? Airblasting a sniper JUST as he throws his Jarate to put himself out, he kills HIMSELF with his own piss and the afterburn.

I have done that twice, and both times it was satisfying.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: The Doctor on May 20, 2010, 02:15:59 pm
And you get the crits too  :P
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Zai on May 20, 2010, 04:22:42 pm
Also, pyros that can reflect flares. What the hell?
Sending flares back and forth is all people do in the beginning of a round of Dodgeball, especially before players can move (Dodgeball maps are open). Reflecting flares is not too hard to get used to doing. Reflecting Huntsman arrows is more difficult, though.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jakkarra on May 20, 2010, 04:26:33 pm
I wouldnt say so, you just need to get the timing down.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 20, 2010, 04:29:54 pm
Another matter is huntsman arrows don't glow but flares do. I think that, visually speaking, that makes a difference.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Org on May 20, 2010, 04:38:20 pm
Oooooooooo.
Fancy/Nasty day 4.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Org on May 20, 2010, 04:41:14 pm
And how do the Fancy vs Nasty things work?
I just download it and what.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: fenrif on May 20, 2010, 04:50:42 pm
The heavy metal gloves look cool.

Is there any reason why these fancy/nasty things aren't in the community items thing? Seems like this is pretty much exactly what that system was set up for... I wouldn't mind using them, but I don't really wanna replace any of my other stuff.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 20, 2010, 04:53:48 pm
 I think they are just skins. I think.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: ToonyMan on May 20, 2010, 04:59:59 pm
I think they are just skins. I think.

^This^
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Mr.Person on May 20, 2010, 05:00:48 pm
There's some new items being dropped, including hats. Nobody knows what they actually are since they haven't got names, but we know they exist. They're probably going to be released later today. The same thing happened when the first Community weapons were added.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Org on May 20, 2010, 05:17:26 pm
Dropped?
As in, getting rid of?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Mr.Person on May 20, 2010, 05:20:20 pm
Dropped via the random drop system.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Jakkarra on May 20, 2010, 05:23:36 pm
Are they sure they're hats?

They could be Engiweapons for all we know, or a set of community unlocks.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Mr.Person on May 20, 2010, 05:30:03 pm
They have random levels. They're either hats or misc items.

Some of them are weapons, but some of them are hats.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sagabal on May 20, 2010, 07:39:38 pm
Demoman got an axe that does more damage but makes him move slower.  Sniper got a wooden kukri that doesn't do much damage but makes the enemy bleed. Everyone got a hat.  Also, medic got "ze goggles" which have the description of "nothing"  :D
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Bandages on May 20, 2010, 07:47:19 pm
Are the new items found though play? I put them in my tf folder in the addons, but they don't show up.

The hats do, though.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Zai on May 20, 2010, 07:48:09 pm
Demoman got an axe that does more damage but makes him move slower.  Sniper got a wooden kukri that doesn't do much damage but makes the enemy bleed. Everyone got a hat.  Also, medic got "ze goggles" which have the description of "nothing"  :D
Source?

[EDIT:] Never mind.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 20, 2010, 07:48:46 pm
 New pyro item Whiskered Gentleman, a monocle.

 Pyroisadude.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sensei on May 20, 2010, 07:48:59 pm
Aren't they just supposed to replace existing models?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Bandages on May 20, 2010, 07:49:43 pm
Aren't they just supposed to replace existing models?

Well I have the items they are supposed to replace and they don't :/

Hats do, weapons don't.

Grrrr.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Zai on May 20, 2010, 07:54:00 pm
New pyro item Whiskered Gentleman, a monocle.

 Pyroisadude.
Confirms nothing. It's just the name of the hat.

[EDIT:] TF2 Stats' All Items page includes new stuff. (http://tf2stats.net/all_items) New stuff is near the bottom, above the crafting items.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 20, 2010, 07:57:14 pm
New pyro item Whiskered Gentleman, a monocle.

 Pyroisadude.
Confirms nothing. It's just the name of the hat.
About as good a reason as any evidence towards Pyro being a girl.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Bandages on May 20, 2010, 08:04:26 pm
New pyro item Whiskered Gentleman, a monocle.

 Pyroisadude.
Confirms nothing. It's just the name of the hat.
About as good a reason as any evidence towards Pyro being a girl.

And another hat of his is a fancy lady's dinner hat. EET PROOFS NUSSING!
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Greiger on May 20, 2010, 08:10:41 pm
The answer:

The pyro is either:
1)A robot
2)An alien (my money is on sectoid or reticulan)
3)A crossdresser
4)A transvestite
5)A hermaphrodite
6)A golem of living flame.
7)A large number of small furry mammals in a suit.
8)One of those "3rd gender" things from enterprise.
9)Something we well never know because valve will never tell us.

My bet is on 9.  With a small side bet on 3 and 7.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Zai on May 20, 2010, 08:12:02 pm
The answer:

The pyro is:
6)A golem of living flame.
9)Something we well never know because valve will never tell us.
You're right!
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Bandages on May 20, 2010, 08:13:35 pm
Aren't they just supposed to replace existing models?

Well I have the items they are supposed to replace and they don't :/

Hats do, weapons don't.

Grrrr.

Still kneed help, pl0rx
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: The Doctor on May 20, 2010, 08:24:23 pm
Where did you put them?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Bandages on May 20, 2010, 08:30:34 pm
steam -> addons -> tf and then in the models and materials sections like it said.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Volatar on May 20, 2010, 08:45:12 pm
I think they are supposed to go under the steam/steamapps/<username>/Team Fortess 2/tf/<somthing>
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: The Doctor on May 20, 2010, 08:46:11 pm
It ends at tf, but he's right.


steam/steamapps/<username>/Team Fortess 2/tf


Load them up into there.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Volatar on May 20, 2010, 08:51:23 pm
I was on my brothers iTouch, so I was going by memory :)
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Bandages on May 20, 2010, 08:54:33 pm
Yeah, I put em there. The hats- in the same folders- show up. Just not the weapons :/
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: The Doctor on May 20, 2010, 08:58:29 pm
Did you replace thigns when it asked you to?
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Bandages on May 20, 2010, 08:59:07 pm
Yeah. Besides, there was nothing to replace but empty folders with the same names.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Zai on May 20, 2010, 10:28:55 pm
The new weapons have special craft recipes already.

Jarate and Axetinguisher for the Demo's axe, I think the ingredients were, and Dead Ringer and the Huntsman for the sniper's Shiv.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Bandages on May 20, 2010, 10:33:17 pm
The new weapons have special craft recipes already.

Jarate and Axetinguisher for the Demo's axe, I think the ingredients were, and Dead Ringer and the Huntsman for the sniper's Shiv.

Oh nice, I gots me a new shiv! :D

Two questions: If you swap hats in the fancy/nasty update, will others be able to see your new model or is it only people with it themselves? Or just you?

Still no new weapon models. Everything's where it should be. System restart does nothing.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Sowelu on May 20, 2010, 10:34:30 pm
The demo's axe does seem like the most useless thing ever--the only real fundamental improvement is that it can two-hit an engineer instead of taking three hits.

Bandages:  Only you can see the replacement--and you see it replaced on other people, too, if they use the hat you replaced.
Title: Re: Team Fortress 2: 119th update!: "I don't think they saw that one comin'!"
Post by: Bandages on May 20, 2010, 11:13:59 pm
The demo's axe does seem like the most useless thing ever--the only real fundamental improvement is that it can two-hit an engineer instead of taking three hits.

Bandages:  Only you can see the replacement--and you see it replaced on other people, too, if they use the hat you replaced.

It's a secret to me, then. Funsies.

Also, the demo's axe is beyond worthless. Even targechargin' it, a sword with a crit is still enough to end most characters.. and the 20% slow is just... why?
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Toady Two on May 21, 2010, 02:49:48 am
It looks flippin awesome though, so I may end up using it(like I did with the Homewrecker).

I find it somewhat puzzling the its the demo that gets a new weapon melee weapon three updates in a row.

I wonder if there are crafting recipes for the new items yet?
Title: Re: Team Fortress 2: 2nd Community Update.
Post by: LASD on May 21, 2010, 02:53:14 am
Also, the demo's axe is beyond worthless. Even targechargin' it, a sword with a crit is still enough to end most characters.. and the 20% slow is just... why?
But it looks so cool! Like most of the things in the update. What beats me is why doesn't Valve list these community updates as "Major Updates", as they are bigger than the 119th update.

One thing about this avalanche of hats that slightly bugs me is that there's a good chance you'll never get even one of a given update. I can't see no harm of Valve giving a random hat to everyone that has say, less than three non-event related hats. Idlers don't benefit and other people are happier. Though I guess newbies aren't meant have hats or something.

EDIT: Oh yeah, point on the "monocle makes pyro a guy"-thing. If you look at the model when it's on, you'll notice the monocle, beard and 'stache are all tacked on with tape. So it just might be a devious plan of the Pyro to conceal his true identity.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: returntonull on May 21, 2010, 03:53:35 am
I wonder if there are crafting recipes for the new items yet?

Huntsman + Deadringer = Tribalman Shiv
Jarate + Axtinguisher = Scotsman's Skullcrusher

I need a Deadringer so baaaad. I want that shiv. Want it so bad.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: SHAD0Wdump on May 21, 2010, 03:57:53 am
I wonder if there are crafting recipes for the new items yet?

Huntsman + Deadringer = Tribalman Shiv
Jarate + Axtinguisher = Scotsman's Skullcrusher

I need a Deadringer so baaaad. I want that shiv. Want it so bad.
Same, except I need a spare huntsman.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on May 21, 2010, 05:53:06 am
Yeah, I need the extra Dead Ringer an d Huntsman, as the game deleted my Cloak and Dagger.

Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Greiger on May 21, 2010, 09:06:03 am
Huntsman + Deadringer = Tribalman Shiv
Jarate + Axtinguisher = Scotsman's Skullcrusher

I need a Deadringer so baaaad. I want that shiv. Want it so bad.
Same, except I need a spare huntsman.

And that would be why I never delete stuff (and rarely craft into metal) I have 4 huntsman ans 3 dead ringers.  MUAHAHA!!!!
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Bandages on May 21, 2010, 09:18:48 am
The shiv is amazing.

That bleed damage really fucks people up.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: dragnar on May 21, 2010, 10:49:23 am
Now if only the shiv could be combined with the kritskreig to create a healing shiv...
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: PTTG?? on May 21, 2010, 11:17:30 am
Yeah, I don't think I HAVE any non-event hats, and I barely have any real items, either. I've gotten most of those from achievements, rather than as gifts; I don't have Bonk, for instance. So, even if I do get a hat, it's like "Oh good, a decorative item instead of something that can actually change my play style."
 
At least I got the Grizzled Veteran badge.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Zai on May 21, 2010, 04:05:27 pm
I wonder if there are crafting recipes for the new items yet?
...I posted them not but 4 posts above yours.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: returntonull on May 21, 2010, 04:20:58 pm
I wonder if there are crafting recipes for the new items yet?
...I posted them not but 4 posts above yours.

Need to avoid that inline formatting there. I missed it too.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Bandages on May 21, 2010, 06:40:45 pm
This just in: Jarate'd players take mini-crits from bleed damage.

>:3

MELEE SNIPER IS GO
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Sensei on May 21, 2010, 07:30:31 pm
I have 85 hours and no hat...
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: ToonyMan on May 21, 2010, 07:34:08 pm
I have 85 hours and no hat...

200 hours and 1 hat.
The average is right around there.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Volatar on May 21, 2010, 07:43:17 pm
Yeah, I have 190 hours an 1 hat.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Greiger on May 21, 2010, 08:11:13 pm
I dunno my total time, but it's at least 150 hours with just soldier alone.  I have the ghastly Gibus, the halo, and bills hat.

That's it.  I do have all the weapons though.  Including a number of duplicates. Hell immediately after I crafted the homewrecker I got one as a random drop ON MY NEXT DEATH.  Same map and everything.  Then tonight I got the demo's axe while I was quietly lamenting about how I only had one axestinguisher and couldn't make it. 

Not a single hat drop though.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Metalax on May 21, 2010, 09:06:33 pm
700 hours with 4 hats found and 3 crafted + gibus, halo etc. Looks like a bit under 200 hours as an average per found hat. Not sure how the changes to the drop system back in April will effect that average time, but I suspect it will be longer.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: umiman on May 21, 2010, 09:09:34 pm
400 hours: 4 hats found, 1 crafted.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Zai on May 21, 2010, 09:53:02 pm
310 hours for me. Only random hat I have found is the Camera Beard, and that's technically not a hat. Until I craft a hat or find one, I'm just having all classes wear Bill's Hat. It shouldn't be long before I can craft a Solly hat.

This just in: Jarate'd players take mini-crits from bleed damage.

>:3

MELEE SNIPER IS GO
This makes forward-pushing Sniper a lot more viable then.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Tradanbattlan on May 21, 2010, 09:55:20 pm
Or a duo of snipers. Think about it.
Sniper A:
Equipped with Huntsman, Jarate and Kukri

Sniper B:
Equipped with Huntsman, SMG and Shiv

Sniper A tosses Jarate and quickly retreats to a safe Huntsmanning-distance, while Sniper B jumps in with his Shiv and beats on the pissed-on enemies, while Sniper A gives cover fire.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: The Doctor on May 21, 2010, 10:31:39 pm
612 hours, not a single found hat.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Tradanbattlan on May 21, 2010, 10:33:38 pm
I have exactly two hats.
The Brigade Helm and the Prussian Pickelhaube.
I WANT the Brainslug and Pirate hat.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Dr. Johbson on May 21, 2010, 10:53:51 pm
I've had one hat drop, the Fancy Fendora. It was quite soon after hats came out, too.

I crafted it with a camera beard, and I got a Stainless Pot.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Bandages on May 21, 2010, 11:46:27 pm
I got the heavy helmet and the soldier viking helm.

Two classes I never play :/
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Osmosis Jones on May 22, 2010, 12:00:11 am
I would love any of those, I have a grand total of zero non-event hats. I'm a bloody grizzled veteran too!
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: MagmaDeath on May 22, 2010, 01:17:40 am
41 hours, One hat drop, a batting helmet, crafted it into a bonk helm.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Ozyton on May 22, 2010, 01:19:22 am
I think one of my friends wants me to play this game. I played with another friend a long time ago but just a while ago I fired the game up for the first time in... years maybe? Anyways, what the heck is all this... item stuff? Do they even do anything? How come it says I have 7 items yet I only have two when I look?
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: SHAD0Wdump on May 22, 2010, 01:23:44 am
I've got a couple normal hats, the spy's fedora(love it), and the medic... uh... mirror thing...

I've also got a camera beard, gibus, and grizzled veteran.

Crafting metal for a pyro hat, you know I'm aiming for the slug.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Cheeetar on May 22, 2010, 01:35:54 am
I think one of my friends wants me to play this game. I played with another friend a long time ago but just a while ago I fired the game up for the first time in... years maybe? Anyways, what the heck is all this... item stuff? Do they even do anything? How come it says I have 7 items yet I only have two when I look?

Items: The weapons you can use in combat to shoot things. The clothing you can wear to look awesome.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Ozyton on May 22, 2010, 01:40:29 am
That just makes it confusing, considering those don't show up in the backpack...

Well, spaseeba, anyways =o

Now if only there was a way to disable non-essential character speech.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Sensei on May 22, 2010, 02:39:50 am
FYI I think you item count includes default items, which don't appear in the backpack.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Eviltyphoon on May 22, 2010, 03:13:14 am
I just crafted my first hat yesterday!

This one (http://tf2wiki.net/wiki/Triboniophorus_Tyrannus)

Which is great, since it looks awesome and pyro is my second most played class.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: LASD on May 22, 2010, 04:04:01 am
Surprisingly many people with lots of hours and no hats, I feel less unlucky now with my 300 hours of fruitless hat-finding playtime.

FYI I think you item count includes default items, which don't appear in the backpack.
It also includes scrap metal, but if you Ozy haven't played in a long time, you probably don't have it. The 119th update medal is probably one of those though, and the halo too, now that I think of it.

Also, I love how a returning player comes to the thread and everyone is just talking about hats. Certainly reminded me of this blog post. (http://www.tf2.com/post.php?id=3692&p=1)
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Dr. Johbson on May 22, 2010, 05:14:27 am
Heh, yeah, that was a funny one.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Myroc on May 22, 2010, 05:20:24 am
I have three hats*, the Trophy Belt, Shooter's Sola Topi, and a Modest Pile of Hat. Though to be quite fair, I crafted the Sola Topi with camera beard's received when they dropped as frequently as regular item, and the Pile of Hat I just... found lying around in my inventory. I never noticed a message about it.

*Excluding the Ghastly Gibus
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 22, 2010, 05:49:59 am
I have a Pyro Glove, a Pickelhaube, a Camera Beard (if that counts), and a Level 99 Ye Olde Baker Boy I found two days ago.

Also assorted other crap, like a Gibbus and a Halo.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Strange guy on May 22, 2010, 06:04:30 am
I have the medics mirror and are closish to crafting a random hat right now, at nearly 200 hours play time.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Jakkarra on May 22, 2010, 07:21:42 am
Myroc, actually, that's exactly how i got MY Pile of hat.

I wonder where they came from.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Sowelu on May 22, 2010, 07:42:33 am
My only hat is the Heavy's football helmet, which I think is one of the weaker hats.  :/  Oh well!  I shouldn't complain.  But if I get another silly hat, I might craft them together.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Jreengus on May 22, 2010, 08:01:23 am
Guess I'm quite lucky then, I have the Scout's bonk hat and hatless hat, Pyro's rubber glove and beanie, Heavy's football helmet, snipers panama, spy's camera beard, Medic's mirror and the modest pile of hat. Debating crafting the hatless and and beanie into a new hat.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Zai on May 22, 2010, 10:27:40 am
I got the heavy helmet and the soldier viking helm.

Two classes I never play :/
Trade the Viking Helm to me? =D
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on May 22, 2010, 10:29:47 am
I have the ugly Med hat.
Meh.

Made the Shiv and Skullcutter.
Skullcutter wins.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Sensei on May 22, 2010, 11:28:00 am
I got the heavy helmet and the soldier viking helm.

Two classes I never play :/
Trade the Viking Helm to me? =D
Wait wut? We can trade?
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: LASD on May 22, 2010, 11:59:21 am
I got the heavy helmet and the soldier viking helm.

Two classes I never play :/
Trade the Viking Helm to me? =D
Wait wut? We can trade?
Well, Valve set their goal to implement a trade system before the WAR! update, so it's probably still half a year away.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 22, 2010, 12:09:24 pm
I got the heavy helmet and the soldier viking helm.

Two classes I never play :/
Trade the Viking Helm to me? =D
Wait wut? We can trade?
Well, Valve set their goal to implement a trade system before the WAR! update, so it's probably still half a year away.
Mind you they were working on Steam and Source Engine for the Mac, so that is a load they won't have to deal with now. So yeah, perhaps in a year now.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Ozyton on May 22, 2010, 12:28:07 pm
FYI I think you item count includes default items, which don't appear in the backpack.
It also includes scrap metal, but if you Ozy haven't played in a long time, you probably don't have it. The 119th update medal is probably one of those though, and the halo too, now that I think of it.

Also, I love how a returning player comes to the thread and everyone is just talking about hats. Certainly reminded me of this blog post. (http://www.tf2.com/post.php?id=3692&p=1)

Yes, the halo and the grizzled veteran medal (or whatever) is in there, but that accounts for 2 out of 7 objects. Considering what's been said the other 5 must be unlocked weapons or something, but I'm not sure I've unlocked -that- many guns...

Anyways, we have a server right? I might hop on just cause....

EDIT: I just looked and I have 5 non-standard weapons, so that must be it.

EDIT 2: I joined a server and it instantly gave me the 5 guns I already had, so at least they appear in the backpack now.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Bandages on May 22, 2010, 05:37:18 pm
I got the heavy helmet and the soldier viking helm.

Two classes I never play :/
Trade the Viking Helm to me? =D

When trade becomes available, I would love to.

P.S. I've seen people with levels of basic weapons above 1. How do they get the levels higher and what does that higher level mean?
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Volatar on May 22, 2010, 05:51:53 pm
P.S. I've seen people with levels of basic weapons above 1. How do they get the levels higher and what does that higher level mean?

Items randomly dropped with random levels for a short period a while ago. Though the numbers mean absolutely nothing, they are sort of collectors items now.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Tradanbattlan on May 22, 2010, 06:05:47 pm
P.S. I've seen people with levels of basic weapons above 1. How do they get the levels higher and what does that higher level mean?

Items randomly dropped with random levels for a short period a while ago. Though the numbers mean absolutely nothing, they are sort of collectors items now.
High-five for anyone who has a Level 50+ Lunchbox
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: A_Fey_Dwarf on May 22, 2010, 06:44:56 pm
I've played maybe 30 hours, probably a total of 15 of those hours have been since hats existed on TF2. Got my first hat the Pyro's fireman hat the other day. Wheee.

Edit: Also is it just me or are these minor updates huge in size. My connection to steam, as it is through a university, is only 5kbps. I can hardly play anymore with these minor updates coming out every two or three days. I have to leave my computer on for half a week to actually update the game.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Someguyo on May 22, 2010, 07:11:03 pm
Myroc, actually, that's exactly how i got MY Pile of hat.

I wonder where they came from.

Probably the same thing that happened this recent update. A day-ish before the update arrived people got "Unknown Item #" in their backpacks. Which is probably what happened with you guys, and when the update came out it appeared without notice. But that's just a guess..
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Sir Pseudonymous on May 22, 2010, 07:21:23 pm
I've played maybe 30 hours, probably a total of 15 of those hours have been since hats existed on TF2. Got my first hat the Pyro's fireman hat the other day. Wheee.

Edit: Also is it just me or are these minor updates huge in size. My connection to steam, as it is through a university, is only 5kbps. I can hardly play anymore with these minor updates coming out every two or three days. I have to leave my computer on for half a week to actually update the game.
My internet at home is 5KB/s and I can't even connect to steam with it. :/

Although, in the US at least, universities generally have absurdly fast internet. Even at a community college I got 2MB/s down over the wifi, and several times that on a landline.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Jakkarra on May 22, 2010, 07:34:52 pm
Myroc, actually, that's exactly how i got MY Pile of hat.

I wonder where they came from.

Probably the same thing that happened this recent update. A day-ish before the update arrived people got "Unknown Item #" in their backpacks. Which is probably what happened with you guys, and when the update came out it appeared without notice. But that's just a guess..

Got mine a month or so back, so that's out of the question.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Zai on May 22, 2010, 08:15:51 pm
High-five for anyone who has a Level 50+ Lunchbox
I have a Level 43 Lunchbox. Is that good enough?
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: A_Fey_Dwarf on May 22, 2010, 08:16:01 pm
I've played maybe 30 hours, probably a total of 15 of those hours have been since hats existed on TF2. Got my first hat the Pyro's fireman hat the other day. Wheee.

Edit: Also is it just me or are these minor updates huge in size. My connection to steam, as it is through a university, is only 5kbps. I can hardly play anymore with these minor updates coming out every two or three days. I have to leave my computer on for half a week to actually update the game.
My internet at home is 5KB/s and I can't even connect to steam with it. :/

Although, in the US at least, universities generally have absurdly fast internet. Even at a community college I got 2MB/s down over the wifi, and several times that on a landline.

It's not so much that it is a slow internet connection, more that the university are shaping downloads from steam. Playing on servers is fine as they are not reduced in speed.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Sensei on May 22, 2010, 09:23:26 pm
High-five for anyone who has a Level 50+ Lunchbox
I have a Level 43 Lunchbox. Is that good enough?
No, you have to have a level 50 lunchbox equipped to beat the boss at the end of 2fort.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: dragnar on May 22, 2010, 09:26:25 pm
Really? So what is this boss? I'm guessing a level 3 sentry with sniper rifles instead of machine guns.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Bandages on May 22, 2010, 09:27:42 pm
Oh, I also forgot I have the professional's panama. Ballin' hat, but I'd much prefer the headband.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Sensei on May 22, 2010, 09:32:50 pm
Really? So what is this boss? I'm guessing a level 3 sentry with sniper rifles instead of machine guns.
They're +2 rifles. You should still be fine if your Heavy can take the aggro.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Mr.Person on May 22, 2010, 09:54:36 pm
Oh, I also forgot I have the professional's panama. Ballin' hat, but I'd much prefer the headband.

I will trade a Tyrant's Helm, Soldier's Stash, Modest Pile of Hat, or Towering Pillar of Hats for a Master's Yellow Belt when trading comes out.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Volatar on May 22, 2010, 10:42:52 pm
Really? So what is this boss? I'm guessing a level 3 sentry with sniper rifles instead of machine guns.

Do I get a medic buddy to take it down?  ;)
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Sensei on May 22, 2010, 10:43:39 pm
Really? So what is this boss? I'm guessing a level 3 sentry with sniper rifles instead of machine guns.

Do I get a medic buddy to take it down?  ;)
Well you shouldn't start if your group doesn't have a medic.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Volatar on May 22, 2010, 10:45:07 pm
Level 70 Medic LFG  :P
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Greiger on May 22, 2010, 10:51:17 pm
You don't just need one medic, you need two or three.  You need to be constantly healing yer heavy to stand up to the dual rapidfire sniper turret.  At least they haven't patched that bug where it  can't headshot yet, so now would almost be yer best bet.

Just make sure you have a really good pyro around though, no matter how much healing you dump into your heavy he ain't gunna survive the quad crocket blasts.  Yer pyro needs to be really good with the timing of his airblast to reflect them.  If you have a REALLY good team yer guard dog will keep yer pyro and heavy supplied with ammo as well.  You don't wanna have to break off the attacking for ammo with that sucker's hpregen.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 22, 2010, 11:31:17 pm
 And do remember to have a good Demoman around, so that he can use AoE attacks to take out any engineer minions that thing summons. Those things can play out that battle like crazy. Although if you have a soldier with a sufficient Crockets are Such BS skill he might be able to stand in there.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 22, 2010, 11:41:25 pm
Greiger, I always preferred the two-engie method of dealing with ammo for that part, plus I often find they're more useful earlier. If you're not familiar with it, while the heavy tanks you have two engies run up behind him and build dispensers. This provides a little extra healing for them as well and lets you eliminate the guard dog from your party since he's pretty lackluster up until this point anyway. Also, the engies can take turns alternating between repairing and doing ammo runs if the dispensers aren't enough.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: dragnar on May 22, 2010, 11:45:30 pm
So where does the level 50 lunchbox come in? And would a low-level run be possible if a spy sapped it for a few seconds at the start of the fight?
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 22, 2010, 11:52:58 pm
 Spies are generally useful on turret-based enemies but the engineer minions I mentioned can really wreck any spies that try for this battle. And while one could make a party around a demoman clearing the engineers to allow the spy to sap the sentry, it is generally a lot riskier than a heavy/medic engagement.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: returntonull on May 23, 2010, 01:12:55 am
Spies are generally useful on turret-based enemies but the engineer minions I mentioned can really wreck any spies that try for this battle. And while one could make a party around a demoman clearing the engineers to allow the spy to sap the sentry, it is generally a lot riskier than a heavy/medic engagement.

Note, that this is less of a problem with a higher level spy, although aggro more than one engi, and he's screwed too. And don't count out the Direct Hit build soldiers. While they're less effective in the AoE department, they're not nick-named sentry crackers for nothing.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 23, 2010, 01:23:26 am
 The entire point of bringing the soldier is to clear the way for the spy so the sentry won't get off any shots. If you don't clear the way for the spy then you may as well just bring a heavy, because that soldier will get the snot shot out of him. Although having him along for the heavy ride would work out alright.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Mr.Person on May 23, 2010, 03:41:56 am
I'm not sure trying to out-heal the sentry is a good idea. Wouldn't it make more sense to bring a Scout with Bonk to distract it? Once Valve makes the thing headshot again, you might as well forget about putting a Heavy in front of it. Even with 3 Medics attached, the thing will just plow through the Heavy, not to mention that the Engineers will just out-heal the damage the Heavy does. No no no, just distract it with Bonk and have a Demoman lob some grenades to clear the summons and a DH-wielding Soldier to actually kill the thing.

Since you won't be bringing a Pyro, keep an eye out for the Spies that get summoned when you capture the first control point. Sometimes they literally appear behind you right after you get the point, sometimes they only show up while you're fighting the sentry. One of them is a Boss-Spy, he's the one with the Level 39 Noble Amassment of Hats and the Level 53 Dead Ringer. Luckily, he's using a laughably weak pair of a Level 21 Revolver and a Level 23 Knife, but that doesn't make him easy! It's very hard to keep him dead and he WILL backstab you if he gets the chance. It might be a good idea to farm him for awhile to get his mid-level Dead Ringer, they go for about 1 Refined, 2 Reclaimed on the open market. Don't bother trying to get his Amassment, there are easier places to get higher level Noble Amassments. If you get his Level 12 Camera Beard, nobody will pay you for that garbage. Just trade it with the NPC's to remake one of your other hats.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 23, 2010, 04:00:12 am
It's useful to know the Level 53 Dead Ringer regenerates in almost exactly 8.48 seconds. If he dies sooner than that from his last cloak you know he's dead for good.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Sowelu on May 23, 2010, 05:23:30 am
Edit: Also is it just me or are these minor updates huge in size. My connection to steam, as it is through a university, is only 5kbps. I can hardly play anymore with these minor updates coming out every two or three days. I have to leave my computer on for half a week to actually update the game.

One of the last minor updates revised a couple of maps, which meant re-downloading those maps.  Also, some new equippables.  The maps thing probably won't be normal at least, so minor updates should be smaller.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on May 23, 2010, 10:51:47 am
WHAT ARE YOUR USERNAMES SO I MAY REQUEST A FELLOWSHIP OF COMRADES BETWEEN THE MEDIUM OF OUR COMMUNICATION CALLED STEAM.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: The Doctor on May 23, 2010, 10:58:34 am
doct0rz
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Simmura McCrea on May 23, 2010, 11:01:23 am
simmura
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Jreengus on May 23, 2010, 11:01:47 am
Org
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Tradanbattlan on May 23, 2010, 11:03:53 am
Cliff Racer <3 Curly's Panties

If that doesnt work, try "Tradanbattlan"
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Greiger on May 23, 2010, 11:05:23 am
[DFC-I]Greiger.

I do have a tendency to forget to respond to friends list invites.  If I recognize the name I will eventually, I just don't poke around in that part of steam much.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on May 23, 2010, 11:05:34 am
Org
What.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Jreengus on May 23, 2010, 11:06:38 am
Org
What.
I'm you Org. We don't know it yet bet we are schizophrenic.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Myroc on May 23, 2010, 11:08:45 am
[DFC]Myroc
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Evilgrim on May 23, 2010, 11:20:59 am
My steam name is
"Evilgrimy"
Or "[Mar] Evilgrim" I'm not sure which sorry..
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: returntonull on May 23, 2010, 11:35:47 am
Kosher Ham, although I'm told that doesn't work in the add friends dialogue, so same as here.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Toady Two on May 23, 2010, 12:12:05 pm
"3u$t4chy"
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Sensei on May 23, 2010, 12:13:18 pm
[DFC] Sensei, or biomeksensei if that should fail.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: MagmaDeath on May 23, 2010, 01:30:01 pm
[DFC]Magmadeath, Rogunz, or possibly Jpn777.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Jakkarra on May 23, 2010, 01:31:01 pm
[DFC] Jakkarra
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: dragnar on May 23, 2010, 01:52:13 pm
SDS| Kentonroush

my username here was taken already...
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Charmander on May 23, 2010, 02:08:46 pm
[DFC] Charmander
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin
Post by: Zai on May 23, 2010, 02:30:02 pm
[DFC] Zai is what I typically go by, but I occasionally change it to [DFC] [some word goes here] Shrimp. I have changed that word a lot recently.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on May 23, 2010, 02:32:03 pm
I got the Whiskered Gentleman.
And I will add a few of you.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Mr.Person on May 23, 2010, 02:42:25 pm
I got the Whiskered Gentleman.
And I will add a few of you.

Another misc item that complements the Ghastly Gibus
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Eviltyphoon on May 23, 2010, 03:18:09 pm
Username: SuperStormTrooper
Steam account name: Ev1ltyphoon
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on May 23, 2010, 03:27:04 pm
Is this (http://www.teamfortress.com.br/engineerupdate/day01.html) real?

Oh wow I didnt finish reading before I posted this, did I?
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Evilgrim on May 23, 2010, 03:43:05 pm
Heh, I loved that one..
And the Guard Dog's one..

Sure they're fake, but they're still great.
:D
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on May 23, 2010, 04:33:16 pm
Invites sent to Pandar and Zai.
For now.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 23, 2010, 04:44:55 pm
 You'll either find me as Duke or The Blind People. More than likely I'll stay Blind unless I join the DFC server and nobody knows who I am.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Metalax on May 23, 2010, 05:19:42 pm
I'm on steam as [DFC-M]Richard hope to see you down on the server sometime.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin
Post by: debvon on May 23, 2010, 05:43:27 pm
I finally joined the community, not sure what took me so long.. I do play TF2 practically every day. It has been one of the most time consuming games of my life, I think, with 1396 hours sunk into it.. that is pretty sad. Really looking forward to playing with you guys  :D
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Deadbeard on May 23, 2010, 06:14:45 pm
I am known as [DFC]Deathbladde. Fear my Sniper!
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: A_Fey_Dwarf on May 23, 2010, 06:18:20 pm
Steam Name: Velazoraptor
Though I only play on NZ servers (ON3 network ones most notably). Anyone here who plays on such servers should add me.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Volatar on May 23, 2010, 08:06:04 pm
My steam name is [ChHa] Volatar though you can find me by just searching for Volatar. I am unique.  :D
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: returntonull on May 23, 2010, 09:43:29 pm
Is this (http://www.teamfortress.com.br/engineerupdate/day01.html) real?

Oh wow I didnt finish reading before I posted this, did I?

There's another one, by the guard dog guy that's much cooler than that one.

Edit: http://manno.com.br/Engineer/ (http://manno.com.br/Engineer/)
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Bandages on May 23, 2010, 10:11:10 pm
Is this (http://www.teamfortress.com.br/engineerupdate/day01.html) real?

Oh wow I didnt finish reading before I posted this, did I?

There's another one, by the guard dog guy that's much cooler than that one.

Edit: http://manno.com.br/Engineer/ (http://manno.com.br/Engineer/)

we NEED that dog class. NOW.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Zai on May 23, 2010, 10:21:28 pm
Is this (http://www.teamfortress.com.br/engineerupdate/day01.html) real?

Oh wow I didnt finish reading before I posted this, did I?

There's another one, by the guard dog guy that's much cooler than that one.

Edit: http://manno.com.br/Engineer/ (http://manno.com.br/Engineer/)

we NEED that dog class. NOW.
No. It wouldn't be too great in reality. I like there being only 9 classes.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Eduren on May 23, 2010, 10:47:32 pm
Eduren[r/DF]

I don't normally play on the DFC server because it is UK and has tweaked respawns.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Duuvian on May 23, 2010, 11:00:07 pm
I just go under duuvian.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: LASD on May 24, 2010, 02:33:52 pm
This time, I'm the first to post about a new blog post! (http://www.tf2.com/post.php?id=3861&p=1)

EDIT: Still no news about the Engi Update, cool new stuff coming as always though. It'd be cool to know how to model.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Volatar on May 24, 2010, 02:44:13 pm
You go to TF2.com? I go to Teamfortress.com :)

 http://www.teamfortress.com/post.php?id=3861&p=1
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Zai on May 24, 2010, 04:40:58 pm
Quote from: Polycount Contest Page
To maintain the Team Fortress 2 style and budget, here are some specs to guide you. The polygon budgets are not hard limits and use your best judgement for your items, based on these loose numbers.

Weapons
    * 8,000 triangles
    * 512 x 512 texture

Engineer buildings
    * Dispenser:
          o 10,000 triangles
          o 512 x 512 texture
    * Teleporter:
          o 3000 triangles
          o 512 x 512 texture
    * Sentry Turrets
          o 10,000 triangles
          o 512 x 512 texture

Hats
    * 800 triangles
    * 256 x 256 textures

Useful for anybody wanting to make their own stuff to Contribute, not just for this contest.

I think I may actually attempt to take part in this. Probably just gonna make hats if I do anything, though.

I do find it interesting (some might say, a hint of a Valve schedule) that they included the poly counts for the Engy buildings, as I wouldn't expect Valve to release any Community Engy stuff (aside from hats of course) before they released their own Engy Update. Considering the contest deadline is June 28, my current expected release for the Engy update is by the end of June. Hopefully sooner than that, though. Or Valve is trying to use this and the Contribute page in general to come up with models/ideas for the Engy update. Which means we can expect the Engy update sometime in August.

Actually. Talking to Org about his quest for the Eyelander, I have realized that the Grenade Launcher was not replaced in the War! update or subsequent community updates. I think I may try to make something to replace that, which means I would have to come up with some kind of 'Nade replacement model, as well as limit myself to the Demo for my hats (3 things for one class). I'll have to think about that.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Jakkarra on May 24, 2010, 04:55:00 pm
Don't replace the Nade launcher, it;s the only thing typing him to being a "Demoman" now.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: dragnar on May 24, 2010, 04:56:47 pm
Replace the nades instead. How about a launcher that can fire either incendiary or stun grenades? Though incendiary grenades would be rendered pretty redundant by the flare gun...
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 24, 2010, 05:05:33 pm
 Flashbang grenades? The flash has a 10% effect on your team and a 75% effect on yourself. Covers screen with an 80% opacity white flash. Doesn't completely blind your opponents, but it does make it harder to see.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Zai on May 24, 2010, 05:06:54 pm
Don't replace the Nade launcher, it;s the only thing typing him to being a "Demoman" now.
Jakk, I don't think you get it. These models are for something akin to a Community update. Not a fully fledged new weapon like the Demo got in the War! update. One thing the Contest page said was that it should maintain the functionality of what it's replacing. So if Valve were to put whatever my attempt to make something to replace the 'Nade Launcher is into the game, it'd be far closer to the differences between the Flamethrower and Backburner than those between the Sticky Launcher and the Chargin' Targe. In other words, it would still be a Grenade Launcher in essence.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Eduren on May 24, 2010, 05:39:43 pm
Awesome Equalizer re-skin. (http://www.steamapps.howto.cz/emporium/tf2/sgtplushie/)
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 24, 2010, 06:07:53 pm
Awesome Equalizer re-skin. (http://www.steamapps.howto.cz/emporium/tf2/sgtplushie/)
Someone needs to make that model possess a smaller copy of itself.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Zai on May 24, 2010, 06:48:36 pm
Awesome Equalizer re-skin. (http://www.steamapps.howto.cz/emporium/tf2/sgtplushie/)
Heheh. Pretty nice.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Bandages on May 24, 2010, 07:28:54 pm
Oh man, so I know this probably isn't as good as anyone else on here but I finally had a moment of pure TF2 Godliness.

First, decapped 4 people as demoknight to get max hp/speed, then traded in my targe for Scottish Resistance and camped the main hall of TwoFort. 53 kills, 10k+ damage and over an hour and ten minutes alive. Shit was CRAZY. No one could kill me so I eventually just went out and fought till I died.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Greiger on May 24, 2010, 07:49:52 pm
On the FFN server I managed to kill a full 6 people with the sniper shiv.

It was on the 5 point cp map with the glass enclosed final capoint, 2nc cappoint on a spire and middle cappoint on a bridge.  Unfortunately the mapname escapes me at the moment.

At any rate the enemy team had the middle point and were trying to push to my team's spire cappoint. I was chasing a spy, and went around to the side with the secondary spawn gate.  Once I finally caught the spy I killed him with the shiv and found myself behind the enemy's lines.  I was in the wooden building next to the downward slope in front of the spire.  I figured I was too close to snipe effectively, and they were moving around too much fighting my team in front of them anyway.

So I channeled Leroy Jenkins and jumped out shiv swinging.  The closest opponent to me died in 2 swings, a demoman, never saw me coming.  Next I went to the two other snipers, since I was in front of them they were the most likely to see me.  Fortunately they were both scoped in.  Their razorbacks may protect them from backstabs, but it didn't do a thing against my shiv.  The second one didn't even notice when the first died to a crit, and the second died in two swings before he even lowered his scope.  Nobody else was coming  so I ran forward and killed the medic and his heavy in the same fashion.  Afterward, my team counterpushed and took the middle point almost uncontested.

People really need to pay more attention when they start hearing folks dying around them.  I don't think I woulda' been able to do that on the DFC server.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Zai on May 24, 2010, 08:40:14 pm
Their razorbacks may protect them from backstabs, but it didn't do a thing against my shiv.
Actually, that's a good point (like most points when referring to the Razorback). A possible buff for it (because right now it only counters one thing) would be for it to lower damage from all melee weapons until being stabbed in the back, at which point it does its normal thing.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Sensei on May 24, 2010, 09:11:13 pm
I don't think "melee resistant" is really a trait valve has in mind for the sniper. Besides- we already have demo knights, bonk, equalizer and the Pyro's requisite melee weapons.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: umiman on May 24, 2010, 09:51:51 pm
Awesome Equalizer re-skin. (http://www.steamapps.howto.cz/emporium/tf2/sgtplushie/)
Ho wow, that's awesome...
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Sowelu on May 25, 2010, 12:27:15 am
Re: Polycount:

I'm pretty sure Valve would be doing touching up and LOTS of animation work on the winning models.  Would be very surprised if the Polycount update came out before August.

...Would be slightly surprised if the Engineer update didn't come out by the end of this month.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 25, 2010, 03:09:10 am
I hope for an absurd number of building replacements.

But I know I wont get it. :'(
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Jreengus on May 25, 2010, 09:26:56 am
I'd make the shield protect from any crit hitting you on the back, not full protection but damage reduction and then it breaks, against a weapon like the flamethrower or minigun it survives for maybe a second before breaking.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: PTTG?? on May 25, 2010, 10:02:04 am
Crafted the shiv since I've had a stockpile of watches and bows lying around... can't wait to try it out.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 25, 2010, 10:09:24 am
 I've died a surprising number of times to that shiv, but considering that every time I die to the normal sniper melee weapon it has always been crits, and that every time I fight somebody in melee I can be standing right next to them swinging away with no crits ever, and watching them slowly realize they are being hit and turn around to crit me in the face, I don't think this weapon will help me much.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Thexor on May 25, 2010, 02:30:42 pm
The shiv's a little depressing - if somebody's within melee range, and I'm a Sniper, I want them dead now, not 8 seconds from now. But it looks cooler than the normal kukri, so I use it anyways.  ;)
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Dr. Johbson on May 25, 2010, 02:49:06 pm
Spies will hate you forever also.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: ToonyMan on May 25, 2010, 02:54:49 pm
Looks like the Engy update is coming later than expected for me.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: dragnar on May 25, 2010, 02:57:04 pm
Spies will hate you forever also.
Why? Unless you are a really pathetic spy snipers almost never know what hit em.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Greiger on May 25, 2010, 03:02:21 pm
I like the shiv because usually if I'm in melee range as a sniper I'm already in trouble.  Often a single swing of the shiv is all that could be pulled off before you either die or get away to safety.

The shiv's bleed effect makes sure that that one hit messes them up good.  More often than not If I get a hit in with the shiv before going down, the one that killed me dies from the bleeding shortly after.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Bandages on May 25, 2010, 03:31:12 pm
I like the shiv because usually if I'm in melee range as a sniper I'm already in trouble.  Often a single swing of the shiv is all that could be pulled off before you either die or get away to safety.

The shiv's bleed effect makes sure that that one hit messes them up good.  More often than not If I get a hit in with the shiv before going down, the one that killed me dies from the bleeding shortly after.

Thees
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Jakkarra on May 25, 2010, 05:03:36 pm
You never notice the Minus damage anyway.

Or maybe that's just me, seeing as i go to melee duels as a Spy.

And win.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Nilocy on May 25, 2010, 06:15:00 pm
http://www.youtube.com/watch?v=uQl5YfnS2Ho

Me and a friend mucking about in gmod for 3 hours.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Zai on May 25, 2010, 09:11:04 pm
http://www.youtube.com/watch?v=uQl5YfnS2Ho

Me and a friend mucking about in gmod for 3 hours.
Pretty neat.

Killcam pics of tonight's game on the DFC server, first two from Freight and last from Well:

Spoiler (click to show/hide)

[EDIT:] Surprise surprise! Saxton Hale update (http://two.xthost.info/saxtonhale/day01.html) for all!
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 25, 2010, 10:15:47 pm
 I've been thinking. The Pyro is an ambush class. He has no tools to ambush aside from the innate talent of everybody with a physical body to hide behind a corner or stand over a ledge. Now the Demoman is good at setting up ambushes. He can stick sticky grenades anywhere he wants and use the places nobody looks to set traps. Such would be a good strategy for the Pyro. But allowing the Pyro access to anywhere is just insane. What, are you asking for him to have a compression blast jump?

 No, climbing gloves.

 Basically any flat vertical surface would grant the pyro the ability to climb up it. If there is a flat ledge he can crawl onto it. Any obstructions will block his movement, so he can't climb past wall features, onto ceilings or across corners. The wall can have some curve and perhaps some small bumps can be avoided, but for the most part this means manmade walls and such. As such this ability is very limited when it comes to mobility. However, when it comes to ambushing things are a lot more open. He won't be able to fire when on a wall but as soon as he uses M1 to release from the wall he takes out his primary weapon and M2 for his melee weapon. The idea is the ability to hang over doorways and drop down to ambush foes who normally don't look up.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 25, 2010, 10:29:25 pm
What would that replace, though? Shotgun?
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Bandages on May 25, 2010, 10:40:54 pm
Saxton Hale is one manly motherf**ker
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 25, 2010, 10:52:23 pm
 Secondary weapon. It means that your only means of causing damage is close range, but you have a tool to do as such.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: returntonull on May 25, 2010, 11:58:31 pm
I've been thinking. The Pyro is an ambush class. He has no tools to ambush aside from the innate talent of everybody with a physical body to hide behind a corner or stand over a ledge. Now the Demoman is good at setting up ambushes. He can stick sticky grenades anywhere he wants and use the places nobody looks to set traps. Such would be a good strategy for the Pyro. But allowing the Pyro access to anywhere is just insane. What, are you asking for him to have a compression blast jump?

 No, climbing gloves.

 Basically any flat vertical surface would grant the pyro the ability to climb up it. If there is a flat ledge he can crawl onto it. Any obstructions will block his movement, so he can't climb past wall features, onto ceilings or across corners. The wall can have some curve and perhaps some small bumps can be avoided, but for the most part this means manmade walls and such. As such this ability is very limited when it comes to mobility. However, when it comes to ambushing things are a lot more open. He won't be able to fire when on a wall but as soon as he uses M1 to release from the wall he takes out his primary weapon and M2 for his melee weapon. The idea is the ability to hang over doorways and drop down to ambush foes who normally don't look up.

There's actually some goofy mod, that gives the Pyro 'disguise-jutsu' which lets them hide inside a barrel. Highly amusing.

http://www.youtube.com/watch?v=kbqwz6oja-s (http://www.youtube.com/watch?v=kbqwz6oja-s)
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Myroc on May 26, 2010, 12:38:22 am
I've been thinking. The Pyro is an ambush class. He has no tools to ambush aside from the innate talent of everybody with a physical body to hide behind a corner or stand over a ledge. Now the Demoman is good at setting up ambushes. He can stick sticky grenades anywhere he wants and use the places nobody looks to set traps. Such would be a good strategy for the Pyro. But allowing the Pyro access to anywhere is just insane. What, are you asking for him to have a compression blast jump?

 No, climbing gloves.

 Basically any flat vertical surface would grant the pyro the ability to climb up it. If there is a flat ledge he can crawl onto it. Any obstructions will block his movement, so he can't climb past wall features, onto ceilings or across corners. The wall can have some curve and perhaps some small bumps can be avoided, but for the most part this means manmade walls and such. As such this ability is very limited when it comes to mobility. However, when it comes to ambushing things are a lot more open. He won't be able to fire when on a wall but as soon as he uses M1 to release from the wall he takes out his primary weapon and M2 for his melee weapon. The idea is the ability to hang over doorways and drop down to ambush foes who normally don't look up.

Interesting idea. I'd use it, if only occasionally since I love my shotgun.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Siquo on May 26, 2010, 03:34:27 am
Pyro is about speed and flanking, not really ambush. The trick is to be where they don't expect you using your speed alone.

The demo needs time to set up his ambush, and once it's set, it can't move. The pyro shouldn't ambush around corners, it should ambush from behind. Take a not-often-used side path, and get their medics in the back.  ;D
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 26, 2010, 03:44:08 am
!!!!!!

Idea!

Smoke grenade/smoke bomb. Make it happen. Holy shit.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Myroc on May 26, 2010, 04:07:51 am
!!!!!!

Idea!

Smoke grenade/smoke bomb. Make it happen. Holy shit.
This idea is awesome and you should feel awesome just for thinking of it.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Siquo on May 26, 2010, 04:18:33 am
Seconded. Smoke is hard to draw consistently on different hardware, though. So it's not going to happen.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: dragnar on May 26, 2010, 07:19:54 am
Bah, all it has to do is limit the visibility of all players within a certain radius. There doesn't have to be any actual smoke.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 26, 2010, 07:56:41 am
 So more of a flashbang?

 But yeah, wallclimbing does open some alternate routes only vertical access classes could access, like soldier and demoman. Not every one as wallclimbing is a lot more limited in how many routes one can access, but it does increase the mobility in a small way. And it allows you to hit from behind when somebody walks out from under you.

 But yeah, the Pyro does need some tool for being mobile. That is the only way people could take him seriously as a class. Either mobility or some method of sneaking up on a dude. The only ways I can see it happening are if they grant the Pyro some method of accessing alternate routes or grant him better awareness of what is going on. Both open up the possibilities of a skilled player finding the weak points in the enemies advance and take advantage of it by being able to position themself correctly.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Siquo on May 26, 2010, 08:10:10 am
I don't know what you're complaining about. Right now people take me very seriously as a pyro...  :D
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Schilcote on May 26, 2010, 02:19:09 pm
That mod up there has a flashbang sticky that Demomen can deploy.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on May 26, 2010, 02:22:05 pm
VS SAXTON HALE MODE YAY
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Zai on May 26, 2010, 07:58:12 pm
I think the Engy update is going to contain the Trading update, like the War! update gave us crafting and the Spy/per update had the item drop system (which led to Valve not including Milestones for them at first).
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Tradanbattlan on May 26, 2010, 08:00:28 pm
Everyone saw the preview video, right?
Did you see that dispenser-looking thing with the satellite dish on it?

My theory is that will be revealed as the Engineer's ingenious invention that allows Mann Co. weapons to be moved great distances to people who also have them.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: returntonull on May 26, 2010, 08:50:11 pm
Everyone saw the preview video, right?
Did you see that dispenser-looking thing with the satellite dish on it?

My theory is that will be revealed as the Engineer's ingenious invention that allows Mann Co. weapons to be moved great distances to people who also have them.

Or it could just be this: http://www.teamfortress.com/post.php?id=3539&p=1 (http://www.teamfortress.com/post.php?id=3539&p=1)
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Zai on May 26, 2010, 08:51:55 pm
Everyone saw the preview video, right?
Did you see that dispenser-looking thing with the satellite dish on it?

My theory is that will be revealed as the Engineer's ingenious invention that allows Mann Co. weapons to be moved great distances to people who also have them.

Or it could just be this: http://www.teamfortress.com/post.php?id=3539&p=1 (http://www.teamfortress.com/post.php?id=3539&p=1)
retrofitted into becoming what Tradanbattlan described.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: returntonull on May 26, 2010, 09:04:07 pm
Everyone saw the preview video, right?
Did you see that dispenser-looking thing with the satellite dish on it?

My theory is that will be revealed as the Engineer's ingenious invention that allows Mann Co. weapons to be moved great distances to people who also have them.

Or it could just be this: http://www.teamfortress.com/post.php?id=3539&p=1 (http://www.teamfortress.com/post.php?id=3539&p=1)
retrofitted into becoming what Tradanbattlan described.

That's a lot of faith in Valve doing things in a timely manner/at all. I'd say, Engineer Update hits and then three months later trading appears.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Zai on May 26, 2010, 10:02:01 pm
So I was having a discussion with Umi about ideas for the contest, and I think I may do a "Pyro is Fucking Nuts" pack. 2 hats. 1 weapon.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on May 27, 2010, 12:52:52 pm
So I was having a discussion with Umi about ideas for the contest, and I think I may do a "Pyro is Fucking Nuts" pack. 2 hats. 1 weapon.
Fire Extinguisher as a replacement for a melee weapon.
Deals damage with M1, and extinguishes team-mates with M2.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Zai on May 27, 2010, 01:27:37 pm
So I was having a discussion with Umi about ideas for the contest, and I think I may do a "Pyro is Fucking Nuts" pack. 2 hats. 1 weapon.
Fire Extinguisher as a replacement for a melee weapon.
Deals damage with M1, and extinguishes team-mates with M2.
1) I saw someone's already doing a Fire Extinguisher as part of a Fire Safety theme.
2) It's not up to contributors what Valve does with Contributions. They can make suggestions, but Valve doesn't have to listen at all. If you were to include new functions (something that's not supposed to be part of the contest), you'd probably have to make your own animations, as I highly doubt Valve would want to make animations for people.

Right now I'm thinking of my theme being about the Pyro "borrowing" (because borrowing can refer to legit being given things or stealing them, borrowing without asking (my original idea was to have the Pyro be stealing things from the Engy, but Umiman made a good argument for the Pyro to have the Engy give him/her things. So I'm trying to mix the two, and have it vague as to whether the Pyro stole things or was given things by the Engy and have it be vague like the Pyro's gender)) things from the Engy. Don't have a name or phrase for it yet though.

[EDIT:] Agh! Damn it! Stuff for the contest has to be 100% original, meaning no Valve models at all. I'm still going to make my Sentry-headed Flamethrower, I'll just probably put it off.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Strange guy on May 27, 2010, 06:44:29 pm
New update-
Spoiler (click to show/hide)

Main change is adding community made kill icons to the community weapons, as well as a few other minor changes and map alterations.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Tradanbattlan on May 27, 2010, 06:49:24 pm
300MB for all that?
Wahaha.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Mr.Person on May 27, 2010, 06:53:16 pm
300MB for all that?
Wahaha.

You have to redownload two maps and several huge images, among other things. The common theory is there's also parts of the Engineer Update, but I don't buy that one so much. Maps really are that big.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 27, 2010, 06:54:33 pm
Nope. He failed to mention there was a source-engine update as well.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Eduren on May 27, 2010, 07:43:58 pm
The new death notices. (http://maurice.gmod.de/d_images.png)

Pay careful attention to the new sentry in the bottom, and the new unknown headshot icon.

Edit: According to the steam forums that unknown headshot has been there since around the WAR update.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: dragnar on May 27, 2010, 07:52:38 pm
I believe the game's size does not actually increase by 300 Mb. That number is the total amount changed, both new and old content is counted, so a lot of that is probably minor rewrites of code.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 27, 2010, 08:26:24 pm
The source engine is somewhat around 230mb. Steam doesn't patch, it simply downloads the entire new file. Ie, maybe the engine changed by 50kb, instead of patching, it downloads the new 230mb file.

Maps are anywhere from 5mb to 50mb (and more), most commonly around 20-30mb.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on May 27, 2010, 08:29:20 pm
OH MY GAWD.
So, I was playing Randomizer Arena when this:

Player [DFC]LASD has joined.

I do a double take. What?
Then I am all like, LASD!, and he is all like ORG!.
And yeah.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Sensei on May 27, 2010, 08:31:04 pm
Laser sentry? Possibly a laser that does fire damage. Longer range perhaps? Or perhaps it's a target painter for something ungodly?
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Greiger on May 27, 2010, 08:33:04 pm
I kinda understand if they do that.  I imagine it would be easier to make steam just download the updated file then risk something not going quite right with the modifications to the file and having lord knows what happening.

Of course I only ever 'programmed' using stuff like Visual Logic, Alice, Game Maker, Carnage Heart, and RPG Maker.  So I could very well be talking out of my ass.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 27, 2010, 08:58:56 pm
Pay careful attention to the new sentry in the bottom, and the new unknown headshot icon.
More like headexplode icon. Red mist has nothing on this.

 And yeah, what is the IP of the randomizer server you guys use? I can't seem to find it again. At least a semi-active server.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: returntonull on May 27, 2010, 10:00:42 pm
300MB for all that?
Wahaha.

You have to redownload two maps and several huge images, among other things. The common theory is there's also parts of the Engineer Update, but I don't buy that one so much. Maps really are that big.

Valve's maps are -huge- in file size compared to most customs, so yes.

And if its been around since the war update, and considering the color. It was probably whatever they were going to give the demo.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: SHAD0Wdump on May 27, 2010, 10:03:20 pm
Valve's maps are -huge- in file size compared to most customs, so yes.
They spend all that space on their precious 'valve geometry' to fuck over players in tight situations.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Mr.Person on May 27, 2010, 10:03:55 pm
The headshot icon is supposedly a beta icon for the Ambassador.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 27, 2010, 10:04:30 pm
Randomizer should be broken since valve removed custom item-ability from the servers. At least it broke when they did that. It also broke team portress (http://www.youtube.com/watch?v=PdHE_NBmLwU). If they managed to get randomizer back, I want to play it again. :D
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Zai on May 27, 2010, 10:08:22 pm
So I've come up with a new theme for my contest entry, still for the Pyro: Dodgeball.

No, no. Not real life dodgeball. The TF2 fan-made game-mode dodgeball!

I shall have a new rocket as a melee weapon. Umi wants it to be on fire so that it's more Pyro-y, but I'm kind of eh on that idea, unless it's just the tail that's on fire.
I'm thinking of doing a hat that is an exercise headband, like this (http://www.abiandjoseph.com/UserFiles/1331-Files/image//headband_cat%281%29.jpg) except thicker and not as wide.

And I'll think of another weapon. That may mean another Flamethrower, but I dunno. I was thinking of doing a flaming (actual) dodgeball for "replacing" the Flare Gun. However, that would mean doing my own animations, which I'm not too keen on. I'm not likely to do this, but there is a month and the other two items should be relatively easy in comparison.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: returntonull on May 27, 2010, 10:19:50 pm
Oh wait, derp. Of course they're going to try and do the Engineer update at the same time as they release TF2 for Mac. What was the schedule? Every other Wednesday? So HL2 was this week... So I'd be willing to lay money on Engineer update June 9thish.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Bandages on May 27, 2010, 10:21:53 pm
Finally got the Equalizer! Now I don't need any more weapons :D Feels good, man.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on May 27, 2010, 10:35:28 pm
Spoiler: READ NAOW (click to show/hide)
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Mr.Person on May 27, 2010, 10:39:13 pm
Don't you DARE include me in your psychotic ravings!
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Zai on May 27, 2010, 10:39:26 pm
I...don't think that belongs in this thread, Org.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Pandarsenic on May 27, 2010, 10:41:56 pm
You should probably remove the part where we take jabs at each other over Mafia.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: ToonyMan on May 27, 2010, 10:45:03 pm
Yeah I read that and now I am tainted with knowing stuff I shouldn't.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: LASD on May 28, 2010, 04:39:41 am
And yeah, what is the IP of the randomizer server you guys use? I can't seem to find it again. At least a semi-active server.
173.192.202.56:27015, that is likely the only one left. And it's arena-only. The non-arena randomizer was more fun as you could play really long stretches with some ridiculous crazy awesome combination. Like a spy with a rocket launcher.

Running on to Org on there was a surprise to say the least. Though I've run into Yanlin a few times without meaning to too.


And yeah, that quoted conversation has about 2% to do with TF2.


EDIT P.S.
Oh wait, derp. Of course they're going to try and do the Engineer update at the same time as they release TF2 for Mac. What was the schedule? Every other Wednesday? So HL2 was this week... So I'd be willing to lay money on Engineer update June 9thish.
I was thinking the exact same. I bet Valve is working their ass off to get the game to a playable framerate for Mac.

EDIT 2 P.S.2
And I'll think of another weapon. That may mean another Flamethrower, but I dunno.
Maybe a sporty Flamethrower that looks like it was meant for Dodgeball? With exaggerated airblasting capabilities and the flamethrowing seeming like the side function.

Also, what programs are you using to make the models? I'd like to see if I can do anything at all.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Volatar on May 28, 2010, 07:24:04 am
The new update added kill icon for the new community weapons and one more...

Quote
oh god
is that
I think it is
a new kill icon unused as of now
its a laser sentry icon


a laser sentry icon

(http://maurice.gmod.de/d_images.png)

a laser sentry icon
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Zai on May 28, 2010, 10:33:18 am
EDIT 2 P.S.2
And I'll think of another weapon. That may mean another Flamethrower, but I dunno.
Maybe a sporty Flamethrower that looks like it was meant for Dodgeball? With exaggerated airblasting capabilities and the flamethrowing seeming like the side function.
Yeah, that's what I'm going for if I do a Flamethrower, but I'm going to have some difficulty making it really look like it's meant for Dodgeball. I think I may have 2 things on each side of a smaller nozzle which are meant to release airblasts.

Also, what programs are you using to make the models? I'd like to see if I can do anything at all.
I'm pretty new to modeling for TF2 and Source in general, so you probably shouldn't take advice from me, but I'm just using Blender, GIMP, and assorted plugins. And maybe various other programs if they're needed.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Jakkarra on May 28, 2010, 10:38:15 am
I havent been able to play for a couple days now, due to the Steam servers being "Busy" all the time...

I need to fix this soon!
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Tradanbattlan on May 28, 2010, 11:45:25 am
The only unused kill icon? I see a black headshot icon where the victim's head is EXPLODING.
That is much, much cooler than a damn laser sentry.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 28, 2010, 01:30:34 pm
You know, I remember seeing that turret icon before somewhere. So I don't know if it's actually new to this update.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on May 28, 2010, 09:01:08 pm
My mic was all not cool.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Greiger on May 28, 2010, 09:19:57 pm
Yea I couldn't hear you the whole time dude.  It would put up an indicator you were trying to talk, and you wouldn't completely blank out player speakers like some folks with that problem, but we couldn't hear ya either.

All I can say is to check stuff, like your sound input settings on yer OS, any driver settings you may have, check the voice chat stuff in steam, and check it ingame, making sure you can hear yourself in the playback.  Also make sure your mic isn't muted or set really low.  Believe it or not half the time I try to help somebody with their mics they just had the damn thing muted or off.  It's a common, silly mistake.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on May 28, 2010, 09:23:15 pm
I had all of it set up!
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: LASD on May 29, 2010, 04:44:29 am
Is there any stat-addicts here? I know I am and I found a page that makes extensive stats of TF2 a while ago, imaginitively named tf2stats.net.

Here's my stats (http://tf2stats.net/player_stats/76561198002308884) for example. You have to register to get more detailed stats, but without that there's still interesting stuff to look at. Like seeing the differences on average kills and points per hour for every class. And noticing I've "only" played 249 hours as opposed to the 427 hours Steam claims I have.

There's also weapon (http://tf2stats.net/items/) and hat (http://tf2stats.net/hats/) usage statistics, which I find interesting.

Also also, they just launched even more extensive stat gathering on a certain set of servers (http://tf2stats.net/contributing_servers) which one can join with a simple command to the server's autoexec (http://tf2stats.net/forums/index.php/topic,46.0.html). Publicity and stats. I think I'll bug Nilocy about it. :P
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Greiger on May 29, 2010, 12:31:41 pm
I'm not a stat addict but you did prompt me to check out my own.  It seems my estimate of 300 solly hours was an overestimation.  It was 200 about a year ago, seems my branching out to sniper and pyro made my solly hours not go up as much as I thought.  Oh well.

 Here's my stats anyway. (http://tf2stats.net/player_stats/76561197989969030)
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: returntonull on May 29, 2010, 01:20:05 pm
Here's my stats (http://tf2stats.net/player_stats/76561198002308884) for example. You have to register to get more detailed stats, but without that there's still interesting stuff to look at. Like seeing the differences on average kills and points per hour for every class. And noticing I've "only" played 249 hours as opposed to the 427 hours Steam claims I have.

tf2stats is just totaling up your visible hours via your stats page. Steam has a better idea of your real total hours, even if it doesn't have stats for all of it. I've reset mine so much that I've probably got something close to 250-300 total hours as spy. With current recorded total at only 90.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Shadowlord on May 29, 2010, 04:04:18 pm
Steam's launcher says I've played TF2 for 82 hours, and TF2Stats says I've played for 31. I'm more inclined to trust steam's launcher.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Nilocy on May 29, 2010, 04:47:38 pm
Those TF2 stats thing are cool. I'll sign the DFC server up to it :D
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on May 29, 2010, 07:57:17 pm
Jakkarra did not sound as I thought he would.

Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: LASD on May 30, 2010, 05:03:21 am
tf2stats is just totaling up your visible hours via your stats page. Steam has a better idea of your real total hours, even if it doesn't have stats for all of it. I've reset mine so much that I've probably got something close to 250-300 total hours as spy. With current recorded total at only 90.
Yeah, but I haven't reset my stats and Steam counts my old idling time and stuff like forgetting the game running, so the Tf2stats figure is likely more accurate of my real time used to play the game. Though I wonder if it catches playing around with bots, probably not.

Those TF2 stats thing are cool. I'll sign the DFC server up to it :D
Ooh, nice (http://tf2stats.net/contributing_servers).
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Charmander on May 30, 2010, 07:52:27 am
That's all well and good, but it looks like we still need server dollars, otherwise the whole thing'll be kinda moot.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Jakkarra on May 30, 2010, 07:55:06 am
We could, Y'know, Try to sell ad space?

Get a sponsor maybe.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Nilocy on May 30, 2010, 09:36:31 am
We could, Y'know, Try to sell ad space?

Get a sponsor maybe.

Or people could donate.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: LASD on May 30, 2010, 09:42:23 am
Or people could donate.
Oh yeah, that 20 dollar donation I said I could do. It's on it's way now.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Nilocy on May 30, 2010, 09:48:32 am
Or people could donate.
Oh yeah, that 20 dollar donation I said I could do. It's on it's way now.

Danke mien hard hatted friend.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on May 30, 2010, 09:49:35 am
Sup. I was playing a few minutes ago.
But then I got bored.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Zai on May 30, 2010, 11:32:27 am
We could, Y'know, Try to sell ad space?

Get a sponsor maybe.

Or people could donate.
Or we could do both.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: zchris13 on May 30, 2010, 12:00:38 pm
Yeah, add space would be nice.  Are there any nice billboards on any maps?
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Tradanbattlan on May 30, 2010, 12:01:36 pm
Goldrush has a sexy A billboard on the last map.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on May 30, 2010, 05:00:40 pm
Lets recap for today:
Zai and magma were being pricks, but I guess this is normal.
Nilocy doesn't want to play Mafia.
Jakarra ragequit, I think.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Bandages on May 30, 2010, 05:21:46 pm
What I learned:

Arena is boring
Org is bad at spy (sorry, I had to)
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on May 30, 2010, 05:22:52 pm
What I learned:

Arena is boring
Org is bad at spy (sorry, I had to)
Mdfkewgdh jek oasjhklq; kasdvfbss
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 30, 2010, 05:26:29 pm
Am I the only one who loves Arena?
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on May 30, 2010, 05:27:02 pm
Am I the only one who loves Arena?
I like it.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Zai on May 30, 2010, 05:28:39 pm
Am I the only one who loves Arena?
I like it, just not when there's team player limits.

Zai and magma were being pricks, but I guess this is normal.
You just can't handle the love.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on May 30, 2010, 05:29:46 pm
Am I the only one who loves Arena?
I like it, just not when there's team player limits.

Zai and magma were being pricks, but I guess this is normal.
You just can't handle the love.
Yeah, why don't you talk to magma about love. There is alot of that in his fanfic.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 30, 2010, 05:31:18 pm
 I'm alright with it, so long as the whole opposing team doesn't gang up on me as my team somehow wandered off at that moment.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 30, 2010, 05:35:33 pm
I think you guys should add koth_lolcano (http://forums.tf2maps.net/showthread.php?t=13099) to the DFC server. It's worth it.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 30, 2010, 05:38:54 pm
Quote
-LOL deaths will trigger the "hahahaha! hahahaha!" sound clip over the whole map
-when the LOL lava rises, the short "trololololo" sound clip plays over the whole map
Really?
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 30, 2010, 05:44:04 pm
Quote
-LOL deaths will trigger the "hahahaha! hahahaha!" sound clip over the whole map
-when the LOL lava rises, the short "trololololo" sound clip plays over the whole map
Really?
Really. (http://www.youtube.com/watch?v=ogDylGmwwTg)
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Bandages on May 30, 2010, 05:45:13 pm
Damn that's a fine looking map.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: returntonull on May 30, 2010, 05:51:39 pm
Don't let the silly descriptions fool you. Lolcano despite being silly is a fantastically designed and fun map. The sounds are unobtrusive and nice. (Extremely nice cause they warn you when to flee the middle area as it becomes full of flaming death.)
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 30, 2010, 05:58:54 pm
Plus it has trololo (http://www.youtube.com/watch?v=pYU7oG2V7uc).
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Bandages on May 30, 2010, 05:59:42 pm
Damn that's a fine sounding song.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Megaman on May 30, 2010, 07:53:02 pm
Of cource, the actual name of the song will remain a close held secret to us Russians
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Nilocy on May 30, 2010, 07:54:55 pm
Yush. I will add it. Cause it is awesome.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: ToonyMan on May 30, 2010, 07:56:08 pm
I'm afraid I've fallen into the "play for a week when a major update comes out" group, oh well.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 30, 2010, 07:57:12 pm
Of cource, the actual name of the song will remain a close held secret to us Russians
It's trololo in russian? =p
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Bandages on May 30, 2010, 07:58:07 pm
The song is called "I am so glad to finally be back home"

No joke.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Soulwynd on May 30, 2010, 08:01:15 pm
The song is called "I am so glad to finally be back home"

No joke.
Yet another reason to play trololo whenever you get home. Maybe an mp3 player with motion sensor, so whenever someone comes in it starts playing trololo.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Nilocy on May 30, 2010, 08:14:49 pm
EVERYONE GO DOWNLOAD THE MAP NOW. IT HAS BEEN ADDED. TOMORROW WE SHALL PLAY.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Volatar on May 31, 2010, 02:07:47 pm
Apparently the game on the DFC server is supposed to start right now. Lets get playing!
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on May 31, 2010, 03:41:00 pm
I AM GOOD SPAH
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: MagmaDeath on May 31, 2010, 05:51:26 pm
I AM GOOD SPAH
Sure Org, keep thinking that
Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Bandages on May 31, 2010, 05:56:10 pm
The server broke :(

and then all the fun people were gone :(((
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Zai on May 31, 2010, 06:05:42 pm
Pro-tip for any and all admins of servers: don't be a dick.

This means don't turn beacon on, don't "slap" people, and don't suddenly change the gravity.

I got fucked over as Spy in the last round on the DFC server because somebody thought it would be a good idea to turn beacon on (after it was too late to change classes in Arena). It wasn't. If I had been a random person who joined the server, I would not come back after today. Too many annoyances on that server.

Really, DFC admins need to interfere in the game a hell of a lot less than they have been doing recently.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Nilocy on May 31, 2010, 06:06:49 pm
Pro-tip for any and all admins of servers: don't be a dick.

This means don't turn beacon on, don't "slap" people, and don't suddenly change the gravity.

I got fucked over as Spy in the last round on the DFC server because somebody thought it would be a good idea to turn beacon on (after it was too late to change classes in Arena). It wasn't. If I had been a random person who joined the server, I would not come back after today. Too many annoyances on that server.

Really, DFC admins need to interfere in the game a hell of a lot less than they have been doing recently.

And people need to learn that admins paid for the server and have every right to do so. And also, we were playing melee only! We fucked around for the majority of that level, because of something you asked for man.

Lighten up man, never expected this of you.

(P.s the admins have always messed around, its not something new.)
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Bandages on May 31, 2010, 07:17:45 pm
I for one loved heavy airplane melee arena fights :o
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Sensei on May 31, 2010, 07:27:47 pm
I agree, screwing around is fun.

Also, we need a Dwarf Fortress map.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Greiger on May 31, 2010, 07:44:02 pm
I believe I was the one who beaconed everybody, and I apologize.  I kinda wanted to start the beacon earlier since I knew it would mess up spies, but I'm not the fastest at typing in commands and it ended up starting right when the doors opened.

At any rate as Nilocy said, that particular match was hardly anything resembling serious.  I think the 5 rounds of melee only combined with the rest being lowgrav and drugs saw to that. 

With that new stat system thing though it might get folks complaining when games turn decidedly not srs bzns.  Some folks may not like their stats tarnished.  Is there any command to maybe suspend the stat tracking when we do something like that?
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Jakkarra on May 31, 2010, 07:51:20 pm
Also, we need a Dwarf Fortress map.

Draw me a plan.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Jreengus on May 31, 2010, 07:55:43 pm
This Df map should consist of blu having to run over an instant death corridor to reach the control point. This would perfectly simulate the experience of a goblin attacking a dwarven fort.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on May 31, 2010, 07:58:37 pm
 Or perhaps just a buncha minecart areas along with lots and lots of magma pools. And perhaps some flooded tunnels.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on May 31, 2010, 08:06:58 pm
EVERYONE GET ON RIGHT NAOW.
I AM BORED.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: MagmaDeath on May 31, 2010, 08:24:55 pm
And you also arnt on the server.
So shh.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on May 31, 2010, 08:26:39 pm
And you also arnt on the server.
So shh.
What.
I am waiting for people to get on.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: The Doctor on May 31, 2010, 08:30:03 pm
I can't even play the game, because apparently the steam servers are too busy to download the update.


BEEN THIS WAY FOR THE LAST WEEK

Ever since I put the CS:S Beta on my list.

I've tried deleting the client blob thingy, I've tried a few different download servers, nothing is bloody working and this is pissing me off
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Jakkarra on May 31, 2010, 08:30:50 pm
I got that, you have to reinstall steam...
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on May 31, 2010, 08:31:20 pm
Play TF2.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: MagmaDeath on May 31, 2010, 08:36:36 pm
And you also arnt on the server.
So shh.
What.
I am waiting for people to get on.
You seem to have blocked me.
Shh
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: The Doctor on May 31, 2010, 08:42:33 pm
I got that, you have to reinstall steam...
And all my games? Or can I move the invidual folders of games and put them in?
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Volatar on May 31, 2010, 08:46:32 pm
Or can I move the invidual folders of games and put them in?

Yes.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: The Doctor on May 31, 2010, 08:58:56 pm
Ah good! :D


If it doesn't work I'm invading your country.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Zai on May 31, 2010, 09:15:11 pm
I believe I was the one who beaconed everybody, and I apologize.  I kinda wanted to start the beacon earlier since I knew it would mess up spies, but I'm not the fastest at typing in commands and it ended up starting right when the doors opened.

At any rate as Nilocy said, that particular match was hardly anything resembling serious.  I think the 5 rounds of melee only combined with the rest being lowgrav and drugs saw to that. 
Nah man, it's aaaaaaaaaaaaaaaall goooooooood. I was just pissed off because I was tired and hadn't eaten at all.

With that new stat system thing though it might get folks complaining when games turn decidedly not srs bzns.  Some folks may not like their stats tarnished.  Is there any command to maybe suspend the stat tracking when we do something like that?
People actually care about stats? I just look at them 'cause they tell me how I play, not how goddamn awesome I am at a computer game.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Volatar on May 31, 2010, 09:35:37 pm
Ah good! :D


If it doesn't work I'm invading your country.

Just try invading the country whose total military spending is greater than every other country on the planet combined.  ;D
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: The Doctor on May 31, 2010, 09:38:46 pm
Ah good! :D


If it doesn't work I'm invading your country.

Just try invading the country whose total military spending is greater than every other country on the planet combined.  ;D
Oh wait,


I meant county.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Volatar on May 31, 2010, 09:46:35 pm
Ah good! :D


If it doesn't work I'm invading your country.

Just try invading the country whose total military spending is greater than every other country on the planet combined.  ;D
Oh wait,


I meant county.

Please! Please overthrow the county government! They need to stop putting all the money in schools and put it in more important things, like fixing the sidewalks  :P

(and no, I am not telling what county I am from.)
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Nilocy on May 31, 2010, 10:12:54 pm
People who care about stats can go suck it. I do suggest you sign up for that TF2 stats thing, the earlier you do the more info you get outta it. I like the wee style hexagon diagram thingy. Fun to know that I SUCK AT ASSISTING BUT OWN AT ADJECTIVES.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Zai on May 31, 2010, 10:15:30 pm
People who care about stats can go suck it. I do suggest you sign up for that TF2 stats thing, the earlier you do the more info you get outta it. I like the wee style hexagon diagram thingy. Fun to know that I SUCK AT ASSISTING BUT OWN AT ADJECTIVES.
Objectives, you fool! OBJECTIVES!
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Volatar on May 31, 2010, 10:32:40 pm
People who care about stats can go suck it. I do suggest you sign up for that TF2 stats thing, the earlier you do the more info you get outta it. I like the wee style hexagon diagram thingy. Fun to know that I SUCK AT ASSISTING BUT OWN AT ADJECTIVES.
Objectives, you fool! OBJECTIVES!

He totally meant ADJECTIVES :)
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Nilocy on May 31, 2010, 10:55:58 pm
Yeah, like I totally didn't try to find a word that sounded similar to objectives that started with an A. :D
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Duuvian on June 01, 2010, 01:06:58 am
Ah good! :D


If it doesn't work I'm invading your country.

Just try invading the country whose total military spending is greater than every other country on the planet combined.  ;D
Oh wait,


I meant county.

Please! Please overthrow the county government! They need to stop putting all the money in schools and put it in more important things, like fixing the sidewalks  :P

(and no, I am not telling what county I am from.)

Volater, did they do unneccessary work in your county too? They tore up a perfectly fine road outside my house, rebuilt it, painted it then tore it up again. They just redid it the year before that too, if I remember right.

I think they either were forced to spend whatever stimulus money quickly or they decided to do everything twice so they could skim the profits, or just to make the plan look like a failure due to political leaning. Either way it was pretty stupid and an enormous waste.

Then I drive to the local mid sized city 15 minutes away and suddenly the road looks like it was done sometime in the late 90's.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: LASD on June 01, 2010, 03:09:07 am
With that new stat system thing though it might get folks complaining when games turn decidedly not srs bzns.  Some folks may not like their stats tarnished.  Is there any command to maybe suspend the stat tracking when we do something like that?
I don't think that has much of an effect on the stats. Reading through the guidelined the stat-tracking servers should follow, it didn't even ban rtd, so I think melee only and other silly things are fine.


Considering the admin trickery, I think putting a mode on everyone is fine, if it doesn't happen all the time or in the middle of a "serious" match. Putting modes on people you don't know and/or changing their name would be being a dick.

But yeah, having melee-only or anything weird like that (or even talking on the mic) makes it possible to deter people from the server forever. It is really dependant on the attitude the player joins the server with and there's not that much we can do about it. Except get the welcome screen to say something else than "Valve playtest server", which it for some reason started doing lately. But then again, there's people that like being silly and might just favourite the server because they had so much fun "just this one time" (http://www.youtube.com/watch?v=ZrEXx8DxsSI).

P.S. I'ma bit late to the party, but anyway. Wanted to throw that out.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Siquo on June 01, 2010, 03:56:15 am
Yeah, there's a fine line between admin dickery and it being funny. I know I quit the DFC server a few times because admins dicked around. Yet I still come back for the background conversations ;)
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Charmander on June 01, 2010, 07:03:20 am
Yeah, I try not to dick around outside of times when it's just us and it's an arena map and no-one's playing seriously only.

Well, barring humiliation dickery, but I don't do that often.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Volatar on June 01, 2010, 09:01:35 am
But yeah, having melee-only or anything weird like that (or even talking on the mic) makes it possible to deter people from the server forever.

People who do not want to hear people talking on the mic can turn off voice chat, or buzz off. We don't want those kind of un-fun people on your server  >:(
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Mr.Person on June 01, 2010, 09:13:02 am
If everybody else is saying "Melee only", I kind of expect you to follow suit, especially if I call you a gunfag or insult your honor. Same is true if everybody else on your team is one class or using the same unlockable. If everybody's having a party, it's ok to crash it, since parties are stupid, just don't be surprised when the other team starts shooting you on sight. Except Sandvich parties, but in that case you're supposed to go Medic and uber the Heavies.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Nilocy on June 01, 2010, 11:05:05 am
http://steamcommunity.com/groups/DeRoyalSnipers/announcements/detail/90250625198572519

Then go here

http://steamcommunity.com/groups/dwarfortress/announcements/detail/54221828188721839
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: SHAD0Wdump on June 01, 2010, 11:13:41 am
You guys started something didn't you?
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Nilocy on June 01, 2010, 12:39:54 pm
Heh, he contacted me and asked if we could play, and I said yes. Pretty much all thats happened so far.

Edit: So far we have a team of 8, 2 more need and I think i'll take 2 subs as well.

We have:
Nilocy (TEAMY CAPTAINY)
Charmander
Remington
Von Krieger
Richard
Myroc
Fenrif
Jreengus Occured
Jakkarra

Subs:
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: dragnar on June 01, 2010, 12:49:06 pm
I might play, but I'll need to know the times.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: PenguinOverlord on June 01, 2010, 12:53:52 pm
I might play, but I'll need to know the times.
Same here, but I don't have a mic.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on June 01, 2010, 12:54:36 pm
Heh, he contacted me and asked if we could play, and I said yes. Pretty much all thats happened so far.

Edit: So far we have a team of 8, 2 more need and I think i'll take 2 subs as well.

We have:
Nilocy (TEAMY CAPTAINY)
Charmander
Remington
Von Krieger
Richard
Myroc
Fenrif
Jreengus Occured
Jakkarra

Subs:
I cvan play, and I have a  mic.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Greiger on June 01, 2010, 01:00:19 pm
I'm willing.  Of course time date and if any slots are available are factors.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Bandages on June 01, 2010, 01:02:56 pm
I am only decent at the game and also I don't have a good mic :o
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Siquo on June 01, 2010, 01:04:10 pm
In if time allows. Which it hardly ever does. Time hates me.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Myroc on June 01, 2010, 01:16:46 pm
I'd prefer european-friendly (pre 6 PM EST), and on a weekend (or several).
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Mr.Person on June 01, 2010, 01:23:16 pm
I have no mic, but I have HLDJ and song_game ready to go.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Zai on June 01, 2010, 01:34:00 pm
I'd join but you're probably all Europeans.

Didn't we try this sometime near the end of last year?
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: umiman on June 01, 2010, 01:36:17 pm
The only admin thing I do is put drugs on myself. That looks like a pretty epic team there.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Nilocy on June 01, 2010, 01:43:04 pm
Oki, this is the team roster sorted. Game should commence on friday, on the DRS server. Not sure on the timing though.

Nilocy (TEAMY CAPTAINY)
Charmander
Remington
Von Krieger
Richard
Myroc
Fenrif
Jreengus Occured
Jakkarra
Grieger

Subs: Basically anyone who cant make it get replaced by someone who wants to play in this order:
Volatar
Siquo
Bandages
Org
Penguin
Dragnar
Zai
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Zai on June 01, 2010, 01:46:11 pm
Subs: Basically anyone who cant make it get replaced by someone who wants to play in this order:
Zai
Siquo
Bandages
Org
Penguin
Dragnar
Wait why am I first? I should be last or something.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Volatar on June 01, 2010, 01:46:59 pm
I volunteer to be called if you need a player.

And I will be playing medic. I am quite good at medic.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Nilocy on June 01, 2010, 02:25:56 pm
Edit roster :D
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: The Doctor on June 01, 2010, 02:42:33 pm
I can join in sometimes if you need a HEAVY WEAPONS BEAR. :D
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Volatar on June 01, 2010, 03:13:22 pm
Edit roster :D

Lol, I like how you put me on the top.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Jreengus on June 01, 2010, 04:45:12 pm
Hmm this friday? If so I may/may not be able to make it depending on timing. Once you give us the time I'll let you know for sure.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on June 01, 2010, 09:14:09 pm
I wish I could do some weapon modeling  for the community stuff.
i had some great ideas for the soldier.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Zai on June 01, 2010, 09:45:54 pm
I wish I could do some weapon modeling  for the community stuff.
i had some great ideas for the soldier.
Just try. You don't even need to make a whole pack; just make something and Contribute it.

This reminds me to tell y'all that I won't be able to make my stuff for the contest after all. I'm going on vacation for about 3 weeks (=D), starting next week. This means I won't have time to finish anything for the pack when I get back. I realized this over the weekend, so I haven't bothered working on anything since. I'll probably still make some of the stuff (particularly the headband for the Pyro and the Sentry-Flamethrower if I can get existing models to load properly), but I probably won't get to it until July. And by then, the Engy update should be out, so I don't know if I'll be too distracted with that or not.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on June 01, 2010, 10:33:23 pm
I wish I could do some weapon modeling  for the community stuff.
i had some great ideas for the soldier.
Just try. You don't even need to make a whole pack; just make something and Contribute it.

This reminds me to tell y'all that I won't be able to make my stuff for the contest after all. I'm going on vacation for about 3 weeks (=D), starting next week. This means I won't have time to finish anything for the pack when I get back. I realized this over the weekend, so I haven't bothered working on anything since. I'll probably still make some of the stuff (particularly the headband for the Pyro and the Sentry-Flamethrower if I can get existing models to load properly), but I probably won't get to it until July. And by then, the Engy update should be out, so I don't know if I'll be too distracted with that or not.
I don't know how.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Bandages on June 01, 2010, 10:51:23 pm
Org is my new best friend.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Zai on June 02, 2010, 09:52:08 am
I wish I could do some weapon modeling  for the community stuff.
i had some great ideas for the soldier.
Just try. You don't even need to make a whole pack; just make something and Contribute it.
I don't know how.
There's plenty of tutorials, duder. The only thing that's stopping you from making what you want is your own inhibitions.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on June 02, 2010, 10:07:54 am
I wish I could do some weapon modeling  for the community stuff.
i had some great ideas for the soldier.
Just try. You don't even need to make a whole pack; just make something and Contribute it.
I don't know how.
There's plenty of tutorials, duder. The only thing that's stopping you from making what you want is your own inhibitions.
Do you have any good ones?
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Jreengus on June 02, 2010, 10:17:28 am
Yes I thought of making an item or two but was unable to find any tutorials so if you want to suggest a good one.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on June 02, 2010, 10:18:31 am
Yeah I was thinking of some WWII themed Soldier gear.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: PTTG?? on June 02, 2010, 11:12:26 am
I don't have a great connection, so I was playing a bot match with my brother. Arena with bots can go VERY fast depending on the map- and pyrobots are terrifying.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Myroc on June 02, 2010, 11:22:59 am
Yeah I was thinking of some WWII themed Soldier gear.
Give him a melee weapon shaped like a german stick grenade.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Zai on June 02, 2010, 01:53:01 pm
Quote from: Zai
There's plenty of tutorials, duder. The only thing that's stopping you from making what you want is your own inhibitions.
Do you have any good ones?
What kind of tutorials are you looking for? Just modeling?
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on June 02, 2010, 01:53:32 pm
I guess.

Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Zai on June 02, 2010, 02:18:46 pm
http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro

Have a field day. Assuming you're wanting to use Blender, which is a good free modeling program.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on June 02, 2010, 02:24:18 pm
http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro

Have a field day. Assuming you're wanting to use Blender, which is a good free modeling program.
Thanks brosky.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Lokii on June 02, 2010, 04:46:06 pm
Hey, I've been trying to play this, but when I press the button to add the IP into my favorites, it just... dosen't show up. =|

I mean, the game shows up when I press "Find games at this address" but when I try to add it, it just doesn't show up... I'm not sure how I would get into the game otherwise, though.

Erm.. Halp pl0x?
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Volatar on June 02, 2010, 04:53:37 pm
Hey, I've been trying to play this, but when I press the button to add the IP into my favorites, it just... dosen't show up. =|

I mean, the game shows up when I press "Find games at this address" but when I try to add it, it just doesn't show up... I'm not sure how I would get into the game otherwise, though.

Erm.. Halp pl0x?

When you say game you mean our server?
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Lokii on June 02, 2010, 04:57:07 pm
Hey, I've been trying to play this, but when I press the button to add the IP into my favorites, it just... dosen't show up. =|

I mean, the game shows up when I press "Find games at this address" but when I try to add it, it just doesn't show up... I'm not sure how I would get into the game otherwise, though.

Erm.. Halp pl0x?

When you say game you mean our server?
Yup. I'll see if I can get some screen shots or some-such thing if you need them...
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Jreengus on June 02, 2010, 05:28:10 pm
That happened to me for a while then it went away, still not sure what caused it.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Sensei on June 02, 2010, 05:33:31 pm
I haven't taken up modeling for TF2- I tried, but there's too many damn conversions. I might try again.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Lokii on June 02, 2010, 05:36:07 pm
So does this mean I have to wait until it fixes itself before I can play?

Darn.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Siquo on June 02, 2010, 05:37:20 pm
The DFC server often does not appear in the list, for some vague reason.

Perhaps because it crashes every 3 maps.  :(
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Lokii on June 02, 2010, 05:41:35 pm
No, It's apearing in the list, but It won't actually be added to my favorites.

*sigh*
Steam is a great idea and all, but sometimes the program is buggy as hell.  ::)
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Greiger on June 02, 2010, 06:10:21 pm
You should be able to just right click it in the list and do "add to favorites" as well.  That's how I usually do it.

I figure the IP method is just there so you don't have to search through the thousands of TF2 servers to favorite it.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Lokii on June 02, 2010, 06:27:25 pm
Well let's see...

Spoiler (click to show/hide)

This is how I'm trying to add it, but when I click the actual "add to favorites" button, nothing happens.
Then again I don't really mess about with servers, so I may be doing it totally wrong.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Mr.Person on June 02, 2010, 06:33:59 pm
My entire favourites list cleared itself, so it's neither the DFC server nor TF2.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Soulwynd on June 02, 2010, 07:46:29 pm
Random plug:
http://www.youtube.com/watch?v=TLau69LY4mM
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Volatar on June 02, 2010, 08:24:38 pm
Well let's see...

Spoiler (click to show/hide)

This is how I'm trying to add it, but when I click the actual "add to favorites" button, nothing happens.
Then again I don't really mess about with servers, so I may be doing it totally wrong.

Well your problem may well be that you are using the Steam browser. Try adding it to the favorite list in the ingame server browser.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: returntonull on June 02, 2010, 09:01:13 pm
Well your problem may well be that you are using the Steam browser. Try adding it to the favorite list in the ingame server browser.

I concur with this. The omni-server browser in the actual steam client isn't integrated very well. Particularly if you're trying to modify custom server lists with it, as each game keeps the lists in their own folders and I don't think the steam omni-browser quite understands how to write the stuff back out to the specific files once it's polled them.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: A_Fey_Dwarf on June 02, 2010, 11:59:42 pm
Someone may have already posted it but... Stumbled upon this and thought the thread might enjoy it.
http://meta.filesmelt.com/Imagehosting/pics/21d1e0569b8d0bced83fae12a2c9fa4b.jpg
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: returntonull on June 03, 2010, 02:37:01 am
Man, I wish they'd get the Source Filmmaker out of beta already, I want more stuff like this.

http://www.youtube.com/watch?v=qFHVGiqWOZI (http://www.youtube.com/watch?v=qFHVGiqWOZI)
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Nilocy on June 03, 2010, 10:07:07 am
RAIGHT! Update people on the friendly competition with the DeRoyalSnipers game tomorrow

Its at 11PM GMT+1 (day light savings and all). But thats 11pm in the UK, 6PM for those on the eastern seaboard of AMERIIICAAAA, and i believe 1AM for those living in Europe (if not that its 12am).

Can everyone make it for this time?
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Metalax on June 03, 2010, 10:12:32 am
Ah, I'm not going to be able to make that, I'll be at work then.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Charmander on June 03, 2010, 10:21:32 am
I might have to juggle a few things, but I should be there.

Kinda surprised on the ping to their server being only about 140 for me, though. I can probably deal with that.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Jreengus on June 03, 2010, 12:01:00 pm
Sorry but I can't make it at that time so I'll have to be struck from the list.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Greiger on June 03, 2010, 12:36:57 pm
6 PM on friday?  Yea I can manage that.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: fenrif on June 03, 2010, 01:07:52 pm
11pm? Ahhh crap don't think I can make that unfortunatly :(
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on June 03, 2010, 01:48:01 pm
Thats 5PM for me. I can make it for my substitution if needed
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Myroc on June 03, 2010, 01:53:37 pm
How long will the event last? I'd rather not want to stay up several hours into the morning.

...assuming I'm getting the time correctly and its close to midnight in europe?
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Siquo on June 03, 2010, 03:05:33 pm
Yep, 0:00 for western Europe, and I just might make it.

How long would the match take? I've got a lot of shit to do the next day.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Volatar on June 03, 2010, 04:08:44 pm
This is a 6v6 I assume?
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Nilocy on June 03, 2010, 04:18:31 pm
Guys, its been cancelled... the other team can't get enough players...
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on June 03, 2010, 04:18:47 pm
Oh.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Greiger on June 03, 2010, 05:07:49 pm
Aww fudge.  Fudge with nuts in it.  The worst kind of fudge because it ruins perfectly good fudge.

...I seem to be hungry now.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: LASD on June 03, 2010, 05:35:17 pm
Wheee, got the final weapons for my first random hat!

Aaaaand it is.... The Magistrate's Mullet! (Level 55) Naturally for the class I play the least, but I'm very happy I didn't get a Camera Beard, which I was expecting.

The best part is that now I don't to need to care about the drops at all. I can just let them clutter up my backpack.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Jreengus on June 03, 2010, 05:37:56 pm
Spy hats are the worst value if you consider visible wear time, after all the spy as a class spends most of it's time either invisible or disguised and among enemies, plus as a class you spend a lot of time staying out of view even if not cloaked or disguised, especially if not cloaked or disguised.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Jakkarra on June 03, 2010, 05:39:16 pm
I know, It's pretty annoying.

I wonder if we can get a petition to have the spy be able to wear a hat while disguised, i think the reason may have been that it'd have clipped with the Paper mask.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: PTTG?? on June 03, 2010, 06:11:35 pm
Do disgused Spies gain the hat of their disgusee?
 
And I for one find the Bond-type spy to be pretty fun- you don't wear disguses or hide, just shoot things. Brief, but fun.
 
The Ambasador can be good for that if you hold down the reload key, as it takes just as long to reload as it takes to get back to full accuracy.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on June 03, 2010, 07:59:11 pm
The Ambasador can be good for that if you hold down the reload key, as it takes just as long to reload as it takes to get back to full accuracy.
Congratulations on having X-Ray vision to be able to see past that wall of metal you hold in front of your face every time the ambassador reloads.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Sensei on June 03, 2010, 08:32:39 pm
It's a trick, but hardly impossible.

I don't use the ambassador, I don't think its worth it what with giving enemies time to run away. If all headshots counted, not just ones at max accuracy, I wouldn't mind.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Soulwynd on June 03, 2010, 08:41:42 pm
They all do. It's just hard to get them when your accuracy is shit. Ie. You aim for the head, and hit the body instead. The trick with the ambassador, is to simply aim for the body after the first shot. You can get lucky and headshot due to the inaccuracy.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Sensei on June 03, 2010, 08:43:56 pm
They all do. It's just hard to get them when your accuracy is shit. Ie. You aim for the head, and hit the body instead. The trick with the ambassador, is to simply aim for the body after the first shot. You can get lucky and headshot due to the inaccuracy.
No, I'm pretty sure they changed it so can only get the headshot critical damage when it's at full accuracy.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Soulwynd on June 03, 2010, 08:55:08 pm
They all do. It's just hard to get them when your accuracy is shit. Ie. You aim for the head, and hit the body instead. The trick with the ambassador, is to simply aim for the body after the first shot. You can get lucky and headshot due to the inaccuracy.
No, I'm pretty sure they changed it so can only get the headshot critical damage when it's at full accuracy.
Then that sucks. D:
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: ToonyMan on June 03, 2010, 09:05:31 pm
I've never had a problem with The Ambassador?
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Volatar on June 03, 2010, 09:12:53 pm
The Ambasador can be good for that if you hold down the reload key, as it takes just as long to reload as it takes to get back to full accuracy.
Congratulations on having X-Ray vision to be able to see past that wall of metal you hold in front of your face every time the ambassador reloads.

r_drawviewmodels 0
 ;)
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Myroc on June 04, 2010, 03:18:54 pm
So, anyone up for a game on the server? We need more people!
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: SHAD0Wdump on June 04, 2010, 03:23:30 pm
*growl*
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Mr.Person on June 04, 2010, 09:54:45 pm
I honestly thought that the Engineer Update would start being revealed yesterday. Now my bet is 2 or 3 weeks from yesterday, finishing up the following week. I suspect that Mac support will be added at the same time and the game will go on sale. There MAY be a free weekend. I would do one, but you never know with Valve.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on June 04, 2010, 09:59:21 pm
WHO IS UP FOR A GAME RIGHT NAOW
GET ON
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Bandages on June 04, 2010, 10:03:23 pm
I'm on the server.

where are you
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on June 04, 2010, 10:03:48 pm
Getting on.

O.O
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Siquo on June 05, 2010, 07:11:34 am
Getting it on.
Uhuh, uhuh, oh yeah.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on June 05, 2010, 08:03:49 am
Getting it on.
Uhuh, uhuh, oh yeah.
O.O
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: zchris13 on June 05, 2010, 01:36:15 pm
I need to try this game.  I haven't played yet.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: LASD on June 05, 2010, 04:19:34 pm
I need to try this game.  I haven't played yet.
Have you watched these (http://www.tf2.com/movies.htm)? You can expect something equally funny and exciting from the game itself, so yes, you definitely should.

Also, I finally remembered how I got over the starting hurdle of not managing to do stuff or kill anyone. I watched a ton of how to play [class]-videos. I think I started doing that even before I tried the game.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on June 05, 2010, 04:20:54 pm
 I played Gang Garrison beforehand so I knew the basics of the game, then began on soldier to get a general feel of damages and speeds and general layouts. It was after then that I began trying other classes.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Volatar on June 05, 2010, 05:33:25 pm
I need to try this game.  I haven't played yet.

If you have not already added me on Steam, I am Volatar on there. Add me, and message me. I will take you on a server filled with fun people and I'll teach you the basics.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: zchris13 on June 05, 2010, 07:22:14 pm
Who wants to play on the DFC server? I do! I DO! PICK ME PICK ME, you lazy bunch of bums!

WHAT I MEANT WAS COME PLAY TEAM FORTRESS 2 WITH ME.

That was fun Org. Do it again.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Jreengus on June 06, 2010, 09:11:58 am
I've never seriously watched a how to play video, when I started playing I was young and enthusiastic and not even a constant stream of deaths could keep me down.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Strange guy on June 06, 2010, 10:27:07 am
I'd played a fair bit of Fortress Forever (a remake of TFC on the source engine) beforehand, so I had a fair idea of most of the classes and some of the maps, and had also read about the classes and changes from TFC on the wiki. I don't think I've ever watched a how to play video.

On another note why has the DFC server only got arena maps on recently?
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Zai on June 06, 2010, 10:44:41 am
On another note why has the DFC server only got arena maps on recently?
It's some bug with the voting script or something, so that once it's on an Arena map, it only ever offers Arena maps to vote for.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Nilocy on June 06, 2010, 01:15:10 pm
On another note why has the DFC server only got arena maps on recently?
It's some bug with the voting script or something, so that once it's on an Arena map, it only ever offers Arena maps to vote for.

Yeah, its rather annoying. Ill sort it out right nw actually.

Edit: My original suspicions were confirmed. Because the Arena maps are on a different play list, it doesn't recognise the other maps as maps to play when arena is loaded. So I have a difficult choice. Continue with this, or just stop arena from ever being played
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: SHAD0Wdump on June 06, 2010, 01:32:56 pm
Yeah, its rather annoying. Ill sort it out right nw actually.

Edit: My original suspicions were confirmed. Because the Arena maps are on a different play list, it doesn't recognise the other maps as maps to play when arena is loaded. So I have a difficult choice. Continue with this, or just stop arena from ever being played
I say remove them, they have a bad habit of breaking anyway.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Nilocy on June 06, 2010, 01:37:01 pm
They don't break at all, just people dislike them, and moan and complain all the time :D
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on June 06, 2010, 01:46:25 pm
I like arena
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: SHAD0Wdump on June 06, 2010, 02:52:17 pm
They don't break at all, just people dislike them, and moan and complain all the time :D
No, they break, spawning sometimes goes out of whack allowing people to respawn during a match, this often leaves new players sitting out for however long it takes for the round to end.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Jakkarra on June 06, 2010, 03:17:15 pm
And there's the annoying bug that leaves some players at less than full HP.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Strange guy on June 06, 2010, 03:20:49 pm
And when flare guns/huntsmen sometimes spawn with half ammo.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Charmander on June 06, 2010, 04:14:08 pm
(http://i205.photobucket.com/albums/bb98/bigmadtony/scout.gif)
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: fenrif on June 06, 2010, 04:36:58 pm
I've never seen any of those issues with arena, but I never get to play on it very often.

I do love it though.

P.S. Ballerina scout is awesome.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on June 06, 2010, 04:40:20 pm
And there's the annoying bug that leaves some players at less than full HP.
I have this on all types.
What it is for me, at least, is when I play with a Class Weapon that lowers health.

Example
I played a Demo with eyelander a round ago. I switch classes. I have -25 max health.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Greiger on June 06, 2010, 04:42:08 pm
I like arena once in awhile, but I suppose no arena is better than no....anything else.  At least until it gets sorted anyway.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Soulwynd on June 06, 2010, 05:35:09 pm
And when flare guns/huntsmen sometimes spawn with half ammo.
That's not a bug. Some weapons spawn with half-ammo if you lost the last round.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Jreengus on June 06, 2010, 05:40:57 pm
And when flare guns/huntsmen sometimes spawn with half ammo.
That's not a bug. Some weapons spawn with half-ammo if you lost the last round.
To help you lose the next one too? Somehow I doubt valve are stupid enough to implement that as a feature...
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Bandages on June 06, 2010, 05:55:56 pm
And when flare guns/huntsmen sometimes spawn with half ammo.
That's not a bug. Some weapons spawn with half-ammo if you lost the last round.
To help you lose the next one too? Somehow I doubt valve are stupid enough to implement that as a feature...

Pipeline.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Soulwynd on June 06, 2010, 06:06:57 pm
And when flare guns/huntsmen sometimes spawn with half ammo.
That's not a bug. Some weapons spawn with half-ammo if you lost the last round.
To help you lose the next one too? Somehow I doubt valve are stupid enough to implement that as a feature...
They already help you lose by giving more crits to people that do more damage.

Nothing to doubt there.

If you want to test it, go to an arena server, win a round, then lose a round. You will see.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Jreengus on June 06, 2010, 06:10:52 pm
That doesn't prove it's a feature just that you can predict when the bug will occur. And whilst they use positive reinforcement their use of negative punishment is very low, not to mention the fact that arena doesn't need the use of tyebreaking mechanics and instead strives toward balance so it isn't just one team getting the crap beaten out of them until the map changes; thus switching the sat out players onto the losing team and scrambling the teams if one wins too much.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: SHAD0Wdump on June 06, 2010, 06:20:46 pm
And when flare guns/huntsmen sometimes spawn with half ammo.
That's not a bug. Some weapons spawn with half-ammo if you lost the last round.
To help you lose the next one too? Somehow I doubt valve are stupid enough to implement that as a feature...
They already help you lose by giving more crits to people that do more damage.

Nothing to doubt there.

If you want to test it, go to an arena server, win a round, then lose a round. You will see.
If this stuff is true, I have even less incentive to support arena.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Soulwynd on June 06, 2010, 06:33:17 pm
It's well known and thoroughly reported as a bug. If it's a bug, it's a very well hidden one codewise as valve has had several updates since that. That appeared on the first update after the sniper/spy update, if I remember correctly.

The arena was just an example. It happens in every other map too.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Volatar on June 06, 2010, 10:28:19 pm
My vote is to take Arena off. In my experience many people (including myself) immediately ditch the server the moment arena pops up.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Soulwynd on June 06, 2010, 10:45:12 pm
Pft, I love arena and go to arena-only servers.

If you want to do that to the DFC server, I don't care, I don't go there due to ping reasons.

But if personal opinion where to matter, I'd vote to ditch CTF instead, I switch servers as soon as that pops up.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: PTTG?? on June 06, 2010, 11:43:33 pm
I say cycle the whole list, with as much variety and as many new maps as possible. As long as you know you won't be playing the same annoying map or mode any time soon.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Jakkarra on June 07, 2010, 02:38:38 am
People DO leave upon arena. Especially Lumberyard, as it never allows a full team.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Soulwynd on June 07, 2010, 02:53:40 am
It's a setting on the server, either that or a plugin. I go to full team arena servers constantly.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Jakkarra on June 07, 2010, 03:12:05 am
it's just lumberyard.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Volatar on June 07, 2010, 09:25:36 am
Its not a server setting, its a map one. You have to screw with the map settings to allow full teams.

I don't like sitting out. Seriously.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Jakkarra on June 07, 2010, 10:56:21 am
Want me to edit Lumberyard to have more spawns?
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Volatar on June 07, 2010, 11:07:52 am
I would like that, yes. That would make me happy.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Duke 2.0 on June 07, 2010, 11:09:46 am
 Make twenty spawns.

 Make spawns you drop down out of.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Lumbajak on June 07, 2010, 12:46:54 pm
Make spawns where you're falling into a death pit and you have to kill each other before reaching it to get the points.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Evilgrim on June 07, 2010, 01:31:40 pm
What is Capture Point?
2Fort is only map.
2Fort.


I'm not being serious, but.. What the heck?! Why are 2Fort Servers so popular?!
Gaaah.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: dragnar on June 07, 2010, 01:41:27 pm
I'm not being serious, but.. What the heck?! Why are 2Fort Servers so popular?!
Gaaah.
Not sure, but this (http://nerfnow.com/comic/116) demonstrates the point well.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Jakkarra on June 07, 2010, 03:36:36 pm
Make spawns where you're falling into a death pit and you have to kill each other before reaching it to get the points.

Already exists.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Nilocy on June 07, 2010, 06:45:07 pm
So, you recall me saying that theres a DFC map in the works...

Well, heres some of it :D

Spoiler (click to show/hide)

Edit: I pointed out that the bridge is a bit too hi tech looking for dwarvies, so more 'realistics' coming.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Tradanbattlan on June 07, 2010, 06:51:28 pm
So, you recall me saying that theres a DFC map in the works...

Well, heres some of it :D

Spoiler (click to show/hide)
The lava had better rise and fall periodically.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Soulwynd on June 07, 2010, 06:55:49 pm
So, you recall me saying that theres a DFC map in the works...

Well, heres some of it :D

Spoiler (click to show/hide)
The lava had better rise and fall periodically.
And sing the trololo.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Sensei on June 07, 2010, 08:13:44 pm
Actually that bridge looks perfect for TF2.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: dragnar on June 07, 2010, 08:15:56 pm
No, that bridge looks like... a drawbridge. You shall be catapulted away for trying to enter a dwarven fortress without beards!!! Those with camerabeards will be safe.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Nilocy on June 07, 2010, 08:20:01 pm
Spoiler (click to show/hide)

Spoiler (click to show/hide)

I like the latter picture, the former is demostrating that it can kill you if you fall in it :D
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: The Doctor on June 07, 2010, 08:20:27 pm
Here's how it should work.

You enter the last cap point/intel room...

And lava rises/spikes raise.

Always.

Never can get past it.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Sensei on June 07, 2010, 08:21:07 pm
Doesn't look very lava-y.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: SHAD0Wdump on June 07, 2010, 08:22:37 pm
Doesn't look very lava-y.
Would look better if it fluctuated a little, and if bodies sunk in a little.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Nilocy on June 07, 2010, 08:28:13 pm
Yeah, its early times. But the map dude is watching this post, so if you want offer some advice, please do so :D
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: The Doctor on June 07, 2010, 08:29:03 pm
I want some advice!


I'm making a little map, it's my first ever...


How soon can I expect to stop needing to glance at the SDK wiki every 5 seconds? :P
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Tradanbattlan on June 07, 2010, 08:32:06 pm
Oh! Oh! Map maker guy!
If overtime is reached, you should have hatches open up to release lava into the area, forcing players to use the higher areas of the map.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Cpt.Yorange on June 08, 2010, 06:10:58 am
heya guys map builder here first of all i will raise and sink areas of the lava to give it a more 3d feel and i have also added in more solid veins of magma to give it a more lava like feel but bare in mind that tf2 has no official lava effects so i have had to use a custom one so limited there, 2nd point would love to add motion on the lava but on a map this scale will cause server choke so suggested best not to, what i may do is put the lava plate on a rotation path so it looks like flowing liquid almost like a giant wheel and the floor will be like a port hole u can see the motion in, erm as far as bodies sinking in impossible because it is a solid entity not liquid and i cant make it liquid, what i would like is if anyone could give me a sketch of a dwarf dwelling or a village, sides will be marked out not using modern signs like the game but castle like flag banners draped across the walls indicating blue and red and instead of path markers will make wood arrows tinted with that teams colour here is the proposed plans based on several maps i know with good ctf balance but will make a cp alternative so both will be available

here are the blue prints for what i have conjured up
http://i48.tinypic.com/2v0h0kp.jpg (http://i48.tinypic.com/2v0h0kp.jpg)
ty all and your input will be much valued im away for 2 days so will reply to questions upon my epic return  :P
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Sowelu on June 08, 2010, 06:14:28 am
I'm sure it's way too late, but it would be kind of neat to see a magma/water thing for red/blu.  Both equally lethal, but color coded!
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Cpt.Yorange on June 08, 2010, 06:15:45 am
oh and DoctorZ its a bitch to learn so will be a while but once u got it you will start seeing things as logic like prop parenting a good example of what can be done manipulating the engine is my last map ctf_buff_fortress available for download here if you want to test play it or even decompile it http://www.mediafire.com/file/zmtnymzmtn3/ctf_buff_fortress.bsp (http://www.mediafire.com/file/zmtnymzmtn3/ctf_buff_fortress.bsp)
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Cpt.Yorange on June 08, 2010, 06:19:21 am
would be a cool idea but im aiming to do that with lighting and decoration because its meant to give the impression that you are going deeper into a mountian that has the potential of erupting and i dunno what mountian u would find both large entities of water and lava in the same area what i can do tho is for water i can put streams through the spawn areas
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Siquo on June 08, 2010, 06:38:28 am
That map is going to be awesome. My two cents:

What needs to be in:
- Large pillars in the open spaces for cover (but you seem to have that covered).
- East-West should be symmetrical, but North and South may be asymmetrical.
- Some balconies/upper walkways in the Dwarf Dwellings, also make those have high ceilings.
- Have happy forest have a brook with 2 bridges (and perhaps an underwater entrance into the fortress or spawn like in Well).
- Bottomless pit!

Fun to have:
Bins, barrels, workshops, refuse stockpiles, beds, plump helmet farms, cages (all props), make the grand hall a throne room with golden throne, a trading depot.

Watch out for:
- Unconquerable sentry placements.
- Too few alternative routes.
- Jumping soldiers/demos/scouts who can reach where they weren't supposed to.

Edit: added some ideas.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Jreengus on June 08, 2010, 08:00:57 am
would be a cool idea but im aiming to do that with lighting and decoration because its meant to give the impression that you are going deeper into a mountian that has the potential of erupting and i dunno what mountian u would find both large entities of water and lava in the same area what i can do tho is for water i can put streams through the spawn areas

Well back in the old 2d version of dwarf fortress as you went deeper into the mountain you would first hit an underground river then a giant bottomless cavern then a flow of magma/lava.

I'm not sure what type of map it will be but if it's a blu attacking one then the 3 themes of water, bottomless pit and lava could be used for each area.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: SHAD0Wdump on June 08, 2010, 09:24:52 am
- Jumping soldiers/demos/scouts who can reach where they weren't supposed to.
If your gonna restrict access to certain areas, PLEASE do not make them look viable in the first place. I hate seeing a area that looks perfectly acceptable to jump to only to get blocked by some invisible wall or slippery slope.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Eviltyphoon on June 08, 2010, 01:46:00 pm
would be a cool idea but im aiming to do that with lighting and decoration because its meant to give the impression that you are going deeper into a mountian that has the potential of erupting and i dunno what mountian u would find both large entities of water and lava in the same area what i can do tho is for water i can put streams through the spawn areas

Well back in the old 2d version of dwarf fortress as you went deeper into the mountain you would first hit an underground river then a giant bottomless cavern then a flow of magma/lava.

I'm not sure what type of map it will be but if it's a blu attacking one then the 3 themes of water, bottomless pit and lava could be used for each area.

That would be an awesome payload map :o. And it would even make sense, DFwise. Invaders wanting to throw a bomb in the bottemless pits, to get the creatures from them to attack the fortress...

Now I wish I could map :(
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Greiger on June 08, 2010, 01:48:10 pm
Nah, bomb to blow away the seal to the old HFS.

The current map looks cool from what I see of it so far though :) Nice work!
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Eviltyphoon on June 09, 2010, 01:27:55 pm
Nah, bomb to blow away the seal to the old HFS.

The current map looks cool from what I see of it so far though :) Nice work!

Even better. We need this. NOW!

EDIT: COWARDS, GET ON SERVER.

Srsly, there were like 14 ppl on the server. We change map to cp_steel and suddenly it's 2v2...
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Org on June 09, 2010, 02:20:50 pm
Hey guys. I found Jakkarra in real life.

Here. (http://www.facebook.com/home.php?#!/profile.php?id=100001079846881&ref=search)
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: LASD on June 09, 2010, 02:24:58 pm
Again, that's hardly TF2-related. Before I clicked the link, I thought you actually found him, which would been really really wrong to post about.


To speak something of TF2, Nilocy just threw me this link discussing a TF2 Movie with Valve (http://kotaku.com/5273555/valve-dreams-of-team-fortress-2-movie-divulges-meet-the-team-origins). How cool would that be?
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Eviltyphoon on June 09, 2010, 02:41:47 pm
To speak something of TF2, Nilocy just threw me this link discussing a TF2 Movie with Valve (http://kotaku.com/5273555/valve-dreams-of-team-fortress-2-movie-divulges-meet-the-team-origins). How cool would that be?

OHMYGOSH! YES!
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Tradanbattlan on June 09, 2010, 02:51:39 pm
To speak something of TF2, Nilocy just threw me this link discussing a TF2 Movie with Valve (http://kotaku.com/5273555/valve-dreams-of-team-fortress-2-movie-divulges-meet-the-team-origins). How cool would that be?

OHMYGOSH! YES!
Only if Shia LeBouf DOESNT play one of the characters. If he does, the character he plays should die off quickly.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Evilgrim on June 09, 2010, 03:22:32 pm
Hey, so I finally found the server.. And yeeah..
Is anyone online now interested in a game? :D
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Siquo on June 09, 2010, 03:33:45 pm
Coming on... NOW
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Jreengus on June 09, 2010, 04:29:40 pm
Looks like we're getting TF2 on the Mac tomorrow (http://www.teamfortress.com/post.php?id=3923&p=1). Although I could be wrong that was a difficult and cryptic rhyming game.

Also if anyone finds a hidden page handing out ipods for the misc slot then make sure to post it.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Bandages on June 09, 2010, 04:33:43 pm
I dunno. It could be anything, based on that post. I'm not ready to say we're getting TF2 for macs tommorow.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: SHAD0Wdump on June 09, 2010, 04:37:03 pm
Also if anyone finds a hidden page handing out ipods for the misc slot then make sure to post it.
Sure looks like the TF2 guys are wearing them...
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Jreengus on June 09, 2010, 04:38:57 pm
And I know how valves mind works.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Siquo on June 09, 2010, 04:51:02 pm
Org can be a decent spy.

Once in a while :)
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Evilgrim on June 09, 2010, 04:53:31 pm
Heh, he got three heavies.
:D

I on the other hand, cannot.
I should never go spy.
Ever. >_>
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: Tradanbattlan on June 09, 2010, 04:57:29 pm
TOMORROW IS THE NIGHT. (http://www.teamfortress.com/post.php?id=3923&p=1)

Also, it's time for some speculation of the Engy update.
Engy's new buildings will be sleek and white, as if they were built by Apple, his wrench logo being red or blue depending on the team. The new buildings will be unupgradable, but versatile. Also, they will be utterly useless.
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: fenrif on June 09, 2010, 05:03:36 pm
TOMORROW IS THE NIGHT. (http://www.teamfortress.com/post.php?id=3923&p=1)

Also, it's time for some speculation of the Engy update.
Engy's new buildings will be sleek and white, as if they were built by Apple, his wrench logo being red or blue depending on the team. The new buildings will be unupgradable, but versatile. Also, they will be utterly useless.

Holy crap TF2 on mac tommorow! (http://www.teamfortress.com/)
Title: Re: Team Fortress 2: Community update #2: "I don't think they saw that one comin'!"
Post by: PTTG?? on June 09, 2010, 05:21:10 pm
The Engie update will not change the buildings, outside of some slight tweaks. They are simply too intrinsic to the setting and to balance to change.
 
He will get 35 hats, and two medals.
 
The Engie will get a different shotgun that fires all the ammo you are currently carrying, making it only useful for when standing on a dispenser. He will get a pistol that crits anyone who's being hit with a sentry.
 
He will get a taunt kill with his wrench which is faster than others, but only kills disguised spies.
 
Prove me wrong, Valve, prove me wrong!
Title: Re: Team Fortress 2: For Mac, tomorrow! "Speem Gortress zmavailable on the Babac"
Post by: LASD on June 09, 2010, 05:46:43 pm
Yaay, cool. Has to be the Engi countdown too.

I love the Scout's smirk on that picture. He looks so arrogant and knowing.

EDIT: I wish Valve adds Mac exclusive hats or misc items to the game just to hear the Steam Forums go: "WTF Valve, 1000$ for a hat!"
Title: Re: Team Fortress 2: For Mac, tomorrow! "Speem Gortress zmavailable on the Babac"
Post by: dragnar on June 09, 2010, 05:50:25 pm
When does the scout NOT look arrogant? He's more full of himself than any of the rest of the team.
Title: Re: Team Fortress 2: For Mac, tomorrow! "Speem Gortress zmavailable on the Babac"
Post by: Duke 2.0 on June 09, 2010, 05:51:25 pm
I love the Scout's smirk on that picture. He looks so arrogant and knowing.
I need to take the cheap shot here.

 "Appropriate his image is there for the arrival of Team Fortress 2 for Mac users."
Title: Re: Team Fortress 2: For Mac, tomorrow! "Speem Gortress zmavailable on the Babac"
Post by: PTTG?? on June 09, 2010, 05:53:27 pm
Yaay, cool. Has to be the Engi countdown too.

I love the Scout's smirk on that picture. He looks so arrogant and knowing.

Exactly like
every
single
mac owner
ever.
 
Yeah, I forgot to mention, there's a Mac Badge and an Ipod item. You get the badge if you buy it from Mac steam. The Ipod is an unlock for the engie that replaces the Build PDA, just a reskin.
Title: Re: Team Fortress 2: For Mac, tomorrow! "Speem Gortress zmavailable on the Babac"
Post by: Bandages on June 09, 2010, 05:59:28 pm
Are you some sort of wizard, PTTG?? or just a biblical valvivian prophet?
Title: Re: Team Fortress 2: For Mac, tomorrow! "Speem Gortress zmavailable on the Babac"
Post by: Soulwynd on June 09, 2010, 06:01:55 pm
Just like the huntsma*BAM-ARROW-HEADSHOT*
Title: Re: Team Fortress 2: For Mac, tomorrow! "Speem Gortress zmavailable on the Babac"
Post by: LASD on June 09, 2010, 06:07:37 pm
Heyhey, no platform wars in this thread.

Using different OS's is perfectly okay. Remember this now. No more flaming.
(Seriously, do people actually believe what they say about Mac users. [That was a rhetorical question {Don't answer it}] The Steam TF2 forums have even more stupid incoherent babble going on now.)

P.S. Okay okay, I'm starting to babble too, I'll go sleeping.
Title: Re: Team Fortress 2: For Mac, tomorrow! "Speem Gortress zmavailable on the Babac"
Post by: Tradanbattlan on June 09, 2010, 07:20:47 pm
Have you noticed how the Scout's eyes look like they were prosthetically put in in that picture? You can see the seams going around his eyes...
Title: Re: Team Fortress 2: For Mac, tomorrow! "Speem Gortress zmavailable on the Babac"
Post by: Nilocy on June 09, 2010, 07:22:30 pm
I wonder if at the E3 event next week their going to be showing the engy update along with whatever value (valve) has concocted in their brainscheming labratories underneath the crusts of old blackmesa...

Also, the scout looks so evil in that picture. Like he's actually properly evul looking.
Title: Re: Team Fortress 2: For Mac, tomorrow! "Speem Gortress zmavailable on the Babac"
Post by: SHAD0Wdump on June 09, 2010, 07:22:54 pm
Have you noticed how the Scout's eyes look like they were prosthetically put in in that picture? You can see the seams going around his eyes...
That scout's a spy!
Title: Re: Team Fortress 2: For Mac, tomorrow! "Speem Gortress zmavailable on the Babac"
Post by: Tradanbattlan on June 09, 2010, 07:23:29 pm
Have you noticed how the Scout's eyes look like they were prosthetically put in in that picture? You can see the seams going around his eyes...
That scout's a spy!
Kind of makes you think about that robotic arm in the Engy's blueprints in that short clip...
Title: Re: Team Fortress 2: For Mac, tomorrow! "Speem Gortress zmavailable on the Babac"
Post by: SHAD0Wdump on June 09, 2010, 07:24:34 pm
Have you noticed how the Scout's eyes look like they were prosthetically put in in that picture? You can see the seams going around his eyes...
That scout's a spy!
Kind of makes you think about that robotic arm in the Engy's blueprints in that short clip...
No... not really...
Title: Re: Team Fortress 2: For Mac, tomorrow! "Speem Gortress zmavailable on the Babac"
Post by: Soulwynd on June 09, 2010, 08:03:03 pm
Heyhey, no platform wars in this thread.

Using different OS's is perfectly okay. Remember this now. No more flaming.
(Seriously, do people actually believe what they say about Mac users. [That was a rhetorical question {Don't answer it}] The Steam TF2 forums have even more stupid incoherent babble going on now.)

P.S. Okay okay, I'm starting to babble too, I'll go sleeping.
I know I've said this before, but...
Spoiler (click to show/hide)
Title: Re: Team Fortress 2: For Mac, tomorrow! "Speem Gortress zmavailable on the Babac"
Post by: Volatar on June 09, 2010, 08:08:18 pm
I was looking at the page source to see if there were any easter eggs and didn't find any, though I did find this large version of the picture in the blog update: http://www.teamfortress.com/images/posts/tomorrow_large.png
Title: Re: Team Fortress 2: For Mac, tomorrow! "Speem Gortress zmavailable on the Babac"
Post by: Sensei on June 09, 2010, 11:04:37 pm
Yay for Forbidden Planet, as well as dissing macs!

Also: WANT. ENGIE. UPDAET.
Title: Re: Team Fortress 2: For Mac, tomorrow! "Speem Gortress zmavailable on the Babac"
Post by: Nilocy on June 09, 2010, 11:30:51 pm
Well, that was certainly... interesting.
Title: Re: Team Fortress 2: For Mac, tomorrow! "Speem Gortress zmavailable on the Babac
Post by: Org on June 09, 2010, 11:37:24 pm
Best. Game. Ever.
Title: Re: Team Fortress 2: For Mac, tomorrow! "Speem Gortress zmavailable on the Babac"
Post by: PTTG?? on June 10, 2010, 12:23:35 am
"Mean Porpoise [something]-able on crack"

This cannot be good. I'm glad Valve warned us.
Title: Re: Team Fortress 2: For Mac, tomorrow! "Speem Gortress zmavailable on the Babac"
Post by: Schilcote on June 10, 2010, 08:21:57 am
I was looking at the page source to see if there were any easter eggs and didn't find any, though I did find this large version of the picture in the blog update: http://www.teamfortress.com/images/posts/tomorrow_large.png

Woah, Scout rape face.
Title: Re: Team Fortress 2: For Mac, tomorrow! "Speem Gortress zmavailable on the Babac"
Post by: Bandages on June 10, 2010, 12:03:42 pm
I was looking at the page source to see if there were any easter eggs and didn't find any, though I did find this large version of the picture in the blog update: http://www.teamfortress.com/images/posts/tomorrow_large.png

Woah, Scout rape face.

"There was a ruffie in that Bonk."
Title: Re: Team Fortress 2: For Mac, tomorrow! "Speem Gortress zmavailable on the Babac"
Post by: Org on June 10, 2010, 12:13:21 pm
GUYS.

ITS NOT STUFF FOR THE MAC.
ITS A DEAL WITH SNAPPLE.
Title: Re: Team Fortress 2: For Mac, tomorrow! "Speem Gortress zmavailable on the Babac"
Post by: Charmander on June 10, 2010, 12:58:26 pm
You want some terrible Fortress Defence early-morning action?

I BET YOU (http://www.youtube.com/watch?v=59E42ye3nII) DAMN WELL DO (http://www.youtube.com/watch?v=5vSjJpVeH0s)

Yeah, I basically just converted and uploaded. Ignore the shitty camera work.
Title: Re: Team Fortress 2: For Mac, tomorrow! "Speem Gortress zmavailable on the Babac"
Post by: Org on June 10, 2010, 01:02:08 pm
I sound differently from what I thought I sounded like.
Title: Re: Team Fortress 2: For Mac, tomorrow! "Speem Gortress zmavailable on the Babac"
Post by: umiman on June 10, 2010, 01:39:43 pm
Haha... that was fun. The problem was that the sentries cannot reload fast enough to kill the number of enemies. :P
Title: Re: Team Fortress 2: For Mac, tomorrow! "Speem Gortress zmavailable on the Babac"
Post by: Org on June 10, 2010, 01:41:17 pm
Yeah. THey can't deal with the infinite stream of soldiers/demos/heavies/
Title: Re: Team Fortress 2: For Mac, tomorrow! "Speem Gortress zmavailable on the Babac"
Post by: ToonyMan on June 10, 2010, 01:50:50 pm
Engy update coming soon!  :]
Title: Re: Team Fortress 2: For Mac, tomorrow! "Speem Gortress zmavailable on the Babac"
Post by: Jreengus on June 10, 2010, 03:49:13 pm
And the update is out, also if you log in from a mac you get the ipod earbuds. Now if only I could bear to be friends with someone smug and stupid enough to own a mac I could log in from theirs.

Spoiler (click to show/hide)
Title: Re: Team Fortress 2: For Mac, tomorrow! "Speem Gortress zmavailable on the Babac"
Post by: Nilocy on June 10, 2010, 03:51:14 pm
Did you see the engies new shotgun?!
Title: Re: Team Fortress 2: For Mac, tomorrow! "Speem Gortress zmavailable on the Babac"
Post by: Myroc on June 10, 2010, 03:57:18 pm
It looks bad-ass.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: umiman on June 10, 2010, 04:03:37 pm
According to the steam forums, this is the engie's gun: http://forums.steampowered.com/forums/showthread.php?t=1017154
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: LASD on June 10, 2010, 04:05:25 pm
Oh wow, loads of things in the mac update, even a comic!

But there's one thing missing, the Engi update announcement! Arhgarhgtrkmdfglkmfgölsldlöb.

Though the comic is pure gold :D "GIRL! I got this one guys."

EDIT:
Spoiler (click to show/hide)
Brilliant!
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Nilocy on June 10, 2010, 04:12:41 pm
Also, they've added some nice convars for servers, such as forcing auto teams and melee only stalemates :D
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Charmander on June 10, 2010, 04:18:39 pm
I bet they'll still crash our server.

Also: Jobbs Orchards. Subtle.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: fenrif on June 10, 2010, 04:20:33 pm
Mwuhaha those earbuds will be mine!
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Duke 2.0 on June 10, 2010, 04:26:03 pm
 Are they suggesting another war? Across the OS's now?

 Those curvy hippie bastards won't know the manly things that will be hitting them!
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Volatar on June 10, 2010, 04:26:35 pm
I think I found someone who will help me get those earbuds.

Rockin' out to my iPod in TF2 here I come!
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Mr.Person on June 10, 2010, 04:39:35 pm
Stupid update broke my ability to run HLDJ. This is probably a good thing, actually.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: fenrif on June 10, 2010, 04:40:05 pm
I suggest all earbud-equipped people are better than those without... Discuss. :P
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Akura on June 10, 2010, 04:44:53 pm
"The Steam servers are currently too busy to handle your request.
Please try again in a few minutes."

NOOOOOOOOOOOO!! :-[
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Nilocy on June 10, 2010, 04:48:12 pm
Spoiler (click to show/hide)

I mean... I'm like... gob smacked, valve will probably edit this. But still...
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: fenrif on June 10, 2010, 04:50:53 pm
New start screen thingie?
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Nilocy on June 10, 2010, 04:51:39 pm
New start screen thingie?

Yes, exactly that. Its so... pretty :D
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Org on June 10, 2010, 04:52:11 pm
Nope. Apparently, it switches.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Greiger on June 10, 2010, 04:56:16 pm
Dammit, TF2 is stuck at 99% downloaded and refuses to finish.  CURSES!

Screw the other people! Just give me that last goddamn 1% so I can play the game! Then you can give everybody else the files!
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Volatar on June 10, 2010, 05:03:38 pm
Hehe, I have 1 more achievement completed than you do Nilocy  :P
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Greiger on June 10, 2010, 05:05:04 pm
Huh, DFC server isn't showing up for me.  I can see Nilocy, Sandvich and Jakk playing on (a) server, but whenever I try to join via IP or try to join through the friends list it says it doesn't exist.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Nilocy on June 10, 2010, 05:09:45 pm
DFC's updating atm, and its failing. I was playing the tutorial, quite a lot of fun i must say.

Edit: I can confirm that the name thing does switch.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: PTTG?? on June 10, 2010, 05:10:32 pm
What is Nilocy raving about?
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: fenrif on June 10, 2010, 05:11:28 pm
Anyone else find it funny that they release it for mac and feel the need to include a tutorial in it? How many years has it been out without a tutorial? :P

What is Nilocy raving about?

Pyro referred to as a female.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Dr. Johbson on June 10, 2010, 05:12:50 pm
Spoiler (click to show/hide)

I mean... I'm like... gob smacked, valve will probably edit this. But still...
Randomized, sometimes it says he.

Also, if for some reason someone didn't find this comic, here it is again.

Link (http://www.teamfortress.com/macupdate/comic/)

I want to see Saxton Hale and Steve Jobs fight. Preferably in space.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Siquo on June 10, 2010, 05:24:29 pm
Hmmm, looking here (http://www.penny-arcade.com/comic/2010/6/9/), that's going to be epic...
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: umiman on June 10, 2010, 05:27:18 pm
In the comic, when Saxton Hale busts through the window, there's another guy standing there next to soldier. Looks like the engie. Where did he magically appear from?
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Dr. Johbson on June 10, 2010, 05:30:46 pm
I didn't notice that, that is a good question.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: SHAD0Wdump on June 10, 2010, 05:32:19 pm
Nah, that's the heavy, he's wearing his usual jacket.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Duke 2.0 on June 10, 2010, 05:34:54 pm
 This tutorial is actually rather decent. Although a cart pushing segment might be in order.

 And the bots are buggy as usual. No, you cannot see me decloak when you are facing the wrong way across the map.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: dragnar on June 10, 2010, 05:39:47 pm
I suggest all earbud-equipped people are better than those without... Discuss. :P
They have touched the hated mac, and are therefore inferior.
Title: Re: Team Fortress 2: For Mac, tomorrow! "Speem Gortress zmavailable on the Babac"
Post by: Metalax on June 10, 2010, 05:47:18 pm
You want some terrible Fortress Defence early-morning action?

I BET YOU (http://www.youtube.com/watch?v=59E42ye3nII) DAMN WELL DO (http://www.youtube.com/watch?v=5vSjJpVeH0s)

Yeah, I basically just converted and uploaded. Ignore the shitty camera work.

Heh, that was fun, in both senses of the word.  ;D
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Jreengus on June 10, 2010, 05:58:19 pm
I suggest all earbud-equipped people are better than those without... Discuss. :P
They have touched the hated mac, and are therefore inferior.
When we are medics we shouldn't heal them, as snipers/pyros we shouldn't airblast them. When on the enemy team as spies we should prioritise them for backstabs, as snipers for headshots. After all that wouldn't be terribly petty at all...
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Mr.Person on June 10, 2010, 06:44:11 pm
Are we talking about the earbuds or the halo?
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Lumbajak on June 10, 2010, 06:45:07 pm
(http://i45.tinypic.com/29y31hk.png)
Also Heavy is masturbating when he sees his gun in the comic.

VALVe are master trolls.

And I suggest "America's #1 war-themed hat simulator" for thread title.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Dr. Johbson on June 10, 2010, 07:19:28 pm
I was wondering about those colours, I thought it was weird, now I know I'm just stupid.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Volatar on June 10, 2010, 07:22:44 pm
I figured it out instantly. Wow you people are slow.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Jreengus on June 10, 2010, 07:26:04 pm
Huh? Where's the screen shot from?
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Dr. Johbson on June 10, 2010, 07:26:40 pm
The awesome video that sneak peeks the engineer's unlock shotgun, the one that has a scope on it.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Jreengus on June 10, 2010, 07:27:25 pm
Wait, what video? Did I miss something?

EDIT: Now I just feel plain stupid, I kind of skipped right past the video assuming it was just an image.

Also I hope they introduce a new windows item, then they should do a check and anyone who logged in on a single system just once then the other all the rest of the time gets their items removed and replaced with something else, I'm thinking it should be called "two faced" and incorporate imagery/logos from both companies.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: The Doctor on June 10, 2010, 07:32:58 pm
=/

What video is this?
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Soulwynd on June 10, 2010, 07:39:07 pm
Notice how the engie is right handed and yet... The scope-like thing is for left handed people. Also, the case ejection system is for left handed people... Which means that whenever he pumped the shottie, a case would fly right onto his face.

Valve fails at design.


Second thing to notice is with the sniper's shiv. While in 1st person view, the serrated part of the shiv is pointing forward/down. If you taunt or watch another sniper with the shiv, you will see the serrated bit is pointing up to the back of the blade instead.


Double fail... BAM!
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Volatar on June 10, 2010, 07:40:57 pm
=/

What video is this?

http://www.teamfortress.com/macupdate/
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Volatar on June 10, 2010, 08:48:47 pm
I got my earbuds! :D
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: fenrif on June 10, 2010, 11:40:25 pm
If scout, heavy and demo are mac... And engie, sniper and soldier are PC... Does that mean medic, spy and pyro are linux? :P
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: dragnar on June 10, 2010, 11:43:53 pm
I'm guessing the dividing line is team, not class... linux is to be introduced as purple!
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Sensei on June 10, 2010, 11:49:17 pm
Linux will not be a team because Valve is 'hip'.
(http://garfield.zweistein.cz/strip.1459695407.MDEwM2F8MDA0OWJ8MDA0OWM.png)
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: PTTG?? on June 11, 2010, 12:17:23 am
I can't think of a better group to represent linux... I don't know why, though.

Actually, come to think of it, I'd put the spy on mac, the engie on Linux, and the pyro on windows.


Windows already has a number of unlocks- namely, all the unlocks released so far, particularly the soldier badge (which was time-limited and all taken before the release on mac). Then there's the other badges, which can only appear when you've played for years now. So for the next few years at least, your Mac players will never get the Grizzled Veteran badge- right?

Who else likes the stuff in the training? I tried out the new bots, and they're pretty clever, at least compared to the old ones. They still don't make good spies, though.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Duke 2.0 on June 11, 2010, 12:35:38 am
 I'm still at odds over them and their ability to hear. And with the eyes on the back of their heads.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Siquo on June 11, 2010, 03:56:27 am
The earbuds should mute sounds, so you can't hear spies decloak anymore, or the beeping of turrets.

That'll teach 'em.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Toady Two on June 11, 2010, 04:04:13 am
And they should play the TF2 Theme song until it makes them either vomit through their ears or take them off :P
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Charmander on June 11, 2010, 04:46:52 am
Notice how the engie is right handed and yet... The scope-like thing is for left handed people. Also, the case ejection system is for left handed people... Which means that whenever he pumped the shottie, a case would fly right onto his face.

Valve fails at design.
You know this is basically the case with 98% of guns in video games, right?

Spent casings flying everywhere is COOL.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: A_Fey_Dwarf on June 11, 2010, 06:20:12 am
Notice how the engie is right handed and yet... The scope-like thing is for left handed people. Also, the case ejection system is for left handed people... Which means that whenever he pumped the shottie, a case would fly right onto his face.

Valve fails at design.


I don't think that is a scope. More a laser dot sight.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Volatar on June 11, 2010, 06:44:06 am
Windows already has a number of unlocks- namely, all the unlocks released so far, particularly the soldier badge (which was time-limited and all taken before the release on mac). Then there's the other badges, which can only appear when you've played for years now. So for the next few years at least, your Mac players will never get the Grizzled Veteran badge- right?

You don't have to re-buy the game. You just log in on the mac. Most mac players have been dual-booting their machines to play TF2 already, and have as many unlocks and as much skill as the rest of you (or in some cases more.)
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Jreengus on June 11, 2010, 09:50:24 am
I'd actually like it they expanded the shooting range, make it available for all the classes and with a timer etc. I know it's very simplistic but ever since I switched to quick weapon switching I need more practice changing between the weapons as I'm still not used to having more than two weapons I can switch between quickly.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Pathos on June 11, 2010, 10:53:12 am
I've got a free guest pass if anyone wants to play until the 25th.

Unfortunately, it doesn't seem to want to play on my computer. Spends aaaaages downloading stuff off servers.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Evilgrim on June 11, 2010, 10:56:57 am
Did the server crash for reals?
Because me and my Heavy Chums were having a dashingly good meal, and I fear this may ruin it.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Volatar on June 11, 2010, 11:08:32 am
I've got a free guest pass if anyone wants to play until the 25th.

Unfortunately, it doesn't seem to want to play on my computer. Spends aaaaages downloading stuff off servers.

Everyone can play free for this weekend, so why don't you wait on that :)
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Charmander on June 11, 2010, 11:11:09 am
Guess once I got Sentry Gunner, the server figured that there was nothing more to live for.

Either that or this is a subtle "give us money" tactic.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Nilocy on June 11, 2010, 11:40:46 am
Guess once I got Sentry Gunner, the server figured that there was nothing more to live for.

Either that or this is a subtle "give us money" tactic.

 ::)
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Apple Master on June 11, 2010, 12:58:09 pm
I've been allowed free reign over my brother's considerably more capable PC. I have Team Fortress 2 on my steam (Which is : Cheeckan). I'll probably pop in on the server or something at least once/til I realise I'm crap.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Schilcote on June 11, 2010, 01:29:37 pm
I think I just found a totally unbeatable point defense strategy.

http://www.youtube.com/watch?v=R__OclUnd0Y
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Soulwynd on June 11, 2010, 01:45:23 pm
(http://i47.tinypic.com/nx0wtt.jpg)

(And on that same note. (http://nerfnow.com/comic/25))
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: TimA on June 11, 2010, 02:11:34 pm
Unfortunately, it doesn't seem to want to play on my computer. Spends aaaaages downloading stuff off servers.

This probably isn't your problem, but just so you know, you can control the level to which custom content is downloaded from servers to your computer in options, to nothing if you like.  Very useful in avoiding the annoying sound effects which some server admins find so amusing.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Rashilul on June 11, 2010, 02:30:09 pm
I am so totally getting this for completely free.

Maybe I'll buy it. If it's really good.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: dragnar on June 11, 2010, 02:40:58 pm
Bad Rashilul! Bad! Buy the awesome game!
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Rashilul on June 11, 2010, 03:27:34 pm
This game is so awesome that I cannot buy it under any circumstances. I'd simply get too addicted. (http://img696.imageshack.us/img696/2185/crying.gif)

Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: lordnincompoop on June 11, 2010, 03:29:25 pm
My favourite multiplayer FPS. I don't keep track of the updates, so it's all the same to me.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Lumbajak on June 11, 2010, 03:38:22 pm
I heard the earbuds got the gibus treatment in that you get them if you dominate someone wearing them.

Is this true or just a dumb rumour?
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Strange guy on June 11, 2010, 04:10:45 pm
Just a dumb rumour, and it wouldn't really make sense anyway, as the point of it is to show who's playing on the mac.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: PTTG?? on June 11, 2010, 04:32:00 pm
Do you need to log into STEAM, or TF2 on mac to get the earbuds?
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: NEOPhyte on June 11, 2010, 04:41:04 pm
Do you need to log into STEAM, or TF2 on mac to get the earbuds?
As I understand it, you need to play a round long enough to die, then you'll get it.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Volatar on June 11, 2010, 04:47:09 pm
Do you need to log into STEAM, or TF2 on mac to get the earbuds?
As I understand it, you need to play a round long enough to die, then you'll get it.

Nope. All you have to do is start TF2.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Nilocy on June 11, 2010, 07:44:05 pm
Good news guys, the server bill isn't till next month (23/7/2010)...

Bad news, I seemed to have forced people to pay under the pretense that the bill was this month................ APOLOGISES IF I TOOK VALUEABLE MONIES AWAY. BUT ILL LIKE REPAY WITH... FAVOURS IF IT WAS A PROBLEM :(
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Strange guy on June 11, 2010, 07:52:37 pm
There's been a small update- mostly crashes but they've also made the battleaxe sound like the sword rather than the bottle, which is nice.

Also what do people think of the new menus? I really preferred the old one, even if just so the background is left unobscured. If Valve reduced the whitespace or made it transparent I wouldn't mind it that much, though I'd still like a old menu option somewhere and I'm tempted to install a mod that changes to the old menu.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Charmander on June 11, 2010, 07:54:29 pm
I WANT TO BE A DOUBLE ADMIN

That shall be sufficient renumeration for the hardships I have endured.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Lumbajak on June 11, 2010, 07:56:25 pm
I didn't donate but I demand rights to the deed for this server.

On a serious note, what is everyone's best class? Mine seems to be Soldier followed by Scout.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Strange guy on June 11, 2010, 08:12:45 pm
I tempted to say medic, but the fact it's an easy class that easily gets points probably skews my decision, so I guess either soldier, heavy or pyro.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Sensei on June 11, 2010, 08:27:03 pm
Engie, Pyro, Sniper- in no particular order.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Greiger on June 11, 2010, 08:31:52 pm
Soldier...definitely soldier.  It was all I played for like, 2 years.

P.S. I mean I could pull off some crazy shit as a soldier.  I could rocketjump into a wall, fire another rocket into the wall right below me to get even higher.  Unfortunately it's tactical uses were limited.  And I can't seem to pull it off consistently anymore.  Either the timing is changed, or I haven't done it in so long I can't quite get the timing right.

I guess second would be the pyro, and maybe third is a huntsman sniper.  Though sniper is more a screw around class than a serious class.  I get like a 1/6 kill/death ratio with him.  And I have more kills with the shiv and kukri than I have with my bow.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: dragnar on June 11, 2010, 08:35:28 pm
Spy. Also, I read far too many webcomics. I cannot read the word shiv without putting "healing" in front of it.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Nilocy on June 11, 2010, 08:36:10 pm
I'd say, I don't know really. I have periods where I focus on one character completely, right now I'm trying to level up my Pyro. Damned airblasting grinding is the worst (actually its hillarious good fun).

I'd probably go Engy first, since I like to buiild stuff. Second would be heavy then thirdly pyro.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: PTTG?? on June 11, 2010, 08:48:25 pm
I am inept at spy. Even bots see me coming from across the map. I've never completely enjoyed Demo, but I do occasionally find that I can do some damage with him in the right situation, and similar with the soldier.

The Pyro is a bit frustrating. I rarely play as it. The Sniper can be rewarding, but ultimately I use him rarely, and only with the rifle. And, of course, the shiv.

The Heavy and Medic are ok, and as one I'm pretty much constantly near the other.

Now, the Scout is pretty nice. I like the freedom- even though I die a LOT. But my favorite is probably Engie.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Duke 2.0 on June 11, 2010, 08:52:47 pm
I am inept at spy. Even bots see me coming from across the map.
Bot problem. They can hear and smell you, but they have a two second memory on spies.

 I generally play soldier and pyro and demo. But mostly soldier and demo because they are the most mobile and damaging classes in the game. They also don't depend on your FPS going into the single digits when attempting a meatshot.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Akura on June 11, 2010, 09:07:17 pm
Half a GB left to download! I might actually play this this weekend!
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Tradanbattlan on June 11, 2010, 09:07:48 pm
I love playing as Spies and Snipers. I'm great with the Dead Ringer. I also play Pyro, Heavy and a little Medic, but I'm not as good at them.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: warhammer651 on June 11, 2010, 09:29:08 pm
I've recently purchased this game. I likeplaying as spies (not real good), snipers (decent), or a soldier.
Add me if ou want by the way, my username is mager56723
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Duuvian on June 12, 2010, 02:15:49 am
I've been using the Scottish Resistance as the demoman. I like being able to not only put out 6 more mines but have half leftover when I blow up everyone on the cap point.

Also, the most annoying class for me to fight as a demo are probably spies and scouts.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Apple Master on June 12, 2010, 04:57:02 am
In the ~5 hours I've played I've leant towards Pyro more, I know it's the "newb" class since you can pretty much just spray, but hey.
I'm okay with engineer, in that it's easy to be a cheapskate and whack a fully upgraded turret in a awesome position. I played as spy briefly and managed to score a flag, after backstabbing 3 people defending the flag, but hey.
Annnnnd I really would like my PC to be able to run it so I can play more, but I can only fit one PCI low profile card and dammit they're hard to find.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Myroc on June 12, 2010, 04:57:09 am
Pyro. Definitely the pyro. I've grown much better at airblasting (yay mini-crits!) and I am a very good shotgun user. Sure, I die a lot of the times, but I do manage to occasionally:

* Airblast a rocket into a soldiers face at close to melee-range. (...though I take damage as well.)
* Successfully ambush and kill a revved up heavy and survive. (...albeit with single-digit hitpoints.)
* Reflect a sentry rocket into its corresponding engineer and kill him. (...though most likely dying in the process.)
* Leap into a fray and kill or mortally wound everyone. (...though again most likely dying in the process.)
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Jreengus on June 12, 2010, 07:09:15 am
If you ambush a revved up heavy and survive that's a bad heavy, I don't think you can actually put out enough dps to guarantee a kill.

Also I like playing the scout even though I'm terrible at it. I used to take it seriously but now when I play scout I just relax and enjoy the speed with which I can run around and double jump. Pyro is probably my best class although how I do as it is highly dependant on the circumstances, I also end up getting dominated a lot by soldiers since I loathe to kill them and instead prefer to aim their rockets at nearby squishy enemies such as say the medic healing them.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Cpt.Yorange on June 12, 2010, 07:13:58 am
Heya guys for those of you giving input and keeping a eye on progress for the DFC map for tf2 the discussion will be held here http://www.yorangescustoms.jasbond.com/ (http://www.yorangescustoms.jasbond.com/) to save me fishing through pages of post thank you all  
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Schilcote on June 12, 2010, 07:20:52 am
I think with all the nerfs the Pyro is getting, there's really no way to do anything big without dying in the process. They should have some sort of kamikaze firebomb unlockable for her.

I usually play Engineer, switching between offensive and defensive as the game changes. I really miss the custom loadout option in the original TF, where you could be an engineer with a disguise kit and a jetpack or grappling hook... I also miss all the ways a sentry could be upgraded... and two way teleporters... and that one map with the giant nuke...

I'm going to get my EzQuake installation off of my old HD and give it a spin. How similar is "Team Fortress Classic" to the original, by the way? If it's just like it, I'd rather play that. Normally I don't complain about graphics, but when there's no way to tell which team someone's on...

When I'm on Blu in Payload though, I usually play Pyro, though it seems that I can get a whole lot more kills with a Demo or a Spy (dead ringer FTW).
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Myroc on June 12, 2010, 09:02:38 am
The most bad-ass thing I've ever done as a Pyro to this date was hadokening a charging demoman. Entirely by accident. No really, I killed someone with a shotgun, proceeded to taunt him, then while taunting, a demoknight appears, notices me, and charges... right into my hadoken.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Schilcote on June 12, 2010, 09:20:28 am
The most bad-ass thing I've ever done as a Pyro to this date was hadokening a charging demoman. Entirely by accident. No really, I killed someone with a shotgun, proceeded to taunt him, then while taunting, a demoknight appears, notices me, and charges... right into my hadoken.

One time I did something similar with the Spy, though on purpose. Someone was chasing me, and I knew I was going to die if he shot me, so I ran around the corner, brought out the knife, pressed G... And he walked right into it. Of course, the Spy's taunt hits three times (but only the last one is perfectly lethal).
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Volatar on June 12, 2010, 09:33:23 am
I killed a soldier with a reflected huntsman arrow yesterday. It was glorious!
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Duke 2.0 on June 12, 2010, 10:37:16 am
 I've headshotted a sniper with a huntsman arrow before the airblast update, and it would be my only time ever doing it.

 Still, at close range airblasting is based on luck. There are just not enough frames at that range for a normal human to react to, and especially not with lag issues. Airblasting is a medium-range thing, and predicting when your foe will fire thing.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: SHAD0Wdump on June 12, 2010, 12:18:10 pm
Still, at close range airblasting is based on luck.
It also helps to predict the time another rocket will be fired, though a smart soldier will usually wait a moment to throw you off.

I once killed two soldiers by reflecting their rockets at the same time into the ground, killed both of them. This was before the airblast buff, and it was plenty to paste 'em.
 We were the only three people on the server.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Apple Master on June 12, 2010, 02:16:54 pm
After a few more hours, I tend to play Pyro or Spy. I'm okay as a medic, but honestly I enjoy being a spy so much more, disguising as a guy, sneaking into their "base" (If it's CTF, mostly) then killing the defense.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Duke 2.0 on June 12, 2010, 02:27:22 pm
 Usually I play the ambush playstyle. Take an alternate route, strike the enemy force when they least expect it, that sort of thing. The dudes on the front lines are for absorbing bullets, I'm the dude who does the damage. Except that it doesn't work. Being alone means there are a bajillion foes out there that decide "You know, let's not fight the push coming towards us and go to the side-path all at once." Because clearly the vents are more important for the entire team than the point.

 So yeah, no more demo and pyro attacks. I'll be going medic, heavy and soldier on pure offense now. And making sure I follow another dude and not go myself.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Apple Master on June 12, 2010, 04:20:02 pm
On whichever map it is that has vents, it's great to cloak your way into their vents, then disguise and drop down next to their intelligence.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Jreengus on June 12, 2010, 04:47:13 pm
On whichever map it is that has vents, it's great to cloak your way into their vents, then disguise and drop down next to their intelligence.
Too risky, the vents are quite a high traffic area and you're very likely to get bumped into. You're better off waiting for the gate to open then running up the stairs on the right. It's a nice wide stairway so you can dodge anyone running down and avoid detection.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Schilcote on June 12, 2010, 04:56:16 pm
I killed a soldier with a reflected huntsman arrow yesterday. It was glorious!

Speaking of Huntsmans, you can blast friendly Snipers who have it with your flamethrower and the next arrow they fire will ignite the target.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Volatar on June 12, 2010, 04:57:39 pm
I killed a soldier with a reflected huntsman arrow yesterday. It was glorious!

Speaking of Huntsmans, you can blast friendly Snipers who have it with your flamethrower and the next arrow they fire will ignite the target.

I know. Its fun  ;D
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Evilgrim on June 12, 2010, 05:01:47 pm
Quote
HUNTSMAN FIRE ARROWS.

But what sucks is the Pyro's don't even get an assist.
*Sad face*
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: SHAD0Wdump on June 12, 2010, 05:10:48 pm
Quote
HUNTSMAN FIRE ARROWS.

But what sucks is the Pyro's don't even get an assist.
*Sad face*
I thought they fixed this?
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Evilgrim on June 12, 2010, 05:19:46 pm
Really?
'Cause I didn't get an assist today.
:3
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: SHAD0Wdump on June 12, 2010, 05:25:12 pm
It's possible I'm losing my mind, or they broke it again. I really don't doubt that.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Jreengus on June 12, 2010, 05:45:43 pm
It may be a low priority assist, there are so many things that earn you assists it's not uncommon to not get one because someone else's assist trumped yours.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Cpt.Yorange on June 12, 2010, 06:23:30 pm
I can answer this one a flaming arrow still registers ads the entity prijectile_arrow even when on fire so there is no way of adding the assist to it for the time being but i believe there is a fix on the way, also there is a little easter egg in the new tf2 loadout screen when you get a stat for the pyro it states why not try using HER to beat your record
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Jakkarra on June 12, 2010, 06:44:49 pm
Well then. Bricks were shat. (This CAN be done In-Game) (http://www.youtube.com/watch?v=-WS7J08zPW0&playnext_from=TL&videos=XGqhWt7D8TQ&feature=grec_index)
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Jreengus on June 12, 2010, 07:35:20 pm
I can answer this one a flaming arrow still registers ads the entity prijectile_arrow even when on fire so there is no way of adding the assist to it for the time being but i believe there is a fix on the way, also there is a little easter egg in the new tf2 loadout screen when you get a stat for the pyro it states why not try using HER to beat your record
That was already mentioned, it actually randomly switches between him and her.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: umiman on June 13, 2010, 04:40:49 am
Well then. Bricks were shat. (This CAN be done In-Game) (http://www.youtube.com/watch?v=-WS7J08zPW0&playnext_from=TL&videos=XGqhWt7D8TQ&feature=grec_index)
WHAT?!
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Someguyo on June 13, 2010, 06:11:55 am
Best class is soldier, next would be scout, and then demo.

I've gotten much better as soldier. I remember when it seemed so damn hard to airshot. Especially as a demo. But I seem to be better with airshots as a demo than a soldier, but worse with juggling...

Also yay I beat rj_rckteer_adv finally. (http://www.youtube.com/watch?v=brg-9Fb3cfw)
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Strange guy on June 13, 2010, 06:26:42 am
Well then. Bricks were shat. (This CAN be done In-Game) (http://www.youtube.com/watch?v=-WS7J08zPW0&playnext_from=TL&videos=XGqhWt7D8TQ&feature=grec_index)
I'm pretty sure that got changed a while ago, and since the video is over a year old it does fit. Still I could be wrong, but I won't believe until I see it in-game or in a recent video.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: MrWiggles on June 13, 2010, 06:31:22 am
Woot! TF2 on mah mac!

Graphically it looks better then the XBox version.

Its fine too. There is some issue with the sound lapsing during large games with a lot poeple on the screen at once.

I dont think I can go back to the neutered Xbox version.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Duuvian on June 13, 2010, 07:17:19 am
Hi. I was wondering who hosts the TF2 server. I just modified the TF2 theme song tonight, I was wondering if you'd like to use it as an end of round sound effect if that's possible, to play while one team tries to hide and the other team gets free kills before the next round.

If you'd like to use it for something else for the TF2 server, that is fine too.
This site is a youtube type site, but it will play audio files.
http://www.box.net/shared/oe74hjs791

Also, I'm not sure what copyright laws would be in regard to putting it up on the server... or even me posting it in public like this. If anyone knows whether or not I could get in trouble, please let me know in a PM to make sure I see it. I just did it for fun and not for money.

However, my thoughts are if you can't use it in Valve's own game after it's been significantly modified for free then that would be silly so I'd assume it's safe to use.

Also, there is one small gap of silence near the end that I'll fix tomorrow, I just missed a spot when I was fixing the other small gaps.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Orkel on June 13, 2010, 10:07:43 am
I use the Novint Falcon to play and it's great as a demoknight. Reason being that the Falcon allows me to turn freely when charging with the targe. It's incredibly funny to charge at someone, watching him hide behind a corner only for me to do a sharp turn mid-charge and snap his head off. Then proceeding to hear the rage over mic or chat. Or doing U-turns at people who dodge me or zig-zagging towards a huntsman sniper who in other cases would have gotten an easy arrow headshot at a straight-charge demoman.

"what the hell was that angled charge"
"fuck you"
"goddamnit orkel"
"how did you do that"

It's awesome. It works with the 360 controller aswell. Valve patched the charge-turning on mouse, but they forgot to patch it on gamepads (360 controller) and Falcon players.

http://www.youtube.com/watch?v=fHUoWUFMo_E
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Nilocy on June 13, 2010, 10:52:08 am
Hi. I was wondering who hosts the TF2 server. I just modified the TF2 theme song tonight, I was wondering if you'd like to use it as an end of round sound effect if that's possible, to play while one team tries to hide and the other team gets free kills before the next round.

If you'd like to use it for something else for the TF2 server, that is fine too.
This site is a youtube type site, but it will play audio files.
http://www.box.net/shared/oe74hjs791

Also, I'm not sure what copyright laws would be in regard to putting it up on the server... or even me posting it in public like this. If anyone knows whether or not I could get in trouble, please let me know in a PM to make sure I see it. I just did it for fun and not for money.

However, my thoughts are if you can't use it in Valve's own game after it's been significantly modified for free then that would be silly so I'd assume it's safe to use.

Also, there is one small gap of silence near the end that I'll fix tomorrow, I just missed a spot when I was fixing the other small gaps.

Nice work (rather wonky but still funny), but I doubt I'll be putting anything like this in. I've never really liked servers that have custom sound files playing at the beginning/middle/end or really anywhere, they annoy people who use mics to communicate and just get... really really repetitive.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Greiger on June 13, 2010, 10:59:58 am
Hah, I oughta show that to my friend.  He insists on playing with a gamepad (for reasons that astound me) and complains that valve needs to make Team Fortress 2 easier to compete with using a gamepad. 

If a gamepad user can do that, I just need to find some way to give him one of my eyelanders and targes and he might spend enough time not getting slaughtered to actually become legitimately competent.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: fenrif on June 13, 2010, 12:09:10 pm
I've wanted one of those novint falcon things since i first heard of them... Now I want one even more.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: LASD on June 13, 2010, 04:06:24 pm
Well, that was strange. I joined the server as I noticed there was 22 people there. When I got in I noticed they were all strangers, not single familiar face in sight. Looks like the free weekenders are roaming wild on our server and are attracting other people to join too.

No matter though, the game was great and I felt mighty strong playing against the new guys. Our server might not have clan-server like competitiveness, but there's some really good players as regulars. It took a game without them to really see that.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Nilocy on June 13, 2010, 06:54:43 pm
Well, that was strange. I joined the server as I noticed there was 22 people there. When I got in I noticed they were all strangers, not single familiar face in sight. Looks like the free weekenders are roaming wild on our server and are attracting other people to join too.

No matter though, the game was great and I felt mighty strong playing against the new guys. Our server might not have clan-server like competitiveness, but there's some really good players as regulars. It took a game without them to really see that.

Yeah, thats one of our best exports on the server. We just have a very very good member base who play regulary. So we like all know each other, and chat. But when theres no-one you know on (which has been happening all weekend) then it becomes very awkward...
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Onlyhestands on June 13, 2010, 07:26:32 pm
So, having played on the server a few times, any chance I could be a [DFC]?
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Jreengus on June 13, 2010, 08:09:26 pm
There's no requirements for DFC, just shove it on there if you want. We're a community not a clan.
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Volatar on June 13, 2010, 08:13:00 pm
So, having played on the server a few times, any chance I could be a [DFC]?

All you need to do is join the Steam group, here: http://steamcommunity.com/groups/dwarfortress
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Nilocy on June 13, 2010, 08:24:03 pm
Then swear allegiance to me, my country and pay me a $1million
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: The Doctor on June 13, 2010, 10:01:03 pm
If you ever see someone named Storm Chaser, with a Eunuchs voice, change your name to Storm Chaser, and let the lulz ensue :D
Title: Re: Team Fortress 2: Now for Mac! Free weekend on, too! "Get in here!"
Post by: Eviltyphoon on June 14, 2010, 12:32:19 pm
Then swear allegiance to me, my country and pay me a $1million

Done.

Are you guys finally gonna recognise me when I join now? (ingame: SuperStormTrooper)

EDIT:
Code: [Select]
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Team Fortress 2
Fixed client crash when rendering model panels
Fixed client crash when rendering text strings
Fixed client crash in the main menu
Fixed server crash related to bots and health kits
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Zai on June 17, 2010, 09:27:37 pm
Well I'm back home from the first part of my vacation. I see I didn't miss much TF2 related things while I was away. Only more hints for the Engy update, not the update itself.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: ToonyMan on June 17, 2010, 09:58:30 pm
Is there any rumors on the new unlocks?
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: PTTG?? on June 17, 2010, 10:41:17 pm
Is there any rumors on the new unlocks?

Only the engie's fancy gun in the mac/win trailer.

The consensus seems the be that it's a mini-turret the engie can throw down to set up instantly.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Mr.Person on June 18, 2010, 03:44:09 am
The fast building sentry was actually a wrench called the PDQ. It was in the development beta that Valve conducted about a year ago. They only let big-time players in the leagues take part. No word on if they continued it.

There's the laser sentry kill icon currently sitting around in the game files. I'm pretty certain that means we're getting a laser sentry in addition to the Engineer's fancy new shotgun.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Duuvian on June 18, 2010, 11:46:24 am
It kind of looked like a rifle to me, but I didn't watch it too many times. I think it would make sense though, especially if the laser turret is longer ranged yet weaker dps or something. That way the engi can have his scoped rifle/slug thrower for when he uses the laser turret in open areas, or the shotgun for the normal sentry which would be used like it is currently.

Or it could just be a tight spread shotgun, but it would have to be a pretty tight spread for it to be worth looking down a scope to use.

By the way, I fixed up the modified TF2 theme and removed the gaps. I know the DFC server doesn't want to use it for a good reason, so I'm just posting it here in case anyone else who runs a server or knows someone who does wants to use it for something server related (pm me and I can turn down the volume if needed and you don't know how to, otherwise do whatever you want with it short of make money or get me in trouble somehow)

http://www.box.net/shared/mmf562o5u2
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Strange guy on June 18, 2010, 01:31:31 pm
I think the 'laser sentry' might have been part of the community submitted icons, and even if it wasn't it doesn't look like a proper kill icon, though I have to admit I don't know what else it could do.

The shotgun is almost definitely Morgan- it's a very popular community idea with concept art very similar to the model we saw. However I'm not convinced it will end up in game- Morgan has a few issues (eg it is meant to encourage offensive play but losing your shotgun is very bad for a offensive engineer) and doing an almost straight forward reveal doesn't fit in with the other updates or the various engineer update clues (like the hammer or 'robot' parts).
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Mr.Person on June 18, 2010, 01:39:36 pm
They show videos with stuff that doesn't exist yet all the time. You could clearly see a Pyro holding a Flare Gun in Meet the Sniper before the Pyro Update went live. The Sniper in Meet the Spy was wearing a Trophy Belt before hats were announced.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: PTTG?? on June 18, 2010, 02:23:13 pm
The thing about Morgan is it encourages the engineer to be offensive by allowing them to build while still engaging in combat, and they can do things like pop in, throw down the gun for distraction, then move elsewhere and throw up a turret.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Myroc on June 19, 2010, 03:34:43 pm
So how about a nice game on the server?
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: fenrif on June 19, 2010, 03:47:34 pm
I would join, but every time i try and start TF2 lately it says "this server requires that you be runing steam."

I'm assuming it's something to do with me running steam from an old windows install, should probobly reinstall it I suppose.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: SHAD0Wdump on June 19, 2010, 04:13:15 pm
The thing about Morgan is it encourages the engineer to be offensive by allowing them to build while still engaging in combat, and they can do things like pop in, throw down the gun for distraction, then move elsewhere and throw up a turret.
I'd probably throw it down and whip out my pistol for some concentrated fire.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Jreengus on June 19, 2010, 04:44:11 pm
The thing about Morgan is it encourages the engineer to be offensive by allowing them to build while still engaging in combat, and they can do things like pop in, throw down the gun for distraction, then move elsewhere and throw up a turret.
I'd say it encourages defensive play, a second turret to cover your first one's weakness is a major buff for defensive play. Offensively it sucks because you've just lost your most powerful weapon in exchange for a turret which either dies to anyone who is paying even a tiny bit of attention or else is OP.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: SHAD0Wdump on June 19, 2010, 05:12:56 pm
The thing about Morgan is it encourages the engineer to be offensive by allowing them to build while still engaging in combat, and they can do things like pop in, throw down the gun for distraction, then move elsewhere and throw up a turret.
I'd say it encourages defensive play, a second turret to cover your first one's weakness is a major buff for defensive play. Offensively it sucks because you've just lost your most powerful weapon in exchange for a turret which either dies to anyone who is paying even a tiny bit of attention or else is OP.
I do think that this sort of item would increase player's respect for the pistol, you seriously shouldn't underestimate that thing.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Duke 2.0 on June 19, 2010, 05:14:47 pm
 So long as you could stick that thing on walls and ceilings it would be a massive benefit. Stick that thing over the door and you'll get a good number of free shots in as they struggle to take it out.

 Looking up has a weird difficulty to it.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Jakkarra on June 19, 2010, 06:51:53 pm
Pfft, the shotgun isnt that great, as a pistol engi, i can attest to that.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Jreengus on June 19, 2010, 07:16:21 pm
The pistol is ok for dealing out some damage outside the shotguns effective range, but really the shotgun is a beast in close combat.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Jakkarra on June 19, 2010, 07:49:35 pm
Lies, the pistol is a brilliant weapon, from point blank it does twentish per shot, and fires several a second.

T he shotgun does more damage maybe, but the pistol is great for that after-kill taunt.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Org on June 19, 2010, 07:50:22 pm
lol jakkarra is bad.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: SHAD0Wdump on June 19, 2010, 07:55:41 pm
lol jakkarra is bad-ass.
Ultra-flattering-fix'd.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Org on June 19, 2010, 08:27:36 pm
lol jakkarra is a bad ass-player.
Ultra-flattering-fix'd.
XKCD reference-fix'd.

That sounds bad.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Soulwynd on June 19, 2010, 11:19:04 pm
lol jakkarra is an ass.
Ultra-flattering-fix'd.
XKCD reference-fix'd.
*inno*
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: SHAD0Wdump on June 19, 2010, 11:53:01 pm
lol jakkarra is an ass.
Ultra-flattering-fix'd.
XKCD reference-fix'd.
*inno*
Ok, I gotta admit that one is true.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Jakkarra on June 20, 2010, 04:40:44 am
lol jakkarra is a pretty cool guy, he kills mediks and dosent afraid of anything.
Ultra-flattering-fix'd.
XKCD reference-fix'd.
*inno*
Ok, I gotta admit that one is true.
Amidoinitrite Edit.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Jreengus on June 20, 2010, 05:23:58 am
lol jakkarra is a pretty cool guy, he kills mediks and dosent afraid of anything.
Ultra-flattering-fix'd.
XKCD reference-fix'd.
*inno*
Ok, I gotta admit that one is true.
Amidoinitrite Edit.
Urdoinrite, quotepyramidrite.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Siquo on June 20, 2010, 05:28:42 am
In other news: Khazdan is a really annoying spy.


Unlike Jakarra... :)
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Jakkarra on June 20, 2010, 07:11:09 am
A: Who is Jakarra?

B: Go to hell.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Siquo on June 20, 2010, 10:02:03 am
Weird. The first time someone tells you you're not annoying, and I'm told to go to hell?!


 ;)
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: zchris13 on June 20, 2010, 10:34:37 am
He finally finds something where he is supposed to be annoying, but he just can't make it happen.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Evilgrim on June 20, 2010, 02:34:08 pm
Fuck do I love you guys.
And do I love this game.

Reason for this post?

http://www.escapistmagazine.com/news/view/101503-Kotick-Wants-Call-of-Duty-Subscriptions-Tomorrow

And somebody should teach me how to use [url].
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: SHAD0Wdump on June 20, 2010, 02:40:31 pm
Code: [Select]
[url=(site url here)]whatever text you want[/url]
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Sensei on June 20, 2010, 03:11:46 pm
Fuck do I love you guys.
And do I love this game.

Reason for this post?

http://www.escapistmagazine.com/news/view/101503-Kotick-Wants-Call-of-Duty-Subscriptions-Tomorrow

And somebody should teach me how to use [url].
Everyone who said lack of dedicated servers was a slippery slope is vindicated now.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Jakkarra on June 20, 2010, 07:59:46 pm
Weird. The first time someone tells you you're not annoying, and I'm told to go to hell?!


 ;)

Spies are MEANT to be annoying!
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Siquo on June 21, 2010, 02:40:48 am
Oh...

Well, I played the server empty yesterday, sorry to all who got owned.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Walliard on June 21, 2010, 10:03:45 am
Spies are MEANT to be annoying!

No, Spies are meant to be infuriating. Scouts are meant to be annoying.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Osmosis Jones on June 21, 2010, 11:25:16 am
No, scouts are meant to inform engineers of good dispenser locations, snipers are meant to be annoying.  :)
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: dragnar on June 21, 2010, 11:27:22 am
No, snipers are meant to be targets, Pyros are meant to be infuriating.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Duke 2.0 on June 21, 2010, 11:28:46 am
 No, classes are means to be challenging but fun. Hit detection is supposed to be infuriating.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Sensei on June 21, 2010, 11:29:15 am
No, scouts are meant to inform engineers of good dispenser locations, snipers are meant to be annoying.  :)

What's with this? I never need a dispenser as scout; nor do I see lots of people calling for them.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Osmosis Jones on June 21, 2010, 11:33:22 am
It's just another meme, that started when someone realised that "Need a dispenser here" was an absolutely infuriating noise when spammed endlessly by a scout.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Sensei on June 21, 2010, 11:40:49 am
The memes are funnier when they draw on real experiences (http://video.google.com/videoplay?docid=5733044300866646599#).
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Puck on June 21, 2010, 11:45:36 am
I really like it when medic guy says

"Dispenser goes here!"

and all of a sudden everybody on voicecomms is like

"Dispenser goes where?!?"

oh and...
The memes are funnier when they draw on real experiences (http://video.google.com/videoplay?docid=5733044300866646599#).
http://www.youtube.com/watch?v=bvlRQ90c9Bk not related, apart from being BF2... and... funnierest.
Well, maybe that's because the funny bits are Monty Python and whatnot.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Org on June 21, 2010, 09:42:40 pm
ORG IS GOOD SPY.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Jakkarra on June 22, 2010, 06:21:48 am
ORG IS GOOD SPY.

Hahahahahahahahahahahahahaghahahahahahaahahahahahahahahah
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Siquo on June 22, 2010, 06:59:30 am
He did get me, once or twice. Org is making progress :)
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Jakkarra on June 22, 2010, 07:15:58 am
But Org is bad and he should feel Bad.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Org on June 22, 2010, 08:42:23 am
But Org is bad and he should feel Bad.
No. I am good.
Except when the stupid backstabs don't work.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: zchris13 on June 22, 2010, 09:46:53 am
Yeah what that silly penguin says.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Ze Spy on June 22, 2010, 07:41:17 pm
well , not really , i can't believe that Org is bragging about it :

FACESTABS
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Ze Spy on June 25, 2010, 07:47:53 am
Moved to First Section

might as well be a Mega-Bump , but who the fuck cares
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Org on June 25, 2010, 09:01:57 am
What? No.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: PTTG?? on June 25, 2010, 11:34:32 am
Hey, now that's an idea...

It's a knife for the spy that works LIKE the current one, however, it only kills on a headshot to the front.  Otherwise it does significantly less damage.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: debvon on June 25, 2010, 11:38:10 am
Ok, or a sniper rifle that does criticals only when the shots hit the body, and normal damage on the head?

I know it's not the same thing but.. still. NO!
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Sensei on June 25, 2010, 01:17:16 pm
Otherwise it does significantly less damage.

The only thing that could do significantly less damage than the Spy's knife is a spoon.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Org on June 25, 2010, 01:19:55 pm
How about a Medi-GUn that doesn;t heal, but hurts?  UBER CHARGER IS INSTA DEATH
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Jreengus on June 25, 2010, 01:20:23 pm
Otherwise it does significantly less damage.

The only thing that could do significantly less damage than the Spy's knife is a spoon.
No you misunderstand it actually heals your enemy. Beware though it heals your enemy up to +1000 overheal which doesn't degrade.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Tradanbattlan on June 25, 2010, 01:26:39 pm
How about a Medi-GUn that doesn;t heal, but hurts?  UBER CHARGER IS INSTA DEATH
I'd actually like it if Medic got some sort of black magic stuff. Left click does a continuous stream of mild hurt, while left click shoots almost a bolt of it.
But that's just silly.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: dragnar on June 25, 2010, 01:32:43 pm
How about a Medi-GUn that doesn;t heal, but hurts?  UBER CHARGER IS INSTA DEATH
I'd actually like it if Medic got some sort of black magic stuff. Left click does a continuous stream of mild hurt, while left click shoots almost a bolt of it.
But that's just silly.
...A Final Fantasy mod! Black and white mages for medic and pyro, a ninja for the spy, summoner for the demo, etc!
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Myroc on June 25, 2010, 01:39:17 pm
How about a Medi-GUn that doesn;t heal, but hurts?  UBER CHARGER IS INSTA DEATH
I'd actually like it if Medic got some sort of black magic stuff. Left click does a continuous stream of mild hurt, while left click shoots almost a bolt of it.
But that's just silly.
...A Final Fantasy mod! Black and white mages for medic and pyro, a ninja for the spy, summoner for the demo, etc!
I wholeheartedly support this idea.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Schilcote on June 25, 2010, 04:53:49 pm
Original TF had the medigun do DOT damage. "TheProctor died from Schilcote's rare tropical disease".
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Jakkarra on June 25, 2010, 05:51:22 pm
there wasnt a medigun, it was a medkit.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Org on June 25, 2010, 05:52:01 pm
PEELZ HEER!
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Ze Spy on June 25, 2010, 10:04:50 pm
LOUIS? HOW MANY TIME DID I TELL YOU NOT TO STEAL PEELZ?

also , TFC's Medigun is a Medkit , you are going to need to run up close to someone just to heal them with that
oh , and those freakin' nades
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Soulwynd on June 25, 2010, 10:16:14 pm
This will make solo play a bit funnier:
Quote
-TFBot Changes
--Medics now respond when nearby humans call for Medic
--If a Medic Bot is healing you and has an ÜberCharge ready, use the voice commands "Go go go!" or "Activate Charge!" to force the Bot to activate the ÜberCharge
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Ze Spy on June 25, 2010, 11:44:49 pm
Quote
Scout : DO IT! DOC! DO IT!
Medic : SCHNELL! GO GET ZEM!*Ubercharge*
Scout : we are in the spawn
..............................

so its a pretty bad idea
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Duke 2.0 on June 26, 2010, 12:14:34 am
 It's bots, so they won't be in the spawn with an ubercharge unless they are blu team. And even then it's only the round beginning charge. If you are using bots you are not terribly serious about missing a charge.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Schilcote on June 26, 2010, 08:51:31 am
there wasnt a medigun, it was a medkit.

Original, not TFC. I never played TFC.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Siquo on June 26, 2010, 02:21:46 pm
Is there anyone here named "Jiff" because I think I just got "randomly added" as a friend. And since I already broke Org's heart by my slow acceptance response, I'd rather not just plain ignore him.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Bandages on June 26, 2010, 04:00:31 pm
I JUST GOT THE MASTERS YELLOW BELT.


THAT IS ALL.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Siquo on June 26, 2010, 04:10:21 pm
Oh, That was the only hat I had for a long time, and I never even play sniper...  :(
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Sensei on June 26, 2010, 04:43:37 pm
...still no hat. :(
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Bandages on June 26, 2010, 05:01:03 pm
You can have my old Professional's Panama. Since I won't need it anymore. Ever.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Jreengus on June 26, 2010, 07:06:14 pm
You should totally be able to craft a masters yellow belt by combining a jar of jarate with the sniper's hatless hat.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Soulwynd on June 26, 2010, 08:57:05 pm
So... It's made of hair and pee?
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Mr.Person on June 26, 2010, 09:12:57 pm
I crafted a Bloke's Bucket Helm. Not as good as Master's Yellow Belt, but I'm not going to complain. It's a great hat.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Jreengus on June 27, 2010, 05:15:49 am
A rag soaked in pee and rapped around his bare head. Once the sniper gets some kind of rag as a weapon that can be included in the recipie too.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: nuker w on June 27, 2010, 07:17:04 am
Right, asking this is going to end up like asking the Pope if being religous is worth it but i'm gona do it anyway. I've got a little spare cash floating around and well... Should I buy this game? Yea I just asked. A basic description would be nice please. Thanks in advance.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: SHAD0Wdump on June 27, 2010, 07:21:44 am
Right, asking this is going to end up like asking the Pope if being religous is worth it but i'm gona do it anyway. I've got a little spare cash floating around and well... Should I buy this game? Yea I just asked. A basic description would be nice please. Thanks in advance.
If your looking for a top notch multiplayer FPS, there probably isn't much better than TF2. Class balance is very well done(although demo's are BS alot of the time). Gameplay is very enjoyable most of the time. The only times I tend to not have fun is when there is consistant steamrolling, and sadly that happens a little more often than I'd like. Still, find a good server with friends and people that aren't gods among men, and you'll have a great time.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: fenrif on June 27, 2010, 07:45:36 am
For whatever it's costing these days it definatly worth it. It's one of those games you'll sink hundreds of hours in over the course of years as it gets updated and you pick it up on a rainy weekend when your bored.

It's one of the few games that still gets continual free content added, and that alone should make it worth clicking the purchase button. :P
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: mattie2009 on June 27, 2010, 08:06:28 am
It has offline practice now.

Your options are Easy/Medium/Hard, but it's actually more of Challenging/Insane/"Fuck You Player".
Also, the AI doesn't automatically go "LOL U R SPAI I SHOOT YOU NAO" when they see you disguised, they stare at you for about five seconds before going "LOL U R SPAI I SHOOT YOU NOW". There's a difference. Also, my own little hilarious moment.

It was Nucleus on KotH, and I was a sniper. An enemy soldier was backpedalling towards me, and I was zoomed in. One full-power scoping later, I descoped to reload and saw the death of the soldier.

He had gone into a pose like it was a cartoon and I'd panned him in the head with a blunt object before falling backwards. It was AWESOME.
Next round I went up to the top floor, almost killed a heavy... And then an enemy pyro flamed me. It sucked.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Org on June 27, 2010, 08:07:25 am
If you use dead ringer offline, its so easy to kill everyone.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: mattie2009 on June 27, 2010, 11:49:50 am
http://kotaku.com/5572186/armageddon-cat-will-ruin-your-team-fortress-2-achievement-dreams

CAT WITH LASERBEAM EYES, TELEKINESIS PAWS, BEE-SPITTING AND MOTHERFUCKING NUKE.
WHAT THE HELL
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Schilcote on June 27, 2010, 11:58:07 am
http://kotaku.com/5572186/armageddon-cat-will-ruin-your-team-fortress-2-achievement-dreams

CAT WITH LASERBEAM EYES, TELEKINESIS PAWS, BEE-SPITTING AND MOTHERFUCKING NUKE.
WHAT THE HELL

Obviously related to Tacgnol.

That's because it's the dead ringer. I was playing Medic the other day, and chasing a DR spy. Saw'd him to fake death, then sawed him ANOTHER SIX FRIKKIN' TIMES in rapid succession and he wouldn't die. 

Don't hit DR spies with your melee weapon. Just because the medic can't take him down doesn't mean he's overpowered, the medic isn't supposed to be able to do that. I've been killed plenty of times with my ringer out by soldiers, pyros, heavies, other spies, even pissed-off engineers...
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Duke 2.0 on June 27, 2010, 12:00:21 pm
 Don't hit them with your melee weapon? That is like the strongest weapon at the medics disposal. Not to mention with the high crit chance they get the Spy would be wrecked.
 DR only really works when you can either get away or there are tons of dropped weapons around. And more and more people can track a DR spy when in invincibility mode.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Schilcote on June 27, 2010, 12:06:31 pm
Don't hit them with your melee weapon? That is like the strongest weapon at the medics disposal. Not to mention with the high crit chance they get the Spy would be wrecked.
 DR only really works when you can either get away or there are tons of dropped weapons around. And more and more people can track a DR spy when in invincibility mode.

I know, the guy was complaining about not being able to kill the spy with his bonesaw and I replied by saying you aren't supposed to be able to.
It might have been that there was a health container you didn't know about. That's the first thing you're supposed to do after you get hit with the ringer, find some meds.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Duke 2.0 on June 27, 2010, 12:43:05 pm
 Huh. First thing I do when I activate the DR is get an ammo pack to recharge the ringer. Everybody searches for you the first time around, but the second fake death you can escape wonderfully.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Schilcote on June 27, 2010, 02:26:01 pm
Huh. First thing I do when I activate the DR is get an ammo pack to recharge the ringer. Everybody searches for you the first time around, but the second fake death you can escape wonderfully.

Well, considering the two are usually right next to eachother...
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: dragnar on June 27, 2010, 04:04:15 pm
What? The DR doesn't give any damage reduction. Only the first blow, the one that "kills" the spy is reduced by it.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Schilcote on June 27, 2010, 04:12:28 pm
You mean something shouldn't die when I hit it six times after it's cloaked. This is a spy we're talking here, not a Heavy.

Six times.

If it's getting a medkit every time... yeah. Or do you mean one after another? If that's so, then how do you know you were hitting him?
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Soulwynd on June 27, 2010, 04:13:59 pm
What? The DR doesn't give any damage reduction. Only the first blow, the one that "kills" the spy is reduced by it.
Uh, Sorry but you're wrong... DR reduces all incoming damage while active. You're nearly immortal while invisible.

Fun facts from the TF2 wiki:

The Spy will take only 10% damage from attacks while he is cloaked, including the initial triggering attack.

Using the Dead Ringer, It is possible to survive: a deadly fall (non-trigger), 16 stickies, taunt attacks, fully-charged headshots, backstabs, and the initial hit by a train or saw blade.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Schilcote on June 27, 2010, 04:16:20 pm
What? The DR doesn't give any damage reduction. Only the first blow, the one that "kills" the spy is reduced by it.
Uh, Sorry but you're wrong... DR reduces all incoming damage while active. You're nearly immortal while invisible.

Really? Very odd, in my experience a stray hit from a Heavy's minigun can kill you with the ringer out after it cloaks you. Strange. Are you sure that's not a typo?
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: dragnar on June 27, 2010, 04:17:57 pm
What? The DR doesn't give any damage reduction. Only the first blow, the one that "kills" the spy is reduced by it.
Uh, Sorry but you're wrong... DR reduces all incoming damage while active. You're nearly immortal while invisible.

Really? Very odd, in my experience a stray hit from a Heavy's minigun can kill you with the ringer out after it cloaks you. Strange. Are you sure that's not a typo?
Yeah, I know the initial blow won't kill you unless you only have a couple HP, otherwise you can take anything, but I don't use the DR because I never survive long enough to escape while cloaked. Some pyro always lights me on fire...
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Schilcote on June 27, 2010, 04:19:39 pm
What? The DR doesn't give any damage reduction. Only the first blow, the one that "kills" the spy is reduced by it.
Uh, Sorry but you're wrong... DR reduces all incoming damage while active. You're nearly immortal while invisible.

Really? Very odd, in my experience a stray hit from a Heavy's minigun can kill you with the ringer out after it cloaks you. Strange. Are you sure that's not a typo?
Yeah, I know the initial blow won't kill you unless you only have a couple HP, otherwise you can take anything, but I don't use the DR because I never survive long enough to escape while cloaked. Some pyro always lights me on fire...

Well yeah, the initial blow being harmless is the whole point, but after that initial hit...
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Soulwynd on June 27, 2010, 04:21:04 pm
Yep. I only use the DR while a spy and I survive against nearly everything.

If you want to test, have a friend with a pistol stand at point blank to you, shoot you with it so you can check the damage, it should be around ~20hp, and then turn your DR on and have him shoot non-stop. You take only 2hp damage from the pistol at point blank when the DR is active. You also take 0 to 1 hp of damage from the flamethrower after burn when it's active. And so on.



Again, DR reduces -ALL- damage while active. The after burn means nothing to a DR spy... until the cloak runs out, that is.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: The Doctor on June 27, 2010, 05:26:19 pm
Also, everyone can see you, so they can just wait.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Soulwynd on June 27, 2010, 05:29:47 pm
Also, everyone can see you, so they can just wait.
Only if you're on fire/bleeding or took some metal and bumped into someone.

If you bump into someone without taking metal after activating the DR you're fully invisible.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: The Doctor on June 27, 2010, 05:45:41 pm
I was talking about being on fire o.o
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Siquo on June 28, 2010, 04:43:23 am
What? The DR doesn't give any damage reduction. Only the first blow, the one that "kills" the spy is reduced by it.
Uh, Sorry but you're wrong... DR reduces all incoming damage while active. You're nearly immortal while invisible.

Fun facts from the TF2 wiki:

The Spy will take only 10% damage from attacks while he is cloaked, including the initial triggering attack.

Using the Dead Ringer, It is possible to survive: a deadly fall (non-trigger), 16 stickies, taunt attacks, fully-charged headshots, backstabs, and the initial hit by a train or saw blade.
That explains why I have to burn them for 2 hours before they die... That's a bit... overpowered.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Nilocy on June 28, 2010, 04:51:19 am
What? The DR doesn't give any damage reduction. Only the first blow, the one that "kills" the spy is reduced by it.
Uh, Sorry but you're wrong... DR reduces all incoming damage while active. You're nearly immortal while invisible.

Fun facts from the TF2 wiki:

The Spy will take only 10% damage from attacks while he is cloaked, including the initial triggering attack.

Using the Dead Ringer, It is possible to survive: a deadly fall (non-trigger), 16 stickies, taunt attacks, fully-charged headshots, backstabs, and the initial hit by a train or saw blade.
That explains why I have to burn them for 2 hours before they die... That's a bit... overpowered.

Not really, since if they are on fire, you can follow them until they're forced to uncloak.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Siquo on June 28, 2010, 06:11:30 am
Yeah but surprise surprise they run back towards their heavy friends waiting around the corner. I often lose them this way, making my spychecking less than efficient.

In other news, I've been playing the solly more, and switched back from the direct hit to the regular rocket launcher (took a bit of getting used to), and demo with normal stickies. Mostly because I hate sentryguns. I'm also using the pain train regularly, since I like winning more than getting more kills.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: ILikePie on June 28, 2010, 06:28:10 am
Now that I'm off school I thought play a bit more. I log on to steam, open team fortress, and whoa, major menu ui change. When did that happen?

Anyway, I also noticed the DFC server empty, has it been abandoned or am I just not logging on at the right time? Anyway, in-game name is Galumph, I'd love to play some games with you guys.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Siquo on June 28, 2010, 06:33:51 am
Join the DFC group, usually one of the admins starts an event when he wants to play, and suddenly the server's full of people :)

The problem is nobody likes hanging around on an empty server waiting for others to join. Sometimes there's 1 person, then I join to get the number up, but then he's gone by the time I'm on the server.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: ILikePie on June 28, 2010, 06:37:45 am
Oh, I see. I've joined the group, name's also Galumph over there.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Ze Spy on June 28, 2010, 08:58:54 am
pretty unconventional :

if you taunt with the equlizer out and switch to another weapon right before the taunt starts ,the weapon Held won't be registered as the Equlizer and thus you can be healed while taunt-killing with the equlizer
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Jakkarra on June 28, 2010, 10:42:35 am
All you people with your...

Ripe...

Glistening...

Inviting...

Backs Won't have to worry much right now, i'm trying out other classes, mostly Ninjaneering and Battlenging, So you neednt watch for me Up your ass as much!

(You should still watch though, Wrenches fit there too.)
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Org on June 28, 2010, 11:01:28 am
Ninjaneering?
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Evilgrim on June 28, 2010, 11:06:09 am
I've heard that somewhere before..
But I have no idea where it's from..

Oh yeah, Server's up. Anyone interested in a game?
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: dragnar on June 28, 2010, 11:13:36 am
Ninjaneering?
I'm guessing he intends to place teleporters behind enemy lines, hidden away for attacks from the rear... though that's still backstabbing really.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: returntonull on June 28, 2010, 11:18:28 am
Ninjaneering?

Guerrilla engineering... most annoying when you find a level 1 sentry in the middle of where your trying to fight, pinging your ass as the engineer runs in from the other side while you're distracted with a shotgun to the face.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Soulwynd on June 28, 2010, 11:27:34 am
What? The DR doesn't give any damage reduction. Only the first blow, the one that "kills" the spy is reduced by it.
Uh, Sorry but you're wrong... DR reduces all incoming damage while active. You're nearly immortal while invisible.

Fun facts from the TF2 wiki:

The Spy will take only 10% damage from attacks while he is cloaked, including the initial triggering attack.

Using the Dead Ringer, It is possible to survive: a deadly fall (non-trigger), 16 stickies, taunt attacks, fully-charged headshots, backstabs, and the initial hit by a train or saw blade.
That explains why I have to burn them for 2 hours before they die... That's a bit... overpowered.

Not really, since if they are on fire, you can follow them until they're forced to uncloak.
They only have 6 seconds of near-uber. If they take any metal in the mean time to recharge the cloak, the DR becomes a C&D effect, meaning your damage reduction is gone and you become visible if you bump on someone. The best thing for a pyro to do is to AB them into corners until they run out of cloak and then flame them up. If you're a back burner pyro just burn their back, the critical hit is high enough to inflict some nice damage even while they're cloaked.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Nilocy on June 28, 2010, 12:42:18 pm
I am ninjaneer, fear me!

Also, I'm really surprised that word caught on... I can't help but wonder if I was the person who came up with it...
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Volatar on June 28, 2010, 12:49:49 pm
What? The DR doesn't give any damage reduction. Only the first blow, the one that "kills" the spy is reduced by it.
Uh, Sorry but you're wrong... DR reduces all incoming damage while active. You're nearly immortal while invisible.

Fun facts from the TF2 wiki:

The Spy will take only 10% damage from attacks while he is cloaked, including the initial triggering attack.

Using the Dead Ringer, It is possible to survive: a deadly fall (non-trigger), 16 stickies, taunt attacks, fully-charged headshots, backstabs, and the initial hit by a train or saw blade.
That explains why I have to burn them for 2 hours before they die... That's a bit... overpowered.

Not really, since if they are on fire, you can follow them until they're forced to uncloak.
They only have 6 seconds of near-uber. If they take any metal in the mean time to recharge the cloak, the DR becomes a C&D effect, meaning your damage reduction is gone and you become visible if you bump on someone. The best thing for a pyro to do is to AB them into corners until they run out of cloak and then flame them up. If you're a back burner pyro just burn their back, the critical hit is high enough to inflict some nice damage even while they're cloaked.

I never thought about airblasting C&Ded spies. Thats a great idea. I generally just case them down and burn burn burn them. Yours sounds like a better plan.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Siquo on June 28, 2010, 01:42:52 pm
Now I know about that damage reduction, I'll do that as well...

I love my rockets vs pyros. One sends them flying up, and while they come down BAM there's the second. Rockets are like airblasts with damage.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Soulwynd on June 28, 2010, 02:00:27 pm
Now I know about that damage reduction, I'll do that as well...

I love my rockets vs pyros. One sends them flying up, and while they come down BAM there's the second. Rockets are like airblasts with damage.
You will start hating it when you find a good AB pyro. xD
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Duke 2.0 on June 28, 2010, 02:10:14 pm
Now I know about that damage reduction, I'll do that as well...

I love my rockets vs pyros. One sends them flying up, and while they come down BAM there's the second. Rockets are like airblasts with damage.
You will start hating it when you find a good AB pyro. xD
Then you miss your first shot intentionally, fake 'em out with the second and take 'em out with the third and fourth they didn't see coming.

 Despite how skilled one can be at airblasting a good deal of it IS luck at close range. You pretty much have to predict when they will fire, which can be a problem on people with exceptionally bad reflexes or know how to throw off your timing.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Soulwynd on June 28, 2010, 04:01:03 pm
It's not that hard. If you pay attention you can tell when the soldier is shooting. The AB effect lasts for about a quarter of a second, so you AB at the same time they're firing or even a lil bit earlier and their point blank rocket is caught in it.

Course, at this point it's a mix of luck+skill versus luck+skill, so results will vary.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Pandarsenic on June 28, 2010, 04:05:01 pm
Luckily, I'm the goddamn Psychic Pyro as far as airblasting is concerned. I have inhuman deflection abilities at times.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Soulwynd on June 28, 2010, 04:08:35 pm
Luckily, I'm the goddamn Psychic Pyro as far as airblasting is concerned. I have inhuman deflection abilities at times.
You don't have to be psychic when you're against a soldier that jumps before shooting or one that shoots right after reloading. :D
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Siquo on June 28, 2010, 04:46:45 pm
That's why a good soldier makes counter moves, and fires right after the AB, pauses, misses on purpose, etc.

Unless the pyro is on to you, and you circle around eachother for half a minute before anyone makes a move. Awesome :)

So I tried some ninjaneering, and it works quite well. Setting up teleporter exits behind enemy lines is another one of my favourites.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Soulwynd on June 28, 2010, 04:50:23 pm
Pyros can AB faster than soldiers can shoot now, but if you're taking on good ABing pyros, you're a great soldier. ;D
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Siquo on June 28, 2010, 04:51:54 pm
It's hard, because I don't have a shotgun, so I don't have a choice. They're fast, but I can rocket-jump away :)
Death from above!
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Ze Spy on June 29, 2010, 01:18:25 am
just attack AB pyros from Above

99.9% of the TF2 community doesn't even bother to look up , only forward and back
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: LASD on June 29, 2010, 03:27:47 am
99.9% of the TF2 community doesn't even bother to look up , only forward and back
Actually, that's people in general. It's a problem in game development, there has to be something loud and/or blinking hanging from the sky before most people take a look. I remember the developer commentary saying that people aren't accustomed to looking up as danger almost never comes from the sky in the real world.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Puck on June 29, 2010, 03:31:27 am
Unless you're a mouse, but I recently heard, they also don't look up, probably because they actually can't. From an evolutionary point of view, that's kinda weird, but I'm probably missing something here.

At any rate, I was always wondering, whether "people don't look up" was true for RL or only for game design... One step closer to an answer!
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: ILikePie on June 29, 2010, 04:06:42 am
My friends get pissed because I play fps games aiming at the floor.

I need to try playing soldier again, or maybe scout. I've never played demoman before, I could try those. How do you play demomen anyway? I see so many setups for them, some guys running around with sword, others defending with sticky bombs, and some attacking with them.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Sir Pseudonymous on June 29, 2010, 04:25:51 am
99.9% of the TF2 community doesn't even bother to look up , only forward and back
Actually, that's people in general. It's a problem in game development, there has to be something loud and/or blinking hanging from the sky before most people take a look. I remember the developer commentary saying that people aren't accustomed to looking up as danger almost never comes from the sky in the real world.
Except that people have peripheral vision, and aren't just looking at the world through a narrow angle camera. (http://tvtropes.org/pmwiki/pmwiki.php/Main/NoPeripheralVision)
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: Schilcote on June 29, 2010, 04:36:43 am
99.9% of the TF2 community doesn't even bother to look up , only forward and back
Actually, that's people in general. It's a problem in game development, there has to be something loud and/or blinking hanging from the sky before most people take a look. I remember the developer commentary saying that people aren't accustomed to looking up as danger almost never comes from the sky in the real world.
Except that people have peripheral vision, and aren't just looking at the world through a narrow angle camera. (http://tvtropes.org/pmwiki/pmwiki.php/Main/NoPeripheralVision)

So do TF2 players, if you've got your FOV right. Still doesn't make you look up either.
Title: Team Fortress 2: Going for 6,79 $/€ for a day. "Bloody brilliant!"
Post by: LASD on June 29, 2010, 12:47:36 pm
Today on Steam sale: TF2 for 6,79€/$

Pretty nice deal I must say.
Title: Re: Team Fortress 2: Just 6,79 $/€ for a day. "Bloody brilliant!"
Post by: ILikePie on June 29, 2010, 02:43:10 pm
Indeed it is, though, if someone can afford it, he/she should go with the orange box.
Title: Re: Team Fortress 2: Now for Mac! "Get in here!"
Post by: HideousBeing on June 29, 2010, 06:01:06 pm
Except that people have peripheral vision, and aren't just looking at the world through a narrow angle camera. (http://tvtropes.org/pmwiki/pmwiki.php/Main/NoPeripheralVision)

Be careful what you link to! (http://xkcd.com/609/)

Also, I need to force a friend to get this while it's on sale.
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Myroc on July 01, 2010, 02:18:57 pm
First of all, your Evil Overlord is bored and demands to be entertained in a particular First Person Shooter involving teams and fortresses on a particular server which may involve dwarves, fortresses, and communities. In simpler terms, get on the DFC server now!

Second of all...

Listen. (http://www.teamfortress.com/post.php?id=4009&p=1)
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Nilocy on July 01, 2010, 03:27:08 pm
First of all, your Evil Overlord is bored and demands to be entertained in a particular First Person Shooter involving teams and fortresses on a particular server which may involve dwarves, fortresses, and communities. In simpler terms, get on the DFC server now!

Second of all...

Listen. (http://www.teamfortress.com/post.php?id=4009&p=1)

I'm not bored, what are you talking about nave?
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Jreengus on July 01, 2010, 03:28:26 pm
Good move, more games should have official wikis. I love Guild Wars' official wiki.
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Evilgrim on July 01, 2010, 05:48:50 pm
HATS.
No really. Hats.

Currently, I have
-Two T3 Metals.
-Two T2 Metals
-One T1 Metal
And Two Melee tokens. [If I get another Melee item, I'm crafting it, and I'll have Three Perfect metals.]

I really want the Pyro's Brain Slug.. However, I am considering simply crafting the random one.
I mean, hat's aren't that important are they?
 
What I'm asking is..
Is it worth waiting for 4 Metals and a token.
Or should I just do it?
I mean, I have no hats that I Will outright "HATE" unless it's a soldier hat..
So.. Should I?
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: SHAD0Wdump on July 01, 2010, 05:51:54 pm
You know what's funny?

These past days I've been compressing items for a pyro hat...
 Last night, I got the respectless rubber glove.

I'm considering what other class I want to craft for instead. I'll probably do scout since I'm really enjoying it. Besides, I've already got the fedora for the spy, and I could care less about the sniper hats.
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Evilgrim on July 01, 2010, 05:53:19 pm
Aside:
I HAVE NO HATS.


Aside from the Gibus, but I use the gibbus for all my custom skins.
 
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: SHAD0Wdump on July 01, 2010, 06:02:55 pm
Aside:
I HAVE NO HATS.
Ah, well if it is any indication, by all means do it! I've already got hats and I'm still compressing for metal.
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Evilgrim on July 01, 2010, 06:20:08 pm
What?
Engie update?!
Where?

I DEMAND F-ING LINKS.
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Mr.Person on July 01, 2010, 06:27:06 pm
What?
Engie update?!
Where?

I DEMAND F-ING LINKS.

Because if you said fuck, that would of been a travesty.
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Jakkarra on July 01, 2010, 06:30:04 pm
Look at the title again, "Waiting for the engineer update"
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Evilgrim on July 01, 2010, 06:35:09 pm
Evilgrim rarely ever swears.
Yo'.

I saw Engineering Update.
I DEMAND LINKS.
Wheeee.
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Puck on July 01, 2010, 06:44:58 pm
Can't wait to get that update. I really like the engineer class.

It's awesome to get back into TF2, because FPS skills arent that important. It's a lot more tactical. Or at least, it allows you to play that way.

Sure, you can try to be a hardcore frontline Engy, but if you're a bit rusty, it's just perfect to get back into the game. Similar to medic, imho.

Same goes for "fading out" a tf2 session. You know, when you're tired, but don't just want to quit yet.

And no matter how good the weather will be, I'll play a few hours of TF2, once that update hits.
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Onlyhestands on July 01, 2010, 06:55:00 pm
So I got my first hat (besides the Halo and Halloween one). It's the Modest Pile of Hats. I have absolutely no idea how I got it, I didn't see it in any of my drops, one day I opened my inventory and there it was.
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Tradanbattlan on July 01, 2010, 07:50:08 pm
Forward engies are the best engies. I like to just make sentries in places noone would expect them and constantly change their positions, setting up exits along the way. It's just so much fun~
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Thexor on July 01, 2010, 08:42:19 pm
Forward engies are the best engies. I like to just make sentries in places noone would expect them and constantly change their positions, setting up exits along the way. It's just so much fun~

Agreed. It's kind of... liberating... to not care if your sentry dies. If you've spent several minutes wrenching a gun up to level 3, it's annoying when a Demo kills it; when you've spent 5 seconds building a level 1 gun, trading that for a kill is a good deal. :D
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Soulwynd on July 01, 2010, 08:45:35 pm
I only care about my dispensers. Sentries are expendable as long as there's a dispenser nearby.
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Dr. Johbson on July 01, 2010, 09:27:32 pm
I see no one here has mentioned the golden wrench yet.
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Tradanbattlan on July 01, 2010, 09:34:19 pm
I see no one here has mentioned the golden wrench yet.
I want one. I want to litter the maps with the golden bodies of my enemies.
Anyone see how it's an item that can drop?
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Duuvian on July 01, 2010, 11:17:33 pm
Yesterday I was launching Scottish Resistance stickies over a ramp through a door into a room with the last capture point in one of the egypt maps. After I got all 14 mines out I walked the crosshairs over the areas where the mines had to be from left to right. I blew up so many people in the rippling wave of explosions that I started lagging very bad until it was finished. I had blown up ten people on the other team and two engineer nests without being able to see them. Even the other team had to admit it was pretty funny.
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Thexor on July 01, 2010, 11:25:50 pm
I see no one here has mentioned the golden wrench yet.

...huh.

Upon close inspection, I've concluded that the golden wrench is one of two things:

1) It's Valve preemptively adding some components of a potentially-interesting feature, or

2) It's Valve intentionally screwing with the conspiracy theorists on the SPUF.



Personally, I'm leaning towards option 2). Anyone else?
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Puck on July 02, 2010, 01:14:10 am
Forward engies are the best engies.
Not sure whether this is directed at my take on engies or not, but I just wanted to say that's not what I was getting at.

I was more talking about the difference between being a useful engineer, which works without ubar fps skills, and any of the more combat oriented classes.

Even as a forward engineer you don't need the bestest reaction, because you don't need to win any duels, if you play it "smart". You just need to assess the situation and know where to build your shit. And that's awesome to get in and out of TF2 after long periods of not playing/playing.

Well, of course it helps if you know how to shoot people, but it's not the most important skill.

I love me engie.  (http://www.youtube.com/watch?v=ae9nmKHkG9E)
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Dwarfaholic on July 02, 2010, 01:44:58 am
I got no hats for the first half-year after the hat update. Then I got two hats on two consecutive days: the kabuto for the soldier and the tyrolean for the medic. Since then I've managed to craft two hats. Both were the stainless pot. I crafted those. They made a crappy medic hat.

Amidoinitright?
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Thexor on July 02, 2010, 02:06:51 am
I got no hats for the first half-year after the hat update. Then I got two hats on two consecutive days: the kabuto for the soldier and the tyrolean for the medic. Since then I've managed to craft two hats. Both were the stainless pot. I crafted those. They made a crappy medic hat.

Amidoinitright?

I spent the entire time from the crafting update, until ~1 month ago, saving up items for a hat.

I got the hatless Sniper.

AmIdoinitright?
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Siquo on July 02, 2010, 02:08:39 am
The engi shotgun is also very underrated. With my new style "ninjaneer" I kill more people with the shotgun than with my sentries.

The sentry is nice for softening, then finish em with the shotgun. And become MVP in a full 32 player server.  :D
I like my engi better now, even without updates.

Also, I've been trying the spy a bit, as its my least-played class. It's a lot more tactical, and pretty exciting to play. Adrenaline I never knew I had started pumping. I might play it more in the future, and even try out the other stealthwatches.

Next up to try is a frontline battlesniper (bow, jar, shiv).

I love how TF2 keeps being fun after... how many years now? I've got the "grizzled veteran" thingy, but can't remember how long ago that was.
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: LASD on July 02, 2010, 02:53:33 am
Evilgrim rarely ever swears.
Yo'.

I saw Engineering Update.
I DEMAND LINKS.
Wheeee.
Here you go. (http://manno.com.br/Engineer/index.html)
Here's another, more relevant one. (http://wiki.teamfortress.com/wiki/Golden_Wrench)
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Sowelu on July 02, 2010, 04:32:40 am
I'm guessing it'll be kind of like the Halloween special.  You know, where they had special rules for the Gibus, and the masks, and stuff?  Kind of like a new game mode, except not quite.

There's strings in the wrench that look kind of like support for them "breaking".  And (before they got taken down), TF2Items (which has some exclusive API access) was reporting that you could combine any class token + a golden wrench = an engineer token.  So I'm guessing that a LOT of players will get a wrench, but if you use it for very long, it will break.  Alternately, you can use that wrench to near-instantly get a shiny new engineer item!  No need to jump through hoops to get a token.
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Schilcote on July 02, 2010, 10:27:58 am
Evilgrim rarely ever swears.
Yo'.

I saw Engineering Update.
I DEMAND LINKS.
Wheeee.
Here you go. (http://manno.com.br/Engineer/index.html)
Here's another, more relevant one. (http://wiki.teamfortress.com/wiki/Golden_Wrench)

90...98% sure that Manno link is fake. For one thing, Valve wouldn't put stuff up on a random address, nor would they advertise a server hosting company on it. Secondly, all the internal links are IP addresses, not professionally done at all. Thirdly, Valve would never be so forthcoming with information until release day. Forthly, the fonts are off. I'm pretty sure official TF2 documents are written with a different font. Thirdly, there's two three references to the Guard Dog. If this really is by Valve (or anyone else for that matter), they might just be pulling our chains and the dog is a clue. Fourthly, Valve doesn't use flashy flash interfaces for stuff that they can just put in a table, they're busy men up there. Lemme do a WHOIS and I'll get back to you on 5.

EDIT:

OrgName:    Nobis Technology Group, LLC
OrgID:      NTGL
Address:    201 West Olive Street
Address:    Suite 2B
City:       Bloomington
StateProv:  IL
PostalCode: 61701
Country:    US

ReferralServer: rwhois://rwhois.nobistech.net:4321

NetRange:   174.34.128.0 - 174.34.191.255
CIDR:       174.34.128.0/18
OriginAS:   AS15003
NetName:    NETBLK-NOBIS-TECHNOLOGY-GROUP-05
NetHandle:  NET-174-34-128-0-1
Parent:     NET-174-0-0-0-0
NetType:    Direct Allocation
NameServer: NS1.NOBISTECH.NET
NameServer: NS2.NOBISTECH.NET
Comment:    ++++++++++++++++++++++++++++++++++
Comment:    Nobis Technology Group, LLC
Comment:    http://www.nobistech.net
Comment:    For inquiries and complaints
Comment:    about any Nobis IP address
Comment:    space please contact our NOC
Comment:    via e-mail at admin@nobistech.net
Comment:    ++++++++++++++++++++++++++++++++++
RegDate:    2008-10-28
Updated:    2008-10-28

As opposed to:

   Domain Name: TEAMFORTRESS.COM
   Registrar: NETWORK SOLUTIONS, LLC.
   Whois Server: whois.networksolutions.com
   Referral URL: http://www.networksolutions.com
   Name Server: NS1.VALVESOFTWARE.COM
   Name Server: NS2.VALVESOFTWARE.COM
   Name Server: NS3.VALVESOFTWARE.COM
   Status: clientTransferProhibited
   Updated Date: 14-jul-2008
   Creation Date: 11-sep-2004
   Expiration Date: 11-sep-2010

EDIT:

And the prose, and the GMOD poses...
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: PTTG?? on July 02, 2010, 10:42:02 am
Pretty sure nobody actually thought that was official...
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: LASD on July 02, 2010, 10:57:55 am
Yep, it's not real, but it still looks really cool and has interesting ideas. But it's so well made it could be the real thing, though the contraptions are a bit too outrageous, even for Valve.

Robin Walker commented on it in an interview (http://www.kritzkast.com/?page_id=521) too:
Quote
Kritzkast: There have been several fake engineer updates by the community, ranging from guard dogs to chicken guns and ammo magnets. Many of these have been very detailed and well thought out. How much notice do you take of the fakes and what’s the chance of one of these ideas seeing its way into the final build?

 

Robin Walker: We love these. On the game team, we love seeing interesting ideas with more thought put into them than just text. Our web team loves seeing the way these pages have used the style of our TF2 update pages to do neat stuff, often challenging us to do better ourselves (see http://www.engineer.fragfestservers.com/). Ultimately, good ideas make their way into the product by passing an analysis of what problems they solve, what benefits and disadvantages they have, the amount it costs to build and ship, and so on.
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Thexor on July 02, 2010, 11:20:33 am
There's strings in the wrench that look kind of like support for them "breaking".  And (before they got taken down), TF2Items (which has some exclusive API access) was reporting that you could combine any class token + a golden wrench = an engineer token.  So I'm guessing that a LOT of players will get a wrench, but if you use it for very long, it will break.  Alternately, you can use that wrench to near-instantly get a shiny new engineer item!  No need to jump through hoops to get a token.

Sorry to burst your bubble here, but that works for any item. Combine a Kritzkrieg with any class token, and you get a Medic token. The TF2Items page just confirms that the Golden Wrench is, in fact, an Engineer item, nothing more. :(
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Charmander on July 02, 2010, 12:26:09 pm
Pyro confirmed as Abe Lincoln. (http://www.teamfortress.com/loosecanon/05.html)
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Sir Pseudonymous on July 02, 2010, 12:59:48 pm
Hidden pages:

http://www.teamfortress.com/pumpkinpatch/the_last_will_and_testament_of_Zepheniah_Mann/ (http://www.teamfortress.com/pumpkinpatch/the_last_will_and_testament_of_Zepheniah_Mann/)
http://www.teamfortress.com/pumpkinpatch/family_portrait/ (http://www.teamfortress.com/pumpkinpatch/family_portrait/)

Haven't seen what's on them, because my internets are terrible, and the pages consist of very large images. D:
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: dragnar on July 02, 2010, 01:07:53 pm
Team Fortress's backstory just gets more and more awesome. Weren't the initials on the ghastly gibus "ZM"?
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Zai on July 02, 2010, 01:31:12 pm
Hidden pages:

http://www.teamfortress.com/pumpkinpatch/the_last_will_and_testament_of_Zepheniah_Mann/ (http://www.teamfortress.com/pumpkinpatch/the_last_will_and_testament_of_Zepheniah_Mann/)
http://www.teamfortress.com/pumpkinpatch/family_portrait/ (http://www.teamfortress.com/pumpkinpatch/family_portrait/)

Haven't seen what's on them, because my internets are terrible, and the pages consist of very large images. D:
Those are from the Halloween update.

Here's how I get fun out of the Engy: Build sentries in the seemingly most useless places and abandon them. Eventually someone will be killed by them. Then I laugh and build another. That and being a ninja.
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Greiger on July 02, 2010, 01:33:52 pm
Now we all know the next questions...

Who was that last name on the list the immortality machine was built for?  (The announcer? Saxon Hale? The Pyro?)

Who is the person in the suit whose face is obscured by the sand in the family portrait? (first time I saw it)
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Eviltyphoon on July 02, 2010, 01:42:33 pm
Badass engineer at page 12  :D
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: PTTG?? on July 02, 2010, 01:54:00 pm
Woah, where did those come from?
 
Is anyone else afraid that TF2 is going to become the most story-heavy game of the decade?
 
Also, I don't know about you guys, but I REALLY want to play Team Fortres 0.5, with the team in the picture. I do have one problem with that team, though; of all the presidents to be the pyro, shouldn't he be Coolidge? Ok, so he'd be around 18 at the time...
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Sir Pseudonymous on July 02, 2010, 01:56:51 pm
Hidden pages:

http://www.teamfortress.com/pumpkinpatch/the_last_will_and_testament_of_Zepheniah_Mann/ (http://www.teamfortress.com/pumpkinpatch/the_last_will_and_testament_of_Zepheniah_Mann/)
http://www.teamfortress.com/pumpkinpatch/family_portrait/ (http://www.teamfortress.com/pumpkinpatch/family_portrait/)

Haven't seen what's on them, because my internets are terrible, and the pages consist of very large images. D:
Those are from the Halloween update.

Here's how I get fun out of the Engy: Build sentries in the seemingly most useless places and abandon them. Eventually someone will be killed by them. Then I laugh and build another. That and being a ninja.
Really? I noticed numerous references to it, but didn't see them at the time.

Also, just how terrible my internets are: it took me an hour to read the 13 pages of the comic.

Also, in the last page, on the "life extender machine" blueprints, there's a note that a third machine was built at the bottom.
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: PTTG?? on July 02, 2010, 02:00:00 pm
Obviously, it was built for the Administrator.
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Nilocy on July 02, 2010, 03:38:36 pm
http://www.youtube.com/watch?v=gX_LXN_XYdo
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Soulwynd on July 02, 2010, 08:04:03 pm
http://www.youtube.com/watch?v=o8CGJXRMlmA
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: returntonull on July 02, 2010, 08:57:42 pm
Bah, page 7 (http://www.teamfortress.com/loosecanon/07.html) is my favorite.
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Heavy Flak on July 02, 2010, 09:05:48 pm
Hey Sowelu, by the way, nice job trolling the official TF2 forums.  I cracked up at all of that :)
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Osmosis Jones on July 02, 2010, 11:32:26 pm
I love my country.

http://www.teamfortress.com/loosecanon/09.html
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: umiman on July 02, 2010, 11:49:24 pm
Did you guys know that all these recent comics were drawn by the person who did the Announcer fanart back the day?
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Osmosis Jones on July 03, 2010, 01:13:57 am
No, and that is an awesome avatar.
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: ToonyMan on July 03, 2010, 01:15:32 am
I love my country.

http://www.teamfortress.com/loosecanon/09.html

Saw that earlier, TF2 comics are so awesome.
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Sowelu on July 03, 2010, 02:53:39 am
I just joined an idle server for the first time ever today, while I was at work for like...twelve hours straight (and then some).  I got fifteen items, including all four of the items I wanted that I was missing.

(I haven't played TF2 at all lately, so I still had rollover stuff from last week)

The ones I actually cared about:
Eyelander
Tribalman's Shiv
Pickelhaube
Demoman's Fro

Yes, I got two hats out of the deal, and they were specifically THE only two hats I actually cared about ever getting!

*presses the taunt key*
*explodes*

Of course, now I'm going to be gone over the weekend, so have fun getting your golden wrenches without me :/
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: umiman on July 03, 2010, 04:59:39 am
You don't need to join idle servers any more. :P Just host your own bot server. You still get items and you can watch some bots duke it out.
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Schilcote on July 03, 2010, 06:49:14 am
With RCBot, you can even have a bot play for you and maybe get some achievements.
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Pandarsenic on July 03, 2010, 04:52:43 pm
I'll laugh my ass off if they don't really do the engie update. It would be such a Valve thing to do.
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Tradanbattlan on July 03, 2010, 05:14:25 pm
I'm willing to bet the Engy's new buildings will be made of Australium, forcing you to kill people with the Gold Wrench and collect their bodies to build.
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: dragnar on July 03, 2010, 05:17:53 pm
But the mercs aren't Australian, why would they have australium?
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Jreengus on July 03, 2010, 05:20:52 pm
Because their main supplier is Australia based.
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Lokii on July 03, 2010, 05:36:38 pm
Because the wrench turns people into gold/australium?

Also, all the the servers I play on are empty right now, including this one. D8
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: returntonull on July 03, 2010, 06:41:07 pm
Hey hey hey, let's not turn into the tinfoil hat brigade here too.

There were golden wrench assets in the update, with enough info floating around to be a new item to something as far out as a new game mode, but keep in mind Valve has also been putting decoy items in for awhile. The boomerang for the sniper update, all the MMO references they put in, and so on.

There is enough finished code in it to suggest that it will appear (aka: all the videos of it where people have plugged the golden wrench code into a custom coded item and had it actually work and function.), but in what capacity is unknown.

Just leave it at what we actually know, please please please please please with magma on top. The Steam Forums thread is really bad
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Sensei on July 03, 2010, 10:02:47 pm
I'll laugh my ass off if they don't really do the engie update. It would be such a Valve thing to do.
A valve thing to do would be to forget and say that was their plan all along.
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: HonkyPunch on July 03, 2010, 10:12:00 pm
http://www.polycount.com/forum/showthread.php?t=74716
:O
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: returntonull on July 04, 2010, 09:33:24 pm
Okay, update guys. Looks like the golden wrench is findable. They're just not using the typical item drop system apparently.

http://www.tf2items.com/lists/golden_wrenches/ (http://www.tf2items.com/lists/golden_wrenches/)
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Soulwynd on July 04, 2010, 09:51:45 pm
Okay, update guys. Looks like the golden wrench is findable. They're just not using the typical item drop system apparently.

http://www.tf2items.com/lists/golden_wrenches/ (http://www.tf2items.com/lists/golden_wrenches/)
Oh what, Cuppie has one? Maybe I should go bug her to find out how she got it.
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: A_Fey_Dwarf on July 04, 2010, 10:36:35 pm
Not sure if anybody mentioned this but could this be a new sentry?
(http://img707.imageshack.us/img707/3360/engie.png) (http://img707.imageshack.us/i/engie.png/)
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: returntonull on July 04, 2010, 10:53:46 pm
Not sure if anybody mentioned this but could this be a new sentry?
Spoiler (click to show/hide)

Nope. That's a sketch from the existing sentry concept art.

Go to TF2 in Steam, right click then choose 'view player manual' It's on page 4 of that PDF. There's also some blueprint style ones around, but I found this one first cause it came to mind.
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Pandarsenic on July 04, 2010, 10:55:24 pm
What the f-

(http://blogs.nyu.edu/blogs/ja59/thesisblog/wall-e_2%5B1%5D.jpg)
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: ILikePie on July 05, 2010, 01:49:23 am
Go to TF2 in Steam, right click then choose 'view player manual' It's on page 4 of that PDF. There's also some blueprint style ones around, but I found this one first cause it came to mind.
iirc that's just four pages of broken heavily compressed jpegs.
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Lumbajak on July 05, 2010, 02:57:51 pm
http://www.teamfortress.com/engineerupdate/
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Myroc on July 05, 2010, 03:31:28 pm
Quote
On this list as in the hearts of the people who fought while they sat around pressing the "Craft it!" button, the memory of these 100 heroes is enshrined forever. (http://www.teamfortress.com/engineerupdate/wrenchlog/)

My guess is that if you get it from doing a metric buttload of crafting.

Edit: Also, I bet that wheel-mounted gatling gun will be one of the new unlocks. In any case it looks awesome.
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Jack A T on July 05, 2010, 04:12:13 pm
http://www.teamfortress.com/engineerupdate/

Hey, I see the original Team Fortress squad in there!

Freemasons use hats...illuminati: hats...assassins wear hats...seriously, hats run the TF2 world.
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Bandages on July 05, 2010, 04:13:29 pm
I dunno why TF2 has such a... in-depth story to it.
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: dragnar on July 05, 2010, 04:14:19 pm
Because it's awesome? Look at the meet the team videos. They're nothing but character introductions, but they are hilarious.
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Pandarsenic on July 05, 2010, 04:24:13 pm
No, that would be your mother!
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Soulwynd on July 05, 2010, 04:33:53 pm
No, that would be your mother!
That Pandarsenic is a spy!
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Tradanbattlan on July 05, 2010, 04:35:06 pm
Refresh the page.
Frontier Justice.
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Soulwynd on July 05, 2010, 04:37:39 pm
Refresh the page.
Frontier Justice.
Kind of hard to right now. People are banging the site hard.

But man, I hope the buildable replacements will be good. >.<

I hope for lots of them as well. *sighs*
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Eduren on July 05, 2010, 04:42:31 pm
Frontier Justice looks pretty cool.

Wondering if it gives you immediate guaranteed crits or guaranteed crits sometime in the future.
Title: Re: Team Fortress 2: Waiting for the Engineer update "Yipee-ki-ya-hi-yaayhyaa-kayo!"
Post by: Soulwynd on July 05, 2010, 04:45:43 pm
Frontier Justice looks pretty cool.

Wondering if it gives you immediate guaranteed crits or guaranteed crits sometime in the future.
I'm thinking it fills up a crits queue or something. Similar to how the demo collects heads and then as you shoot it goes down.

I'm also willing to bet you use them with the right mouse button or something similar.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Lumbajak on July 05, 2010, 05:06:24 pm
Now I'm going to spend a while trying to get the golden wrench, then fail, instead of actually playing the game.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wenches!
Post by: Jackrabbit on July 05, 2010, 06:45:50 pm
Is this the thread with the golden wenches? I was promised golden wenches.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: fenrif on July 05, 2010, 07:11:46 pm
I want a golden ushanka.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wenches!
Post by: Bandages on July 05, 2010, 07:13:54 pm
Is this the thread with the golden wenches? I was promised golden wenches.

Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wenches!
Post by: Eduren on July 05, 2010, 07:48:12 pm
Is this the thread with the golden wenches? I was promised golden wenches.
I can get you one for 30 bucks. Just gimme a minute to go to the hardware store.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: zchris13 on July 05, 2010, 08:18:52 pm
Yeah.  I can get you a golden wrench, you just have to give me your steam stuffs/credit card/social security information(ohwait not a US citizen)/firstborn child.  Also free microsoft points.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wenches!
Post by: Jackrabbit on July 05, 2010, 08:25:56 pm
Yeah.  I can get you a golden wrench, you just have to give me your steam stuffs/credit card/social security information(ohwait not a US citizen)/firstborn child.  Also free microsoft points.
What's this shit about wrenches? I don't want no wrenches.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wenches!
Post by: Bandages on July 05, 2010, 08:28:19 pm
Yeah.  I can get you a golden wrench, you just have to give me your steam stuffs/credit card/social security information(ohwait not a US citizen)/firstborn child.  Also free microsoft points.
What's this shit about wrenches? I don't want no wrenches.

Yeah but LASD fixed his typo :(
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Jreengus on July 05, 2010, 10:03:05 pm
Can't you craft the wrench? If I had 4 engy hats lying around I'd try it, supposedly: 4 engy hats = 1 engy token.. then it's crafted like a normal weapon using metal and tokens.

Also frontier justice looks interesting.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Mr.Person on July 05, 2010, 10:04:49 pm
Can't you craft the wrench? If I had 4 engy hats lying around I'd try it, supposedly: 4 engy hats = 1 engy token.. then it's crafted like a normal weapon using metal and tokens.

First off, tokens now only take 3 items to make. Second, hats can't be used to make tokens.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Onlyhestands on July 05, 2010, 10:12:21 pm
I was just on a server and Three (THREE!!!) golden wrenches dropped. I'm off for the night but I have screenshots for all three of the drops.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Jreengus on July 05, 2010, 10:15:26 pm
Heh, the update and the chance of getting the golden wrench finally convinced me to craft the surplus hats I had. Glad I did now as I got the Fancy Fedora from my unused hatless scout and pyro beanie.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Tradanbattlan on July 05, 2010, 10:18:44 pm
My game is scaring me. I'm on the main menu waiting for a chance to get in a server, and I randomly hear the Announcer say "success..."
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Schilcote on July 05, 2010, 10:19:30 pm
My game is scaring me. I'm on the main menu waiting for a chance to get in a server, and I randomly hear the Announcer say "success..."

Quick, make it bored before it reaches the second stage!
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: dragnar on July 05, 2010, 10:22:39 pm
I was just on a server and Three (THREE!!!) golden wrenches dropped. I'm off for the night but I have screenshots for all three of the drops.
Huh? It drops? I thought it could only be crafted after reading the update.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Onlyhestands on July 05, 2010, 10:25:16 pm
I was just on a server and Three (THREE!!!) golden wrenches dropped. I'm off for the night but I have screenshots for all three of the drops.
Huh? It drops? I thought it could only be crafted after reading the update.

Got it, received it whatever  :P
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Schilcote on July 05, 2010, 10:52:56 pm
The official theme of the engineer update:

http://www.youtube.com/user/RubberFruit#p/u/8/Qe9s3bqngbw
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: returntonull on July 05, 2010, 11:01:55 pm
I wonder who would really want a golden wrench, considering how petty the community was over the halos and the headphones. And unlike those they've got a handy dandy list of people to harass/ban/molest.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: dragnar on July 05, 2010, 11:03:35 pm
I wonder who would really want a golden wrench, considering how petty the community was over the halos and the headphones. And unlike those they've got a handy dandy list of people to harass/ban/molest.
Me.

http://www.youtube.com/user/RubberFruit#p/u/8/Qe9s3bqngbw
Awesome. Needs to be more mad sciencey though.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Eduren on July 05, 2010, 11:03:59 pm
I was just on a server and Three (THREE!!!) golden wrenches dropped. I'm off for the night but I have screenshots for all three of the drops.
Huh? It drops? I thought it could only be crafted after reading the update.
Its a random drop, that happens during crafting.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: returntonull on July 05, 2010, 11:09:32 pm
I was just on a server and Three (THREE!!!) golden wrenches dropped. I'm off for the night but I have screenshots for all three of the drops.
Huh? It drops? I thought it could only be crafted after reading the update.
Its a random drop, that happens during crafting.

Technically it's a random drop that's announced to everyone even if you're just at the main menu or something.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Schilcote on July 05, 2010, 11:17:57 pm
I am painis cupcake.
I will eat you.

HURRR

EDIT:

http://www.youtube.com/user/doctorheredoctor#p/u/17/soT_Z14ys-8
wut

http://www.youtube.com/user/doctorheredoctor#p/u/21/DHdYMjvV3NM
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Dwarfaholic on July 06, 2010, 02:34:51 am
Heh, the update and the chance of getting the golden wrench finally convinced me to craft the surplus hats I had. Glad I did now as I got the Fancy Fedora from my unused hatless scout and pyro beanie.
finally convinced me to craft the surplus hats I had.
craft the surplus hats I
surplus hats
surplus hats
surplus hats


WWwwwhhhyyyyyy
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Jreengus on July 06, 2010, 09:06:26 am
What? I'm not sure what you mean?

To clarify I had 2 different hats for both the pyro and the scout.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Jakkarra on July 06, 2010, 09:28:34 am
I totally have a Vintage Tyrolean and a Hound Dog and a Whoopee cap and a Tippler's Tricorne and a Killer's Kabuto and a Modest Pile of Hat and a Bill's Hat and a Gibus and a Max's Head.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Bandages on July 06, 2010, 09:29:21 am
and a huge e-peen.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: LASD on July 06, 2010, 10:27:26 am
I promise I'll stop thinking about this wrench business soon, but there's one aspect I hadn't thought of which is quite obvious: an itemsink. Now that it isn't possible to get endless amounts of items anymore, there still remains all that were obtained when it was. Doing the sinking this way should work really well as the people that idled for hundreds of items are the most likely to want this new, cool and unique one. Enough to craft away all their (spare) weapons and even most of their hats.

This is naturally paving the way for trading, making it less stupid as idlers won't dominate the whole thing by having such ridiculous amounts of items.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Dwarfaholic on July 06, 2010, 10:44:27 am
What? I'm not sure what you mean?

To clarify I had 2 different hats for both the pyro and the scout.

What I meant was to express anger and sorrow at having to deal with a depressing existence where everybody gets more and better hats than I do. Nothing personal.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: ILikePie on July 06, 2010, 11:41:07 am
These update pages (and updates) are one of the reasons I love Valve.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: SHAD0Wdump on July 06, 2010, 01:36:27 pm
I was on the DFC server, I went to craft a couple spare heavy items for some metal, for some reason I had difficulty moving the weapons into the crafting area, then I went to craft and it said that I couldn't reach the crafting server, but that's not the weird part.

 After that I went back to the game and called the chat box so I could get some RTD, what happened was my interface froze and I couldn't turn, my mouse pointer was visible, I couldn't call up any menu, but my other actions were all possible. I was a spy.

 So what resulted was my running around facing only one direction at all times with the deadringer and knife. I got more points than I usually do as spy.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Lumbajak on July 06, 2010, 02:00:38 pm
Everyone has different names on the forum and on Steam!

Including me.

It's slightly confusing.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Schilcote on July 06, 2010, 02:03:19 pm
Everyone has different names on the forum and on Steam!

Including me.

It's slightly confusing.

I don't.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Org on July 06, 2010, 02:04:05 pm
Everyone has different names on the forum and on Steam!

Including me.

It's slightly confusing.

I don't.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Lumbajak on July 06, 2010, 02:06:10 pm
Well you guys weren't on in the small timeframe that I was actually playing so you don't count.

: (
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Eviltyphoon on July 06, 2010, 02:31:55 pm
Everyone has different names on the forum and on Steam!

Including me.

It's slightly confusing.

I don't.

I do!
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Schilcote on July 06, 2010, 03:23:35 pm
showed up on server
got killed a million times
left.

I'm not sure I like TF2.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: PTTG?? on July 06, 2010, 03:33:04 pm
showed up on server
got killed a million times
left.

I'm not sure I like TF2.

It's not how many times you die, it's how much fun you have. Think of each new life as if you're embarking on a new fortress or starting a new adventurer.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Nilocy on July 06, 2010, 03:36:45 pm
Did you play with us? Like any of the bay12'ers, we're a fine funny bunch.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Puck on July 06, 2010, 03:40:17 pm
I tried to read the relevant posts and research it myself, but I cba.

Could somebody explain it to me: During the "wrench dropping days", do you need to craft around to get a golden wrench, do you need to just spend time in the crafting system, or do you just need to spend time playing, like with all the other drops?
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Schilcote on July 06, 2010, 03:57:27 pm
showed up on server
got killed a million times
left.

I'm not sure I like TF2.

It's not how many times you die, it's how much fun you have. Think of each new life as if you're embarking on a new fortress or starting a new adventurer.

Except I don't have any fun.

Probably becauae I ahvent easten or deank anything ina  whle. sort of messes me upp when i don;t ahve anything
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Mr.Person on July 06, 2010, 04:19:12 pm
I tried to read the relevant posts and research it myself, but I cba.

Could somebody explain it to me: During the "wrench dropping days", do you need to craft around to get a golden wrench, do you need to just spend time in the crafting system, or do you just need to spend time playing, like with all the other drops?

Apparently, the system chooses a random time to drop a wrecnh. The next person to craft anything at all gets the wrench. I think that's how it works. If it's not like that, you get a wrench roll every time you craft anything.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Thexor on July 06, 2010, 04:52:06 pm
I tried to read the relevant posts and research it myself, but I cba.

Could somebody explain it to me: During the "wrench dropping days", do you need to craft around to get a golden wrench, do you need to just spend time in the crafting system, or do you just need to spend time playing, like with all the other drops?

Apparently, the system chooses a random time to drop a wrecnh. The next person to craft anything at all gets the wrench. I think that's how it works. If it's not like that, you get a wrench roll every time you craft anything.

Certainly makes the most sense. And, as an added bonus, it means Valve knows when the 50th wrench will be dropped, so they know when to update the web page.  ;)


That said, there's 53 wrenches left as of this writing. There are 27,405 players actively playing TF2. I seriously doubt any of us are going to get a golden wrench.  :'( (Unless Valve does something sneaky, like award golden wrenches via a viral achievement or something...)
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Mr.Person on July 06, 2010, 05:09:41 pm
"Here's the 100th wrench. Oh yeah, and now we're going to be handing out 1000 silver wrenches! Good luck!"
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Eduren on July 06, 2010, 06:16:09 pm
One more wrench until the next release...
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Soulwynd on July 06, 2010, 06:40:45 pm
I already crafted all my crap, no luck. :(
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Eduren on July 06, 2010, 06:41:07 pm
New weapon: The Wrangler and a new map it seems.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Calhoun on July 06, 2010, 06:49:07 pm
Am I the only one who thinks the Wranglers going to have to be nerfed eventually?

If you get two engineers working together, one keeping the sentry stocked up, the other controlling it, seems like a very very very powerful defense.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: MagmaDeath on July 06, 2010, 06:55:05 pm
Am I the only one who thinks the Wranglers going to have to be nerfed eventually?

If you get two engineers working together, one keeping the sentry stocked up, the other controlling it, seems like a very very very powerful defense.
True, But the disadvantages of using the wrangler alone really make up for it.

Also, spys, immobile engineer target...
Yeah.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Eduren on July 06, 2010, 06:55:26 pm
Am I the only one who thinks the Wranglers going to have to be nerfed eventually?

If you get two engineers working together, one keeping the sentry stocked up, the other controlling it, seems like a very very very powerful defense.
I'll put money on it being nerfed.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Soulwynd on July 06, 2010, 06:55:39 pm
Where are mah sentries?! D:

If this engie update doesn't have a full new set of build-ables, I'm gonna be mad. D:

If you get two engineers working together, one keeping the sentry stocked up, the other controlling it, seems like a very very very powerful defense.
Nothing a single demo can't take care of.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Bandages on July 06, 2010, 07:04:54 pm
New map looks... interesting?

But enough push the cart maps already :(
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: PTTG?? on July 06, 2010, 07:08:37 pm
I for one like the idea for a thrown teleporter. Stick that baby up someplace out of the way and give your heavies a lift and pyros a bost.
 
I also expect a Crit-o-Spenser, since that just plain makes sense.
 
I must say, I never thought Valve would take the remote control idea seriously. It sounds like it might be fun, esepecially since I don't use the pistol much as an engie... though it does have it's uses.
 
Bandages: STOP WHINING AND PUSH LITTLE CART, BABY-MAN.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Duke 2.0 on July 06, 2010, 07:27:38 pm
If you get two engineers working together, one keeping the sentry stocked up, the other controlling it, seems like a very very very powerful defense.
Nothing a single demo can't take care of.
Not to mention blowing up the engineer means the sentry is harmless for three seconds. Although I wonder: If a demo lays three stickies on the ground within range of both an engineer using it and the sentry it is being used on, will the explosion deal full damage to the sentry because the engineer blew up or will it deal reduced damage because of the shield on the sentry before the engineer dies? Hopefully Valve has a system in place to deal with this.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Soulwynd on July 06, 2010, 07:32:21 pm
Bombs explode in sequence even tho you may not notice it. If the first 2 bombs kill the engie, the 3rd will do full damage to sentry.
Title: Re: Team Fortress 2: Engineer Update Day 1: Frontier Justice and Golden wrenches!
Post by: Thexor on July 06, 2010, 07:46:40 pm
New map looks... interesting?

But enough push the cart maps already :(

Honestly, I wouldn't mind a few good Payload maps. The basic concept is solid: it gives the offensive team something to rally around, making it more likely that the average ADD player will cooperate, even accidentally, with his team.

The problem has always been, Payload maps act just like control point maps. Push the cart, entirely uncontested, until you reach the chokepoint where the defense is set up. Then, ignore the cart until the defenders have been cleared out of the area, and resume pushing. It's hardly different from a standard CP map, except you get a time extension and a forward spawn when you cap a CP, but pushing the cart through a challenging stronghold doesn't grant you any real advantages until you reach an (arbitrarily-positioned) checkpoint.


I'm hoping this map solves that problem. Maybe more vertical space will let creative Demos and Soldiers break Engie camps. Or something. I can only hope.  :-\
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: LASD on July 06, 2010, 11:37:12 pm
Yay, More payload! Badwater is my favourite map. Also, Wrangler is interesting and will make the initial engi rushing/spamming hilarious.

Hmm, basing on the achievements (http://www.teamfortress.com/engineerupdate/achievements/), especially "Six-String Stinger" the melee unlock will be a guitar, which should be fun.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Soulwynd on July 06, 2010, 11:39:54 pm
I still want build-able unlocks... Otherwise I want my money back! Paid in Australium!
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Eduren on July 06, 2010, 11:46:38 pm
Hmm, basing on the achievements (http://www.teamfortress.com/engineerupdate/achievements/), especially "Six-String Stinger" the melee unlock will be a guitar, which should be fun.
I'm going to guess its a new taunt (deadly or otherwise).
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Zai on July 07, 2010, 12:02:49 am
I still want build-able unlocks...
It's looking like we're not getting any, judging (as LASD said) by the achievements. Which is sad, because that's what I was mainly interested in as well.

HOWEVER, there's a possibility that we will get a building replacement out of the Polycount Pack contest.

As Eduren said, I think the guitar is a taunt, though where he would pull the guitar from I have no idea. How would you go about upgrading anything with a Guitar? You play your guitar for it and the sheer power of your music makes it improve? But then how would Metal come into use?
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: zchris13 on July 07, 2010, 12:04:09 am
Yeah he seems more like a country kind of dude, hur hur.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Mr.Person on July 07, 2010, 12:18:31 am
I bet the guitar lets you build your buildings really fast, but no upgrading or repairing.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: PTTG?? on July 07, 2010, 12:21:18 am
Anyone else see the achievement with the spy getting hit by what appears to be a LASER?
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: zchris13 on July 07, 2010, 12:28:34 am
Ninjaneer buff? Also no what where lasers?
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Eduren on July 07, 2010, 01:01:56 am
Anyone else see the achievement with the spy getting hit by what appears to be a LASER?
Guessing that it is hitting a cloaked spy with your Wrangler, but I can't be sure.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Cheeetar on July 07, 2010, 01:02:42 am
Anyone else see the achievement with the spy getting hit by what appears to be a LASER?

I suppose that's hitting a disguised spy with your Wrangler.

Ninja'd.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Soulwynd on July 07, 2010, 01:31:18 am
I still want build-able unlocks...
It's looking like we're not getting any, judging (as LASD said) by the achievements. Which is sad, because that's what I was mainly interested in as well.
Well, judging by the counter (25 = shottie, 50 = pistol, 75 = ?, 100 = ?) we have 2 more days of update. So it might be one melee plus a new pda with buildables. Or, hopefully, 2 new pdas. I mean, the sniper got 2 pdas (watches) so should we. =p

On that same note... The new taunts better be AWESOME.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Evilgrim on July 07, 2010, 01:33:14 am
I mean, the sniper got 2 pdas (watches) so should we. =p

That Snipah's a bloody spy!

Yay Demoman. Have we forgotten about the other classes during this Engineer update?
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Soulwynd on July 07, 2010, 01:47:16 am
Woops. Burn the sniper!
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Eduren on July 07, 2010, 01:49:32 am
I still want build-able unlocks...
It's looking like we're not getting any, judging (as LASD said) by the achievements. Which is sad, because that's what I was mainly interested in as well.
Well, judging by the counter (25 = shottie, 50 = pistol, 75 = ?, 100 = ?) we have 2 more days of update. So it might be one melee plus a new pda with buildables. Or, hopefully, 2 new pdas. I mean, the sniper got 2 pdas (watches) so should we. =p
Crosses fingers for Meet the Medic
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: LASD on July 07, 2010, 03:41:35 am
Oh yeah, I didn't think of the engi's melee needing to be able to build and upgrade stuff. I just had the L4D2 electric guitar hit sounds in my mind. So the guitar likely substitutes the pistol. Or maybe even the shotgun?

But what will it do? The "Honky Tonk Man" achievement doesn't really help much, though that convinced me of it being a weapon, instead of just a taunt.

One possibility is also that it's a substitute for the engi's toolbox (storing metal inside a guitar case?). And Honky Tonk Man would be awarded for picking one up from the ground or something.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Myroc on July 07, 2010, 03:51:13 am
Yay, More payload! Badwater is my favourite map. Also, Wrangler is interesting and will make the initial engi rushing/spamming hilarious.

Hmm, basing on the achievements (http://www.teamfortress.com/engineerupdate/achievements/), especially "Six-String Stinger" the melee unlock will be a guitar, which should be fun.
Or the guitar will simply be one of the new taunts. Which kinda makes sense, really.

Edit: I missed a page.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: ILikePie on July 07, 2010, 03:58:18 am
Why do they keep dropping these updates in when I'm asleep? A new payload map sounds great, I love payload. I might just start using the engineer now.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Siquo on July 07, 2010, 04:15:49 am
Payload is great. The cart is also not useless when getting through chokepoints, as it's a moving dispenser.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Jreengus on July 07, 2010, 05:34:44 am
I found the whiskered gentleman. :D I also crafted the Ze Goggles which is only a slight improvement, previously I had the mirror. If I get my hands on the mask I'll probably go back to using the Mirror with the mask but on their own I think the goggles look better. Also I wonder how much they raised the item cap by this week?
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: PTTG?? on July 07, 2010, 10:29:45 am
Anyone else see the achievement with the spy getting hit by what appears to be a LASER?

I suppose that's hitting a disguised spy with your Wrangler.

Ninja'd.
Ninjaneer buff? Also no what where lasers?

Quite possibly.

Remember folks, it's a LASER, not a laser. LASER is an acronym for "Light Amplification and Something Electronic, bRo.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Jakkarra on July 07, 2010, 10:30:52 am
Light Amplification by Stimulated Emission of Radiation
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Pandarsenic on July 07, 2010, 10:40:29 am
Light Amplification by Stimulated Emission of Radiation
This.

And what I've seen, if you had a graph where the x-axis mapped knowledge of what "LASER" actually means and the y-axis mapped how much people care if it is or is not capitalized, pluralized, etc.

Edit: OH RIGHT FORGOT THE ACTUAL POINT OF WHAT I WAS SAYING

If you had such a chart, it would be a bell curve.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: PTTG?? on July 07, 2010, 10:54:03 am
Light Amplification by Stimulated Emission of Radiation
This.

And what I've seen, if you had a graph where the x-axis mapped knowledge of what "LASER" actually means and the y-axis mapped how much people care if it is or is not capitalized, pluralized, etc.

Yes? If I did have such a chart?
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Thexor on July 07, 2010, 11:06:09 am
Light Amplification by Stimulated Emission of Radiation
This.

And what I've seen, if you had a graph where the x-axis mapped knowledge of what "LASER" actually means and the y-axis mapped how much people care if it is or is not capitalized, pluralized, etc.

Yes? If I did have such a chart?

Then half of all the points on it would be protesting that you misspelt "lazer".  ;)
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Puck on July 07, 2010, 11:16:38 am
Sheesh, everybody knows its "Laz0r".
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Jakkarra on July 07, 2010, 11:18:33 am
Anyone want some news on CP_Fizz?
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Duke 2.0 on July 07, 2010, 11:32:43 am
Anyone want some news on CP_Fizz?
Only if you have a giant fizzing vat of cola in the map somewhere.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Pandarsenic on July 07, 2010, 11:33:02 am
Light Amplification by Stimulated Emission of Radiation
This.

And what I've seen, if you had a graph where the x-axis mapped knowledge of what "LASER" actually means and the y-axis mapped how much people care if it is or is not capitalized, pluralized, etc.

Edit: OH RIGHT FORGOT THE ACTUAL POINT OF WHAT I WAS SAYING

If you had such a chart, it would be a bell curve.
Fixed.
<_<;
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Siquo on July 07, 2010, 12:37:03 pm
Annoying things #23: Quoting a post, saying "Fixed" with a smiley, and then DON'T EDIT THE POST AT ALL JUST TO MESS WITH PEOPLES HEADS.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: umiman on July 07, 2010, 12:42:49 pm
My mouse cursor was hovering over the craft it now button when my alarm rang, so I moved my hand to turn it off. The very instant I moved my hand, someone crafted a golden wrench. I was so close. :(
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Pandarsenic on July 07, 2010, 12:49:01 pm
Annoying things #23: Quoting a post, saying "Fixed" with a smiley, and then DON'T EDIT THE POST AT ALL JUST TO MESS WITH PEOPLES HEADS.
I EDITED THE OLD POST D:<
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Mr.Person on July 07, 2010, 12:59:06 pm
I'm not going to get a golden wrench, and I'm ok with that.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Zai on July 07, 2010, 01:01:02 pm
I'm not going to get a golden wrench, and I'm ok with that.
Same. Though I am taking advantage of increased drops.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Pandarsenic on July 07, 2010, 01:22:09 pm
I'm not going to get a golden wrench, and I'm ok with that.
Same. Though I am taking advantage of increased drops.
This.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Jreengus on July 07, 2010, 01:27:58 pm
I'm not going to get a golden wrench, and I'm ok with that.
Same. Though I am taking advantage of increased drops.
This.
+1

Also quote pyramid ftw!
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: LASD on July 07, 2010, 02:53:28 pm
Heheh, headshotting normal difficulty bots is fun:
Spoiler (click to show/hide)

The bots had been duking it out by themselves for almost two hours for idling purposes, then I decided to join in as a player and started sniping. I wish I was even close to this good in real games.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Tradanbattlan on July 07, 2010, 02:55:38 pm
I find it ironic how one of the bot's names is "Target Practice"
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: ILikePie on July 07, 2010, 03:06:00 pm
Heheh, headshotting normal difficulty bots is fun:
Spoiler (click to show/hide)
That's one heck of a ping you have there.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Soulwynd on July 07, 2010, 03:10:15 pm
Probably gonna boot up a server, fill with 5 boots and type +attack on console while sitting by a dispenser with a pistol.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Pandarsenic on July 07, 2010, 03:17:09 pm
Someone destroyed wrench 27 earlier today -.-
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Tradanbattlan on July 07, 2010, 04:31:49 pm
Someone destroyed wrench 27 earlier today -.-
You have to have some real balls to do that. Serious props to whoever it was.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Myroc on July 07, 2010, 04:43:47 pm
Someone destroyed wrench 27 earlier today -.-
You have to have some real balls to do that. Serious props to whoever it was.
Checking the guy's Profile (http://steamcommunity.com/id/grantz/), it seems it was a hacker who destroyed it. Valve gave it back.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: ToonyMan on July 07, 2010, 04:47:25 pm
Someone destroyed wrench 27 earlier today -.-
You have to have some real balls to do that. Serious props to whoever it was.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Jreengus on July 07, 2010, 05:30:50 pm
Who's stupid enough to craft away all their stuff for a wrench? You're chances of getting one are minuscule even if you craft everything you have. Personally I'm just taking advantage of the increased drop cap. If I get a wrench yay, if not ah well. It's unlikely I'll ever even see someone with a wrench in game let alone get one myself so I wont get worked up over it.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: SHAD0Wdump on July 07, 2010, 05:45:17 pm
Someone destroyed wrench 27 earlier today -.-
You have to have some real balls to do that. Serious props to whoever it was.
http://i.imgur.com/RkOJf.jpg
The guy was apparently hacked.

 There has also been more drama going on, apparantly drunken f00l and a couple of his friends did something that warranted them losing their wrenches, and getting VAC banned.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Thexor on July 07, 2010, 05:58:04 pm
Someone destroyed wrench 27 earlier today -.-
You have to have some real balls to do that. Serious props to whoever it was.
http://i.imgur.com/RkOJf.jpg
The guy was apparently hacked.

 There has also been more drama going on, apparantly drunken f00l and a couple of his friends did something that warranted them losing their wrenches, and getting VAC banned.

Interesting.

The wiki article (http://wiki.teamfortress.com/wiki/Golden_Wrench) has more information, but I'll copy it here in case it's edited:

Quote
At 22:51 on 7 July, 3 Golden Wrenches were removed. Drunken F00l's, ChrisFPS [SuRƒ]'s and Rukes.com{EMC}'s.

Drunken F00l (DF) has stated that a Valve employee leaked the times that each Wrench would drop and DF got ahold of this list. He used this information to craft at the precise time in the leaked information. DF was, however VAC banned because he formulated a script to continuously craft and smelt his metals. This may have been the reason why they were removed. He was not VAC banned for the leaked times.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Soulwynd on July 07, 2010, 06:00:35 pm
Only one wrench til 75. Hopefully we will see something new soon!
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Bandages on July 07, 2010, 06:52:33 pm
Can we get a link to the engi update on the front page?

Gratzi
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Zai on July 07, 2010, 06:55:30 pm
Can we get a link to the engi update on the front page?

Gratzi
...What? I don't know what you mean.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Bandages on July 07, 2010, 07:00:49 pm
I'll translate:

-Can someone (indicating this is an open request directed at an unknown entity)
-Put a link ("link" is often used as a nickname for URL)
-to the engi update (This qualifies the URL earlier as the one for the engineer update for the popular game Team Fortress 2)
-on the front page (The front page being the first post of this thread, so that someone like myself would be able to quickly access it instead of having to scroll through a few pages worth of posts to find a link)
-Gratzi (thank you)
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Saint on July 07, 2010, 07:06:35 pm
Tf2 died for me yesterday.
It's full of stupid little kids age 10-13 now and isn't fun.
Even worse is the admins on said servers.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Bandages on July 07, 2010, 07:07:19 pm
Tf2 died for me yesterday.
It's full of stupid little kids age 10-13 now and isn't fun.
Even worse is the admins on said servers.

Either:

1) Turn off sound (works for me)
or
2) Find another server.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Zai on July 07, 2010, 07:09:58 pm
I'll translate:

-Can someone (indicating this is an open request directed at LASD)
-Put a link ("link" is often used as a nickname for URL)
-to the engi update (This qualifies the URL earlier as the one for the engineer update for the popular game Team Fortress 2)
-on the front page (The front page being the first post of this thread, so that someone like myself would be able to quickly access it instead of having to scroll through a few pages worth of posts to find a link)
-Gratzi (thank you)
Is it really that difficult to just go to tf2.com and click on the giant image in the first blog post?

Engy update (http://www.teamfortress.com/engineerupdate/).

Day 3: Another Payload map, Hightower. This one's final CP has an elevator.

[PPE:] What's funny, Saint, is that you didn't mention any servers before saying "said servers."

But I'm thinking you aren't playing on the right servers. I don't have the little kid issue most of the time. But when I do, I just mute the offending voices.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Soulwynd on July 07, 2010, 07:11:18 pm
Wrench 75 is up and we get.... another new map... and this...
http://www.teamfortress.com/engineerupdate/evolutionaryman/

Meh...

Buildables... now..


Ninjaed...
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Zai on July 07, 2010, 07:16:17 pm
Buildables... now..
We won't be getting new buildings this update. There would be achievements including them if we were.

Or at least there would probably be achievements.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: fenrif on July 07, 2010, 07:17:04 pm
Tf2 died for me yesterday.
It's full of stupid little kids age 10-13 now and isn't fun.
Even worse is the admins on said servers.

Play on the DFC server, theres never really any annoying little kids, and the admins are all sound.

Buildables... now..

They can't not do buildables. Seriously, that'd be silly. Unless they did some sort of secret "oh wait we forgot this new sentry for the update" a few days later, sneaky bastards that they are.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Zai on July 07, 2010, 07:21:24 pm
They can't not do buildables. Seriously, that'd be silly. Unless they did some sort of secret "oh wait we forgot this new sentry for the update" a few days later, sneaky bastards that they are.
That would be hilarious.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Duke 2.0 on July 07, 2010, 07:27:20 pm
 If they do release new buildables they sure as hell will be the last things they reveal.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Eduren on July 07, 2010, 07:34:31 pm
Both Hightower and Upward look like they utilize vertical spaces very nicely.

Good news for Soldiers and Demos.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Eduren on July 07, 2010, 07:37:32 pm
And it seems that they put a new note on the worktable. Link leads to somebodies steam profile.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Jakkarra on July 07, 2010, 07:39:34 pm
It's obviously a community wrench. It's a model that guy made.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Pandarsenic on July 07, 2010, 07:40:43 pm
Elevator was done by pl_cranetop already.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: dragnar on July 07, 2010, 07:44:39 pm
Both Hightower and Upward look like they utilize vertical spaces very nicely.

Good news for Soldiers and Demos.
And for spies. Death from above!!!
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: HonkyPunch on July 07, 2010, 07:53:51 pm
http://www.polycount.com/forum/showthread.php?t=74716
No but guys seriously this guy made 1850's engie and soldier, currently more are being worked on.
IT LOOKS DAMN NEAR SPOT ON
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Cthulhu on July 07, 2010, 08:37:38 pm
Is anyone else unable to use items?
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Soulwynd on July 07, 2010, 08:58:26 pm
Is anyone else unable to use items?
Steam is down ATM.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Metalax on July 07, 2010, 09:36:18 pm
Another link hidden on the page is this http://www.teamfortress.com/engineerupdate/engineer_photos/ (http://www.teamfortress.com/engineerupdate/engineer_photos/).

edit: and looking at the three photos, does it look to anyone else like the engineer packed up that level 2 sentry, moved up the stairs and redeployed it? possible new option on the pda?
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Mr.Person on July 07, 2010, 09:36:44 pm
I crafted some metal literally 10 seconds before wrench 74 dropped.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Bandages on July 07, 2010, 09:37:58 pm
Another link hidden on the page is this http://www.teamfortress.com/engineerupdate/engineer_photos/ (http://www.teamfortress.com/engineerupdate/engineer_photos/).

Did he just...

:o
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: umiman on July 07, 2010, 09:38:38 pm
Hey hey, we can finally move buildings now.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Tradanbattlan on July 07, 2010, 10:05:48 pm
That looks like a brand-spankin'-new sentry. Look at it. There's something very different about it.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Bandages on July 07, 2010, 10:12:11 pm
That looks like a brand-spankin'-new sentry. Look at it. There's something very different about it.

It just looks like a level 2 sentry imo
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Tradanbattlan on July 07, 2010, 10:15:14 pm
That looks like a brand-spankin'-new sentry. Look at it. There's something very different about it.

It just looks like a level 2 sentry imo
(http://robotguy.net/tf2_blue_sentry_med.jpg)
The new one is much squarer, has new little knobbles all over it as well.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Bandages on July 07, 2010, 10:15:57 pm
I count 1 knob and 1...

laser...

pointer...?
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Sir Pseudonymous on July 07, 2010, 10:20:43 pm
It just looks like a higher-detail version of the level 2 sentry. It's not visually distinct enough to be a new sentry.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Osmosis Jones on July 07, 2010, 10:25:37 pm
Man, if the ninjaneer can drop off L2 sentries now, that's gonna make things interesting.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Zai on July 07, 2010, 10:26:06 pm
It's not visually distinct enough to be a new sentry.
Exactly what I'm thinking.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Soulwynd on July 07, 2010, 11:44:41 pm
I demand new buildables that aren't simply moveable. >:(
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Mr.Person on July 08, 2010, 12:14:54 am
It just looks like a higher-detail version of the level 2 sentry. It's not visually distinct enough to be a new sentry.

This. Valve is HUGE on everything being recognizable just by sight. Sometimes they break this (Natasha, Cloak and Dagger), but in those cases they always make up for it with distinct noises and/or nobody needing to recognize the weapon.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Tradanbattlan on July 08, 2010, 12:22:35 am
I think a Sentry being left at level 2 is a pretty good distinction of it not being a regular sentry.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Mr.Person on July 08, 2010, 12:32:32 am
I think a Sentry being left at level 2 is a pretty good distinction of it not being a regular sentry.

You're running by as a disguised Spy 500 hammer units away. Can you instantly recognize that sentry as different from a normal level 2? No, you can't. I can barely tell a level 2 from a level 3 just from looking, let alone this thing who's only difference is a small pipe on the top.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Bandages on July 08, 2010, 02:07:19 am
I can barely tell a level 2 from a level 3 just from looking, let alone this thing who's only difference is a small pipe on the top.

Ceci ne pas une pipe.

Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Mr.Person on July 08, 2010, 02:16:52 am
I'm not sure why you posted a picture of a level three sentry with it's rocket launcher circled. Did you perhaps miss the "let alone this thing who's only difference is..." part?

Maybe pipe wasn't the right word, I kind of meant green wiring.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: ToonyMan on July 08, 2010, 02:35:01 am
Watch it'll make a distinct beep noise.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Lokii on July 08, 2010, 03:06:40 am
It'll sense spies.

Just spies. And just make angry robot noises at them.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Mr.Person on July 08, 2010, 04:10:35 am
I think we're looking at the good ole' sentry. If you're gonna make a new sentry gun, it should be REALLY unique, you know? Valve knows this, I know this, everybody knows this.

They're not going to strap some wires to the top and call it a new gun. They're not going to add some bolts and flatten it slightly (and the flattening is image compression, by the way) and call it a new gun. A new sentry gun will have a new shape. This isn't up for discussion, new sentry = new shape.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Schilcote on July 08, 2010, 04:14:51 am
It'll sense spies.

Just spies. And just make angry robot noises at them.

That would be pretty effective actually.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Simmura McCrea on July 08, 2010, 04:17:36 am
It'll sense spies.

Just spies. And just make angry robot noises at them.

That would be pretty effective actually.
Maybe they'll talk like the sentries from Portal.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Siquo on July 08, 2010, 04:21:23 am
new sentry = new shape.
UNLESS it's a mockup sentry. One that's really hard to kill but doesn't shoot, only meant to deter or confuse players. Or blows up when you hit it from up close, like a bomb in disguise.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Lokii on July 08, 2010, 04:28:15 am
new sentry = new shape.
UNLESS it's a mockup sentry. One that's really hard to kill but doesn't shoot, only meant to deter or confuse players. Or blows up when you hit it from up close, like a bomb in disguise.

Blows up on a spy when he saps it, perhaps?

Spyhate, har.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Siquo on July 08, 2010, 04:34:25 am
Oh, that's even better.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Mr.Person on July 08, 2010, 04:39:07 am
You're just reaching there. If I want to plant a bomb and catch somebody walking by, I'd just play as a Demoman.

Besides, decoys are the Spy's thing (Dead Ringer). Disguising is the Spy's BIGGEST thing. So, logically, a disguised decoy bomb is going to go to... the Engineer?

@Everyone saying the update is going to have some anti-Spy building: I doubt the Engineer's going to get an anti-Spy tool or building (at least not directly, I bet one or more of his weapons is good vs Spies but isn't a direct counter (like how Sandman is good vs Snipers but wasn't designed as a Sniper counter)). He doesn't need the help to kill Spies. And you might think "Oh, but if his stuff's immune to Spies, that'll encourage him to leave his buildings to gather metal or whatever!" Yeah, some people will do that. Most will just turtle and be incredibly hard to get rid off. They don't need any more help since they're already incredibly fucking annoying.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Pandarsenic on July 08, 2010, 04:43:56 am
If they make a sentry decoy it'll be hours or minutes until it gets used to block stuff off and hardly any longer before it gets changed or temporarily removed until it can be changed.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Siquo on July 08, 2010, 04:56:52 am
I often use the dispenser to block passages. It's a warning sign and slows down people at the same time. I don't see the problem.
Title: Re: Team Fortress 2: Engineer Update Day 2: The Wrangler and pl_upward!
Post by: Puck on July 08, 2010, 05:00:26 am
Heheh, headshotting normal difficulty bots is fun:
Spoiler (click to show/hide)

The bots had been duking it out by themselves for almost two hours for idling purposes, then I decided to join in as a player and started sniping. I wish I was even close to this good in real games.
You most certainly are. The problem is... your opponents just don't suck as much in real games  ;)
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Siquo on July 08, 2010, 05:07:03 am
Some of us do...  ;D

Also, pro-tip: During setup, if you're not a medic, demo or engineer, you're bored as hell, waiting that entire minute.

So what you do is change to engineer, upgrade the teleporter entrances outside of the spawn, then change back to the class you want to play. People will love you.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Myroc on July 08, 2010, 05:56:45 am
People. It's just a red level 2 sentry with the only, the only difference being a small knob and a light. Hardly something to go conspiracy-theory about.

Oh, and that green wiring someone mentioned is a garden hose. In the background. Behind the sentry. Seriously, you can see it in the third picture.

That aside, being able to MOVE your sentry is a whole other matter that I look forward to.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Pandarsenic on July 08, 2010, 07:09:10 am
I often use the dispenser to block passages. It's a warning sign and slows down people at the same time. I don't see the problem.

A super-durable fake sentry though? Come on.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Duke 2.0 on July 08, 2010, 07:17:13 am
 My guess is that most likely the only difference between this sentry and the normal ones would be being movable, a trait that would not effect the outcome of battle. It's a level 2 sentry with no extra special abilities other than it can disappear and reappear somewhere else when you are gone, a trait that engineers often have to do. I'm cool with such small changes for such an ability.

 Now if they wanted a new sentry with different effects they will have to move the guns to different positions and perhaps shift the main body forward.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: ILikePie on July 08, 2010, 09:59:10 am
Tried my hand at playing the engineer, and I learned I'm terrible with the little Texan mechanic. Ya'll got any tips for this poor old guy that just wants to join in on the fun?

Edit: I just got an achievement called 'Lenin a Hand', you gotta love these little puns. :)
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Onlyhestands on July 08, 2010, 10:16:24 am
If you are playing defensively:
Build your base in a location that isn't right on a corner(so it can't be "edged"), in a location where enemy troops have to attack it from range head on, and not so far away it can be sniped or shot at from outside the range of your sentry. Be aware of demos throwing grenades or stickies at it, people attacking from weird directions, and spahs! spies and such. However, if you get ganged up on by a competent team without much back up then you're doomed. There's not much you can do when a spah spy saps your sentry then an uber heavy medic team runs in and a scout quickly escapes with your intel. 
Also be aware that your sentry gun will hurt you if it shoots through you at an enemy. Remember that spies can stand on your dispenser and stay cloaked infinitely. Also remember you can stand on your dispenser and so can get up to a higher location, where you can build your base where spahs spies cant get at you.

Playing offensively.
Find a path where you know enemies will come through soon but aren't there at the moment. Build a level 1 sentry out of sight to people walking forwards and hide nearby. Level 1 sentries are pretty weak but if you ambush enemies occupied with your sentry you can shotgun/wrench a lot of them to death. You will probably lose your sentry but it builds quickly and you can get more metal off dead players. Alternatively if there is a chaotic situation you have a chance of throwing down a level 1 sentry in the heat of battle which can turn the tide.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Greiger on July 08, 2010, 10:31:02 am
Lesse I don't play engineer much myself but here's some basics I learned that probably go a long way from being terrible to only being subpar.

1. Unless the fighting is happening really close to your spawn, build a teleporter outside the door and run back in to replenish the metal before running to the front.  It's a lot easier to have a tele entrance prepared already than to have to run back to make one if an opportunity to build an exit comes along.  Don't worry about upgrading it or making it build faster or anything until you have an exit, just place it and go.

2. If you keep hitting a building while it's under construction with your wrench it will become functional in half the normal time.  Handy for sentries or when your team needed a dispenser "yesterday".

3. If other engineers are around, help eachother.  1 level 3 sentry is better than 2 level 1s.  And you can get it to level 3 fast that way.

4. At the same time however, don't build your sentries too close to another engineer's sentry.  There's not much point in having both of them if all it takes is 3 or 4 stickies from a single demoman to blow them both up.

5. If another engies stuff is taking a pounding and yours isn't, help fix it.  be wary of stickies though.  Your own sentry is as good as dead if you die in a sticky explosion with another engie.

6. Don't use up all your metal on upgrading.  Keep a bit around incase you come under attack.  If you use up all your metal upgrading and a soldier starts shooting at your sentry, you don't have any metal left to fix your sentry with.

7. Keep an eye out for stickys.  If they are coming faster than you can remove them, abandon the sentry.  You can build a replacement faster if you don't have to wait for respawn.

8. Hit the sapper once, then kill the spy, then finish off the sapper.  And for godsakes turn around once in awhile.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Metalax on July 08, 2010, 10:35:01 am
Tried my hand at playing the engineer, and I learned I'm terrible with the little Texan mechanic. Ya'll got any tips for this poor old guy that just wants to join in on the fun?

Heres a bunch of various tips, most of them fairly obvious if you've been playing a while.

Watch out for where other people place sentries while playing as other classes, the more common locations are usually good places for you to build.

If another engineer has a sentry covering one entry into an area, try setting up to cover a different entry/area the enemy can use to target the other sentry.

In most cases building right near another engineers buildings is just asking for a single demo/uber to take them all out in one go, don't do it.

If a spy saps your buildings when no one else is around, switch to shotgun and give him several blasts then swap back to wrench to kill the sappers.

If you can see other teammates taking on the spy, then concentrate on killing the sappers.

Once a round starts try to keep above 40 or so metal while you are upgrading your buildings, as this gives you a reserve to repair them when an enemy arrives.

Once your buildings are fully upgraded/while waiting for metal to respawn, use your shotgun to spycheck everybody.

Remember the only people who can stand on buildings from your side are the engie who built it and enemy spys. If you see someone doing so, spycheck them.

Work with other engineers to get one sentry to level 3 fast rather than two partially upgraded level 1's.

Similarly, if your gear is already upgraded then help a nearby engie upgrade his stuff.

Be aware of other engies gear, particularly if they have been sapped so you can repair/kill sappers if the other engie has been killed, saving the gear.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: LASD on July 08, 2010, 12:19:38 pm
And one more that's not made obvious enough by the game: Pressing the right mouse button turns the building you're placing. Helps loads in ninjaneering and teleport placement.

I just had loads of fun ninjaneering on CTF_Well on the server. I managed to build a sentry looking out the window in the opposing sides' base. It managed to pick off 6 guys in a really short time before it got taken down. I also managed to build a number of other sentries in equally aggravating places all around their base.

Ooh, only 6 wrenches 'til update!
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Dr. Johbson on July 08, 2010, 12:20:34 pm
That would be right mouse button, left places it.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Org on July 08, 2010, 12:20:47 pm
I AM STILL LAGGING.
DAMN YOU STEAM.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Jreengus on July 08, 2010, 12:24:52 pm
When placing a teleport exit the arrow on the blueprint shows what direction allieas will come out facing. Bear in mind they will be somewhat disorientated when they come out so place it facing toward the direction they should go in and not facing a wall. Bad teleporter placement can waste team members time as they run away from the enemy or get them killed if there are enemies near and they spawn facing a wall.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: umiman on July 08, 2010, 12:30:29 pm
WHAAAAAAAAAAAAAAAAAAAAAAAAAAAATTTT?!!!!!!

The random item generator drops me THREE ENGIE HATS?! THREE!!!! I seriously hope trading comes out...

Edit: Like I said yesterday, the wrench came out today exactly at 11.33am Albertan time. Just like yesterday. But I missed it again by a few seconds :(
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Dr. Johbson on July 08, 2010, 12:51:09 pm
So in my spare time between idling for items to craft for a golden wrench and..Thats it, actually. I've been pretty bored. I wrote a short story.  Here it is.  (http://forums.steampowered.com/forums/showthread.php?t=1350408)
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: ILikePie on July 08, 2010, 12:52:00 pm
Thanks for the tips all. Now to set up this dammed mic and I'm all set to go. I think I missed this part, are they releasing the update when the wrench count goes up to 100?
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Dr. Johbson on July 08, 2010, 12:54:12 pm
Yes.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Thexor on July 08, 2010, 12:58:19 pm
So, having just spent several days laughing about the Minecraft community forums...

...I think it's time that the TF2 forums get some 'love'. Seriously, the posts right now are absolutely hilarious. We've got lots of "omg u baned DF", lots of "this event sux", lots of "wtf predetermined times?"... it's simply amazing.

View it now, before the update comes out and the forums are lagged to heck!
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Schilcote on July 08, 2010, 01:31:44 pm
I love how that one guy is apparently trying to blame pepole's VAC bans on the golden wrenches. "We wouldn't have cheated if it weren't for the wrenches!".

*sigh*
What do they get from deluding themselves? Will I ever understand anything but the very basics of human behavior?
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Dr. Johbson on July 08, 2010, 01:43:06 pm
Perhaps not the best time to post a short story over there. It's barely on the first page for a minute. And I can't edit my title, for some reason, to share with the world the story that now has 2 endings.

Also, yes, the community is hilarious over here too.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Thexor on July 08, 2010, 01:50:01 pm
Perhaps not the best time to post a short story over there. It's barely on the first page for a minute. And I can't edit my title, for some reason, to share with the world the story that now has 2 endings.

Also, yes, the community is hilarious over here too.

That was... interesting. You certainly have a way with endings!  ;D

Since Johbson seems to have forgotten the link, I guess I'll provide it myself. (http://forums.steampowered.com/forums/showthread.php?t=1350408) Remember to 5-star and bump, it's a lot more interesting than the garbage currently cluttering the front page!
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Dr. Johbson on July 08, 2010, 01:55:47 pm
I linked the link, its up there, but thanks. =P
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Zai on July 08, 2010, 02:22:43 pm
Maybe pipe wasn't the right word, I kind of meant green wiring.
That's not part of the sentry. It's part of the wall behind the sentry. Look at the last picture. And yes I know Myroc already covered this.

WHAAAAAAAAAAAAAAAAAAAAAAAAAAAATTTT?!!!!!!

The random item generator drops me THREE ENGIE HATS?! THREE!!!! I seriously hope trading comes out...

Edit: Like I said yesterday, the wrench came out today exactly at 11.33am Albertan time. Just like yesterday. But I missed it again by a few seconds :(
Umi, please give me the Hotrod when trading comes.

And trading will hopefully be announced today. I doubt it though. ._.

I almost have my first non-event hat. I just need about 8 more items, unless I want to get rid of non-duplicates. I can't decide if I want a Solly hat or a Pyro hat or a Demo hat. Solly has 1 hats I really don't want (Soldier's Stash) but 3 I really do want. Pyro has 1 I really don't want (Pyro's Beanie) but 4 I really do want. Demo has 1 I really don't want (Scotsman's Stove Pipe; I would have been alright with it pre-Gibus but now it just looks too much like the Ghastly Gibus) but 3 I really do want.

I think I'm going to recraft my Solly token into a Demo token.

[EDIT:] And in case anybody did not notice, the "community-made surprise" mentioned in the blog post yesterday is at the bottom of Day 3's update page.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Soulwynd on July 08, 2010, 02:54:55 pm
3 more wrenches til we have BUILDABLES or the destruction of valve headquarters.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Zai on July 08, 2010, 03:07:57 pm
3 more wrenches til we have BUILDABLES or the destruction of valve headquarters.
WE AREN'T GETTING BUILDINGS THIS UPDATE. If I knew you in real life, I would bet you money.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Soulwynd on July 08, 2010, 03:09:47 pm
3 more wrenches til we have BUILDABLES or the destruction of valve headquarters.
WE AREN'T GETTING BUILDINGS THIS UPDATE. If I knew you in real life, I would bet you money.
You should get your money, not mine!
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: dragnar on July 08, 2010, 03:32:50 pm
3 more wrenches til we have BUILDABLES or the destruction of valve headquarters.
WE AREN'T GETTING BUILDINGS THIS UPDATE. If I knew you in real life, I would bet you money.
I will deny this to the end! I reject your reality and substitute my own!
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Puck on July 08, 2010, 03:41:50 pm
Quote from: Sock
Sometimes you gotta look reality in the face and say NO!
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Cthulhu on July 08, 2010, 03:44:32 pm
Be careful about playing medics guys, there's some kind of infectious disease on all the servers that makes medics retarded.  Topping off the heavy's health and leaving while he's under fire, ubering the spy, ubering everyone in some kind of crazy switch-real-fast so nobody's safe, ubering you and then getting bored and leaving, it's an epidemic, man.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Org on July 08, 2010, 03:48:34 pm
There were some stupid spy.
Right before I started lagging and had I got off of TF2, slammed the spies face in with my wrench. Perfect shot right before the game ended.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: umiman on July 08, 2010, 04:19:07 pm
Engie gets a robot hand.

http://www.teamfortress.com/engineerupdate/handyman/

http://forums.steampowered.com/forums/showthread.php?t=1350794
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Lokii on July 08, 2010, 04:21:03 pm
I was just shown this.
http://www.youtube.com/watch?v=X-Qlz2631Ic
Also, the sniper has one, and it's napoleon dynamite.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Thexor on July 08, 2010, 04:23:54 pm
Engie gets a robot hand.

http://www.teamfortress.com/engineerupdate/handyman/

http://forums.steampowered.com/forums/showthread.php?t=1350794

Looks like a wrench replacement, maybe? We'll find out, if these last 3 wrenches are ever found (seriously, it's been ~3 hours since the last one was awarded...)
I was just shown this.
http://www.youtube.com/watch?v=X-Qlz2631Ic
Also, the sniper has one, and it's napoleon dynamite.

That. Is. Awesome.

And just think about how long that must've taken with GMod. Wow.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: umiman on July 08, 2010, 04:26:57 pm
I always figured heavy was the submissive one in the relationship.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Eduren on July 08, 2010, 04:27:55 pm
Get behind me Doktor!
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Lokii on July 08, 2010, 04:28:26 pm
I'm like 99% sure that that was animated by itself, with little to no help from Gmod.

I'll link the others if you can't find them.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: dragnar on July 08, 2010, 04:31:06 pm
According to the comments that was made using 3DStudio Max.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Cthulhu on July 08, 2010, 04:38:16 pm
Get behind me Doktor!

Spoiler: Not Safe (click to show/hide)
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Soulwynd on July 08, 2010, 04:42:21 pm
I was just shown this.
http://www.youtube.com/watch?v=X-Qlz2631Ic
Also, the sniper has one, and it's napoleon dynamite.
THE SLAPS MAN, THE BOTTOM SLAPS!
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Duke 2.0 on July 08, 2010, 04:48:03 pm
 If one thing must be said, it's that the demoaxe needs a taunt. And I believe this dude has already made a perfect one. (http://www.youtube.com/user/thejazzman9475#p/u/5/BLXuuavKHVA)

 And this dude has been doing some cool stuff for a while now. (http://www.youtube.com/user/thejazzman9475#p/u/31/F8A_rpmw8-k)
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Soulwynd on July 08, 2010, 04:53:16 pm
I'm in the process of turning most of them into signatures for our random enjoyment. <3
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Zai on July 08, 2010, 05:16:50 pm
If one thing must be said, it's that the demoaxe needs a taunt. And I believe this dude has already made a perfect one. (http://www.youtube.com/user/thejazzman9475#p/u/5/BLXuuavKHVA)
That would be awesome, but it's kind of long for an in-game taunt. Plus there's the matter of what he does with his axe while he dances.

Apparently we're one wrench away.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: ILikePie on July 08, 2010, 05:20:44 pm
one more wrench to go!

too bad its 1:30 am here.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Jreengus on July 08, 2010, 05:29:58 pm
I'm probably going to craft something dead on midnight on the off chance that they have the last drop set for then, after all it seems like the kind of time you would have it.
Title: Re: Team Fortress 2: Engineer Update Day 3: Plr_Hightower and a bonus wrench!
Post by: Pandarsenic on July 08, 2010, 05:37:07 pm
Be careful about playing medics guys, there's some kind of infectious disease on all the servers that makes medics retarded.  Topping off the heavy's health and leaving while he's under fire, ubering the spy, ubering everyone in some kind of crazy switch-real-fast so nobody's safe, ubering you and then getting bored and leaving, it's an epidemic, man.

Ubering multiple people actually does work, if you don't suck.

Ubering more than 2 is stretching yourself thin, though, and more than 3 is impossible to keep them all safe.
Title: Re: Team Fortress 2: Engineer Update 99/100: Robot Arm?
Post by: Jreengus on July 08, 2010, 05:37:55 pm
Ubering multiple people makes your uber drain faster though.
Title: Re: Team Fortress 2: Engineer Update 99/100: Robot Arm?
Post by: Pandarsenic on July 08, 2010, 06:15:19 pm
Yeah, but if you bring, say, a pyro and a demoman/soldier, you can completely clean house wherever it is you go.
Title: Re: Team Fortress 2: Engineer Update 99/100: Robot Arm?
Post by: Onlyhestands on July 08, 2010, 06:25:59 pm
Or if your uber isn't needed anymore on your current pocket, but you can save another team member who is about to die then its worth it.
Title: Re: Team Fortress 2: Engineer Update 99/100: Robot Arm?
Post by: Org on July 08, 2010, 06:26:38 pm
ONE HUNDRED WRENCHES.
I REPEAT. ONE HUNDRED.
Title: Re: Team Fortress 2: Engineer Update 99/100: Robot Arm?
Post by: Eduren on July 08, 2010, 06:29:20 pm
ONE HUNDRED WRENCHES.
I REPEAT. ONE HUNDRED.
You lie!
Title: Re: Team Fortress 2: Engineer Update 99/100: Robot Arm?
Post by: Jack A T on July 08, 2010, 06:33:37 pm
WHAT THE...ZERO WRENCHES!?!

EDIT: They fixed that...100 wrenches!
Title: Re: Team Fortress 2: Engineer Update 99/100: Robot Arm?
Post by: Org on July 08, 2010, 06:33:48 pm
CHECK AGAIN
Title: Re: Team Fortress 2: Engineer Update 99/100: Robot Arm?
Post by: SHAD0Wdump on July 08, 2010, 06:34:17 pm
ONE HUNDRED WRENCHES.
I REPEAT. ONE HUNDRED.
You lie!
He has not.

 The 100th has been released.
Title: Re: Team Fortress 2: Engineer Update 99/100: Robot Arm?
Post by: dragnar on July 08, 2010, 06:34:26 pm
Anyone else noticed the weird wrench at the bottom of the update page?
Title: Re: Team Fortress 2: Engineer Update 99/100: Robot Arm?
Post by: Org on July 08, 2010, 06:34:50 pm
ONE HUNDRED WRENCHES.
I REPEAT. ONE HUNDRED.
You lie!
He has not.

 The 100th has been released.
I WAS CRAFTING JUST NOW.
ARGH.
Title: Re: Team Fortress 2: Engineer Update 99/100: Robot Arm?
Post by: Jreengus on July 08, 2010, 06:35:35 pm
Hmmm, I didn't see the announcement. Wierd.
Title: Re: Team Fortress 2: Engineer Update 99/100: Robot Arm?
Post by: Jack A T on July 08, 2010, 06:36:37 pm
New buildable and power glove!  And another payload map!
Title: Re: Team Fortress 2: Engineer Update 99/100: Robot Arm?
Post by: Org on July 08, 2010, 06:36:46 pm
I actually was lying...
At the time it was still 99. I was just  messing with everyone.  :P
Title: Re: Team Fortress 2: Engineer Update 99/100: Robot Arm?
Post by: Soulwynd on July 08, 2010, 06:37:17 pm
Merf... It's the level 1 sentry from the faster building wrench thing. Sad sad.
Title: Re: Team Fortress 2: Engineer Update 99/100: Robot Arm?
Post by: dragnar on July 08, 2010, 06:38:15 pm
Well, that will make that "ninjaneer" strategy work much better.
Title: Re: Team Fortress 2: Engineer Update 99/100: Robot Arm?
Post by: Jack A T on July 08, 2010, 06:39:28 pm
FJ and Gunslinger are an intended combo: weak, light sentry gets blown up, BOOM CRITS!
Title: Re: Team Fortress 2: Engineer Update 99/100: Robot Arm?
Post by: SHAD0Wdump on July 08, 2010, 06:40:05 pm
Well, that will make that "ninjaneer" strategy work much better.
Interesting to note, that since the new sentry does half damage, you are much less likely to have it get kills so that when it dies you get revenge crits with the frontier justice.
Title: Re: Team Fortress 2: Engineer Update 99/100: Robot Arm?
Post by: Eduren on July 08, 2010, 06:40:50 pm
I can't wait to try these things out.

And 3 new maps! Oh my god this is going to be good.
Title: Re: Team Fortress 2: Engineer Update 99/100: Robot Arm?
Post by: Jreengus on July 08, 2010, 06:41:05 pm
Hmmm, it will take field testing to see how effective this new sentry is. Worth noting that by using the wrangler it does normal damage for a sentry. It replaces the pistol??? What's the point of having two melee weapons?

Also shame you can't use the glove without the new sentry. Plus 25 health would be worth dropping the pistol.
Title: Re: Team Fortress 2: Engineer Update 99/100: Robot Arm?
Post by: Schilcote on July 08, 2010, 06:41:29 pm
Well, that will make that "ninjaneer" strategy work much better.
Interesting to note, that since the new sentry does half damage, you are much less likely to have it get kills so that when it dies you get revenge crits with the frontier justice.

I doubt it will trigger the Frontier Justice at all.
I wonder if we can deploy more than one of them?
Title: Re: Team Fortress 2: Engineer Update 100/100: Robot Arm. And Thunder Mountain.
Post by: Cthulhu on July 08, 2010, 06:45:04 pm
Getting on now.  in b4 entire team is engineer
Title: Re: Team Fortress 2: Engineer Update 100/100: Robot Arm. And Thunder Mountain.
Post by: Eduren on July 08, 2010, 06:45:54 pm
So, is the patch going to drop later today?
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Thexor on July 08, 2010, 06:52:53 pm
Interestingly, as of this writing the blog hasn't updated.

We're also still missing a promised melee weapon from the Day 3 blog post (the Gunslinger is, apparently, a pistol unlock), but we've got our requisite 3 items. So, what's going on?
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Soulwynd on July 08, 2010, 06:54:37 pm
It's a melee weapon. You punch people with it.

From the text, it seems you can choose to drop the combat sentry, but that doesn't mean you lose your other buildings... Might keep the limit of sentries to 1, but it doesn't make your wrench useless to upgrade other buildings.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Jreengus on July 08, 2010, 06:55:01 pm
Interestingly, as of this writing the blog hasn't updated.

We're also still missing a promised melee weapon from the Day 3 blog post (the Gunslinger is, apparently, a pistol unlock), but we've got our requisite 3 items. So, what's going on?

http://wiki.teamfortress.com/wiki/Southern_Hospitality (http://wiki.teamfortress.com/wiki/Southern_Hospitality)

Look at the very bottom of the update page.
Title: Re: Team Fortress 2: Engineer Update 99/100: Robot Arm?
Post by: Zai on July 08, 2010, 06:59:04 pm
And 3 new maps! Oh my god this is going to be good.
And not just that; all 3 are Payload! Well, to be fair, one of them is PLR, but still.

I must say that I prefer the normal update format to the Engy update's format. Though, it does fit better with the end of Loose Canon, where the Engy is about to make his own unlocks.

[EDIT:] Also, I don't know what other people are talking about. Gunslinger replaces the wrench.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: ToonyMan on July 08, 2010, 07:02:26 pm
I see nothing wrong with this.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Jreengus on July 08, 2010, 07:03:51 pm
Hmmm they changed it, that definitely said pistol before. Because I double checked after thinking I'd got it wrong when I read pistol.

Anyhow the three new weapons look like they will make a nice combo, drop the gun control it to shoot people at double speed and then when it is destroyed go to town with the crits.

Of course this assumes that you enemies don't just shoot you instead of the gun.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Soulwynd on July 08, 2010, 07:06:08 pm
Oh... They did change it. It said it replaced the pistol!
The link to the moveable sentry also disappeared.

It's a sad sad buildable update.... with all the options they had... -_-

Hell, even the fake engie update was better than this.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Eduren on July 08, 2010, 07:17:09 pm
Its downloading!  :D :D :D :D :D :D 8)
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Zai on July 08, 2010, 07:17:50 pm
Eh, The Wrangler kind of took the place of a suggestion for a replacement Sentry I had seen which let the Engy control it.

The Gunslinger really will go well with the Wrangler.

I want to see the lab pool in Thunder Mountain.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Eduren on July 08, 2010, 07:19:41 pm
Looking at the patch notes:

Quote
Engineers can now pickup & move their buildings.
wat
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: umiman on July 08, 2010, 07:20:24 pm
According to the update log:
- sandvich has a cooldown timer
- SHIV GOT TOTALLY NERFED!!!!  :-\
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Soulwynd on July 08, 2010, 07:21:48 pm
That's the only good news in this update. >.<

Vuvuzela rage! BZZZZZZZZBZBZBZZZZZZZZZZZZZZZ
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Onlyhestands on July 08, 2010, 07:23:03 pm
Looking at the patch notes:

Quote
Engineers can now pickup & move their buildings.
wat

I give this a day until this becomes nerfed as hell.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Soulwynd on July 08, 2010, 07:25:29 pm
Not really. I mean, while the engie is carrying a building, he's horribly vulnerable. I bet he will not be able to switch weapons and if he dies, he just wasted that good minute of upgrading.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: SHAD0Wdump on July 08, 2010, 07:25:54 pm
Gunboats got nerfed... Why?

 For me they were bad enough due to the fact that fall damage still messed you up, but now they are even less useful for me.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Tradanbattlan on July 08, 2010, 07:26:42 pm
I absolutely love the Gunslinger. Using it in conjunction with the Frontier Justice sounds like a deadly combo
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Eduren on July 08, 2010, 07:27:06 pm
Engi spam is going to be so chaotic.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Lokii on July 08, 2010, 07:27:19 pm
The update is already live, but I had to change where I downloaded it from to Denmark. Which is cool.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Zai on July 08, 2010, 07:29:08 pm
Ugh.

I exited out of Steam and now I can't login.

=/

No update for me for a while.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Soulwynd on July 08, 2010, 07:29:31 pm
Hint: you don't have to play engie to get the items.

Hint #2: The drop system favors items you still do not have.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Schilcote on July 08, 2010, 07:30:27 pm
*reads*

So the Golden Wrenches are made of Australium. Kewl.

The question is, what's going to happen to the Engineer?

EDIT:

Also, Australium has the same electron configuration as Gold.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: ToonyMan on July 08, 2010, 07:31:10 pm
Hint: you don't have to play engie to get the items.
I would anyway because it would be fun.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: SHAD0Wdump on July 08, 2010, 07:35:03 pm
Although you don't have to play engineer for the items, due to achievement milestones it will help.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Soulwynd on July 08, 2010, 07:37:10 pm
They do, but you have to focus on them and that's often not fun. For the soldier and demo, I got all the items from drops and only a month+ later I got items through achievements while playing normally.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: fenrif on July 08, 2010, 07:41:16 pm
Gunboats got nerfed... Why?

 For me they were bad enough due to the fact that fall damage still messed you up, but now they are even less useful for me.

Wat? The tradeoff of not having a secondary weapon was allready huge compared to less rocket jump damage. :(

Seems like so many silly nerfs in this update. Engie being able to pick up buildings seems silly too... Kinda makes the detonator thing useless. Why destroy and rebuild when you can just move?
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Soulwynd on July 08, 2010, 07:44:41 pm
I bet there's a tradeoff to it.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Sensei on July 08, 2010, 07:48:19 pm
Also, Australium has the same electron configuration as Gold.

The joke (ofc) is that that's what Au stands for (since nobody speaks Latin any more and Au is completely archaic).
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: dragnar on July 08, 2010, 08:05:28 pm
Perhaps gold really does make you a genius! I mean really, how many people have access to 100 pounds of gold at once to try and disprove it?
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Soulwynd on July 08, 2010, 08:07:20 pm
Only evil geniuses do.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Schilcote on July 08, 2010, 08:08:12 pm
Perhaps gold really does make you a genius! I mean really, how many people have access to 100 pounds of gold at once to try and disprove it?

A lot of people, in fact. Most of them are probably guarding it.

Plus, if something makes any effect on the universe around it, it can be detected. If gold emitted any kind of strange radiation, scientists would have detected it.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Duke 2.0 on July 08, 2010, 08:09:18 pm
 Waiting for steam to not be too busy to update.

 And yeah, the shiv nerf seems needed simply because of pyros. I'm looking forward to see what the pyro damage indicator and cart glow effects look and sound like.

 Engie building moving should be a sight to see.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Jack A T on July 08, 2010, 08:23:07 pm
Gunslinger actually is for the wrench, it turns out.  There was an error.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Cthulhu on July 08, 2010, 08:30:59 pm
New items look pretty cool, I might have to move Engineer up past scout and medic on my list of priorities. 

My list:

Heavy/Spy (Heavy in Payload/CP/etc, spy in KoTH)
Pyro
Soldier
Demoman
Sniper
Medic
Scout
Engineer
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Zai on July 08, 2010, 08:37:03 pm
Top-played classes for me:

Pyro
Soldier
Medic
Demo

Pyro is boosted by me playing Speed Dodgeball, though. Engy is right behind Spy, and ahead of only Sniper and Heavy. Despite Medic being 3rd most-played for me, I probably pick to play it the least nowadays.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: dragnar on July 08, 2010, 08:41:30 pm
Spy
Engineer
Demo

Why are these my top three? Simple: I can't aim. I don't play FPSs at all and couldn't hit the broad side of a barn out of melee.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Duke 2.0 on July 08, 2010, 08:57:30 pm
Why are these my top three? Simple: I can't aim. I don't play FPSs at all and couldn't hit the broad side of a barn out of melee.
Melee is even worse when you need to learn twitch reflexes that compensate for lag.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Bandages on July 08, 2010, 08:57:42 pm
Sniper
Spy
Pyro

:o
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: ToonyMan on July 08, 2010, 09:07:45 pm
Soldier
Medic
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: umiman on July 08, 2010, 09:15:55 pm
Oh my god. These engie stuff are incredible! The controllable sentries, hahahahahaha!!!!! And the mini sentries are so cute!

Also, now we have super ninjaneers who move their entire base to behind you, it's so damn scary!
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Duke 2.0 on July 08, 2010, 09:29:04 pm
 You can now engineer rocket jump. Prepare for sentries on those unreachable ledges and more hidden teleports.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: PTTG?? on July 08, 2010, 09:32:20 pm
You can now engineer rocket jump. Prepare for sentries on those unreachable ledges and more hidden teleports.

OH SNAP.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: dragnar on July 08, 2010, 09:33:42 pm
You can now engineer rocket jump. Prepare for sentries on those unreachable ledges and more hidden teleports.
What? How!?
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Jack A T on July 08, 2010, 09:39:13 pm
You can now engineer rocket jump. Prepare for sentries on those unreachable ledges and more hidden teleports.
What? How!?

Wrangler.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: TheDJ17 on July 08, 2010, 10:16:45 pm
The servers won't let me on  :'(
Stupied game, updating so that people play it more  >:(
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Soulwynd on July 08, 2010, 10:18:50 pm
Steam servers are too busy, blah blah blah. -_-
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Sensei on July 08, 2010, 10:19:56 pm
Almost everyone is playing Engie right now.

Also, weren't there some Engie achievements before?
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: dragnar on July 08, 2010, 10:21:58 pm
Almost everyone is playing Engie right now.
As expected. Good, time to sap everything with a nigh-impenetrable disguise!
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Pandarsenic on July 08, 2010, 10:31:43 pm
Hopefully as soon as I'm actually able to get on, I'll be able to abuse the shit out of engies as a demoman or direct hit soldier.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: umiman on July 08, 2010, 10:32:04 pm
Don't forget that sentries can shoot spies now with the wrangler. :P And the snipers too.

I'm 100% confident the engie is going to get whacked with the nerf bat and playing him is actually more fun than a sack of dead kittens! He is now super ultra engie extreme 2000 beta 2.0.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Soulwynd on July 08, 2010, 10:33:52 pm
Also, weren't there some Engie achievements before?
There were exactly 1 achievement for the engie before the update.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Giant Snowman on July 08, 2010, 11:01:13 pm
The portable sentries give me the idea that I'm being stalked by quantum angels. Everytime you loose sight of a spot, a sentry appears.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Zai on July 08, 2010, 11:02:56 pm
Almost everyone is playing Engie right now.
At one point on one server I was on, there were 15 people on my team. 10 of those were Engies. It was hilarious.

Out of the new official maps, Thunder Mountain is my favorite. Hightower is my least favorite official Payload Race map. Though to be fair, Pipeline was my least favorite for a while but it eventually grew on me and now it's my favorite.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Thexor on July 08, 2010, 11:06:24 pm
God damn, helluva time for me to break Windows. (Screwed up uninstalling Linux, now I can't boot.)  :'(

So, how's the update? Are Engies as overpowered as Pyros were right after their update? Is the 'offensive Engie' no longer a joke?
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Lokii on July 08, 2010, 11:11:15 pm
Sniper
Spy
Pyro

:o

This^

Also, if you want to download it now, go to Steam>Settings>Downloads and change country. Finland worked quite well for me.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: MagmaDeath on July 08, 2010, 11:43:04 pm
Just FYI, apparently you can craft the southern hospitality, with an ambassador, and scrap metal.
Haven't been able to test it, as I lack the ambassador.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Mr.Person on July 08, 2010, 11:59:52 pm
Just FYI, apparently you can craft the southern hospitality, with an ambassador, and scrap metal.
Haven't been able to test it, as I lack the ambassador.
Yeah, this works.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Bandages on July 09, 2010, 12:33:21 am
which one's the southern hospitality? :p
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Tradanbattlan on July 09, 2010, 12:34:02 am
which one's the southern hospitality? :p
It's the wrench that causes bleed damage.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: darkrider2 on July 09, 2010, 12:40:49 am
Ok... the TF2 DF clan sounds cool... but I have TF2 for my PS3... and I've never heard of this stuff. I'm guessing I need the PC thingy to play with the clan?
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: Eduren on July 09, 2010, 03:51:30 am
Ok... the TF2 DF clan sounds cool... but I have TF2 for my PS3... and I've never heard of this stuff. I'm guessing I need the PC thingy to play with the clan?
You poor, poor soul.
Title: Re: Team Fortress 2: Engineer Update 100/100: Gunslinger and Thunder Mountain.
Post by: ILikePie on July 09, 2010, 04:04:28 am
I was once again sleeping when they released the update... Anyway, downloading. The file size is huge.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: LASD on July 09, 2010, 05:10:56 am
Whee, fun things and I got them really really fast. Achievements kept dropping for me and just after I got the Gunslinger, a Wrangler dropped. I'm not a big fan of the thing yet, but I'm loving the Robot Arm.

I'm also having fun with switch-taunts, especially with the Gunslinger. Taunt, change to Frontier Justice: GUITAR WHIRLWIND!
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Eviltyphoon on July 09, 2010, 06:13:34 am
Achievements are piss-easy to get. I've been playing for 3 hours now and I already have 14 without actually farming for em.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Onlyhestands on July 09, 2010, 06:52:36 am
I just installed Tf2 into my new computer so I'm nowhere near finished getting all the updates by my impression from reading about the update of the TF2 website is that the Engineer is OP now and that achievements are way to easy. However, I am thrilled that a lot of the new stuff for the engineer encourages more offensive playing.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Puck on July 09, 2010, 07:28:55 am
The way engies are now, they are a lot more interesting. Because you can enter teleporters while carrying your stuff. So... at the beginning of the round, have one forward engie, who plunks down an entrance and then rushes to the front. Random player choses engy too, just to pull up the entrance to level 3 and then goes combat class, while the second (true) engineer player has been pulling up a sentry from the start.

Or somehting like that.

I bet there's a lot of fun stuff that can be done with carrying stuff through your teams teleports.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Onlyhestands on July 09, 2010, 09:05:04 am
So I finally finish updating Tf2, but my options are all glitched
Spoiler (click to show/hide)

Every tab in options is like this, with only the topmost left thing visible, except for multiplayer which works except for the advanced tab.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: ILikePie on July 09, 2010, 09:16:34 am
I bet there's a lot of fun stuff that can be done with carrying stuff through your teams teleports.
Like upgrading you sentry where it's safe, and then dropping it on front line, fully upgraded?

The engie spam is insane, I've never seen any team playing 6 engineers at once.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Simmura McCrea on July 09, 2010, 09:18:04 am
I saw a 9 engineer team once. As the defending team on one of those attack/defend maps. It was pretty frightening to run into 9 turrets in a small area.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: dogstile on July 09, 2010, 09:24:42 am
I bet there's a lot of fun stuff that can be done with carrying stuff through your teams teleports.
Like upgrading you sentry where it's safe, and then dropping it on front line, fully upgraded?

The engie spam is insane, I've never seen any team playing 6 engineers at once.

9 engineers all overlooking that courtyard inside a base in 2fort.

It was WONDERFUL
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: ILikePie on July 09, 2010, 09:38:54 am
The new playload maps are great, especially upward.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Siquo on July 09, 2010, 10:48:27 am
Are the new maps on the DFC server yet? I hope so...

Also, the DFC server has been pretty busy as of late. This is a good thing. Sudden death melee does not crash any more, and is fun. Also a good thing. Admins are misbehaving. This is not a good thing. But they misbehave just inside of being really annoying, so they haven't scared everyone away yet.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: fenrif on July 09, 2010, 11:01:25 am
I've not seen any misbehaving admins on DFC.

whoever said these engy achievements are easy wasn't lying, just had a little session before my tea and got the first milestone without even really trying.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Cthulhu on July 09, 2010, 11:25:53 am
Ze Spring likes to noclip and set up teleporters and stuff outside the map.  Is that what you're talking about Siquo?
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Puck on July 09, 2010, 11:43:30 am
I saw a 9 engineer team once.
First time I logged in today to get a glimspe of the engie stuffz, I went on one of my favourite servers, just to be part of a 16 ppl team, 11 of which were engineers.

At first I tried to be useful by going demo (assuming hte other team was made up of mostly engineers, too), and then I just said "fuck it" and went engie too.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Org on July 09, 2010, 11:44:25 am
I am so pissed.
If I uninstall then reinstall steam, I don't lose any data, right?
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: SHAD0Wdump on July 09, 2010, 11:53:19 am
Are the new maps on the DFC server yet? I hope so...

Also, the DFC server has been pretty busy as of late. This is a good thing. Sudden death melee does not crash any more, and is fun. Also a good thing. Admins are misbehaving. This is not a good thing. But they misbehave just inside of being really annoying, so they haven't scared everyone away yet.
You sure it's not the RTD mod?
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Cthulhu on July 09, 2010, 11:56:24 am
I am so pissed.
If I uninstall then reinstall steam, I don't lose any data, right?

Why do you feel the need to do that? 

Anyway, considering steam leaves gigabytes of data lying around from games you've uninstalled, I'd say that it probably doesn't touch most of your stuff in there, and is probably safe.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Puck on July 09, 2010, 12:04:18 pm
I'd rather ask: "what kind of data?"

If you purge it properly (ie looking for leftover stuff and deleting it manually) you'll probably lose button configurations, screenshots and stuff like that.

You will NOT lose achievements and unlockables.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Org on July 09, 2010, 12:08:34 pm
I have no idea what to do.
Steam support didn't help me.
Blarg. I can't play any Steam games. I play well for a few minutes, before my game experiences a massive lag spike.
I don't know what is causing it. It is very new. Maybe a couple of weeks since it began.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Puck on July 09, 2010, 12:10:28 pm
And non steam online games dont give you that crap?
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Org on July 09, 2010, 12:12:14 pm
Nope.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Puck on July 09, 2010, 12:19:10 pm
Oh well, I mean it's a very uneducated solution, but I don't know any better, either, so I suggest you try it.

Reinstall steam, I mean.

But seriously, you should probably delete all local content, too. I don't know if it'll make any difference, I dont know whether it makes more sense to

.)uninstall steam and then delete all associated folders
or
.)delete all local content via steam, then uninstall steam and then delete all associated folders.

On the other hand, somewhere from the back of my head I seem to recall something about some cache file... wasnt there something... but I guess steam support would have told you...
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Zai on July 09, 2010, 01:17:54 pm
Apparently my client got corrupted somehow so I am reinstalling TF2 now. :/
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: fenrif on July 09, 2010, 01:23:28 pm
The gunslinger hand seems really pointless. You get a slight health increase, but do less damage and can't repair or upgrade your sentry.

If it was a different sentry, or could be placed on walls or something, then fair doos. But at the moment it just seems like a complete waste of space. :(
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: ILikePie on July 09, 2010, 01:32:42 pm
I am so pissed.
If I uninstall then reinstall steam, I don't lose any data, right?
I did this once, I lost all my half life 2 saves and was forced to replay the whole story (or cheat). I'm not sure if this is the case now that they've added the new steam cloud feature, but you can never know.

It makes the engineer less reliant on sentries, which definitely isn't a bad thing.
plus those little sentries are pain, they dish out a lot of damage and build in seconds.

I love the ability to move the sentries, you can build them back at the base where it's safe, upgrade, and deploy. Under attack? Pack up, move somewhere safe, and repair.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: returntonull on July 09, 2010, 01:47:58 pm
The gunslinger hand seems really pointless. You get a slight health increase, but do less damage and can't repair or upgrade your sentry.

If it was a different sentry, or could be placed on walls or something, then fair doos. But at the moment it just seems like a complete waste of space. :(

Gunslinger is awesome beyond all comprehension. I am never taking it off again. My team will have to pry it from my cold dead stump of an arm.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Jreengus on July 09, 2010, 01:49:09 pm
I am so pissed.
If I uninstall then reinstall steam, I don't lose any data, right?
I did this once, I lost all my half life 2 saves and was forced to replay the whole story (or cheat). I'm not sure if this is the case now that they've added the new steam cloud feature, but you can never know.

It makes the engineer less reliant on sentries, which definitely isn't a bad thing.
plus those little sentries are pain, they dish out a lot of damage and build in seconds.

I love the ability to move the sentries, you can build them back at the base where it's safe, upgrade, and deploy. Under attack? Pack up, move somewhere safe, and repair.
If by a lot you mean half the already small damage of a normal sentry...
Also I don't think making the engy less reliant on his sentries is good. You may as well make the sniper less reliant on headshots or the medic less reliant on healing/ubering people.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: fenrif on July 09, 2010, 01:49:35 pm
plus those little sentries are pain, they dish out a lot of damage and build in seconds.

They do less damage than a level 1 sentry...

Forcing the engy to be less reliant on sentries is all well and good, but with no reasonable alternative what's the point? His new shotgun only has three rounds, and is reliant on sentries anyway to get crits. The wrangler is all about senties. This is what I mean, they've given the engy something that should make him more mobile and allow him to work better as a front line offensive player, but the tradeoff for a normal sentry is so not worth it. Especially since you can now pick up and move sentrys anyway!

I dunno, maybe I'm just fundamentally misunderstanding the thing, but to me it seems completely useless.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Jreengus on July 09, 2010, 02:01:48 pm
It strikes me too that the massively higher damage of a level 3 sentry is worth having to carry it around. Plus if you carry a level 3 and drop it at the first sign of trouble everyone focuses on it letting you get kills. When someone drops one of the little portable sentries I laugh and kill them before dealing with it.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Asehujiko on July 09, 2010, 03:25:23 pm
What are the other new maps? There's kind of so many of them that it's hard to keep track of them all and I've only noticed Thunder Mountain.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Pandarsenic on July 09, 2010, 03:25:37 pm
Also I don't think making the engy less reliant on his sentries is good. You may as well make the sniper less reliant on headshots or the medic less reliant on healing/ubering people.
Huntsman and Kritzkrieg?
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Tradanbattlan on July 09, 2010, 03:29:58 pm

Also I don't think making the engy less reliant on his sentries is good. You may as well make the sniper less reliant on headshots or the medic less reliant on healing/ubering people.

Funny. I rely on bodyshots more than headshots. They're much easier to do, and they still get the job done. Headshotting is when you wanna show off
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Schilcote on July 09, 2010, 03:35:00 pm

Also I don't think making the engy less reliant on his sentries is good. You may as well make the sniper less reliant on headshots or the medic less reliant on healing/ubering people.

Funny. I rely on bodyshots more than headshots. They're much easier to do, and they still get the job done. Headshotting is when you wanna show off

Headshots instacrit though, which is very useful for when you're shooting at demomen or soldiers who can blow you to hell as soon as they notice you.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Duke 2.0 on July 09, 2010, 03:35:49 pm

Also I don't think making the engy less reliant on his sentries is good. You may as well make the sniper less reliant on headshots or the medic less reliant on healing/ubering people.

Funny. I rely on bodyshots more than headshots. They're much easier to do, and they still get the job done. Headshotting is when you wanna show off

Headshots instacrit though, which is very useful for when you're shooting at demomen or soldiers who can blow you to hell as soon as they notice you.
If they are in range to blow you to hell headshots won't help unless you are good at close range quickscoping.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Schilcote on July 09, 2010, 03:38:01 pm

Also I don't think making the engy less reliant on his sentries is good. You may as well make the sniper less reliant on headshots or the medic less reliant on healing/ubering people.

Funny. I rely on bodyshots more than headshots. They're much easier to do, and they still get the job done. Headshotting is when you wanna show off

Headshots instacrit though, which is very useful for when you're shooting at demomen or soldiers who can blow you to hell as soon as they notice you.
If they are in range to blow you to hell headshots won't help unless you are good at close range quickscoping.

It's really hard to fire a rocket launcher at someone when you're dead.

A soldier can take you out from any range. Those rockets aren't affected by gravity.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: fenrif on July 09, 2010, 03:41:37 pm
I think the problem I'm having with the gunslinger is that you HAVE to build those diddy sentrys with it. If it gave you the choice of either a diddy sentry or a normal one, but not both, then it'd be much more worthwhile.

I did find out that you can destroy your sentry yourself to get the revenge crits with the new shotgun though, which I imagine will be patched out within a week or two.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Duke 2.0 on July 09, 2010, 03:43:22 pm
Well, looks like the gunboats...

*Puts on sunglasses*

Just got the boot.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Myroc on July 09, 2010, 03:49:15 pm
You are all underestimating the damage of a level 1 sentry. Being caught by surprise by one is lethal unless you're a heavy or a spy.

The mini-sentries may be less lethal but then you shouldn't rely on them to get the kill themselves. They're more of an assist tool to your shotgun.

Plus, having an instant sentry (and I mean instant, if you build one first and deploy it somewhere useful) can be really helpful.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: fenrif on July 09, 2010, 03:56:22 pm
You are all underestimating the damage of a level 1 sentry. Being caught by surprise by one is lethal unless you're a heavy or a spy.

The mini-sentries may be less lethal but then you shouldn't rely on them to get the kill themselves. They're more of an assist tool to your shotgun.

Plus, having an instant sentry (and I mean instant, if you build one first and deploy it somewhere useful) can be really helpful.

If you're going to build one beforehand then you mayaswell build a level 3, sure itll take slightly longer to set up, but it's infinatly more usefull.

Pretty much every other class can take out a diddy sentry before it kills them, even if it catches them by surprise.

I dunno, just seems like a dissapointing update for the engie overall. Especially since they nerfed sandvich and gunboats too. :(
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Xotes on July 09, 2010, 04:01:59 pm
I did find out that you can destroy your sentry yourself to get the revenge crits with the new shotgun though, which I imagine will be patched out within a week or two.

That's actually listed as one of its features, so I think it's safe from being patched out.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: SHAD0Wdump on July 09, 2010, 04:09:12 pm
... Especially since they nerfed sandvich...
This was also a mistake, partially...
 I like the change to throwing the sandvich, but eating it should not have been effected.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Jreengus on July 09, 2010, 04:17:24 pm
Also I don't think making the engy less reliant on his sentries is good. You may as well make the sniper less reliant on headshots or the medic less reliant on healing/ubering people.
Huntsman and Kritzkrieg?
Both of which play with but don't remove the main element of the class. Also you can not head shot but the really good snipers just do partially charged headshots.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Cthulhu on July 09, 2010, 04:18:34 pm
... Especially since they nerfed sandvich...
This was also a mistake, partially...
 I like the change to throwing the sandvich, but eating it should not have been effected.

What's the sandvich change?
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: fenrif on July 09, 2010, 04:26:18 pm
... Especially since they nerfed sandvich...
This was also a mistake, partially...
 I like the change to throwing the sandvich, but eating it should not have been effected.

What's the sandvich change?

They added a cooldown apparently.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Cthulhu on July 09, 2010, 04:28:40 pm
How long is the cooldown?!
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Tradanbattlan on July 09, 2010, 04:30:00 pm
How long is the cooldown?!
Long enough that sandwich parties are impossible. I'm fairly certain it's about the same as the Bonk!'s cooldown.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: returntonull on July 09, 2010, 04:30:50 pm
Ugh... okay, initial wheee at the update has passed. I have never had such boring matches. Engineer's cloister themselves even worse with the Wrangler. So nothing gets done on either team, zzzzzzz.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Jreengus on July 09, 2010, 04:48:41 pm
I actually found that after the update I couldn't do anything for all the demospam on both teams. I guess at some point before I joined they had the engy spam then everyone went demo to counter it and never switched back.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Siquo on July 09, 2010, 04:53:37 pm
It'll be okay, it was just as bad as when it was demo-soldier-spamfest.

But now I can't ever play engi because everyone else does (And badly, as well) and I'm a team player (as in, pick what is needed) :(

The packing and dropping needs balance, or major cooldowns/setuptimes. LvL 3's popping out of nowhere is just.. really annoying.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Tradanbattlan on July 09, 2010, 04:55:42 pm
It'll be okay, it was just as bad as when it was demo-soldier-spamfest.

But now I can't ever play engi because everyone else does (And badly, as well) and I'm a team player (as in, pick what is needed) :(

The packing and dropping needs balance, or major cooldowns/setuptimes. LvL 3's popping out of nowhere is just.. really annoying.
Remove the invincibility sentries get when unpacking, make the build speed a tad slower, make it completely impossible to pack up Lv3 sentries. Perfect.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Siquo on July 09, 2010, 04:58:19 pm
Packing lvl3's should be okay, otherwise you get annoyed by helpful engis who upgrade your "packing sentry" from 2 to 3.
But it should be a vulnerable process, to be sure.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Puck on July 09, 2010, 05:05:34 pm
Well, looks like the gunboats...

*Puts on sunglasses*

Just got the boot.

*Puts on "The Who"* (http://www.youtube.com/watch?v=glvGfQnx3DI#t=37)
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Myroc on July 09, 2010, 05:44:02 pm
Packing lvl3's should be okay, otherwise you get annoyed by helpful engis who upgrade your "packing sentry" from 2 to 3.
But it should be a vulnerable process, to be sure.
It already is a vulnerable process. The higher the level of the sentry, the longer it takes for it to pack up, which gives your enemy a larger window of opportunity to destroy it before it can do anything.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: umiman on July 09, 2010, 05:49:30 pm
You guys whine too much. Trying to give the steam forums a run for their money?

I love playing as medic. But what I love most is when people start going out of their way to thank you for it like pressing x + 2, typing in "thanks", or saying it in chat. It's nice. I think it makes the whole team get a morale boost too, when they hear about good teamwork on their team. It's also a lot more fun in this update when the entire enemy team is just engies, hahahaha! Bunch of morons.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Cthulhu on July 09, 2010, 06:12:29 pm
And now for something completely different:

That new song with the surf guitar is badass.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Jreengus on July 09, 2010, 06:41:23 pm
The new sentry is I can say with testing useless, low damage means so many players get away from it before it kills them and the full health on setup is totally negated by building a level one then moving it so it too has full health health on setup.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Bandages on July 09, 2010, 06:55:22 pm
I love playing as medic. But what I love most is when people start going out of their way to thank you for it like pressing x + 2, typing in "thanks", or saying it in chat.

I do that even when the medic fails to heal me. My "heal" button is e + z + 2
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Jreengus on July 09, 2010, 07:01:54 pm
It takes a hundred metal to plop down. That's one weapon or a medium-sized ammo crate. That makes deploying, destroying, and building new ones a cinch. Throw one down to nip a spy after it tries to backstab things. Stick it in a corner to surprise a lone scout. Use it as a diversion. Sure, maybe it is an immobile pistol shooting at stuff, but half the time, people are running around with less than half health anyways. Don't need a level three sentry to clean one of them up.

Bear in mind I haven't tried one of these out for myself, so my high opinion of mini-sentries may be skewed.

I've played with one trust me 90% of the time you're better off building a level 1 just round the corner then moving it forward. Plus it only costs 30 more metal which means you have to build 3 before seeking out something bigger than a medium ammo crate to build the next one and if it turns out you have the time it's possible to upgrade and/or repair it.

Also double damage. Really the gunslinger should drop double health same damage level 1's that can't be repaired. Then it might be useful
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Puck on July 09, 2010, 07:07:17 pm
I'm pretty sure those mini-sentries are just ... a part of the Frontier Justice.

Your opponents can choose: leave the small sentry or get some crit shots right up their face.

At least I think that's how it's supposed to work.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Soulwynd on July 09, 2010, 07:14:19 pm
THe mini sentries are actually great for combat engies... You can drop them ultra fast anywhere and it's a sentry hurting people, even if at half-damage, that wears people down fast while they're busy with -other- people.

You gotta stop thinking about it as a regular sentry.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Eviltyphoon on July 09, 2010, 07:24:35 pm
i find it works wonders when combined with the pistol and FJ. See an enemy? Pop down a mini sentry while blasting him with the pistol and you'll most likely get the kill. and if you stop firing you pistol in time you get 2 free crits for a nice sentry kill :)
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: umiman on July 09, 2010, 07:58:19 pm
Baby sentries are so cute though. You put one next to its big brothers, makes it look adorable! People who kill them have no soul.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Thexor on July 09, 2010, 08:02:07 pm
THe mini sentries are actually great for combat engies... You can drop them ultra fast anywhere and it's a sentry hurting people, even if at half-damage, that wears people down fast while they're busy with -other- people.

You gotta stop thinking about it as a regular sentry.

This. If you're plopping down mini-sentries and expecting them to self-sustain, you're doing it wrong.

Seriously, I believe the mini-sentry builds in ~2.5 seconds. A standard L1 takes 5 seconds if you're wrenching it the whole time, has double the damage, and can be upgraded. The advantage of the mini-sentry is that you can throw one down mid-combat, and a couple of seconds later you're now on the high side of a 2v1 battle. If you focus on the sentry, the Engie gets a few close-range shotgun blasts (or a crit robot punch!). If you aim at the Engie, the sentry wears you down. It's a real nice advantage for an offensive Engie.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Pandarsenic on July 09, 2010, 09:05:52 pm
Ideally, if you have the Gunslinger you don't have the Frontier Justice or the Wrangler. As a combat engie, I want to drop a minisentry and start laying down some heavy shotgun fire. That's it. No controlling crap, no trying to score crits. You don't want to be worried about letting your sentry get kills or watching your three ammo. Just run and gun.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Schilcote on July 09, 2010, 11:21:57 pm
THe mini sentries are actually great for combat engies... You can drop them ultra fast anywhere and it's a sentry hurting people, even if at half-damage, that wears people down fast while they're busy with -other- people.

You gotta stop thinking about it as a regular sentry.

This. If you're plopping down mini-sentries and expecting them to self-sustain, you're doing it wrong.

Seriously, I believe the mini-sentry builds in ~2.5 seconds. A standard L1 takes 5 seconds if you're wrenching it the whole time, has double the damage, and can be upgraded. The advantage of the mini-sentry is that you can throw one down mid-combat, and a couple of seconds later you're now on the high side of a 2v1 battle. If you focus on the sentry, the Engie gets a few close-range shotgun blasts (or a crit robot punch!). If you aim at the Engie, the sentry wears you down. It's a real nice advantage for an offensive Engie.

Except it also sort of defeats the point, being able to build a sentry installation inside the enemy base.
I guess you can still build teleporters though... but then you can't upgrade them unless you unequip the robot hand.

I guess you could also build a sentry installation in a similar manner.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Vactor on July 09, 2010, 11:24:22 pm
another engie can upgrade it for you though
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: umiman on July 09, 2010, 11:27:50 pm
What? You can upgrade stuff with the robot hand. Just not the baby sentries.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Tradanbattlan on July 09, 2010, 11:29:01 pm
I absolutely love the Gunslinger. For some reason, when I put up a mini-sentry next to the cart, absolutely noone shoots at it yet it racks up tonnes of kills. Combine that with me softening them up from afar with my Pistol, and my mini-sentry is a bloodthirsty chihuahua.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Cheeetar on July 09, 2010, 11:30:05 pm
I love the Gunslinger, mostly because I can ROBO PUNCH spies.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Tradanbattlan on July 09, 2010, 11:31:01 pm
I love the Gunslinger, mostly because I can ROBO PUNCH spies.
The occasional ROBOT FIST vs. MEATY HEAVY FISTFIGHT is always fun as well.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Soulwynd on July 10, 2010, 03:21:35 am
Earlier today I was on goldrush, eating a sandvich after a pyro burned me a little. Silly engie and a medic jumped on me, the engie did a 3 hit combo with a crit by the time I finished eating my sandvich, so I did what any heavy would do and punched him back on the face. I got lucky as it was a random crit and the medic, after seeing those mighty blue glowing boxing gloves turned around to flee, but it was too late and he got punched on the back of his head.

People laughed on the mic, it was awesome... I "Cool Story Bro" myself.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: ToonyMan on July 10, 2010, 03:40:36 am
I love the Gunslinger, mostly because I can ROBO PUNCH spies.
The occasional ROBOT FIST vs. MEATY HEAVY FISTFIGHT is always fun as well.
:D
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: dragnar on July 10, 2010, 04:23:10 pm
Soulwynd, your sig(s?) is(are?) awesome. Dancing mercs!
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Zai on July 10, 2010, 04:58:32 pm
I know people have already pointed out that you can rocket jump as Engy now by using the Wrangler, but you can also use regular bullets from your Sentry (http://wiki.teamfortress.com/wiki/Sentry_rocket_jump).
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Soulwynd on July 10, 2010, 04:59:48 pm
Thanks. ;D

I throw everything that I like in there. A lot of it is TF2 based.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Org on July 10, 2010, 05:42:43 pm
How can I uninstall Steam?
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Captain Alchatron on July 10, 2010, 06:27:05 pm
How can I uninstall Steam?

Sir, you blaspheme.  But add or remove programmes would probably do the trick.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: A_Fey_Dwarf on July 10, 2010, 07:08:19 pm
Stand in front of a sentry while enemies walk past to find out if your sentries own bullets hurt you :p
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Schilcote on July 10, 2010, 07:17:57 pm
So, does an Engie's sentry do damage to the entry like any other enemy or does it only do so when Wrangling? I know the rockets always hurt, but what about the bullets?

A spah can actually kill an engie by uncloaking behind him, and you can also easily be cut down by your level 2 if you're capping a point.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Org on July 10, 2010, 08:06:39 pm
I do not have Add/Remove Programs.
I think
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Mr.Person on July 10, 2010, 08:39:31 pm
I do not have Add/Remove Programs.
I think

I personally can't help you if you're on a Mac or Linux using WINE. Pretty certain that on Macs you can just drag and drop the icon and the program will uninstall itself.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Org on July 10, 2010, 08:40:13 pm
Windows. Vista.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Sir Pseudonymous on July 10, 2010, 08:43:44 pm
It's under the control panel.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Org on July 10, 2010, 08:51:07 pm
Whoops.
:D
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: umiman on July 10, 2010, 10:19:10 pm
So I got to give the Gunslinger a try.

I don't think I'm switching back to normal sentries. Having insta-sentries is great, even if they are really weak. Consider it a pistol with good range that hits every shot.

People have to keep in mind that it's not to be used like normal senties. These ones aren't expected to last.

Oh, and I GOT A NEW HAT. IT'S THE TRICORN THING. FOR THE DEMOMAN. So now I have THREE FRIKKIN' hats for him.  ::)
High five. I have three hats for the engie. :P
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: debvon on July 10, 2010, 10:50:33 pm
Yeah I have two hats for the medic, which I don't mind. One is the pickelhaube and the other is that little soft looking hat with the feather. I use the pickelhaube when I'm defending and the other one when I'm attacking.

You should hang on to your extra hats though, crafting two hats into one is a complete waste as far as I see it. If and when trading ever comes out, you'll easily be able to trade them for new ones. I think valve is just waiting for more community hats to get thrown into the mix before they introduce that. Actually, I think somebody posted that Valve was waiting on STEAM to do something before they could introduce trading. As in they already have their part ready, but Steam doesn't.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Jay on July 10, 2010, 10:59:40 pm
I thought Valve IS steam.
Valve MADE Steam.
But yes.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Schilcote on July 10, 2010, 11:19:50 pm
Oh, I get it. Steam is controlled by valves. Damn, that took me a while to get.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Thexor on July 10, 2010, 11:39:03 pm
Yeah I have two hats for the medic, which I don't mind. One is the pickelhaube and the other is that little soft looking hat with the feather. I use the pickelhaube when I'm defending and the other one when I'm attacking.

You should hang on to your extra hats though, crafting two hats into one is a complete waste as far as I see it. If and when trading ever comes out, you'll easily be able to trade them for new ones. I think valve is just waiting for more community hats to get thrown into the mix before they introduce that. Actually, I think somebody posted that Valve was waiting on STEAM to do something before they could introduce trading. As in they already have their part ready, but Steam doesn't.

Of course, since Valve is in direct control of Steam, that means that only one of Valve's dev teams has their stuff ready.  :P


But yeah, odds are that any half-decent hat will be tradable 1:1 for any other half-decent hat. (You might have to re-process those silly hatless hats, though.)
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: umiman on July 11, 2010, 12:13:21 am
Sniper hatless hat is nice, gameplay wise. It actually reduces the number of pixels surrounding your head while being less noticable from a distance. If there's more than one sniper in equal conditions, as stupid as that sounds, odds are the sniper with the hat is going to get blasted first.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Thexor on July 11, 2010, 12:16:52 am
Sniper hatless hat is nice, gameplay wise. It actually reduces the number of pixels surrounding your head while being less noticable from a distance. If there's more than one sniper in equal conditions, as stupid as that sounds, odds are the sniper with the hat is going to get blasted first.

Daaaamn, you're telling me this fugly "hatless Sniper" hat I got is tactically useful?

Ah well. It still looks like crud.  :'(
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Duke 2.0 on July 11, 2010, 12:18:50 am
 On the contrast, having an insanely large hat can fool the shooters into hitting the hat pixels and not the head binding box.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Schilcote on July 11, 2010, 01:10:55 am
On the contrast, having an insanely large hat can fool the shooters into hitting the hat pixels and not the head binding box.

I doubt anyone would really fall for that though...

QUICK!
TO SCIENCE.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Tradanbattlan on July 11, 2010, 01:12:15 am
If I did want a headshot, I normally aim for the face, not the grey matter. Anatomy doesnt work when your head has a hitbox.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: KaelGotDwarves on July 11, 2010, 01:15:55 am
I hate this trend of: You need the wrangler to get 3 achievements but we won't give you the wrangler until you unlock the achievement level 3 (17 of the engie's) for the Engineer.

Now that's just silly.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Thexor on July 11, 2010, 01:23:26 am
I hate this trend of: You need the wrangler to get 3 achievements but we won't give you the wrangler until you unlock the achievement level 3 (17 of the engie's) for the Engineer.

Now that's just silly.

Pssst... you're making us old guys feel awkward. Remember when you needed 10/15/20 achievements to get items, instead of 5/10/15? (Or worse, 12/24/36 Medic achievements?)

And, just because I got one today and I'm feeling mean: the Wrangler is awesome. Besides insane rocket/bullet jumping, it's incredibly satisfying to blast people at insane distances. Several times now I've pinned a semi-intelligent Soldier against the wall, when he thought he could 'out-range' me. (Not to mention increased fire rate.  ;D )
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: DarkerDark on July 11, 2010, 06:23:28 am
I just got the Wrangler and was playing around with it on 2fort. I'd cart my level 3 sentry up to the front doors and plop it down, then wrangle it up to just lay down tonnes of fire, not really intent on killing so much as getting assists. Any time my sentry would start taking demo-spam or rocket fire, I'd immediately pack it up and fall back with it.

I think when it finally got destroyed I had something like 38 crits with my Frontier Justice. I immediately switched to offense and started putting those crits to good use.

Unfortunately, I only used about 20 of them before a random demo-spam crit got me, but damn, if it wasn't fun!

I'm thinking about using a wrangled level 3 sentry just to build up crits, then switching to Gunslinger for the extra health once a fair number has been accumulated.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Jreengus on July 11, 2010, 07:01:53 am
So I got to give the Gunslinger a try.

I don't think I'm switching back to normal sentries. Having insta-sentries is great, even if they are really weak. Consider it a pistol with good range that hits every shot.

People have to keep in mind that it's not to be used like normal senties. These ones aren't expected to last.
I'd like to last long enough to fire more than 3 shots.

Also interesting fact: The sentry takes 10 seconds to build. The mini sentry takes 1/4 of that. A moved T1 sentry takes half the time to build. Hitting it with a wrench halves that. A moved T1 sentry being hit by a wrench takes 1/4 of the time building it from scratch would to build.

Also it has 50 more health and double damage over the mini.

Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Puck on July 11, 2010, 07:50:47 am
Whenever I hear people talk about hats in tf2 I wonder what the effin eff is up with them. I mean naxza for instance.
I spent hours with this guy playing Neverwinter Nights, and I'd estimate he's a nice and intelligent person.

And then he lowers himself to talking about tf2 hats.

It's now more important than ever to know THIS (http://www.youtube.com/watch?v=O2QJvc_SxFQ#t=15). Dont give in, folks!
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: fenrif on July 11, 2010, 08:16:46 am
Whenever I hear people talk about hats in tf2 I wonder what the effin eff is up with them. I mean naxza for instance.
I spent hours with this guy playing Neverwinter Nights, and I'd estimate he's a nice and intelligent person.

And then he lowers himself to talking about tf2 hats.

It's now more important than ever to know THIS (http://www.youtube.com/watch?v=O2QJvc_SxFQ#t=15). Dont give in, folks!

Whats wrong with people talking about hats? It's part of TF2, and is pretty much the only way you can customise your characters apperance in-game.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Puck on July 11, 2010, 08:48:22 am
Have you ever facepalmed over a bunch of girls talking about their shoe collection?
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Puck on July 11, 2010, 08:56:15 am
Well, I'm also all for finishing our little campaign, but I'd rather wait til autumn/winter strikes. You know, I try to squeeze every little bit of life out of the summer months. That reminds me, I need to get drunk and get laid at least 5 times today, and it's already 4pm. I'm on a freaking tight schedule here!

On a more serious note, I'm gonna PM you my mail adress, which I frequently use.

Oh, and, just to be sure so nobody misses it:
Friends don't let friends think about hats. (http://www.youtube.com/watch?v=O2QJvc_SxFQ#t=16)
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Strange guy on July 11, 2010, 11:35:56 am
Also it has 50 more health and double damage over the mini.

Spoiler (click to show/hide)

Actually the mini-sentry does 75% of the damage of the level 1- it shoots 50% faster, which also means it runs out of ammo faster.

I haven't got the gunslinger myself yet, it's the only engineer weapon I'm missing, but when I have I will probably be mostly using it since it looks cool and has effects I like. Though in order for it to be really useful moving sentries needs to be weakened- having the movement speed decrease scale to the metal in the sentry (so you don't get people carrying around 175/200 metal sentries), not having it start at full health and non-instant pickup, all for regular sentries only, will probably fix it. Though we just have to see what happens.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: umiman on July 11, 2010, 12:56:11 pm
Sure are a lot of really bad engineers. While I enjoy being constantly at the top of the scoreboard right now, something which just should not happen, please fellow engies... follow some basic tenets:
1. In a capture the point map... please don't build your stuff on the last point unless the enemy can actually take that point. Help your team out in the front lines.
2. Please build teleporters. They will save your team and it gives you points. HOWEVER, if you feel the desire to put a teleporter that only goes to your camping ground that's only useful for yourself, please don't put that teleporter right outside the spawn. It'll confuse your team and make people hate you.
3. Please help your other engineers build stuff. The old caveats are still true. A level 3 sentry is more powerful than two level 2s, it's better to have one thing completed than two things half completed, etc.  Everyone will appreciate you more for helping out and the other engies will return the favour.

And lastly,

4. There's no need to stay at your base wrenching away, especially if you're not being attacked and ESPECIALLY if there are no enemy spies. Please feel free to run around shooting lesser men with your other guns.
Title: Re: Team Fortress 2: Engineer Update OUT!: Gunslinger and Thunder Mountain.
Post by: Soulwynd on July 11, 2010, 03:30:25 pm
People at NGC got a bit more used to wranglers now, we've been taking them out with a certain ease. It requires more team work however. The best method I was was an uber heavy/demo on the front as shield and then a kritz demo/soldier behind killing the engies like mad.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Nilocy on July 11, 2010, 07:21:01 pm
Well, the interestng thing about the wranglers is, is that the engineer needs line of sight to actually shoot at you. So if you have a Sniper who is good on the uptake, then its easy people to kill zem.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Jakkarra on July 11, 2010, 08:13:29 pm
Not to mention the fact that they usually don't move much, tauntkills are fun.

Speaking of which, and Richard can vouch for it, i got five tauntkills last night.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Org on July 11, 2010, 08:14:38 pm
I can't play. Still.  :-\
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Zai on July 11, 2010, 08:55:48 pm
Some more stuff for engies from my observations since the update:
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Duke 2.0 on July 11, 2010, 09:12:44 pm
 Unless somebody places a mini-sentry in front of a level 3 sentry. It's just too cute to tear apart.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Jreengus on July 11, 2010, 09:22:34 pm
I'm still sad tha they fixed the mini level 3 sentry bug.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: umiman on July 11, 2010, 09:37:56 pm
Yeah, the huntsman has some really freaky headshotting ability.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Zaranthan on July 11, 2010, 09:38:39 pm
4. There's no need to stay at your base wrenching away, especially if you're not being attacked and ESPECIALLY if there are no enemy spies. Please feel free to run around shooting lesser men with your other guns.

Mandatory Nerf NOW!! post:
Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Zai on July 11, 2010, 10:04:23 pm
It's surprisingly easy to take your Sentry with you when you Wrangler-jump. You just have to do the standard rocket Wrangler-jump right next to your sentry, facing your sentry, and right after you press the Right Mouse Button (RMB), switch to another weapon and immediately press RMB again so that you pick up your Sentry, then move yourself in the direction you want to go. Voila! You Wrangler-jumped and took your Sentry with you! It's incredibly fun to Wrangler-jump on Nucleus with your Sentry up onto those high roofs.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Org on July 12, 2010, 11:02:06 am
I was able to play an offline game of KOTH without lagging.  :D
It looks life defragging worked.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Cthulhu on July 12, 2010, 11:16:05 am
4. There's no need to stay at your base wrenching away, especially if you're not being attacked and ESPECIALLY if there are no enemy spies. Please feel free to run around shooting lesser men with your other guns.

Mandatory Nerf NOW!! post:
Spoiler (click to show/hide)

Fanservice, huh?  I guess you haven't seen all the porn that guy does.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Duke 2.0 on July 12, 2010, 11:36:02 am
 All the fanservice is kinda why I dislike that comic. On it's own female versions of popular characters is alright, whatever. Some cute stuff, some nice stuff, some interesting stuff. But the fanservice. My god the fanservice.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Simmura McCrea on July 12, 2010, 02:40:45 pm
I feel like playing a different class, since I always seem to play Pyro or Medic. I was thinking about Engineer or Sniper. Any tips for either? I've played a little engineer, and next to no Sniper before.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: ToonyMan on July 12, 2010, 02:53:30 pm
All the fanservice is kinda why I dislike that comic. On it's own female versions of popular characters is alright, whatever. Some cute stuff, some nice stuff, some interesting stuff. But the fanservice. My god the fanservice.
Yeah I agree.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: fenrif on July 12, 2010, 03:06:25 pm
I feel like playing a different class, since I always seem to play Pyro or Medic. I was thinking about Engineer or Sniper. Any tips for either? I've played a little engineer, and next to no Sniper before.

I find when I play sniper that the most usefull thing you can do is kill other snipers. That and heavies. Try to avoid hanging around areas where your teammates are funneling through. Any chokepoints or anything like that.

And move around. Don't just plant yourself somewhere and scope up.

Least thats how I play it. :P
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: LASD on July 12, 2010, 03:06:51 pm
I feel like playing a different class, since I always seem to play Pyro or Medic. I was thinking about Engineer or Sniper. Any tips for either? I've played a little engineer, and next to no Sniper before.

Playing Nucleus with bots as Sniper actually seemed to make me a lot better at headshots and general accuracy. Try playing it on medium difficulty on training mode. It should be a great place to start, as normal games tend to have at least one decent sniper that keeps killing all the ones that are just starting out. Though the bots tend to lull one into a false sense of security, it's better that than getting killed all the time without getting much shots out.

If you think learning by example might work for you, try watching a video or two about playing the classes. Here's one about Engi (http://www.youtube.com/watch?v=ZxodkFM8N1U). It's quite old, but it's as much entertaining as it is informative. I haven't found any good "How to play Sniper"-videos, but here's just a commentated gameplay clip (http://www.youtube.com/watch?v=HIOJRS53wUo) by a good player. If you enjoy Let's Plays, many of his videos deserve a look too, despite the slightly nervous commentary. There's even some using the new engi things and the Heavy one (http://www.youtube.com/watch?v=K2blv817GRo) completely changed the way I play that class.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Siquo on July 12, 2010, 04:44:55 pm
Wow, that Heavy sucked. Attic gets attacked and he runs away?!  ???
The advice is solid though.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Soulwynd on July 12, 2010, 04:55:55 pm
A sniper who kills snipers is an useless sniper.

Other snipers are only your first threat if they actually have line of sight to you. Otherwise what you want to do is cover a single exit and not let anyone pass. Once people learn they cannot pass there, cover the next exit, rince, repeat, be feared.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Siquo on July 12, 2010, 04:59:12 pm
I love snipers who kill snipers. I never play them, and hate getting killed by them.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: dragnar on July 12, 2010, 05:00:36 pm
I love snipers who always stay zoomed in. Don't worry, nothing will attack you from behind, that razorback will protect you!
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Lokii on July 12, 2010, 05:02:25 pm
Haha, I play sniper (I'm not that great, but then I'm not that great at any class).

I always make sure to zoom out and flail about once in a while. I don't use the razorback because I can't hear the sound it makes when you're backstabbed. (It seems most people can't.)
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: dragnar on July 12, 2010, 05:11:05 pm
I make a point of never backstabbing snipers. I instead headshot them. Ah, irony.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Schilcote on July 12, 2010, 05:15:30 pm
Haha, I play sniper (I'm not that great, but then I'm not that great at any class).

I always make sure to zoom out and flail about once in a while. I don't use the razorback because I can't hear the sound it makes when you're backstabbed. (It seems most people can't.)

Change the sound then.

I always find that turning on subtitles in HL2 makes the game a lot easier since the subtitles can hear exactly what the combine are saying from any range.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: returntonull on July 12, 2010, 05:23:01 pm
In other news. I forget I'm reading halfway back through the thread, and hit reply on things without thinking.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Soulwynd on July 12, 2010, 05:48:11 pm
You can kill most classes without charging your scope, no reason to zoom in. Just hit the heads.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Thexor on July 12, 2010, 06:15:58 pm
You can kill most classes without charging your scope, no reason to zoom in. Just hit the heads.

True. IIRC, a no-charge headshot deals 150 damage - that's an instakill on Snipers, Engineers (with or without the Gunslinger), Spies, Scouts, Medics, and Eyelander Demos. (Of course, it won't kill anybody with an overheal...)

Charging is needed for other targets, especially overhealed Heavies (who can survive anything short of a fully-charged HS). It's also invaluable against lighter classes, since a fully-charged bodyshot will deal >125 damage. Semi-useful against Snipers, and an absolute lifesaver against those freakin' Scouts.  ;)
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Soulwynd on July 12, 2010, 06:44:55 pm
I normally only charge it if I had to do a corner-body-shot on a sniper.

Otherwise, I don't charge it. Even for heavies. A half dead heavy is better than a full health heavy. Unless... you know... said heavy is the only thing in my sight right now.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: SHAD0Wdump on July 12, 2010, 06:59:35 pm
Yeah, you go ahead and use your damn annoying snap-shots, I'll just keep double-charging mine.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Soulwynd on July 12, 2010, 07:05:40 pm
Only one thing more annoying than sniper snap shots (Damn you Everman. I play against him often and he's the kind of sniper that -always- gets headshots. Like... Turnaround-headshot kind (http://www.youtube.com/watch?v=QkZLJeQ1Nhc)) are huntsman snap shots.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Jreengus on July 12, 2010, 07:34:56 pm
Graaah, some medics are just so stupid! Few seconds left in hoodo my sentry had just been destroyed and I had racked up 27 revenge shots, medic is stood next to me I tell him to uber me so I can go to town. Instead he ubers the heavy next to me and lets me die from pyro afterburn. Didn't even give me the split second of uber it would take to extinguish me.

Also the following needs to happen before valve update and prevent it, a screen shot of 1 level 3 sentry with 3 mini level 3s "following" it like little ducklings.

Pm me if you want to make this happen.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Zai on July 12, 2010, 08:04:03 pm
Also the following needs to happen before valve update and prevent it, a screen shot of 1 level 3 sentry with 3 mini level 3s "following" it like little ducklings.
How the hell do you do that?
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Soulwynd on July 12, 2010, 08:07:35 pm
I thought that was fixed on the very same day.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Jreengus on July 12, 2010, 08:08:18 pm
With the wrench equipped get out the pda and select sentry, don't place it or switch weapon though. Next equip the gunslinger and walk over to a resupply cabinet so that you switch, place the sentry now, upgrade it to level 3 then move it. Once you move it it should turn into a mini sentry which upgrades itself to mini T2 then a mini T3.

Nah the fix was very half assed. They just made it delete any existing sentries when you switch weapon. They didn't fix whatever makes mini level 3s exist.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Someguyo on July 12, 2010, 09:19:36 pm
Only one thing more annoying than sniper snap shots (Damn you Everman. I play against him often and he's the kind of sniper that -always- gets headshots. Like... Turnaround-headshot kind (http://www.youtube.com/watch?v=QkZLJeQ1Nhc)) are huntsman snap shots.

Bah, Fragga (http://www.youtube.com/watch?v=sDLqYdsV9Ak) is so much better than bloodsire.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Soulwynd on July 12, 2010, 09:59:24 pm
I think Everman is better than both of those. Come play in the NGC server some time. He's in there often.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Jakkarra on July 13, 2010, 09:05:59 pm
I want to complain about Benzene.

He just Banned me from the server for no discernable reason, this is the second time he has done something like this, the first time was a kick, both times, he attempted to do it stealthily, i'm assuming so i wouldnt know who did it.

He seems to have some sort of grudge against me, and i really don't think it's very fair to let him continue doing this.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: zchris13 on July 13, 2010, 09:59:20 pm
Duke just showed me an awesome time with some awesome people over on some servers.  They mic spammed and generally admin abused but it was all cool because it was just full of injokes.  And nobody was serious. So much lulz was had.  Like a 5 minute long setup.  Hint: there were some teleporters, and an exit outside of a gate. We capped a point.  During setup.  Much lulz was had.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Schilcote on July 14, 2010, 01:51:18 am
I want to complain about Benzene.

He just Banned me from the server for no discernable reason, this is the second time he has done something like this, the first time was a kick, both times, he attempted to do it stealthily, i'm assuming so i wouldnt know who did it.

He seems to have some sort of grudge against me, and i really don't think it's very fair to let him continue doing this.

Trace his IP, hack his ISP, and put out a hit.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Jakkarra on July 14, 2010, 04:17:01 am
I'd rather go through the proper channels first.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Siquo on July 14, 2010, 06:12:00 am
Benzene always seemed like a likeable fellow to me.

It'd be a shame if the server became a podium for drama, instead of comedy.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Dr. Johbson on July 14, 2010, 12:51:24 pm
Ever time I've ever seen you play Jakkarra, you taunt people when you win, complain when you lose, beg for adminship, and are generally in a very bad mood, I'm going to hazard a guess that could have something to do with it. =P
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Cthulhu on July 14, 2010, 12:59:23 pm
My graphics card blew out, so I won't be TF2ing for a while.  Hopefully when I'm back the engispam will have cooled down.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Dr. Johbson on July 14, 2010, 01:04:48 pm
Playing 8v8 engies is actually really fun. Well, funny.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Schilcote on July 14, 2010, 01:30:45 pm
I'm updating my Gmod server right now. Technically, the Gmod is already updated and I'm updating the TF2 installation.

If the official server goes down, mine could be a backup as long as no one's using it.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Rilder on July 15, 2010, 02:10:37 am
What is it with these servers fronting as "35/36" or whatever but in actuality being empty? About to start blacklisting them for that shit.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Sir Pseudonymous on July 15, 2010, 02:16:47 am
Aren't those idle servers?
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Dr. Johbson on July 15, 2010, 02:31:36 am
They use a fake client to trick the server thingy into thinking it has lots of people, but it doesn't. I once saw a server with 256 fake people on it, pretty funny.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Puck on July 15, 2010, 05:41:57 am
Hmmm, my favourite servers used to lie about player count, but it seems they dont, anymore, I thought valve found a way to fix it...
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Jreengus on July 15, 2010, 08:09:11 am
They can't stop the server lying so the solution they came up with was to award servers points. Each time a player connects the server loses points then as they remain on the server gains points until after about half an hour I think they've gained more points than they've lost. So if lots of people connect to the server then disconnect immediately it loses lots of points and eventually falls too low and isn't shown on the server list.

At least IIRC.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Thexor on July 15, 2010, 12:33:02 pm
I believe the point system worked like this: When a player connects to the server, it loses 15 points. For every minute each player is connected, the server gains 1 point.

So, you'll have a net gain of points if people play for at least 15 minutes.


Of course, I've heard nothing more about this since the first time Valve blogged about it (and that time, they still manually selected low-scoring servers to 'de-list').





The other solution is to blacklist them. It's possible Valve will look at the server and say, "Hey, lots of people have blacklisted this...", but at the very least you won't ever see it again.  ;D
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Soulwynd on July 15, 2010, 02:28:54 pm
(http://i30.tinypic.com/116nnds.jpg)
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Zai on July 15, 2010, 03:48:31 pm
Valve and Polycount have announced the winners of the Polycount Pack contest. (http://www.polycount.com/2010/07/15/the-team-fortress-2-polycount-pack-winners/) My favorite pack (the Sniper one with the croc stuff and a dart gun) got in. =D Unfortunately, Polycount made a mistake with their linkage, and linked the Spy pack twice, instead of linking that once and linking the Sniper pack once.

Speaking of the Spy pack, we finally get another knife for the Spy.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing
Post by: Osmosis Jones on July 15, 2010, 03:50:39 pm
I'm trying to get through to the winner list, but it isn't loading :\ I think it's being swamped...
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Cthulhu on July 15, 2010, 04:03:18 pm
The gasman won't load for me, the rest of those are pretty sexy, I'm pissed my computer picked now to blow up.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing
Post by: Osmosis Jones on July 15, 2010, 04:05:05 pm
And got through... not bad. I can't wait to see what stats Valve adds to the items.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Zai on July 15, 2010, 04:15:34 pm
I shall attempt to provide info on the winners for those who can't even view the opening image on the announcing page.:

Soldier gets a pack, unsure of the items.
Scout gets a pack, milkman themed (which, yes, means we get a third version of his drinks).
Pyro gets a pack, gasman themed.
Spy gets a pack, Saharan themed (with, as I edited into my last post, a knife replacement, which we didn't get with the Spyper update a year ago).
Sniper gets a pack, croc themed. Crocskin shield, crochead hat, dart gun, and darts as a Misc item for his pocket (if that item gets put in by Valve).

I think this might actually be next week's Community update. Maybe. We shall see. I say next week's because the first two Community updates were about two months apart, and if Valve continues that trend (it's possible), we should have a Community update next week. However, I'm not sure if Valve will release more new stuff so close to the Engineer update. It would hopefully get rid of any remaining Engy spam, but it would also be like stealing their own thunder.

And Soulwynd, I'm sorry, but there's no buildings that won the Polypack contest. It's always possible they'll be in future Community updates, though, especially with this part in the winner announcement:

Quote
Out of the 70 or so entries that Valve received, Robin tells me that nearly half of the entries are of a high enough quality to be shipped in future updates without much work needed on Valve side. So, if you did not win this time around you can be confident that your items will one day find there way in to Team Fortress 2.

It's interesting to note that this update guarantees that there will be at least 2 weapons that have 2 Contributed in-game versions: the Kukri and Bonk!. The Pyro has 2 official melee weapons, but they're pretty similar, so I suppose the Gasman's melee and Homewrecker could count towards that too.

[PPE:] Same here, OJ. Especially the Sniper pack with the dart gun. It will be interesting to see if Valve keeps headshots for that (likely, but possibly in some new way, like headshots may give slowdown to the target or something), and what kind of arc the darts will have (will they be like the Medic's syringe gun or more like a Huntsman arrow?).
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Greiger on July 15, 2010, 04:52:16 pm
Ok, having some kind of TF2 issue.  I join a game and it's like I have an over 1000 ping.  It's like playing a slideshow.  However my info says I have 130ping, my usual on the DFC server with none of the other numbers showing anything out of the ordinary.

Verify game cache shows everything is fine and dandy.  Any thoughts?
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: LASD on July 15, 2010, 04:59:00 pm
Ooh, nice. The Tank Buster gun is just so... so... I'd need some stronger words, but cool and powerful.

One thing though, where's the Medic love? He hasn't got a single new thing since his update years ago.

EDIT: I'm not particularly impressed by the Pyro or Spy things, but the others are just great.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Org on July 15, 2010, 05:02:47 pm
Ok, having some kind of TF2 issue.  I join a game and it's like I have an over 1000 ping.  It's like playing a slideshow.  However my info says I have 130ping, my usual on the DFC server with none of the other numbers showing anything out of the ordinary.

Verify game cache shows everything is fine and dandy.  Any thoughts?
Is it instantly like this, or after a few minutes of play before the lag?
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Soulwynd on July 15, 2010, 05:04:31 pm
Ok, having some kind of TF2 issue.  I join a game and it's like I have an over 1000 ping.  It's like playing a slideshow.  However my info says I have 130ping, my usual on the DFC server with none of the other numbers showing anything out of the ordinary.

Verify game cache shows everything is fine and dandy.  Any thoughts?
Is your FPS going down like shit? Might be something hogging your cpu. If your ping is low but the gameplay is choppy full of rubberbanding, type net_graph 3 in the console and check for choke/loss.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Greiger on July 15, 2010, 05:08:28 pm
I have net_graph 1 or 2 (don't remember which heh)up all the time.  I'll try out 3 though it could give me more information.  Unfortunately I'm kinda bad at figuring out the meaning behind most of that.  I'll try it and see what I come up with.

Oh yea, big numbers.  Getting a loss of between 10 and 40 sporatically, sometimes going down to 0 for short periods at which time it seems to work.  Choke is about 30ish.

I imagine loss is packetloss.  But I'm not sure what choke is, never heard of it.  I must have been playing DF on my laptop during Netplus class when the professor talked about it.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Cthulhu on July 15, 2010, 05:16:32 pm
Did anyone else notice the Sniper Pack has filler text?
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Strange guy on July 15, 2010, 05:30:24 pm
Did anyone else notice the Sniper Pack has filler text?
Yes.

I like the sniper pack, though it isn't as good as the Moby Dick based one due to lack of harpoon gun, the spy pack (that or the card or silent tools were my favourites) and I like the buff banner based radio for the tankbuster, but everything else fails to really impress me, especially the gasman one, which is a shame as there were a load of great packs. Still we'll hopefully see the rest of the good items introduced later.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Zai on July 15, 2010, 05:36:11 pm
Ooh, nice. The Tank Buster gun is just so... so... I'd need some stronger words, but cool and powerful.
I think I agree. It definitely looks quite different from the official rocket launchers, which I like. I also like the hat and the flag and backpack of The Battalion's Back-Up (the bugle itself is rather plain). These packs have helped me decide what class's hat I'll be crafting once these are released. ;)

One thing though, where's the Medic love? He hasn't got a single new thing since his update years ago.
He'll probably get a Community thing in the near future. There were some really nice Medic packs made for the contest. It probably won't be another Medigun though.

EDIT: I'm not particularly impressed by the Pyro or Spy things, but the others are just great.
While I agree for the most part with this statement, I like the knife and the flamethrower, if mainly to see what mechanics Valve attaches to them.

[PPE:] Yeah, Cthulhu, but the guy made it himself, just like the other pack makers did with theirs. He doesn't know what Valve is going to do with his items (aside from perhaps his hat and Misc. darts which never have attributes attached) so any text he wrote would just be unofficial fluff. While it was largely unnecessary to include "Stuff" over and over again when he could have just left it blank except for names and images, I like that unofficial "poster" better than the Pyro pack's "poster."

[PPE2:] I prefer the Croc Sniper pack to the Moby Dick one. My favorite Solly pack was nautical themed, and had a torpedo launcher, complete with new rocket/torpedo models, which are something I'm sad the Soldier hasn't gotten yet, even with the Direct Hit.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Eduren on July 15, 2010, 05:41:32 pm
Mirrors:

Scout (http://imgur.com/zAxsN.jpg)
Soldier (http://imgur.com/bdimG.jpg)
Pyro (http://imgur.com/XWblg.jpg)
Sniper (http://imgur.com/1da4O.jpg)
Spy (http://imgur.com/IlRFY.jpg)
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: ToonyMan on July 15, 2010, 05:56:24 pm
Mirrors:

Scout (http://imgur.com/zAxsN.jpg)
Soldier (http://imgur.com/bdimG.jpg)
Pyro (http://imgur.com/XWblg.jpg)
Sniper (http://imgur.com/1da4O.jpg)
Spy (http://imgur.com/IlRFY.jpg)
My thoughts,

Soldier - Tank Buster looks awesome.
Pyro - Powerpack and Degreaser look cool.
Sniper - The whole thing looks awesome.
Spy - I've seen that top picture before, also revolver looks sick.
Scout - Ehhh
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: dragnar on July 15, 2010, 06:01:26 pm
My thoughts: SPy gets a new knife?!
Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Sir Pseudonymous on July 15, 2010, 06:07:53 pm
Pyro: Curious how the new main will get statted, but otherwise unimpressive.
Scout: Fuck scouts and the fuckers who play them. >:(
Sniper: The dartgun concerns me, because it'll likely end up like a scoped sandman, making snipers even more obnoxious than they already are. >:( Rest is unimpressive.
Soldier: The black box is intriguing, the rest seems uninspired.
Spy: Everything looks awesome.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Duke 2.0 on July 15, 2010, 06:11:07 pm
 Comeon the Powerjack looks awesome. Just the useless gear bits make it look like something some steampunk engineer would craft together from spare parts. And a battery.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Eduren on July 15, 2010, 06:17:23 pm
I can't wait to slap people around with the scout's mackerel. It's got jigglebones!
http://www.youtube.com/watch?v=Ccf7FPqxlkI
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Soulwynd on July 15, 2010, 06:20:28 pm
Oh yea, big numbers.  Getting a loss of between 10 and 40 sporatically, sometimes going down to 0 for short periods at which time it seems to work.  Choke is about 30ish.

I imagine loss is packetloss.  But I'm not sure what choke is, never heard of it.  I must have been playing DF on my laptop during Netplus class when the professor talked about it.
That's your problem there. Choke means the server is sending a certain datarate and your client is accepting less than that. Put "rate 60000" in your TF2's autoexec.cfg, that should help. As for the packet loss, it's your internet or routers between you and the server's fault.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Zai on July 15, 2010, 06:27:11 pm
Scout: Fuck scouts and the fuckers who play them. >:(
I laughed because it had nothing do with the pack itself, which is the only Scout pack I saw that I liked.

Sniper: The dartgun concerns me, because it'll likely end up like a scoped sandman, making snipers even more obnoxious than they already are. >:( Rest is unimpressive.
I highly doubt that will happen. I'm just expecting slowdown, a la Natascha, which would probably make the Sniper more of a team player (as I don't think the Sniper himself would be able to take advantage of people being slowed down), like Jarate.

But speaking of the Sandman, it could really use a buff. That last time they nerfed it seemed like it came out of the blue to me. Now it seems pretty useless.

[PPE:] Yeah, Naxza, but at least we get a knife replacement with this. And what would a Sapper replacement do anyway, aside from be a change aesthetically?

Unless it had wheels. Then it could be like the Sapper in Meet the Spy and be thrown across the ground onto buildings, and just have a recharge timer or something before you could throw another one.... Somebody with modeling talent. MAKE IT AND CONTRIBUTE IT.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: SHAD0Wdump on July 15, 2010, 06:36:48 pm
But speaking of the Sandman, it could really use a buff. That last time they nerfed it seemed like it came out of the blue to me. Now it seems pretty useless.
Yeah, I tried playing with it recently, and it's just not fun. I can live with the humiliation effect, but at the range I can actually hit often it simply doesn't last long enough.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Jreengus on July 15, 2010, 06:37:51 pm
Quote from: http://www.polycount.com/team-fortress-2-polycount-pack/
Pick a single Team Fortress 2 class and create a minimum of three custom items for them. These items can be made up of any combination of weapons (melee, primary, secondary), Engineer buildings and/or hats. These items must be cohesively themed and fit within the Team Fortress 2 universe and time period. Make sure your replacement item set maintains the existing functionality of the original items they’re replacing, specifically any Primary, Secondary or Melee weapons you replace in your set. Valve will be selecting the top entries to make it into the Team Fortress 2 Polycount Pack and the winners will be announced 2 weeks after the contest end date, on July 12th, 2010.

Leads me to believe that they will exactly the same as the items they replace. Thus the fact that they are all similar to the items they replace rather than having anything drastically different like the targe or huntsman.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: SHAD0Wdump on July 15, 2010, 06:40:28 pm
Quote from: http://www.polycount.com/team-fortress-2-polycount-pack/
Pick a single Team Fortress 2 class and create a minimum of three custom items for them. These items can be made up of any combination of weapons (melee, primary, secondary), Engineer buildings and/or hats. These items must be cohesively themed and fit within the Team Fortress 2 universe and time period. Make sure your replacement item set maintains the existing functionality of the original items they’re replacing, specifically any Primary, Secondary or Melee weapons you replace in your set. Valve will be selecting the top entries to make it into the Team Fortress 2 Polycount Pack and the winners will be announced 2 weeks after the contest end date, on July 12th, 2010.

Leads me to believe that they will exactly the same as the items they replace. Thus the fact that they are all similar to the items they replace rather than having anything drastically different like the targe or huntsman.

Quote from: blog entry
After our usual delay, we're proud to announce we've finished the utterly impossible task of selecting the winners of the Polycount Contest. These five lucky individuals will soon receive the unbridled adoration of the TF2 community when we release their packs in an update. Unluckily for them, we're also going to attach gameplay attributes (probably of a game destroying nature) to these items, sullying their perfect work with our clumsy attempts at game design. Anyway, enough mucking about, head over and see who won!
Leads me to believe otherwise.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Cthulhu on July 15, 2010, 06:41:17 pm
I don't like scouts either, it seems like they're always played by coked out twelve year olds who can't stand people who aren't as leet as them.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: SHAD0Wdump on July 15, 2010, 06:42:00 pm
I don't like scouts either, it seems like they're always played by coked out twelve year olds who can't stand people who aren't as leet as them.
I resent that remark! >_>
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Jreengus on July 15, 2010, 06:42:27 pm
Touché. I should probably read the most recent blog posts rather than just the oldest.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Zai on July 15, 2010, 06:43:34 pm
Quote from: http://www.polycount.com/team-fortress-2-polycount-pack/
Pick a single Team Fortress 2 class and create a minimum of three custom items for them. These items can be made up of any combination of weapons (melee, primary, secondary), Engineer buildings and/or hats. These items must be cohesively themed and fit within the Team Fortress 2 universe and time period. Make sure your replacement item set maintains the existing functionality of the original items they’re replacing, specifically any Primary, Secondary or Melee weapons you replace in your set. Valve will be selecting the top entries to make it into the Team Fortress 2 Polycount Pack and the winners will be announced 2 weeks after the contest end date, on July 12th, 2010.

Leads me to believe that they will exactly the same as the items they replace. Thus the fact that they are all similar to the items they replace rather than having anything drastically different like the targe or huntsman.
Nah, these should have stats like normal Contributed items get. I believe someone asked something about that in the pinned Q&A thread on the Polypack Contest forum, but I'll go check.

[PPE:] Ninjaed by SHAD0W. And that may have been where I got that from. =P

[EDIT:] Also, it would have been weird as fuck for a dart gun to maintain the exact same functionality as a Sniper Rifle.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: ToonyMan on July 15, 2010, 06:56:51 pm
I don't like scouts either, it seems like they're always played by coked out twelve year olds who can't stand people who aren't as leet as them.
Scout shares the same attitude.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Cthulhu on July 15, 2010, 07:28:53 pm
I AM HEAVY

I AM MORE DIFFICULT THAN PYRO AND OTHER EASYMODE CLASSES, BUT NOT AS DIFFICULT AS SCOUT AND "I BUY ADDERALL FROM THE NEIGHBOR KID" CLASSES.

I AM BULLET PROOF
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Zai on July 15, 2010, 08:23:05 pm
I AM HEAVY

I AM MORE DIFFICULT THAN PYRO AND OTHER EASYMODE CLASSES, BUT NOT AS DIFFICULT AS SCOUT AND "I BUY ADDERALL FROM THE NEIGHBOR KID" CLASSES.

I AM BULLET PROOF
what is this i dont even

Heavy is one of the easiest classes to play. I'd say airblast Pyro requires more skill to be effective than Heavy does. Last time I played Heavy, I racked up kills by the chunk load, and the last time I had played with it seriously was about a year prior to that, so don't tell me it's difficult to play Heavy. You might be right about difficulty difference between Backburner pyro and Heavy (o look, group of people, let me jump in and hopefully get back crits) though. But the only times I've played with that was when I first unlocked the Backburner (soon after buying the game over a year ago) and when Jakkarra was really vocal about BAKBURNR SUX!!! U LOSER FOR PLAY WITH IT!!! about 2 months ago (I equipped it then in hopes of annoying him but I don't think I was too successful) but I quickly returned to my AB Pyro ways.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: dragnar on July 15, 2010, 09:03:57 pm
Heavies become much harder to play when I a spy is around. They're just big walking targets.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: PTTG?? on July 15, 2010, 09:24:59 pm
I realllllllllllly want that fez.



I don't know why.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: kg333 on July 15, 2010, 09:29:59 pm
Heavies become much harder to play when I a spy is around. They're just big walking targets.

Hehehe...this is true.  Along with their medics.  ;D

KG
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Soulwynd on July 15, 2010, 09:30:10 pm
Fez and bowtie, Dr. Who style. (http://www.youtube.com/watch?v=bvWYw0CnuSI)
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Siquo on July 16, 2010, 06:22:15 am
I've been playing the scout for a bit, lately. The sandman is useful, and the speed... oh god the speed. I'm so effing fast I'm EVERYWHERE. Awesome.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: ILikePie on July 16, 2010, 07:14:23 am
The scout's capturing speed is incredible, and if you pull off those crazy "I'm all over the place" jumps you're unstoppable.

I love hightower. And upward, maybe thundermountain too, coldfront is great as well.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Siquo on July 16, 2010, 07:18:39 am
Capturing speed is laughable, I've been using the pain train for a while and it's not really a big advantage. Also, capturing forces you to not move, while moving is actually the strength of the scout.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Jakkarra on July 16, 2010, 07:31:47 am
...I like the Backburner.

Go Away.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Jreengus on July 16, 2010, 07:33:12 am
Not really, it limits the area you can move in but you don't have to stand still. You can keep moving and assuming the point doesn't have a low ceiling you can keep double jumping over people too.
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: LASD on July 16, 2010, 07:39:29 am
Nah, these should have stats like normal Contributed items get. I believe someone asked something about that in the pinned Q&A thread on the Polypack Contest forum, but I'll go check.
Tribalman's shiv introduced a whole new mechanic into the game. So we might see something really interesting with these. Shock effects for the car battery?

Also, this plan Valve seems to be trying is fascinating. They now have about 100 items that have gone through art design and modeling work without any effort from their side. Valve can just slowly reduce the number of employees working on TF2 and the game will still be having regular big updates. It's a commercial game working more and more like an open-source project.


P.S.
I can't wait to slap people around with the scout's mackerel. It's got jigglebones!
http://www.youtube.com/watch?v=Ccf7FPqxlkI
Man, that's hilarious, I want the fish so much!
Title: Re: Team Fortress 2: Engineer Update OUT! "I told ya don't touch that darn thing."
Post by: Siquo on July 16, 2010, 07:47:59 am
Making a model is one thing, making effects another, but making it actually balanced is hard and more important than anything. The reason TF2 is so popular is because it's well balanced. Even the weapons most people say are useless are used creatively sometimes.

Except for the sniper's razorback. That's utterly useless. Even though, it's still being used.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Nilocy on July 16, 2010, 09:57:37 am
Well, we have a fast reaction "Throw money at it till the problem goes away" team surely sorted.

Also siquo the point about the razor back, its more a detterant than anything else. It'll quite easily stop spies trying to back stab you.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Duke 2.0 on July 16, 2010, 10:24:09 am
 Except that there isn't really much of a being backstabbed sound to trip you off that it was broken. Five seconds later you are gonna be stabbed. And there is no real way of checking if you have it on other than taunting.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Siquo on July 16, 2010, 10:24:46 am
Then switch blade and shoot them in the head, twice. The razorback buys you 0.5 seconds, which, when scoped in and surprised, is useless.

Also, the server is full all the time now, to the point of hardly being able to get in. Which is a good thing, I'm sure, but I often still can't play ;)
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Duke 2.0 on July 16, 2010, 10:33:39 am
 I make a point of taking the opportunity to stab people who have razorbacks anyway, if I can manage to let my knife come back and stab them again.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Myroc on July 16, 2010, 10:41:10 am
The Razorback isn't really much "Oh damn, he has a razorback, now I can't backstab him." as it is "Do I really want to go through the trouble to kill this guy?"

Plus, if the sniper is with a group of teammates, a backstab is much more silent than a revolver gunshot (especially if you have the ambassador).

But yeah, other than that it's mostly useless. I go for Jarate all the way.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Siquo on July 16, 2010, 10:59:37 am
If I see two backs, one with a razor, and one without, I shoot the razorback first, just to make a point.  :D
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: SHAD0Wdump on July 16, 2010, 12:15:40 pm
Except that there isn't really much of a being backstabbed sound to trip you off that it was broken. Five seconds later you are gonna be stabbed. And there is no real way of checking if you have it on other than taunting.
I don't understand what your problem is... I can identify the sound very easily.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Simmura McCrea on July 16, 2010, 12:38:20 pm
I tried the razorback for a while and it didn't help. I couldn't hear the sound at all.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: dragnar on July 16, 2010, 12:45:31 pm
The razorback does nothing. I make a point of never backstabbing snipers anyway, the ambassador takes them down just as fast and can't be stopped by the razorback.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: SHAD0Wdump on July 16, 2010, 12:45:48 pm
One thing that helps is when you are stabbed, your aim jumps and the sound plays. Still, I have no trouble... I guess it's just me.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Zai on July 16, 2010, 12:48:38 pm
Also, the server is full all the time now, to the point of hardly being able to get in. Which is a good thing, I'm sure, but I often still can't play ;)
Yep, the DFC server's getting pretty constant activity nowadays. And I've noticed several non-DFC people returning to it day after day.

A new contest! (http://artpass.tf2maps.net/) This time the contest is to decorate a pre-made map. So you get to do half of the job of mapping. Rules page (http://artpass.tf2maps.net/rules.html) here. Contest ends September 25th. The bit at the bottom of the rules page suggests there may be rewards other than having your version of the map go in the game.

From the look of the video on the introductory page to the contest, I'm going to like this map. Especially the last CP, which is surrounded on 3 sides by a bit of a pit.

For anybody looking to enter the contest, I suggest either a swamp theme for the open spaces with the end of the map being an industrial building that looks quite out of place in a swamp or a magma theme for the whole thing, with the end of the map being some kind of industrial forge.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Myroc on July 16, 2010, 01:10:43 pm
Bonus points if you include some sort of doomsday device in the last point.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Cthulhu on July 16, 2010, 01:17:47 pm
I think Valve is getting lazy.

"New contest!  Finish Half Life 3 for a unique in-game hat!"
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Pandarsenic on July 16, 2010, 01:25:30 pm
I wouldn't put it past them. <_<
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Jakkarra on July 16, 2010, 03:01:25 pm
I am on this contest like The Chin on Aqizzar.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Lumbajak on July 16, 2010, 03:26:03 pm
Scout is easily the most powerful class in competitive play so quite frankly I have to disagree.

He's less useful on maps with large playercounts and tons of choke points, of course.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: LASD on July 16, 2010, 03:31:30 pm
Scout seems obsolete now. No decent way to kill sentries, of which there are too many. Even mini-sentries are problems for FaN users. Demo and Soldier can cap as quickly as the Scout can with the Pain Train. With movement and capping rate now obsolete, all he's left with is speed. I still can't outrun walls of spam, sentries, or heavy miniguns, so there goes that venue.

Anyone else feel similarly, or is there some way past the walls of boolets and explosives that I can't find that doesn't sacrifice my ability to do useful things?
Actually, the Soldier is invading on the area of speed too. Just today I was playing on Doublecross and after rocket-jumping a few times from the intel room, I took out my Equalizer and breezed at the speed of Scout under the bridge and through the tunnels to cap it.

Made me feel sorry for arrogant little Scout.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Thexor on July 16, 2010, 03:32:40 pm
Scout seems obsolete now. No decent way to kill sentries, of which there are too many. Even mini-sentries are problems for FaN users. Demo and Soldier can cap as quickly as the Scout can with the Pain Train. With movement and capping rate now obsolete, all he's left with is speed. I still can't outrun walls of spam, sentries, or heavy miniguns, so there goes that venue.

Anyone else feel similarly, or is there some way past the walls of boolets and explosives that I can't find that doesn't sacrifice my ability to do useful things?

Put simply: There's a reason competitive teams still run two of these flighty little buggers in every team.

Speed is all the Scout ever had. The Engineer (pre-update, even) had a roughly-equal shotgun, and a pistol with 200 reserve ammo instead of 36. Oh, and those little Sentries, Teleporters, etc. The only advantage the Scout had over a battle Engie was his speed.

Cap speed was always more of a perk. Honestly, Scouts were never good for primary capping - standing in one general area is a great task for a Heavy, whereas a Scout that can't flank the opponent or execute hit-and-run attacks is toast. (The increased cap speed is great for back-capping, though...)



And the excessive Sentry spam will die away shortly. It's understandable that the Scout would suck immediately after the Engineer update, seeing as how Engineers are his hard counter. But I think Scouts may actually have an advantage, now that the Engie update is winding down - a Wrangled Sentry won't spot that Scout sneaking up from behind, and mini-sentries usually are deployed during the battle. I'm expecting we may see fewer AI-controlled L3 guns around, which would be nice for the Scout.  :D
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: dragnar on July 16, 2010, 03:43:25 pm
Wrangler'd sentries are a lot easier to take down in general. Especially since spies don't have to sap the L3 sentry before stabbing the distracted engie, due to the 3 second opening when they stop wrangling.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Jreengus on July 16, 2010, 05:44:34 pm
a Scout that can't flank the opponent or execute hit-and-run attacks is toast

I'd disagree, in general play I do well enough running straight at most enemies, the exception being heavies especially those with natascha. As long as you double jump all the time and dodge erratically most non competitive players will find it extremely difficult to hit you. The fan is great for this because firing it after doing both double jumps changes your direction a second time without needing your feet to touch the floor. If you thumb isn't aching from all the jumping then you just aren't doing it right.  ;)
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Soulwynd on July 16, 2010, 05:47:40 pm
People say that about the scout because they probably don't like playing them. Since I play with competitive players often (and get owned more often than not) I know scouts can be a pain in the ass, even for the new engie with a full set up already in place.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Nilocy on July 16, 2010, 06:34:05 pm
A scout can quite easily take down every class in the game if you know the tricks. Don't stop moving, reload in cover, run away constantly and pistol sentries from around corners.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Pandarsenic on July 16, 2010, 06:39:21 pm
Yeah, my main classes are Pyro, Medic, and Spy, and as all of them I absolutely HATE fighting scouts. I need to HLSS the L4D2 Nick clip when he gets Jockey'd where he starts spamming "GET THIS THING OFF MY BACK" twenty times for when I'm medic yelling at the guy I'm healing to turn around and heal me and he won't.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Nilocy on July 16, 2010, 06:50:11 pm
The choice between the FaN and the scatter gun is interesting, if you want to last in a battle much longer (and kill heavies specifically) you'll need to equip the scatter gun for definate*. The FaN is a great one off assisination weapon, great for murdering engies and medics.

*note for these i have the damage indicators come up, saying how much damage i've done to them.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: dragnar on July 16, 2010, 06:53:28 pm
The FaN is also great for hunting. It ensures that the deer goes flying backward into the forest when hit instead of just falling over.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: ToonyMan on July 16, 2010, 06:54:46 pm
The FaN is also great for hunting. It ensures that the deer goes flying backward into the forest when hit instead of just falling over.
Easier to get up trees as well.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Bandages on July 16, 2010, 07:06:28 pm
I like all the polycount stuff cept the sniper. That's some delicious irony.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Zai on July 16, 2010, 07:22:58 pm
I like all the polycount stuff cept the sniper. That's some delicious irony.
The knife I can understand as it's pretty generic, but the other stuff? The Croc Razorback replacement might have some awesome effects that make the Razorback actually useful and he gets a dart gun! He even gets to have a croc head for a hat! How can you not love that?
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: hemmingjay on July 16, 2010, 08:27:56 pm
Just have to say, was on the dfc server today for the first time and had a blast. Nilocy and Zai are very very good!
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Zai on July 16, 2010, 09:02:08 pm
Zai is very very good!
Heh, not really. While it's possible (though not probable) I'm better than the average TF2 player, I'm not nearly on a competitive level.

You should get on the server more often. Everybody should.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: fenrif on July 16, 2010, 09:12:57 pm
Steam tells me server is shutting down if theres no donations... that would suck. :( I'd donate but I'm a jobless bum.

If it does go down we should give it a proper send-off.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: hemmingjay on July 16, 2010, 09:23:41 pm
how much does the server cost/month? I'm a jobless bum right now too but can spare an extra cup of coffee
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Soulwynd on July 16, 2010, 09:34:21 pm
FaNs from behind are extremely cruel against heavies.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Zai on July 16, 2010, 09:51:17 pm
Steam tells me server is shutting down if theres no donations... that would suck. :( I'd donate but I'm a jobless bum.

If it does go down we should give it a proper send-off.
Actually I think Nilocy said we made the money.

Yeah, I just checked the server donation page. We have $35.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Myroc on July 17, 2010, 05:07:40 am
FaN's are also useful if you like knocking people down cliffs, but suck as a pyro.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Siquo on July 17, 2010, 06:23:19 am
I just switched back from the FaN to the scatter again. Tending to miss a lot, I need the extra shots :)
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Metalax on July 17, 2010, 08:06:58 am
I just switched back from the FaN to the scatter again. Tending to miss a lot, I need the extra shots :)

Oddly I went the other way, after switching back to scattergun from fan, becoming more accurate than I had been.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: LASD on July 17, 2010, 08:49:14 am
I just switched back from the FaN to the scatter again. Tending to miss a lot, I need the extra shots :)

Oddly I went the other way, after switching back to scattergun from fan, becoming more accurate than I had been.
I noticed this happening to me too. It was a lot more noticeable when changing from huntsman back to the rifle though.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Jakkarra on July 17, 2010, 11:01:02 am
If you are accurate, the Scattergun is infinately better than the FaN.

Generally, the FaN is only good for being an annoying tosser, though it is fun to fight them as a Spy, as i can dodge  :D. It's fun to dance around them until i get close enough for a stab.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Nilocy on July 17, 2010, 11:47:17 am
Servers good for another six months guys, don't worry about it for now.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Jreengus on July 17, 2010, 04:12:25 pm
If you are accurate, the Scattergun is infinately better than the FaN.

Generally, the FaN is only good for being an annoying tosser, though it is fun to fight them as a Spy, as i can dodge  :D. It's fun to dance around them until i get close enough for a stab.
Wait why? If you can't aim then you really don't want to have to reload between shots so how does the fan become better for those unable to aim?
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Sir Pseudonymous on July 17, 2010, 05:45:17 pm
If you are accurate, the Scattergun is infinately better than the FaN.

Generally, the FaN is only good for being an annoying tosser, though it is fun to fight them as a Spy, as i can dodge  :D. It's fun to dance around them until i get close enough for a stab.
Wait why? If you can't aim then you really don't want to have to reload between shots so how does the fan become better for those unable to aim?
The FaN's meant to be used at point blank, so the target area is most of your screen, I believe.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Soulwynd on July 17, 2010, 06:45:21 pm
It's not -that- much. The scatter on the FaN is near twice (probably closer to 1.5 than to 2x) the radius of the scattergun. The heavy has a big hitbox, which is why I mentioned the fan being really mean against heavies. At point blank you can do 200+ damage on him before reload.

Overall, the scattergun is better than the FaN, but the fan is a weapon that at point blank deals 200+ damage in 0.8 seconds or so. This means you can practically insta-kill most classes if you are a sneaky flying bastard. The scattergun takes around 1.2s to deal the same 200+ damage, but it doesn't have to reload after. So yeah, you need to be fast and skilled with the FaN for it to be any good.

The second strategy is to use the knock back to your advantage, which I did quite a lot before they nerfed, nowadays I have trouble with it, but I managed some fun things now and then. You can pretty much push someone against the wall and smack their head open with the bat when they fall. (Go to point blank, Crouch, point up at the enemy, fire twice, smack him when he falls if he didn't die (probably overcharged))
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Greiger on July 17, 2010, 09:57:24 pm
Sorry for the lack of responses.  I ended up buzy yesterday and could only toss out a few posts and couldn't test the game.

But what you suggested seems to have worked.  Though if it was just my ISP having a tantrum I can't say how much was yer advice and how much was my ISP.  But I can play the game again so woo! Thanks Soulwynd!

Now I just have to happen to be on when folks are on the server. :)
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Bandages on July 18, 2010, 04:00:38 pm
Grrr... no one on the server will respond to my messages.

What is the password to play on the server when it's in private mode?
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Metalax on July 18, 2010, 04:03:38 pm
Normally it's bay12. If you see the server with a password on it will normally have been announced in an event around that time, so check the current events for the pass.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: nuker w on July 20, 2010, 04:23:21 am
I may be joining you lot soon. I have a bit of spare cash floating. Also, 300th page. Good job.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Aribar Hunter on July 23, 2010, 09:54:31 am
.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: LASD on July 24, 2010, 01:31:44 pm
Yeah, I saw that charity thing earlier, and the idea was so weird I didn't know what to think of it, so I stopped trying.


Anyway, I was playing through the newest Sam & Max episode and thought you guys would like to see this:
Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Tradanbattlan on July 24, 2010, 01:37:39 pm
Yeah, I saw that charity thing earlier, and the idea was so weird I didn't know what to think of it, so I stopped trying.


Anyway, I was playing through the newest Sam & Max episode and thought you guys would like to see this:
Spoiler (click to show/hide)
[tinfoilhat]
Oh god, the Sam & Max universe is the same one as the TF2 Universe! It all makes sense now!
[/tinfoilhat]
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Duuvian on July 24, 2010, 09:01:40 pm
Sam and Max are going to be added in as the next Class
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Ze Spy on July 25, 2010, 04:19:37 am
More like Scousoldpyrdemoheavengimedisnipspy is going to be added as the tenth class

Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Jreengus on July 25, 2010, 04:37:53 am
Everyone knows The Administrator will be the tenth class. She has only the microphone as her weapon, left clicking causes her to say "Good Job. Lets see some more." and overheals everyone on your team to 1000 and gives them invulnerability and crits for 5 minutes. Right clicking causes her to say "Your friends are all dead. Good luck." and kills everyone on the enemy team except the targeted enemy.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Ze Spy on July 25, 2010, 05:29:59 am
What about Reload?
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Akigagak on July 25, 2010, 08:59:09 pm
RAGE at hopeless medic.

Dude had an uber charge nearly the entire time we were pushing the cart to first check point.

Did he ever use it?

No.

Did we ever make it?

Also no.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: ToonyMan on July 25, 2010, 09:08:49 pm
I bet you the spy was happy.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Thexor on July 26, 2010, 12:25:37 am
Anyway, I was playing through the newest Sam & Max episode and thought you guys would like to see this:
Spoiler (click to show/hide)

Oh, it gets better.

Spoiler (click to show/hide)

I repeat, I whacked that thing 8 times just to see if it'd upgrade. I feel like such a nerd right now.  8)
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Mr.Person on July 26, 2010, 01:38:43 am
Did you whack it 8 more times to see if it would upgrade again?

If any of you guys can UV map a model and want to give me some tips, shoot me a PM. Any program is fine.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Ze Spy on July 26, 2010, 04:32:49 am
Nah , i have been wrenching it a thousand times and it doesn't upgrade , Sam just can't upgrade it
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Zai on July 26, 2010, 07:49:48 pm
If any of you guys can UV map a model and want to give me some tips, shoot me a PM. Any program is fine.
Whadduya need to UV map?

Have you searched for video tutorials for your program on Youtube? I'd suggest doing that. Try to use as much space as possible, leaving as little unused space as you can.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Thexor on July 26, 2010, 10:25:49 pm
Did you whack it 8 more times to see if it would upgrade again?

Sadly, no. The dispenser becomes non-selectable after that whole event has finished - the name no longer displays when you mouse over it.


Nah , i have been wrenching it a thousand times and it doesn't upgrade , Sam just can't upgrade it

Hmmm? Something's amiss here. Are you sure you wrenched it 8 times? ("A thousand" seems a bit far-fetched, if you'll pardon my skepticism.  :P ) I guess there could be some other crazy, behind-the-scenes condition that I somehow triggered and you didn't, although that seems unlikely.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Mr.Person on July 27, 2010, 12:12:11 am
If any of you guys can UV map a model and want to give me some tips, shoot me a PM. Any program is fine.
Whadduya need to UV map?

Have you searched for video tutorials for your program on Youtube? I'd suggest doing that. Try to use as much space as possible, leaving as little unused space as you can.

This:

Spoiler (click to show/hide)

I know how to physically unwrap it, that's the easy part. It's more like... it takes a long, long, long time to get results that look, at best, ok. I'm thinking about trying 3DS Max, it's supposed to have good tools for this kind of thing.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Ze Spy on July 27, 2010, 01:05:31 am
Did you whack it 8 more times to see if it would upgrade again?

Sadly, no. The dispenser becomes non-selectable after that whole event has finished - the name no longer displays when you mouse over it.


Nah , i have been wrenching it a thousand times and it doesn't upgrade , Sam just can't upgrade it

Hmmm? Something's amiss here. Are you sure you wrenched it 8 times? ("A thousand" seems a bit far-fetched, if you'll pardon my skepticism.  :P ) I guess there could be some other crazy, behind-the-scenes condition that I somehow triggered and you didn't, although that seems unlikely.

Wat

i Totally Wrenched that thing more then 8 times , and i can still Wrench that shit repeatedly until i got bored
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Thexor on July 27, 2010, 01:50:54 am
Did you whack it 8 more times to see if it would upgrade again?

Sadly, no. The dispenser becomes non-selectable after that whole event has finished - the name no longer displays when you mouse over it.


Nah , i have been wrenching it a thousand times and it doesn't upgrade , Sam just can't upgrade it

Hmmm? Something's amiss here. Are you sure you wrenched it 8 times? ("A thousand" seems a bit far-fetched, if you'll pardon my skepticism.  :P ) I guess there could be some other crazy, behind-the-scenes condition that I somehow triggered and you didn't, although that seems unlikely.

Wat

i Totally Wrenched that thing more then 8 times , and i can still Wrench that shit repeatedly until i got bored

I swear, I'm not crazy!

http://www.youtube.com/watch?v=K9lZvskBZRw (http://www.youtube.com/watch?v=K9lZvskBZRw) (Ignore that crazy Engineer-image spam at the very end - it's legit up to 1:02, though!)
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Schilcote on July 27, 2010, 06:19:02 am
http://www.youtube.com/watch?v=5zLJqaUDN_E

Engineer's theme!
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Zai on July 27, 2010, 12:48:30 pm
http://www.youtube.com/watch?v=5zLJqaUDN_E

Engineer's theme!
Heh. Good stuff, that.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Ze Spy on August 01, 2010, 01:05:10 am
Uberbump

Wubububububu
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: PTTG?? on August 01, 2010, 11:00:52 am
We need an OP change for the Minecraft Update.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: returntonull on August 01, 2010, 01:54:49 pm
I know how to physically unwrap it, that's the easy part. It's more like... it takes a long, long, long time to get results that look, at best, ok. I'm thinking about trying 3DS Max, it's supposed to have good tools for this kind of thing.

Tools a tool. You really aren't going to get different results using something else without knowing what your doing. In Blender depends on what you mean by it not looking good. You could set some lines to seams using Ctrl+E and Mark Seam so the unwrap considers it separate sections. From there you can use the pin function on certain UV points in the UV editor to lock them in place (like at say the corners) and then re-unwrap the mesh, which will obey the pinned point's locations.

That's off the top of my head though, as I'm not sitting in front of the desktop currently.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: Mr.Person on August 01, 2010, 05:39:31 pm
I know how to physically unwrap it, that's the easy part. It's more like... it takes a long, long, long time to get results that look, at best, ok. I'm thinking about trying 3DS Max, it's supposed to have good tools for this kind of thing.

Tools a tool. You really aren't going to get different results using something else without knowing what your doing. In Blender depends on what you mean by it not looking good. You could set some lines to seams using Ctrl+E and Mark Seam so the unwrap considers it separate sections. From there you can use the pin function on certain UV points in the UV editor to lock them in place (like at say the corners) and then re-unwrap the mesh, which will obey the pinned point's locations.

That's off the top of my head though, as I'm not sitting in front of the desktop currently.

Turns out my problem was just that Blender unwraps UV's very poorly. Specifically, Blender just LOVES stretching circular islands into ovals. It'll also make one side of an island much larger than the other even though both are the same size on the model. It also shrinks one part of an island just to conserve angles which causes horrible distortion, much worse than if it just bent some of the triangles slightly. Fuck that shit, fixing those problems takes forever, and because I have to do it by hand, I've assuredly fucked up somewhere.

So I tried a stand-alone UV editor called UV Layout, and it's fantastic. It's basically exactly the same but without any stupid errors like random stretching or making the entire end of the island as large as one triangle on the other end.
Title: Re: Team Fortress 2: Polycount Pack winners! "Aye, that's tha way ya do it!"
Post by: PTTG?? on August 01, 2010, 06:06:58 pm
Everybody on the server!
I'm on there, that means it's officially time for everybody else to get on too.

EDIT:

L-

L-L-L-

LAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA-

L-L-L-L-
AAAAA
G

L

G-G-G-G-

LAAAGGGGGGG
Title: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: LASD on August 02, 2010, 02:29:13 am
We need an OP change for the Minecraft Update.
Naaah, that isn't really about TF2 and would encourage discussion about Minecraft. And the effect of the blog mention is already discussed in the Minecraft thread. But for you, I changed the title somewhat.

Also, I'm absolutely stumped how much donations the "let's destroy some golden wrenches" (http://www.toptiertactics.com/golden-charity/) thing is raking in (5000$ as of this post). It seems so backwards, removing something from the game for donations. Pretty nice that it's working though.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: umiman on August 02, 2010, 05:00:24 am
I love Child's Play. I think it's a fantastic cause.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Nilocy on August 02, 2010, 10:17:18 am
I seriously can't take any post you make seriously now umi.

That damned avatar.

Also yes, this is a great charity appeal, and I hope they get moar money! :D
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: dragnar on August 02, 2010, 10:22:32 am
That's not so bad. Looks at Akigagak's avatar.

Edit: Misspelled name.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Duke 2.0 on August 02, 2010, 10:23:17 am
 Ohhhhh snap TF2 is playing smoothly for me for some reason. Gotta get some play on while I can.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: ToonyMan on August 03, 2010, 07:58:33 am
Warhammer 40k (http://www.youtube.com/watch?v=wEgjqcI03xw&feature=popt14us0e).

Neato.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Evilgrim on August 03, 2010, 08:57:51 am
Warhammer 40k (http://www.youtube.com/watch?v=wEgjqcI03xw&feature=popt14us0e).

Neato.

Interesting, although I find the massive number of comments asking for a "Starcraft" one to be hilarious.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: PTTG?? on August 03, 2010, 09:49:42 am
You-tube comments are the saddest thing ever.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Captain Alchatron on August 03, 2010, 10:14:20 am
Warhammer 40k (http://www.youtube.com/watch?v=wEgjqcI03xw&feature=popt14us0e).

Neato.

That's bizarre.

Are any of those chapters canon?  I realise it's somewhat arbitrary when they're fighting in Dustbowl, but nevertheless...  :P  I think I recognised a Blood Angel and a Legion of the Damned pyro.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: ToonyMan on August 03, 2010, 10:20:32 am
Warhammer 40k (http://www.youtube.com/watch?v=wEgjqcI03xw&feature=popt14us0e).

Neato.

That's bizarre.

Are any of those chapters canon?  I realise it's somewhat arbitrary when they're fighting in Dustbowl, but nevertheless...  :P  I think I recognised a Blood Angel and a Legion of the Damned pyro.
I don't know anything about the 40k universe except what little I read on /tg/.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: zchris13 on August 03, 2010, 07:49:40 pm
I just spent an hour watching stupid TF2 videos on youtube and I missed that? What? How did this happen!  Also: I want those.  Epic.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Mr.Person on August 03, 2010, 08:59:52 pm
They'd play like crap. They look nice, but it's hard to tell most of them apart from one another.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: The Doctor on August 03, 2010, 09:28:34 pm
I agree with person.


If they were more easily told apart (I mean, yeah the heavy is easy to tell, but the sniper? He looks just like the Engineer)
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Duke 2.0 on August 03, 2010, 09:33:27 pm
 You may get farther by saying soldier, demo and sniper look the same. Engineer has the buildy bits on his back.

 I wish to see what the heck the spy has become.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: The Doctor on August 03, 2010, 10:50:17 pm
There was no focus in the video, but he was in there a few times. The only way you could tell was the knife, which just highlights the problem with this idea.

I mean, I don't play WarHammer 40K, but I see nothing wrong with the idea. Just the execution.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Mr.Person on August 03, 2010, 11:53:15 pm
It's not like they're unsalvagable. Heck, most of the reason you can ID the vanilla classes is because of their stance.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Sir Pseudonymous on August 04, 2010, 12:32:38 pm
Would be better if it was a mixed forces of the imperium thing, instead of SPAAAAAACE MAAAAARY-SUES. Like, say, Sororitas for pyro, vindicare assassin for sniper, callidus assassin for spy... Hmmm... Heavy would have to be a terminator or ogryn, engineer either tech priest or tech marine, medic either apothecary or, well, a medic... Demo and soldier would have to be guardsmen, and the scout would be a coked up penal legionnaire (which is also quite fitting because penal legionnaires are generally regarded as completely useless, much like scouts).
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Zai on August 04, 2010, 12:40:32 pm
(generally regarded as completely useless, much like scouts).
what is this i dont even
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: ILikePie on August 04, 2010, 12:40:46 pm
I don't know if they'd actually work, but those models are top notch. They are missing Valve's awesome style though, which is, in my opinion, what makes team fortress team fortress.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Sir Pseudonymous on August 04, 2010, 12:57:31 pm
(generally regarded as completely useless, much like scouts).
what is this i dont even
Fuck scouts. They're only good at dying and being annoying.
NEED A DISPENSER HERE
NEED A DISPENSER HERE
NEED A DISPENSER HERE
YO DOC
NEED A DISPENSER HERE
NEED A DISPENSER HERE
NEED A DISPENSER HERE
NEED A DISPENSER HERE
NEED A DISPENSER HERE
NEED A DISPENSER HERE
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Zai on August 04, 2010, 01:02:59 pm
(generally regarded as completely useless, much like scouts).
what is this i dont even
Fuck scouts. They're only good at dying and being annoying.
NEED A DISPENSER HERE
NEED A DISPENSER HERE
NEED A DISPENSER HERE
YO DOC
NEED A DISPENSER HERE
NEED A DISPENSER HERE
NEED A DISPENSER HERE
NEED A DISPENSER HERE
NEED A DISPENSER HERE
NEED A DISPENSER HERE
That doesn't make them useless. They're really quite useful.

...Wasn't there another version of this discussion a few pages back?
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Mr.Person on August 04, 2010, 01:26:52 pm
No no, Scouts are useful.

But they SEEM useless. They're not "credit to team". They're basically Engineers who run faster and can double jump without any buildings.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: SHAD0Wdump on August 04, 2010, 01:32:10 pm
No no, Scouts are useful.

But they SEEM useless. They're not "credit to team". They're basically Engineers who run faster and can double jump without any buildings.
What you really have to watch out for are bonking scouts, if one gets through your front lines and you don't hunt him down, he can break your teleporters severely damaging your team's chances of winning.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Mr.Person on August 04, 2010, 01:38:43 pm
Course a Spy could do that too.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: ToonyMan on August 04, 2010, 01:39:29 pm
Course a Spy could do that too.
That's what they're expecting!
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: SHAD0Wdump on August 04, 2010, 01:41:59 pm
Course a Spy could do that too.
Not as effectively as a scout I have discovered.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Myroc on August 04, 2010, 01:58:03 pm
Course a Spy could do that too.
The thing is, a Spy can take a good minute to get behind enemy lines, either by being caught disguised, or having to pause to regenerate Cloak and Dagger charge. A scout with Bonk! can run through the frontlines and to the spawn much faster.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: zchris13 on August 04, 2010, 02:03:03 pm
And Scouts are much more annoying when they do it, spies are just a pain in the back.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: SHAD0Wdump on August 04, 2010, 02:11:39 pm
And the whole engineer un-sapping thing through teleporters.
 4 shots with scatter short-range and that's one down. Sometimes 3 shots.

Plus, while your breaking stuff, you can get away faster if someone decides to spawn. Or just plain fight them to the death.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: PTTG?? on August 04, 2010, 02:11:59 pm
And Scouts are much more annoying when they do it, spies are just a pain in the back.

Har har har.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Mr.Person on August 04, 2010, 02:35:04 pm
I didn't say a Spy did it better or whatever, I said a Spy can do it too.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: SHAD0Wdump on August 04, 2010, 02:38:26 pm
I didn't say a Spy did it better or whatever, I said a Spy can do it too.
Look! He's shriveling up!
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: dragnar on August 04, 2010, 02:46:48 pm
Taking out teleporters is simplistic as a spy if you telefrag the engineer first. Also, contrary to popular belief, scouts are much harder to deal with as a spy than pyros.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Jakkarra on August 04, 2010, 02:55:30 pm
Depends on what you do, i can generally take out Scouts more efficiently than pyros, as for some reason, they arent often that great at aiming, especially if you dodge a lot.

Especially the Fanscoots, those guys are just laughable.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: SHAD0Wdump on August 04, 2010, 03:00:04 pm
If your good with a revolver(or even better, ambassador) that 50 less HP really lets you plug 'em.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Myroc on August 04, 2010, 03:20:22 pm
Depends on what you do, i can generally take out Scouts more efficiently than pyros, as for some reason, they arent often that great at aiming, especially if you dodge a lot.

Especially the Fanscoots, those guys are just laughable.
The problem is that most FaN users tend to use it the way you use a normal scattergun. That is exactly how you SHOULDN'T use the FaN. You never fire the FaN unless you are perfectly sure that you're gonna hit your target with most of the bullets. A scattergun can afford to miss a shot or two. A FaN can't, but it's much more worth it WHEN you hit.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Jakkarra on August 04, 2010, 04:20:29 pm
It's still a horrible weapon.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: PTTG?? on August 04, 2010, 04:30:59 pm
Eh, I have fun with it. It's nice to snipe with it, since one shard always goes straight down the crosshairs.
 
But yeah, I'm also terrible at it, so there you go. Maybe I ought ot switch back to scattergun, but I just like flinging people around too much. That and FaN FlYing.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Zai on August 04, 2010, 05:16:29 pm
MY OPINION IS FACT AND NOTHING YOU SAY CAN CHANGE THAT
Nice to see you've matured a lot, Jakk.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Myroc on August 04, 2010, 05:38:52 pm
Eh, I have fun with it. It's nice to snipe with it, since one shard always goes straight down the crosshairs.
This applies to all shotgun-type weapons.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Jakkarra on August 04, 2010, 08:00:25 pm
MY OPINION IS FACT AND NOTHING YOU SAY CAN CHANGE THAT
Nice to see you've matured a lot, Jakk.

A: it's popular opinion.

B: There's no need to be like that.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Nilocy on August 04, 2010, 08:10:32 pm
FaN's are great, you just suck with them :D
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Eduren on August 04, 2010, 08:15:37 pm
Blog update (http://teamfortress.com/post.php?id=4151&p=1).
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Jakkarra on August 04, 2010, 09:12:07 pm
No i don't nilocy. it's not an INEFFECTIVE weapon, it's a badly designed one.

Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Soulwynd on August 04, 2010, 09:24:06 pm
Yep, every time it shoots, ten people whine.

"OMG, He's using the fan and he killed me in less than a second, not fair, not fIIIIIIARRRR... MOOOOOOOOOOOOOMMYYYYYYYYYYYY!"
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Org on August 04, 2010, 09:26:05 pm
Yep, every time it shoots, ten people whine.

"OMG, He's using the fan and he killed me in less than a second, not fair, not fIIIIIIARRRR... MOOOOOOOOOOOOOMMYYYYYYYYYYYY!"
Liar! There is only one Jakkarra, not ten!
Lol jk.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Jakkarra on August 04, 2010, 09:30:09 pm
I will kill you all. WITH A KNIFE!
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Zai on August 04, 2010, 09:38:17 pm
Yep, every time it shoots, ten people whine.

"OMG, He's using the fan and he killed me in less than a second, not fair, not fIIIIIIARRRR... MOOOOOOOOOOOOOMMYYYYYYYYYYYY!"
Liar! There is only one Jakkarra, not ten!
Lol jk.
I must admit, I laughed at that.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: ToonyMan on August 05, 2010, 06:32:46 am
Destroy a wrench, give to charity. (http://teamfortress.com/post.php?id=4151&p=1)
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: LASD on August 06, 2010, 04:27:12 pm
Oh god, this is horrible yet so hilarious. (http://www.youtube.com/watch?v=qRuR3i0_4lY)
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Pandarsenic on August 06, 2010, 06:40:43 pm
Someone called for gratuitous amounts of links? (http://www.youtube.com/watch?v=NNlFyxcncVc)
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Bandages on August 06, 2010, 06:59:09 pm
Someone called for gratuitous amounts of links? (http://www.youtube.com/watch?v=NNlFyxcncVc)

WhaaAat?
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Thexor on August 06, 2010, 10:49:41 pm
Someone called for gratuitous amounts of links? (http://www.youtube.com/watch?v=NNlFyxcncVc)

I believe that I speak for all viewers of this video, when I say:


lolwut.



That is all.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Myroc on August 07, 2010, 11:13:59 am
Someone called for gratuitous amounts of links? (http://www.youtube.com/watch?v=NNlFyxcncVc)
I like the fact that at he intended to sap it at first.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: ToonyMan on August 07, 2010, 11:21:24 am
More links. (http://www.youtube.com/watch?v=3RxJuFLOv5Q&playnext=1&videos=Z2YIxH_kB8E)
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: LASD on August 10, 2010, 03:23:29 pm
I'm the fastest, best and beatifulest on the art of linking to the blog! (for once in my own thread)

Sorry to pop in unannounced. (http://www.tf2.com/post.php?id=4173&p=1)

Wasn't this announced months and months ago? I remember us having a thread for it and I'd still be up for joining this thing.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Jreengus on August 10, 2010, 03:41:40 pm
I believe I started that thread, I'm still up for it. Time to get out the bumpomatic.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: HonkyPunch on August 10, 2010, 03:50:18 pm
People don't like me when I use the backburner D:
Why is everyone always gotta be hatin?
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Dasleah on August 10, 2010, 05:38:32 pm
Because a person who learns to use the airblast well is far more Credit To Team than a person who learns to use the Backburner well. Backburner's ambush mode, which is really more the role of the Spy / Scout / Demoman.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Jreengus on August 10, 2010, 05:46:14 pm
Yes backburner tends to be difficult to use properly unless people let you, combine that with the sheer utility of the airblast and it is the expected thing to use.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: The Doctor on August 10, 2010, 09:29:55 pm
Because a person who learns to use the airblast well is far more Credit To Team than a person who learns to use the Backburner well. Backburner's ambush mode, which is really more the role of the Spy / Scout / Demoman.
And Ninja-heavy.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Org on August 10, 2010, 09:32:14 pm
Also, mentioning that my video card had indeed died.
Bought a new one.
Its ALLLLLLLLLLLLLLLLLLLLLLLLLLLL good.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Metalax on August 10, 2010, 11:40:43 pm
Because a person who learns to use the airblast well is far more Credit To Team than a person who learns to use the Backburner well. Backburner's ambush mode, which is really more the role of the Spy / Scout / Demoman.
And Ninja-heavy.
And Melee-sniper.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: dragnar on August 11, 2010, 12:06:38 am
Because a person who learns to use the airblast well is far more Credit To Team than a person who learns to use the Backburner well. Backburner's ambush mode, which is really more the role of the Spy / Scout / Demoman.
And Ninja-heavy.
And Melee-sniper.
And ninjaneer.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Pandarsenic on August 11, 2010, 02:08:26 am
Gunslinger makes Ninjaneer a huge threat now. Packing up a Mini Sentry means you can deploy it in about 3 seconds. :D
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Jreengus on August 11, 2010, 06:03:17 am
Anyone else find it funny when you get engineers who have 0 points because their tactics consist of:
1. Build sentry outside spawn
2. Upgrade sentry to level 3
3. Haul sentry into place on frontlines
4. Die and have sentry destroyed before it can finish building.
5. Return to step 1.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: ILikePie on August 11, 2010, 06:42:19 am
Silly engies, you build the sentry first, upgrade, if you get hit, haul away, repair, and return.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: umiman on August 11, 2010, 04:12:38 pm
Next TF2 update to add trading, new game modes, all the polycount pack items and an extra polycount pack which was not a winner (http://www.pcgamer.com/2010/08/11/next-tf2-update-adds-trading-new-game-mode/)
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Soulwynd on August 11, 2010, 04:16:22 pm
Sweeeeet.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: ToonyMan on August 11, 2010, 04:18:01 pm
Yah!  Maybe I'll be able to play then.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Xotes on August 12, 2010, 06:11:48 pm
Oh, Source Film Maker, how I love thee. (http://www.youtube.com/watch?v=AsJfp2nGjQA)
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Tradanbattlan on August 12, 2010, 10:47:50 pm
So who's trading what for what once we get trading?

I've got two Soldier's Stashes I'm not too fond of.

I'd kill for Ze Goggles, personally.
I've got a Fedora, if anyone would happen to have a Yellow Belt.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Zai on August 12, 2010, 11:43:25 pm
I have a Camera Beard I would be willing to part with. Umi is definitely going to consider giving trading me his Hotrod.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: ILikePie on August 13, 2010, 04:31:33 am
I try to connect to a server today and I get this: "Disconnect: Due to Israels aggression against peaceful aid sh-" (Dialog box cuts the rest of the message off). What the heck? I thought I'd only be seeing this crap in the news, now some snobby asshole decides to rub it in deeper, in a GAME. Damn it.


Edit:
I'd love to trade something for a stainless pot.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Osmosis Jones on August 13, 2010, 04:51:40 am
Scout's whoopee cap, going up for offer. Would prefer medic or heavy hat in return :P
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Eviltyphoon on August 13, 2010, 04:56:29 am
I just managed to melee a fully overhealed heavy without him noticing as a sniper... And I killed his medic too.

I would love to trade my soldiers stach for any other soldier hat.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Myroc on August 13, 2010, 05:58:58 am
I have a Shooter's Sola Topi I'd gladly trade for a Gentlemans Whiskerer. Or whatever its name is.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Ze Spy on August 13, 2010, 08:47:10 am
NEEDA BELGRADE HELM HERE x Four hundred thousand Times

also , i switched from Soldier to Demo after Discovering i have Good Talent on the Demoman's Grenade launcher(And a Spaztic Sticky Spammer)
and Getting Fustrated at Demo-knights And being one(without the Chareg Target)
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Jreengus on August 13, 2010, 09:43:28 am
So who's trading what for what once we get trading?

I've got two Soldier's Stashes I'm not too fond of.

I'd kill for Ze Goggles, personally.

I have Ze Goggle, would trade for an engineer hat or the medics mask.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Deadbeard on August 13, 2010, 12:13:58 pm
I only have a brigade helm to trade, and I'm looking to get a Shooter's Sola Topi or a Professional's Panama.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Myroc on August 13, 2010, 12:39:54 pm
I've neither, unfortunately, but excuse me for a moment as I foam at the mouth in jealousy.

I do have the Demoman's 'Fro, the Tricorne, and the Glengarry Bonnet for anyone looking to decorate their Demoman. Yeah, three hats for the Demo.  ::)
Wait, you want Ze goggles right?

Maybe we could set up a three-way deal. I trade my Orthonologowhatsit's Mask for Jreengus' pair of Ze Goggles, which I in turn trade for your Tricorne. Sound like a deal?
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Jreengus on August 13, 2010, 12:52:20 pm
If you give me the mask for ze goggles I don't really care who you trade it after.  :D
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Duuvian on August 13, 2010, 02:53:36 pm
Neat. I'm looking forward to the new weapons. They aren't just new skins, right?
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: PTTG?? on August 13, 2010, 04:40:02 pm
Yeah, what does it do, exactly? It says it increases health by 50 points and overheals, right?
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Evilgrim on August 13, 2010, 05:16:03 pm
New Spy knife will be bleed knife.
I just know it.. What with EVERYTHING causing "SUPAR AWESOME BLEED DAMAGE" nowerdays.

Or if we're lucky a Thrown knife, with a cooldown.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Tradanbattlan on August 13, 2010, 05:20:42 pm
New Spy knife will be bleed knife.
I just know it.. What with EVERYTHING causing "SUPAR AWESOME BLEED DAMAGE" nowerdays.

Or if we're lucky a Thrown knife, with a cooldown.
Nonono, you've got it all wrong. It'll be faster and have higher damage, but make the spy walk a little slower.

Wait no that's stupid nevermind
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Evilgrim on August 13, 2010, 05:24:49 pm
SPY KNIFE = Shiv, Wrench, other bleedy things.
NOWAIT, SPY KNIFE = Something new and game breaking.
Nonono, you've got it all wrong. SPY KNIFE = AXE.

I really hope they don't just do what they did with the Axe.
Gods is that stupid.

And how can you improve a insta-kill weapon.

*Backstabbed*
*Die*
*Respawn*
*DIE AGAIIIN*
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Strange guy on August 13, 2010, 05:43:13 pm
It heals fifty health and puts your max health at 350 for thirty seconds. Overheal amount doesn't change. Also, you can't drop it for your buddies.

It actually heals 60, though with the chocolate nerf which came with the sandvich change it is useless at healing.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Myroc on August 13, 2010, 05:48:51 pm
SPY KNIFE = Shiv, Wrench, other bleedy things.
NOWAIT, SPY KNIFE = Something new and game breaking.
Nonono, you've got it all wrong. SPY KNIFE = AXE.

I really hope they don't just do what they did with the Axe.
Gods is that stupid.

And how can you improve a insta-kill weapon.

*Backstabbed*
*Die*
*Respawn*
*DIE AGAIIIN*
Death by new spy knife increases respawn time by 5-10 seconds?

...it's an interesting idea.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: ToonyMan on August 13, 2010, 05:49:54 pm
It better have some pretty major cons.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Ivefan on August 13, 2010, 05:52:34 pm
It better have some pretty major cons.

Like... not being able to stab from the sides or facestab? no wait... no knife should be able to do that...

i hate spies.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: dragnar on August 13, 2010, 06:00:42 pm
Maybe the new spy knife could be used while cloaked, but in exchange could not be used while partially cloaked or disguised?

It better have some pretty major cons.

Like... not being able to stab from the sides or facestab? no wait... no knife should be able to do that...

i hate spies.
What? Facestabs are worthless if you have any HP at all.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: MrWiggles on August 13, 2010, 06:12:18 pm
When will Valve release the TF2 updates for the xbox release, and also how? Any ideas?
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Konork on August 13, 2010, 06:22:56 pm
What? Facestabs are worthless if you have any HP at all.
I believe he's talking about glitch-facestabs, where you backstab them in the face, not just poking them
When will Valve release the TF2 updates for the xbox release, and also how? Any ideas?
No idea. A lot of the stuff is going to require not only extensive overhauls of the on-disk code, but in the way everything is handled due to memory issues. They might just end up releasing a stand-alone TF2 with all the updates.

And on the note of changing the knife, one idea I've had for a while is a knife that lets you regain health on backstabs, but reduces the angle for backstabs
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: PTTG?? on August 13, 2010, 07:02:18 pm
The knife cannot backstab, but when you have it... ahh I can't think of anything.
 
But that's the biggest way I could see them changing the knife- no backstabs, but with some other ability.
 
Maybe something that makes the spy more able to escape from an encounter? Oh, maybe increases his capture rate like the Pain Train?
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Akigagak on August 13, 2010, 07:04:44 pm
A knife that doesn't break your disguise as usual, but is visible on the model?
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Thexor on August 13, 2010, 07:50:55 pm
When will Valve release the TF2 updates for the xbox release, and also how? Any ideas?

Hehe... I wouldn't be surprised if Valve is desperately praying you've all forgotten about that.  :P

Valve originally claimed that they wouldn't release a patch for the XBox until all the class updates were out ("It's too large for a bug fix, so Microsoft would make us charge you for it. So we'll stick everything in to one big update instead of nickle-and-diming you to death."). Of course, that excuse is kinda invalid, now that all the updates are out. Maybe they're just waiting until after the Polycount stuff is released...
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Jreengus on August 13, 2010, 08:03:47 pm
I'd make it a spy knife that "backstabs" when you're disguised regardless of whether you're facing their back or not, but after using it you can't disguise for a few minutes. You can backstab normally in this down time but that'll keep refreshing/extending it.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Ze Spy on August 13, 2010, 09:09:35 pm
nah , the new Spy Wepon will be the Nuclear Sapper

One building destroyed by the sapper results in the entire map blowing up in a nuclear explosion , setting all scores to zero and restarting the Match , and the sapper can't be knocked off , and can sap buildings from four hundred thousand miles away
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Zai on August 13, 2010, 09:36:18 pm
nah , the new Spy Wepon will be the Nuclear Sapper

One building destroyed by the sapper results in the entire map blowing up in a nuclear explosion , setting all scores to zero and restarting the Match , and the sapper can't be knocked off , and can sap buildings from four hundred thousand miles away
I understand you're making a joke, but the reason people are speculating about Spy knives:

Spoiler: It's a Polycount Pack (click to show/hide)
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Ze Spy on August 14, 2010, 08:50:00 am
oh , polycount?

seems to me that the New Spy knife Bypasses Razorbacks , Backstabs don't Make a Kill icon , Killed Person gets a Deathcam of a Random Guy which is not the spy , and the Corpse dissapears upon backstabs and only makes the death sound to the player killed and the killer , which means that it can hide the fact that there is a spy

for the Underside of having a Slower Swing rate , No Backstab Indicators and Does Less damage Poking someone with the knife
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Volatar on August 14, 2010, 09:04:38 am
oh , polycount?

seems to me that the New Spy knife Bypasses Razorbacks , Backstabs don't Make a Kill icon , Killed Person gets a Deathcam of a Random Guy which is not the spy , and the Corpse dissapears upon backstabs and only makes the death sound to the player killed and the killer , which means that it can hide the fact that there is a spy

for the Underside of having a Slower Swing rate , No Backstab Indicators and Does Less damage Poking someone with the knife

Give it double vulnerability to fire damage and I might not call it totally OP.  :P
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: dragnar on August 14, 2010, 10:03:22 am
What's so great about that? The razorback is worthless, especially if you use the ambassador. And the other stuff isn't half as obvious as the spy appearing right as somebody dies. If no one else is in the area you are going to get away, whether the kill icon and such is there or not.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Pandarsenic on August 14, 2010, 10:14:46 am
That speed rate would be a severe hit - the time those bonuses it gives are most important are when you're going to town on a group all facing one way and now you can't rush into a chainstab with it....
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: SHAD0Wdump on August 14, 2010, 01:15:26 pm
I think that Valve might be able to do something with the tagline of 'phenomenal cosmic powers'.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Vactor on August 14, 2010, 02:33:12 pm
It would be a cool mechanic where when you backstab someone you become disguised as them, and they get turned into a friendly fireable spy disguise.

That is you run up behind someone, backstab them.  Your characters switch positions, you have their disguise on.  They become disguised as the enemy spy that appears to have just uncloaked in the middle of the group, they are unable to fire and susceptible to friendly fire during the duration of this, after a small time it wears off of them, you can keep the disguise.  It would allow a spy to infiltrate more deeply as they hop from host to host.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Mr.Person on August 14, 2010, 02:34:47 pm
I'd think it better to just kill the other guy. Eventually, nobody will be fooled anymore.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Vactor on August 14, 2010, 02:39:32 pm
I'd think it better to just kill the other guy. Eventually, nobody will be fooled anymore.

at that point then you just put on your regular knife and backstab to your heart's content, as nobody is fooled by the spy suddenly uncloaking in their midst.  It'd be a utility item, not a pew pew item.  It would be great for taking out engineer nests.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Pandarsenic on August 14, 2010, 06:57:09 pm
Have it make a dead ringer noise, use it on everyone around a sentry. XD
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Ze Spy on August 14, 2010, 07:44:19 pm
That speed rate would be a severe hit - the time those bonuses it gives are most important are when you're going to town on a group all facing one way and now you can't rush into a chainstab with it....

Otherwise Everybody will be using that Knife over the Normal one , with all that bonuses and all
Plus , a Simple "Spy *Backstab* Sniper" is enough to Make the entire Enemy team Paranoid , even if the sniper is Four miles away

If you want to Chainstab , Do it with the Original Knife , nothing's stopping you , except for a pyro
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: ToonyMan on August 14, 2010, 07:45:53 pm
I think razorback snipers should be invincible to spies but get hurt more from other people.  Like 50 HP.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Jreengus on August 14, 2010, 08:00:51 pm
Razorback needs a buff, I'd make it protect from all crits that hit you from behind transforming them into regular hits while maintaining its current functionality against backstabs.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: dragnar on August 14, 2010, 08:05:20 pm
The problem with the Razorback is simple: If there's someone behind a sniper, he's dead. It doesn't matter if it's a spy.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: ToonyMan on August 14, 2010, 08:11:28 pm
The problem with the Razorback is simple: If there's someone behind a sniper, he's dead. It doesn't matter if it's a spy.
Good snipers will only have spies get past them.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Soulwynd on August 14, 2010, 08:12:31 pm
Not always. Good snipers always win. (http://www.youtube.com/watch?v=NYGlWjIKoY4)
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Jreengus on August 14, 2010, 09:12:55 pm
The problem with the Razorback is simple: If there's someone behind a sniper, he's dead. It doesn't matter if it's a spy.
Well the idea is that it gives a retreating sniper some mild protection, whilst also affording some minor protection against spy headshots. Sure they can still do them but they have a slightly reduced angle they can do it from.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Nilocy on August 15, 2010, 12:59:39 pm
Game of TF2 going down tonight in 2 hours.

Sadly I won't be there, but go play. Rawr.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Siquo on August 15, 2010, 01:36:06 pm
Probably might be there.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Akigagak on August 15, 2010, 05:31:43 pm
NILOCY!!!!!

raagghles
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Nilocy on August 15, 2010, 06:24:19 pm
NILOCY!!!!!

raagghles

Lol?
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Pandarsenic on August 15, 2010, 06:51:12 pm
http://www.youtube.com/watch?v=sfCiOzL7cYs
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Bandages on August 15, 2010, 06:55:18 pm
http://www.youtube.com/watch?v=sfCiOzL7cYs

Is it wrong... that this sexually excited me...?
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Zai on August 15, 2010, 07:11:43 pm
http://www.youtube.com/watch?v=sfCiOzL7cYs
MEDICS
I ONLY HAVE ONE MEDIC
I NEED ANOTHER FUCKING MEDIC
Oh there we go
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Talfryn on August 15, 2010, 07:12:15 pm
http://www.youtube.com/watch?v=sfCiOzL7cYs

Is it wrong... that this sexually excited me...?

Yes. Very, very wrong.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: ToonyMan on August 15, 2010, 07:13:44 pm
This is my fifth viewing of that video and it stills makes me smile.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: umiman on August 17, 2010, 05:25:36 am
In all my glorious stupidity, I looked through the rule 34 for TF2 on paheal....

My eyes.... they cannot unsee... "Ubercharging" a heavy has been completely ruined for me.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Myroc on August 17, 2010, 05:53:28 am
http://www.youtube.com/watch?v=sfCiOzL7cYs
The rage is strong in this one.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: PTTG?? on August 17, 2010, 02:15:08 pm
That sounds like this guy I know. I'll have to ask him...
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Duke 2.0 on August 17, 2010, 03:34:03 pm
 When they lose the first time. They respawn and somebody plays some violin music on the chat.

 That man or woman deserves a pat on the shoulder for some good work.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Zai on August 17, 2010, 04:16:32 pm
When they lose the first time. They respawn and somebody[/b[] plays some violin music on the chat.

 That man or woman deserves a pat on the shoulder for some good work.
That would be the person doing the video, I do believe.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Duke 2.0 on August 17, 2010, 05:00:39 pm
 The voice chat bar for a player named Recruit was up the entire time the violin clip was played, so either when added in post he happened to sync it up with a guy who didn't say anything or some dude played the clip in voice chat during the game.

 I'm going with the second option.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Zai on August 17, 2010, 05:14:32 pm
The voice chat bar for a player named Recruit
Which, if you pay attention to the death icons, is the name of the guy who is recording. Therefore...
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: The Doctor on August 17, 2010, 05:45:50 pm
Unless you use voice_loopback 1 or you set it to record from your microphone, the video wont play their voice.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: LASD on August 20, 2010, 03:19:24 pm
PC Gamer posted it's huge interview, it's in two parts: one (http://www.pcgamer.com/2010/08/19/interview-valve-on-the-future-of-team-fortress-2/) and two (http://www.pcgamer.com/2010/08/20/valve-on-the-future-of-team-fortress-2-part-two/)

There's a lot of interesting stuff in there, but the part I found most intriguing was this:
Quote
And we have guys who read Something Awful, because we try to read TF threads on every forum we can find, basically.
Dun dun dun, it might be that Valve has been listening to us all along. And as they have even invited Toady over, it seems like a fair chance. Soooo,

Hi TF2 Team!  You're doing good and your plan of making happy customers has worked really well with me! Tell Gabe and Robin I said hi, and that one Finnish guy too.

*cough*

Oh yeah, the interview happened on the 8th of August and Robin thought they could get the update out this month or just a bit over that. We might not need to wait for September 31st after all!
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Thexor on August 20, 2010, 03:50:12 pm
Oh yeah, the interview happened on the 8th of August and Robin thought they could get the update out this month or just a bit over that. We might not need to wait for September 31st after all!

*ahem*... Valve Time (http://developer.valvesoftware.com/wiki/Valve_Time).

We'll be lucky to get it before September 31st.  :P
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Eviltyphoon on August 20, 2010, 04:04:29 pm
Someone needs to make a fucking chozo soundboard, right fucking now!
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: ToonyMan on August 22, 2010, 05:51:55 pm
Amazing frag video. (http://www.youtube.com/watch?v=cm66ynBvCgs)
Awesome solider skills.



I also have to recommended this new TF2 commentator IcyToonie (http://www.youtube.com/user/IcyToonie).
Besides having 'Toon' in his name all of his videos have high video quality, high audio quality, and a really nice voice to boot.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: LASD on August 23, 2010, 02:52:46 am
I also have to recommended this new TF2 commentator IcyToonie (http://www.youtube.com/user/IcyToonie).
Besides having 'Toon' in his name all of his videos have high video quality, high audio quality, and a really nice voice to boot.
I haven't found any good "How to play Sniper"-videos, but here's just a commentated gameplay clip (http://www.youtube.com/watch?v=HIOJRS53wUo) by a good player. If you enjoy Let's Plays, many of his videos deserve a look too, despite the slightly nervous commentary. There's even some using the new engi things and the Heavy one (http://www.youtube.com/watch?v=K2blv817GRo) completely changed the way I play that class.
Kind of beat you to it, though I didn't explicitly say who the guy was. Anyway, he definitely deserves a second mention as he's becoming better at commentating with each video. I found the guy by chance after looking for exactly this kind of videos (which there is surprisingly little of) soon after he started. I've watched all his videos to date and I dare say it has made me a better player and there's just something therapeutic about watching someone play a game really well and explain why.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Osmosis Jones on August 23, 2010, 03:02:09 am
Yay, someone else who plays heavy like me. I must admit, I prefer the sandvich though. In situations like where he was guarding the hut with the pyro, a sandvich can keep you and your teammates alive a lot longer. Also, that was a clever trick with the cart, so stealing that. :P
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: ToonyMan on August 23, 2010, 07:13:20 pm
Randomize your own new weapon! (http://spideyworks.com/tf2/index.php)
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: kilakan on August 23, 2010, 07:46:18 pm
Well just bought this, so I thought I'd post in this thread to watch the community.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: hemmingjay on August 23, 2010, 08:44:22 pm
Well just bought this, so I thought I'd post in this thread to watch the community.

you just bought it now? wow.

congrats and I hope to see you in game.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Duke 2.0 on August 23, 2010, 09:09:49 pm
 I like the commentary by the IcyToony dude, but I see the same problem I have with every frag video: their opponents are woefully less skilled than the dudes that always annoy me. Like in his spy videos, how people always seem to lose him when he darts in front of their cone of fire, or how the enemy team doesn't immediately kill you when you try sapping buildings.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Soulwynd on August 23, 2010, 09:14:52 pm
Answer: Random Pub Servers.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Zai on August 24, 2010, 04:58:52 pm
IcyToony...frag video
I wouldn't call his commentary videos frag videos. My (personal; I don't give a fuck what the internet's accepted definition is) definition of a frag video is a video that shows a lot of (typically from unrelated matches, and even if from the same match, often without the minutes between the great shots) skilled/lucky shots, without any shots of them dying (presumably from equally skilled/lucky shots). His videos include those times where he does die, and his aren't just a series of unconnected shots. Each video is typically from the same match or back-to-back matches on the same server, and he doesn't typically skip around in the round.

[# of times typically is included in this post: 3]
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Thexor on August 25, 2010, 01:41:37 am
FUUUUUUUUUU-

After crafting was released, I gathered together all the spare junk I had laying around and crafted: the hatless Sniper.  >:(


Just now, I gathered enough spare materials to build another hat, and I crafted: the hatless Scout.  >:(  >:(  :'(


.....
.....
.....


So... should I craft the two together and get something I'll actually wear? Or do you think I can actually con someone into trading a good hat for one of these pieces of garbage?  ::)
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: ToonyMan on August 25, 2010, 01:52:26 am
Put the two hats together, you won't lose anything by what you've said.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Mr.Person on August 25, 2010, 02:26:44 am
I like hatless Sniper, but that's just me.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Siquo on August 25, 2010, 05:22:56 am
I like hatless Sniper, but that's just me.
Yes, I think that it's just you.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: dragnar on August 25, 2010, 08:09:11 am
I don't like the hats at all, but that's definitely just me. I would care more, but... well, I can't see my own character, so what's it matter?
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Siquo on August 25, 2010, 08:47:53 am
Are you even playing the same game? It's ALL about the hats!
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Soulwynd on August 25, 2010, 01:16:45 pm
Hats makes you more powerful. It's the reason why some player have to put hat over hat over hat, to compensate their lack of skills.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Deadbeard on August 25, 2010, 01:41:39 pm
Hats makes you more powerful. It's the reason why some player have to put hat over hat over hat, to compensate their lack of skills.
Also why some people don't wear hats at all.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: dragnar on August 25, 2010, 01:44:48 pm
Hats have never done anything for me except get me killed. Was the cheater's lament ever fixed for spies?
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: SHAD0Wdump on August 25, 2010, 01:49:47 pm
Should have been. At least, I've never noticed floating rings lately. But that could just be spies not using them.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Thexor on August 25, 2010, 01:59:58 pm
Nah, the halo was fixed a week after release. Much to my chagrin, as sniping the little buggers while invisible was never easier. Ah well, at least it's still a big "Place Headshot Here" indicator for everyone else!
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Tradanbattlan on August 25, 2010, 02:29:44 pm
Nah, the halo was fixed a week after release. Much to my chagrin, as sniping the little buggers while invisible was never easier. Ah well, at least it's still a big "Place Headshot Here" indicator for everyone else!
But still, it's a great burn when you get a taunting halo-wearing sniper in your killcam after you get bodyshotted.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Soulwynd on August 25, 2010, 04:35:16 pm
My pyro wears a halo for obvious reasons.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Old-Man-Gator on August 26, 2010, 12:21:09 pm
New worms helmet and holy hand grenades.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Evilgrim on August 26, 2010, 03:08:11 pm
New worms helmet and holy hand grenades.

The Steam add opens up. "Meh, old worm- IS THAT A HAT?!"
It still taunts me to this day.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Eviltyphoon on August 26, 2010, 04:03:49 pm
They should add the hhg music to equilizer taunt. That would make it even more awesome.

Also, somehow the icon for it is really blurry and awfull quality here. Anyone else have this?
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Someguyo on August 26, 2010, 05:43:16 pm
Small update out.

Holy Hand Grenade sounds are fixed, huzzah. It now plays the clip when you taunt with the equalizer.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: The Doctor on August 26, 2010, 08:22:28 pm
Yay.


In related news, buy me the fucking game. Worms Reloaded, that is :D.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Grishnak on August 27, 2010, 09:26:17 pm
I just recently picked this game up for the pc, I love it. Add me on steam gortaak666.
If anyone wants to do some rocket jumping maps I know a good server. :D
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Duuvian on August 28, 2010, 11:03:57 am
Neat. Holy Hand Grenades in a cartoony first person shooter. You have attracted me back to TF2 sooner than otherwise with your innovation, Valve.


(http://upload.wikimedia.org/wikipedia/en/thumb/7/7d/Legends_of_Might_and_Magic.jpg/256px-Legends_of_Might_and_Magic.jpg)

Spoiler (click to show/hide)

EDIT: Bah to re-skins. I still like TF2 though.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Nilocy on August 28, 2010, 12:04:25 pm
I just recently picked this game up for the pc, I love it. Add me on steam gortaak666.
If anyone wants to do some rocket jumping maps I know a good server. :D

Join the DFC (http://steamcommunity.com/groups/dwarfortress) and you'll get notices when we play on our server.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Grishnak on August 28, 2010, 06:45:10 pm
I just recently picked this game up for the pc, I love it. Add me on steam gortaak666.
If anyone wants to do some rocket jumping maps I know a good server. :D

Join the DFC (http://steamcommunity.com/groups/dwarfortress) and you'll get notices when we play on our server.

I just joined, I have access to a vent server that supports 25 people, and we only have 4 or 5 that ever gets on, and the current owner wants people to come and use it, so if anyone wants to join vent for some games, let me know and Ill give you guys the info. :D
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: ToonyMan on September 05, 2010, 02:16:30 am
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: SHAD0Wdump on September 05, 2010, 02:20:43 am
Absolutely friggin' awesome.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: umiman on September 05, 2010, 04:54:10 am
That's pretty incredible.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: PTTG?? on September 05, 2010, 04:09:39 pm
Ya done good, Toony, ya done good.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Bandages on September 05, 2010, 04:52:51 pm
We must be playing Mario, Toonyman

Because you're about to get

Spoiler: ONE UP'D (click to show/hide)
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Soulwynd on September 05, 2010, 05:58:47 pm
Lol @ Heavy Gaga. That's perfect.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Pandarsenic on September 05, 2010, 06:01:44 pm
Oddscoooooooooooouuuuuuuuuuuutttt
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: The Doctor on September 05, 2010, 07:03:38 pm
I'd play it.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Nilocy on September 06, 2010, 08:11:07 am
Those are both amazing pictures.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: ToonyMan on September 06, 2010, 09:52:52 am
I'm pretty sure Cheeetar already linked thi (http://www.youtube.com/watch?v=3HM9tyNkUAg)s, but:
Heavy Gaga song. (http://www.youtube.com/watch?v=TKTIfXTd32M)
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Schilcote on September 06, 2010, 11:48:03 am
I had something to say in this thread... but I forgot it.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: ToonyMan on September 06, 2010, 12:01:01 pm
Good thing you made that post then.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Someguyo on September 13, 2010, 06:22:49 pm
Awesome frag video. (http://www.youtube.com/watch?v=ENruOrM01CQ&feature=player_embedded)
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Soulwynd on September 13, 2010, 06:51:32 pm
I like that they have different play styles. One of the scouts is all slow with his aim (just like icytoonie) and the other is extremely jerky.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: PTTG?? on September 13, 2010, 08:22:41 pm
Toony man is back to his old troll avatar. All is right in the world.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: The Doctor on September 13, 2010, 08:42:09 pm
But he still had a troll avatar. ._.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: ToonyMan on September 14, 2010, 03:13:12 pm
But he still had a troll avatar. ._.
shush you
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: SHAD0Wdump on September 14, 2010, 03:39:24 pm
10th kingdom trolls are far more awesome.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Red Fortune on September 20, 2010, 04:41:25 pm
I have this game, but I don't play it very much. I'm really, really bad at it, and I have this unstopping guilt whenever I join a server that I'm weighing down the team, that or they go crazy at me on voice. I don't even want to try all the classes because I'll just fuck up my team.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Strange guy on September 20, 2010, 04:54:20 pm
Either play with bots for a bit (though they still have a few issues, especially if you want to try out spying), or go on a 32 man insta-respawn server (since many people playing there aren't very good-though some can be- and there's pretty much no teamwork) get decent and never ever return to those hell holes again.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: The Doctor on September 20, 2010, 04:59:26 pm
Plus, Heavy seems to be easy to grasp...
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: umiman on September 20, 2010, 05:00:36 pm
When you start, I recommend turning off all the chat so that you can't see / hear what everyone is saying. :P

And yeah, follow Strange Guy's advice and play on hugeass servers where matches take forever to end. Maps like Orange, toyfort, and 2fort are great for newbies, in my opinion, as they are very predictable, it's hard to flank, and all your team tends to move in one unit because of the map structure (also take forever to end... and very often never end at all). They work as great training arenas due to the above-mentioned natures. And don't worry about farming achievements. I find it ruins the game, you'll get the weapons eventually (or you can cheat for the weapons if you're daring).
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: kilakan on September 20, 2010, 06:07:31 pm
I find CTF to be great practice, since there's just random war-fare until a pro spy destroys the enemies super-base :D
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Red Fortune on September 20, 2010, 07:02:19 pm
Heh, thanks guys, just had 2 hours of fun randomly killi- oh wait my K:D is like 0.66:1 haha.

At least I'm better than the nooby pyros.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Schilcote on September 20, 2010, 07:31:02 pm
Remembered what I was going to post. I think.

Respawn of the Dead (http://dotchan.com/?p=1634)
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Thexor on September 20, 2010, 08:11:13 pm
Heh, thanks guys, just had 2 hours of fun randomly killi- oh wait my K:D is like 0.66:1 haha.

At least I'm better than the nooby pyros.

Hey, just remember: For every guy with a 2:1 K/D, there's one guy with a 1:2 K/D. Half of all players have a K/D less than 1.  ;)

(Yes, I know that's not entirely how statistics work for massed groups. And, since I hate statistics, I don't care.  :P)



If you're looking for a good, easy class, try Heavy. Especially on larger (read: target-rich) environments, it's not too hard to rack up a decent K/D and be the lynchpin of your team. Just don't panic if you get Ubered - instead, run out there and make some people BABIES RUUUUUN!!
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: The Doctor on September 20, 2010, 08:46:14 pm
A good rule of thumb is Minigun for close quaters, shotgun for far.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: SHAD0Wdump on September 20, 2010, 08:52:25 pm
A good rule of thumb is Minigun for close quaters, shotgun for far.
Better rule... Minigun once in a proper position, shotgun for mobility especially when you are caught in an open area.
 Try to avoid any engagements besides close quarters unless your team has a good mobile spearhead going.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Mr.Person on September 21, 2010, 01:11:39 am
My strategy: Natascha at all ranges. Either you do a bunch of damage and kill them or slow them down and piss them the fuck off.

Win-win. Plus it leave room for sandvich.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Thexor on September 21, 2010, 02:15:06 am
My strategy: Natascha at all ranges. Either you do a bunch of damage and kill them or slow them down and piss them the fuck off.

Win-win. Plus it leave room for sandvich.

Agreed. The recent Sandvich nerf (30-something seconds between lunch breaks  :o) was a pain, but Valve also boosted the Heavy's mobility while using the Miniguns - faster wind-up/wind-down, and slightly higher speed while wound up. So, true, there's less reason to take the Sandvich, but also less need for the shotgun as a 'mobile weapon'.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: NUKE9.13 on September 21, 2010, 03:01:49 am
My strategy: Natascha at all ranges. Either you do a bunch of damage and kill them or slow them down and piss them the fuck off.

Win-win. Plus it leave room for sandvich.
Now, I am not a pro player. I am not even a good player. But I am pretty sure that sticking to one build for any class- especially heavy (and sniper) is just asking for trouble. I tend to switch between natascha/minigun and sandwich/shotgun several times over the course of a match- basically every time I die, I think, hmm, should I being using this build? Natascha is better for defending or attacking open spaces, but useless for assaulting sentry nests/carts/CPs, so switch to minigun. Sandwich is great if you can use it, eg if your team is pushing forwards/ in a stalemate, but useless if you have a medic buddy, pushing da kart, or being relentlessly assaulted- better to use a shotgun for mobile destructive power.
The point is, no one heavy weapon is better than all the others (apart from the bar- the bar sucks)

Heh, thanks guys, just had 2 hours of fun randomly killi- oh wait my K:D is like 0.66:1 haha.

At least I'm better than the nooby pyros.
This may be a stupid question, but have you checked your mouse sensitivity? The default is really low, something I didn't realise for the first few months I owned the game. Raising it drastically increased my average K:D- to above 1, even.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Soulwynd on September 21, 2010, 10:32:08 am
I think the thing with natascha is that anyone who uses it is called a noob. But actually, I find Natascha to be a great team oriented weapon. If your team works well together, the natascha can give an extra ooomph by almost holding still opponents, specially for your soldiers and demos. But there's also the fact that it will practically stop charging and fleeing opponents, so if your enemies are doing hit&run tactics the natascha can be a great weapon. The pyro wont be able to get to you, the scout wont be able to flee and so on.

I wouldn't recommend between natascha/minigun based on your open spaceness, but more based on team work. If you're a pocket heavy or have a good medic on the team that's constantly giving you attention, go for the minigun. If on the other hand, your team sticks together and have a good deal of soldiers and demos but not much in terms of medics and pesky classes like scouts and spies, go for natascha. Scouts and spies are great classes for creating diversions and spreading the enemy team around, since they go around them most of the time, when you don't have that, the enemies tend to be a big more coherent and at that point, you can natascha them to kill their mobility, which means they're easy picking for soldiers/demo.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Osmosis Jones on September 21, 2010, 11:16:51 am
Natascha also works really, really well alongside Sasha. If you ever find yourself fighting alongside another heavy, switch over. The slowdown of Natascha coupled with the raw DPS of Sasha can hold off an entire team if used well.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Pandarsenic on September 21, 2010, 12:24:00 pm
Natascha is hated because it's an obnoxious, irritating weapon.

Also, Respawn of the Dead is amazing.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Siquo on September 21, 2010, 12:39:23 pm
I use natascha. It makes me more of a "support heavy" than a "main heavy", but I like being annoying, even at long range.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: PTTG?? on September 21, 2010, 12:40:06 pm
Natascha is hated because it's an obnoxious, irritating weapon.

Also, Respawn of the Dead is amazing.

What is respawn of the dead?
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Pandarsenic on September 21, 2010, 01:05:09 pm
Natascha is hated because it's an obnoxious, irritating weapon.

Also, Respawn of the Dead is amazing.

What is respawn of the dead?

This:

Remembered what I was going to post. I think.

Respawn of the Dead (http://dotchan.com/?p=1634)
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: HonkyPunch on September 22, 2010, 06:02:01 am
Natascha is hated because it's an obnoxious, irritating weapon.

Also, Respawn of the Dead is amazing.

What is respawn of the dead?

This:

Remembered what I was going to post. I think.

Respawn of the Dead (http://dotchan.com/?p=1634)
I spent an hour or so reading this, only to see "Continue to part two."
 :-\
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Siquo on September 22, 2010, 06:56:52 am
I spent an hour or so reading this, only to see "Continue to part two."
 :-\
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Puck on September 22, 2010, 07:06:24 am
I love Natasha. Because somebody touched Sasha, now I dont want here anymore.

No, seriously. I dont think TF2 needs the heavy as a damage dealer. The snaring is a lot more useful, and just gets better with moar teamwork. And last I checked T in TF2 stands for "team".
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Siquo on September 22, 2010, 08:50:54 am
No, seriously. I dont think TF2 needs the heavy as a damage dealer. The snaring is a lot more useful, and just gets better with moar teamwork. And last I checked T in TF2 stands for "team".
Hm. Never noticed that in-game... ;)

However, two heavies, one with sasha and one with natasha... now that is a force to be reckoned with, even without medics. In payload as blue even more fun, as you can keep on firing indefinitely.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Astral on September 22, 2010, 10:26:48 am
Remembered what I was going to post. I think.

Respawn of the Dead (http://dotchan.com/?p=1634)
I hate you for introducing this to me... can't stop reading...
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: HonkyPunch on September 22, 2010, 10:27:47 am
Natascha is hated because it's an obnoxious, irritating weapon.

Also, Respawn of the Dead is amazing.

What is respawn of the dead?

This:

Remembered what I was going to post. I think.

Respawn of the Dead (http://dotchan.com/?p=1634)
Also, probably the crowning WTF moment so far..
Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: PTTG?? on September 22, 2010, 10:47:12 am
WHAT.

I just read the first section. That's soul-clenchingly horrifying.

I don't think I'll ever be able to play as soldier again...
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: HonkyPunch on September 22, 2010, 11:19:46 am
WHAT.

I just read the first section. That's soul-clenchingly horrifying.

I don't think I'll ever be able to play as soldier again...
and the worst part is..
Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: dragnar on September 22, 2010, 04:58:30 pm
I love Natasha. Because somebody touched Sasha, now I dont want here anymore.

No, seriously. I dont think TF2 needs the heavy as a damage dealer. The snaring is a lot more useful, and just gets better with moar teamwork. And last I checked T in TF2 stands for "team".
Team? What's a team? you mean I'm not the only one fighting the other side?
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Deadbeard on September 23, 2010, 12:04:16 am
Respawn of the Dead: totally awesome.

Natascha: completely worthless. Doubly so against a lucky huntsman sniper. They'll just peg you with two arrows and be on their merry way.
I love Natasha. Because somebody touched Sasha, now I dont want here anymore.

No, seriously. I dont think TF2 needs the heavy as a damage dealer. The snaring is a lot more useful, and just gets better with moar teamwork. And last I checked T in TF2 stands for "team".
Team? What's a team? you mean I'm not the only one fighting the other side?

No dragnar! He lies to you. He tries to split you from your true goal!
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Duke 2.0 on September 23, 2010, 12:28:40 am
 Natascha can be useful depending on the latency of the victtim. With a low latency the slowdown won't effect them at all as most of the bullets generally miss and the slowdown won't cause them to really skip a beat. On high-ping opponents they'll be glued to the damn floor. Really widens the number of situations where the heavy can be useful. Opponents can only really kill you at full health if they can maneuver into a proper killing position, so keeping them in your line of fire will wreck most peoples ability to kill you.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Mr.Person on September 23, 2010, 07:25:06 am
Lag compensation makes ping irrelevant in determining who wins in a fight in TF2.

People bitch about it, but it works.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Siquo on September 23, 2010, 08:10:13 am
Natascha: completely worthless. Doubly so against a lucky huntsman sniper. They'll just peg you with two arrows and be on their merry way.
Only if you play by yourself. The amount of support kills you can rack up using natascha is enormous, as the huntsman sniper/directhit solly/sasha heavy/etc standing next to you has a lot less aiming to do. Especially against classes who rely on speed (scout/pyro/medic) it's loads of fun.

Two natascha's on one team is worthless, though.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Duke 2.0 on September 23, 2010, 08:16:46 am
Lag compensation makes ping irrelevant in determining who wins in a fight in TF2.

People bitch about it, but it works.
Except the times it doesn't.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Tradanbattlan on September 23, 2010, 08:21:20 am
Good god, I'm reading that Respawn of the Dead thing...
This is so great.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Mr.Person on September 23, 2010, 08:42:29 am
Lag compensation makes ping irrelevant in determining who wins in a fight in TF2.

People bitch about it, but it works.
Except the times it doesn't.

I didn't say it works well, I said it works.

It's a tradeoff between having to shoot ahead of all of your targets depending on their ping and occasionally getting killed behind a wall based on your killer's ping. Sure, those behind-the-wall or killed-after-shooting or 50-foot-melee kills are annoying, but having to lead all your targets is even more annoying.

That being said, Valve's lag compensation is horrendous compared to what some of their competition is doing.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: HonkyPunch on September 23, 2010, 08:55:20 am
There is a lot of Ho-Yay in Respawn of the Dead.
There is also lots of awesome.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Astral on September 23, 2010, 08:57:23 am
http://nerfnow.com/comic/image/345

Pic related.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: dragnar on September 23, 2010, 10:16:30 am
I love Natasha. Because somebody touched Sasha, now I dont want here anymore.

No, seriously. I dont think TF2 needs the heavy as a damage dealer. The snaring is a lot more useful, and just gets better with moar teamwork. And last I checked T in TF2 stands for "team".
Team? What's a team? you mean I'm not the only one fighting the other side?
No dragnar! He lies to you. He tries to split you from your true goal!
k. Back to the backstabbing!!!
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Siquo on September 23, 2010, 10:37:39 am
Also, I'm never touching a shovel again.

Ever.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Shadowlord on September 23, 2010, 10:52:12 am
What, am I the only one who thought that Respawn of the Dead read like terrible fanfiction after the BLU base was blown up? It turned into an incredibly boring boredom-inducer of boredom +10 about the RED team having gay sex and sex with inanimate objects and otherwise acting boring, while hinting that at some point in the distant future about 3 hours in your reading future, the medic or someone else might possibly perhaps frak up and get everyone turned into zombies, or that a zombie apocalypse might possibly be going on in the outside world. I barely got through the first part and quit after a few paragraphs of the second part were just as boring.

The fact that all of them allowed the zombie to live is mind-boggling. I'd have killed it immediately after finding out that the medic had brought it back to the base regardless of what he said.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Pandarsenic on September 23, 2010, 10:53:12 am
Poor Stumpy. None of that crap was even his fault D:
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: kg333 on September 23, 2010, 11:27:59 am
What, am I the only one who thought that Respawn of the Dead read like terrible fanfiction after the BLU base was blown up? It turned into an incredibly boring boredom-inducer of boredom +10 about the RED team having gay sex and sex with inanimate objects and otherwise acting boring, while hinting that at some point in the distant future about 3 hours in your reading future, the medic or someone else might possibly perhaps frak up and get everyone turned into zombies, or that a zombie apocalypse might possibly be going on in the outside world. I barely got through the first part and quit after a few paragraphs of the second part were just as boring.

This.  It was pretty bad slashfic, which unfortunately had a promising enough start to hook you in for the duration.  Two hours of my life I want back...  :-\

KG
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Duke 2.0 on September 23, 2010, 11:30:31 am
http://nerfnow.com/comic/image/345
Pic related.
Indeed. It would be nice if there was some consistency of leading the target instead of fuck all who the hell knows where the hitbox is now.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: HonkyPunch on September 23, 2010, 06:28:09 pm
What, am I the only one who thought that Respawn of the Dead read like terrible fanfiction after the BLU base was blown up? It turned into an incredibly boring boredom-inducer of boredom +10 about the RED team having gay sex and sex with inanimate objects and otherwise acting boring, while hinting that at some point in the distant future about 3 hours in your reading future, the medic or someone else might possibly perhaps frak up and get everyone turned into zombies, or that a zombie apocalypse might possibly be going on in the outside world. I barely got through the first part and quit after a few paragraphs of the second part were just as boring.

The fact that all of them allowed the zombie to live is mind-boggling. I'd have killed it immediately after finding out that the medic had brought it back to the base regardless of what he said.
I agree with you, though the prospect of tf2+zombies was enough to keep me reading. Also I wanted to see what they made the pyro look like, etc. Though it was fairly poorly written at parts *Cheshire Cat Grin* etc.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: ToonyMan on September 30, 2010, 01:53:56 pm
http://www.teamfortress.com/mannconomy/item_sets/
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Metalax on September 30, 2010, 01:57:17 pm
New Mann comic http://www.teamfortress.com/bidwells_big_plan/ (http://www.teamfortress.com/bidwells_big_plan/)

TF2 finally succumbs to the in-game store trend.
http://www.teamfortress.com/post.php?id=4410&p=1 (http://www.teamfortress.com/post.php?id=4410&p=1)

edit: oh and TF2 is currently 50% off for those of you who don't currently have it.
Title: Re: Team Fortress 2: Polycount Pack on the way "Oohh, run, run, I'm coming for you!"
Post by: Myroc on September 30, 2010, 02:21:23 pm
I think I'm gonna like the sydney sleeper, atleast as an assault/support sniper. Means I can also switch out my normal Jarate and equip an SMG or the new shield.

Not sure about the Degreaser though. The concept seems nice, and appeals to me in that I do tend to switch a lot between the flamethrower and the shotgun, but the reduced burn damage is puts me off a little.

Edit: I just noticed that the Mackerel is level 42. :P
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Strange guy on September 30, 2010, 02:30:53 pm
My biggest problem with this (so far) is the item sets. Before I get onto how ridiculous it is they require the hats- which is making lucky or paying people more powerful in game- you have weapons that don't work well together that you're encouraged to use together. The snipers knife works well with jarate, but that loses you a big bonus. Pyros can get extra mobility, but can't effectively ambush and are easier to kill in normal combat.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Metalax on September 30, 2010, 02:46:15 pm
Usefulness of degreaser depends on if it looses the airblast or not, it's not entirely clear on that. If it keeps it it will work well as a combo with axtinguisher. Similarly usefulness of black box is dependant on if it needs to be a direct hit to proc the heal or if splash will work.

So far the scout, spy and possibly sniper are the only ones I'd be inclined to go for the set bonus. Possibly the pyro's set on koth or arena maps. Still I think it's really going to take actually playing with them to see if they are worth changing my normal weapon sets.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: LASD on September 30, 2010, 02:47:00 pm
Huh, after reading through all of it, I can react. Awesome! Cool! Weird!

The item sets worried me for a while, but they mostly balance out by the required weapon combinations.

Aaaaand, Valve either forgot about the 6th winning entry, or they are really keeping it a secret.

And booyah, recepies for Polycount weapons. I've been stocking up and got up to 94 things in my inventory. I should be able to make cool new things.

EDIT: Oh man! I have a Vintage Vintage Tyrolean. How cool is that? :D
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Thexor on September 30, 2010, 02:53:01 pm
Damn... this is awesome. I literally lol'ed for a good minute.


The item store, frankly, is something I can support. First, given how much enjoyment I've gotten out of TF2, I see no reason to not pay them a little extra. Second, it means I can get all the epic new items without waiting for random drops (either that specific item to drop, or two other specific items to drop). And third, now that Valve has some kind of actual, semi-regular income from updates, there's a good reason for them to keep updating a ridiculously-cheap 3-year-old game.  :D


And as for items... wewt. That is all. (Although, wasn't Valve adding an additional 6th 'bonus' class pack as well? Or am I missing it somewhere?)
Seriously - full crits instead of mini-crits? Or crit/damage resistance for your entire team? Heck, kiting with the Shortstop will be epic. And I'm already trying to work out how the new knife will fit into my plans. It's a little disappointing that you have to wear the hats to get the 'set' bonus, but it does have a silver lining - you can use both new Pyro weapons at once without suffering the extra bullet damage if you don't wear the hat, for example, and ditto for avoiding the extra 'blink' time on the cloak.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: dragnar on September 30, 2010, 03:45:41 pm
*Looks at new items*
*drools*

Must... Have... My Eternal Reward...
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Metalax on September 30, 2010, 04:02:19 pm
The recipes for crafting the new weapons have started showing up

Spoiler (click to show/hide)

Although I thought that they had stated it would be the same as previous community content of two weapons rather than needing reclaimed metal as one of them.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: PenguinOverlord on September 30, 2010, 04:20:08 pm
My only problem is what happens when a sniper uses all three.
The user cannot be killed by headshots.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Thexor on September 30, 2010, 04:27:07 pm
My only problem is what happens when a sniper uses all three.
The user cannot be killed by headshots.

Of course, a fully-charged bodyshot is still painful (don't they often deal 150 damage?).  ;)
And you might be forgetting that part of that item set is the Sydney Sleeper, which prevents you from scoring headshots either. So equipping the full set gives you both immunity to, and an inability to inflict, headshots.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Dr. Johbson on September 30, 2010, 04:32:28 pm
Anyone want a baker boy for something? Its vintage.  8)
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: SHAD0Wdump on September 30, 2010, 04:46:06 pm
Of course, a fully-charged bodyshot is still painful (don't they often deal 150 damage?).  ;)
And you might be forgetting that part of that item set is the Sydney Sleeper, which prevents you from scoring headshots either. So equipping the full set gives you both immunity to, and an inability to inflict, headshots.
The Croc sniper will have 175 HP due to the shield. Meaning a fully charged bodyshot will not kill him. And since a headshot is out, you cannot kill him as a sniper in one shot.
 Meanwhile he can get a fully charged bodyshot on YOU killing you instantly if you do not have the croc shield. Basically, I forsee issues.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Thexor on September 30, 2010, 04:49:29 pm
Of course, a fully-charged bodyshot is still painful (don't they often deal 150 damage?).  ;)
And you might be forgetting that part of that item set is the Sydney Sleeper, which prevents you from scoring headshots either. So equipping the full set gives you both immunity to, and an inability to inflict, headshots.
The Croc sniper will have 175 HP due to the shield. Meaning a fully charged bodyshot will not kill him. And since a headshot is out, you cannot kill him as a sniper in one shot.
 Meanwhile he can get a fully charged bodyshot on YOU killing you instantly if you do not have the croc shield. Basically, I forsee issues.

Umm, lolwut? The shield is +25 hp, according to the update page. Snipers have a base of 125 hp. Unless the update page is wrong, or I'm missing something...
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: SHAD0Wdump on September 30, 2010, 04:50:40 pm
Of course, a fully-charged bodyshot is still painful (don't they often deal 150 damage?).  ;)
And you might be forgetting that part of that item set is the Sydney Sleeper, which prevents you from scoring headshots either. So equipping the full set gives you both immunity to, and an inability to inflict, headshots.
The Croc sniper will have 175 HP due to the shield. Meaning a fully charged bodyshot will not kill him. And since a headshot is out, you cannot kill him as a sniper in one shot.
 Meanwhile he can get a fully charged bodyshot on YOU killing you instantly if you do not have the croc shield. Basically, I forsee issues.

Umm, lolwut? The shield is +25 hp, according to the update page. Snipers have a base of 125 hp. Unless the update page is wrong, or I'm missing something...
Wait... I thought they had 150...
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: umiman on September 30, 2010, 04:55:26 pm
If anyone wants to trade for anything in my inventory, such as one of my three engie hats, send me a PM or something.

http://www.tf2items.com/id/umiman <- check it out.

Plz dun hacks me!
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: LASD on September 30, 2010, 04:57:37 pm
Sweet, I managed to trade a Black Box for the second most unique hat seen in the game (pre-update): The Baseball Bill's Sports Shine. On average only 1.77% of players have it on. I wouldn't be too happy to craft it from all the metal, but for just 7 weapons worth, it makes me happy. I even have another Direct Hit stashed away if I get the hankering for a new Box.

I also made a Short Stop and The Holy Mackeral. I don't notice significant slowing in opponents, but the gun seems otherwise really good. 4 shots almost at FaN rate and a quick reload to boot. The fish seems to be pretty much a bat just with more humiliating combat messages and squishy sounds.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Thexor on September 30, 2010, 05:02:04 pm
...the heck?

...I just got a Cheater's Lament.

...and apparently, I'm not alone. http://forums.steampowered.com/forums/showthread.php?t=1449113 (http://forums.steampowered.com/forums/showthread.php?t=1449113)


So, what on Earth is happening over there? And is this actually going to last, or will Valve take it back once they realize I'm not worthy not interested in a piece of shiny garbage?






And wait, the Sports Shine is the rarest hat? Damn, maybe I'll find someone willing to trade for mine after all. A pity the fish doesn't have anything special about it, but I still want it. And I'd completely forgotten that the Short Stop was a 4-barreled gun (the update page just mentioned the slowing effect, and the gun's barrel(s) are pointing away from the screen) - that makes it a little more interesting...
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Myroc on September 30, 2010, 05:11:19 pm
Oh. My. God.

I will never ever use another Flame Thrower again.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: umiman on September 30, 2010, 05:11:36 pm
Not technically the "Rarest" hat. Just the least worn.

Edit: I recommend that we hold onto our vintage stuff. In a few weeks, hats would probably be more common than some vintage weapons, considering the hordes of people who are going to craft them away into new items or even refuse to do anything with them. If you have lots of spares, try to not craft them reflexively for the new stuff right now.

In other words, in a few weeks, your vintage stuff could be worth real money. Keep that in mind.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: ToonyMan on September 30, 2010, 06:03:24 pm
I could make real cash by doing nothing?  Sign me up!
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: dragnar on September 30, 2010, 06:29:24 pm
In other words, in a few weeks, your vintage stuff could be worth real money. Keep that in mind.
With an ordinary economy things take years to gain value, but with MAN-conomy it's accelerated to mere weeks! Another brilliant invention from MAN Co!
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: The Scout on September 30, 2010, 08:27:00 pm
After reading all of this I'm tempted to rob someone to pay for it. Atleast DF is free.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Sensei on September 30, 2010, 08:53:47 pm
Now I feel stupid for having crafted my dupe items.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Tradanbattlan on September 30, 2010, 09:04:20 pm
I love the Holy Mackeral. It's like the bat, but you feel so much happier when you kill someone with it.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: umiman on September 30, 2010, 11:30:25 pm
Hehe, change your name to something like "xxx loves trades!" and watch the trade offers come flying in.

Edit: Whee, I now have a hat for every class except scout and spy. Not to mention a whole bunch of universal hats.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Mr.Person on October 01, 2010, 12:55:38 am
I just found one of those crates you need a key for. I lack money to open it, but I'll trade it away and tell you guys what's in it.

TF2items claims you can't find the crates. Well they're very wrong.

So it has one of any of 2 hats, 4 regular weapons, a name tag, two paints, and a small chance of a "super rare item".
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: PTTG?? on October 01, 2010, 01:04:39 am
I just found one of those crates you need a key for. I lack money to open it, but I'll trade it away and tell you guys what's in it.

TF2items claims you can't find the crates. Well they're very wrong.

Yeah, I can't say I'm really excited about the cash buy store thing. The fact that you can still get everything for free mitigates any real annoyance, but I'm still a bit uncomfortable with it all.

It only really effects people who care enough about the game to buy stuff. People who don't care that much are probably willing to wait until they get the item or can trade for it.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Thexor on October 01, 2010, 01:12:23 am
I just found one of those crates you need a key for. I lack money to open it, but I'll trade it away and tell you guys what's in it.

TF2items claims you can't find the crates. Well they're very wrong.

Yeah, I can't say I'm really excited about the cash buy store thing. The fact that you can still get everything for free mitigates any real annoyance, but I'm still a bit uncomfortable with it all.

It only really effects people who care enough about the game to buy stuff. People who don't care that much are probably willing to wait until they get the item or can trade for it.

This is true. It'll be more true once they add the ability to craft the 'set hats' - you've got a ridiculously low chance of completing a set ATM, but there's an e-mail conversation bouncing 'round the forums from Robin, claiming they'll add a blueprint to let you craft those hats. Link (http://forums.steampowered.com/forums/showthread.php?t=1451840).

Basically, the system's not perfect, and Valve is willing to admit that and change it. And although the forums are full of HAET, it seems like less hate than normal (see: Halocaust fallout, Sandman, every major update...). Still, drama is always fun to watch, even if there isn't as much as normal.  ;D
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Pandarsenic on October 01, 2010, 01:23:55 am
http://www.tf2items.com/id/Pandarsenic

I will trade items for Vintage Kritzkriegs.

Also if someone has something they want to trade for a Vintage Tossle Cap, let me know.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Duke 2.0 on October 01, 2010, 01:37:53 am
 I'm actually rather satisfied with the new items. Granted my experience with them has been limited, but the only annoying one so far has been the new sniper rifle now that people don't care about headshots anymore and they suddenly realize that bodyshots are really damn effective and they can actually land those shots.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Mr.Person on October 01, 2010, 02:10:00 am
I'm actually rather satisfied with the new items. Granted my experience with them has been limited, but the only annoying one so far has been the new sniper rifle now that people don't care about headshots anymore and they suddenly realize that bodyshots are really damn effective and they can actually land those shots.

I've been using hipshots with it to try and maximize damage. It's hard, so I've been practicing on Scouts.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: umiman on October 01, 2010, 02:39:50 am
The black box is ridiculously strong, what with the soldier getting 15 hp so long as he damages something somehow (with a bazooka-type weapon no less). I really cannot imagine using the standard rocket launcher if you have the black box. I've also seen the battalion's backup make enemy uber assaults very, very weak. The soldier has definitely been upgraded several levels here.

I hate, hate, hate the eternal reward. Because I get pwned by it constantly from the no-sound super ultra stealth spies...

Sydney sleeper is, as mentioned, crazy strong. Bodyshot + jarate for 8 seconds will ruin a lot of people. What's the general first reaction to when you get jarated? Frigging run away! Now imagine that happening, constantly... In the same vein, the bushwacka will easily turn groups of enemies into mush. I'd be constantly running INTO enemies as a sniper if I had it.

I think pyro got the short end of the stick again, but it's not that big of a deal. His entire set doesn't seem to make much sense combined with each other for the speed bonus and increased damage recieved. I mean, his new weapon makes puff and sting amazing, but he doesn't get to use the axetinguisher in his set...

All of the scouts new stuff turn him into some crazy monster thing. The shortstop is really up there in terms of damage dealing and annoyance. That with the healing milk and FISH... and then an extra 25 hp... it lead to me getting my ass handed to me by scouts constantly.

Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Rumrusher on October 01, 2010, 02:42:40 am
what about the mad milk the scout gets.
the item draining 75 percent of the victims health. What is worst being hit with something the game states is non-milk or the fact that the person while draining you sounds like vince offer? 
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: SHAD0Wdump on October 01, 2010, 02:47:49 am
HOLY CRAP THE FISH IS THE BEST THING EVARZ!!!!11!!111!!eleven1!
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: umiman on October 01, 2010, 02:56:53 am
what about the mad milk the scout gets.
the item draining 75 percent of the victims health. What is worst being hit with something the game states is non-milk or the fact that the person while draining you sounds like vince offer?
It doesn't drain people's health. The wording is a bit strange, but I believe it's either trying to say all teammates who damage an enemy who is being milked will recieve 75% of that damage as health (this is probably not the case) or more likely, the scout who threw the milk will get 75% of any damage dealt to players being milked as health.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Metalax on October 01, 2010, 09:06:35 am
Oh a minor note, Sandvitch parties are back. The cool down on the Sandvitch has disappeared for the moment.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Myroc on October 01, 2010, 09:53:38 am
I think pyro got the short end of the stick again, but it's not that big of a deal. His entire set doesn't seem to make much sense combined with each other for the speed bonus and increased damage recieved. I mean, his new weapon makes puff and sting amazing, but he doesn't get to use the axetinguisher in his set...
As a primarily pyro player, I have to say that the Degreaser is much more useful than it sounds. I never realized how much time I wasted in battle by switching weapons until I started using it. The reduced afterburn damage is kinda harsh, but really, I would rather want an extra second or two dealing damage while alive than to deal a slightly larger amount of damage when I'm dead.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Duke 2.0 on October 01, 2010, 11:47:54 am
Oh a minor note, Sandvitch parties are back. The cool down on the Sandvitch has disappeared for the moment.
FUKKKKKKK YESSSSSSSSS
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Myroc on October 01, 2010, 12:42:31 pm
Game on the server. Now.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Toady Two on October 01, 2010, 03:51:59 pm
The Degreaser Pyro unlock really complements my play style. When I read the bonuses I thought "isn't that gimped?" but when you try it out with the axetinguisher and shotgun it really shines. Puff and Sting attacks become a briese. You wont be cought with your pants down every time you need to deflect a rocket and have the shotty out too. To be honest I think its the perfect weapon to be used with the axe, I don't know if the full set with be as good as the mix.

Really enjoyed my time on the DFC server today. For a moment there we had 24/24. My username is 3u$t4chy.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Duke 2.0 on October 01, 2010, 04:32:59 pm
 The engine seems different now. Facestabs are easier to pull off, some snipers will be able to see you before you can see them, making for some frustrating moments of rounding a corner only to get headshotted by somebody who has .01 of a second to do so from your perspective. Fire is a lot harder to get on opponents. Scouts seem to be able to snipe with their weapons now because I've found a good chunk of my deaths is running away from a fight and a scout popping me from across the map. And teamswitches have an odd civilian glitch.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Akigagak on October 01, 2010, 04:48:52 pm
There was a fairly major engine update at the same time as everything else, which also had the side effect of dicking over mac users*, so I dunno. Maybe a few lines of code got jiggied.

*
Spoiler: Mac Fix (click to show/hide)
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Org on October 01, 2010, 05:03:41 pm
Anyone want to trade with me please.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Cecilff2 on October 01, 2010, 05:06:43 pm
Eternal reward sounds insane.  Not being able to disguise is fine by me if I assume the disguise of whoever I stab with it.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: umiman on October 01, 2010, 05:34:42 pm
Really enjoyed my time on the DFC server today. For a moment there we had 24/24. My username is 3u$t4chy.
Yeah, the DFC server today was filled with a lot of great people and the teams were very well balanced.

Edit: oh dear god... Here's what mad milk actually does.

"Once a target is covered in milk, 75% of the damage done to them is returned as health to whoever damages them, be they the Scout that threw the milk or his teammates"

Allow me to cry out... OVERPOWERED!!!
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: SHAD0Wdump on October 01, 2010, 06:27:00 pm
Allow me to cry out... OVERPOWERED!!!
It's a primary.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: umiman on October 01, 2010, 06:29:32 pm
No it isn't.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Megaman on October 01, 2010, 06:31:30 pm
Indeed it's not. however since you loose the pistol, you're sacrificing your long range abilities.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: umiman on October 01, 2010, 06:32:20 pm
Indeed it's not. however since you loose the pistol, you're sacrificing your long range abilities.
Shortstop doesn't have spread. So it works perfectly fine long range.

Besides, it's not the scout himself that is worrysome. It's that when you combine this with teamwork... Jesus, it's more scary than an uber.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Duke 2.0 on October 01, 2010, 06:42:07 pm
 It isn't terribly overpowered, as at most it'll heal somebody around 225 from killing a full-health heavy. And that's only if all of your shots contributed to the kill. Although I wonder what the effect of a spy backstabbing a milked guy would have.

 But yeah, people have low enough health that it should not be an issue. That healing will be spread out to all the combatants anyway. Granted one could hit multiple foes with it, but it isn't much more of an issue than Jarate.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: SHAD0Wdump on October 01, 2010, 06:43:39 pm
No it isn't.
I really wonder how that got by...

Note to self, never trust the steam forums.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Thexor on October 01, 2010, 07:25:03 pm
It isn't terribly overpowered, as at most it'll heal somebody around 225 from killing a full-health heavy. And that's only if all of your shots contributed to the kill. Although I wonder what the effect of a spy backstabbing a milked guy would have.

Well, said Spy would heal to full. Even if you earned 75% of the backstab damage (300 hp * 6x backstab damage * 0.75 heal = 1350), I'm assuming you'd just cap out at 125 like always.


Really, it's handy, but hardly moreso than Jarate. And the Scout's Pistol is a fairly powerful weapon - 10+ damage per shot, at mid-to-long range, with 12 shots per magazine is pretty powerful once you get around the whole "secondary peashooter" mentality.  ;)
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: The Doctor on October 01, 2010, 07:55:04 pm
Just a question...

What happens when you Jarate someone who has been Milked?
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Akigagak on October 01, 2010, 08:10:02 pm
Hilarity.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: ToonyMan on October 01, 2010, 08:31:59 pm
Bad milk.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Mr.Person on October 01, 2010, 10:16:52 pm
Jarate is number one. The "Milk" is number three.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Thexor on October 01, 2010, 11:07:03 pm
Jarate is number one. The "Milk" is number three.

Just remember, it takes the Scout roughly 15 seconds to refill an entire bottle of the stuff.

Think about that the next time someone coats you in it.

Then ask yourself, "But how do they heal from it?"  :o
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: SHAD0Wdump on October 01, 2010, 11:12:21 pm
Jarate is number one. The "Milk" is number three.
Just remember, it takes the Scout roughly 15 seconds to refill an entire bottle of the stuff.

Think about that the next time someone coats you in it.
And if anyone wonders how that is even physically possible... He's fast.
Then ask yourself, "But how do they heal from it?"  :o
Fetish freeks.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: umiman on October 02, 2010, 12:10:23 am
According to the wiki, a spy who stabs a milked player gets 2000+ hp. Course, it caps at his max hp.

By the way, I am now swimming in hats. I also have the Vita-saw, one of the rarest things you'll ever find (it sucks though). Traded a crate for it. Once in awhile, valve will reward your trading with another extra weapon along with the thing you traded for, so it's good to trade often. I've been jumping through approximately what seems to be about 50 - 60 servers now and my hat collection has expanded dramatically!

Keep trading them items!
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Schilcote on October 02, 2010, 12:23:05 am
I have items I know I never received. What the hell? Did I get them while I wasn't playing, or did I just not notice them?
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: umiman on October 02, 2010, 03:44:46 am
Got every single polycount weapon in 1 day of crazy ass trading. Too bad about the hats, as there's no way in heck I'm spending $18 on a piece of virtual clothing.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Myroc on October 02, 2010, 04:41:02 am
Alright, I'm just gonna ask here since I'm having little luck finding it anywhere else, but does anyone have a Whiskered Gentleman they're willing to trade away?
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: ILikePie on October 02, 2010, 05:08:32 am
It seems I missed the update... Again. It looks pretty darn cool, can't wait to fire the game up again.


e, I think I missed something. Why do I have "Vintage" on all my items?
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Eviltyphoon on October 02, 2010, 07:25:26 am
I opened 3 crates and got:
Name-tag (kinda good I guess)
Gunslinger (OMGWTFWHYYYYYYYYY)
New sombrero hat (FUUUUUUUCK YEEAAAAAAAAH)
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Metalax on October 02, 2010, 08:14:31 am
All your items you had before the update are now vintage items. This is to distinguish them from the store bought or traded items as you got them from honest idling.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Pandarsenic on October 02, 2010, 08:36:36 am
All your items you had before the update are now vintage items. This is to distinguish them from the store bought or traded items as you got them from honest idling.
New items aren't "vintage" either, though.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Zai on October 02, 2010, 12:00:58 pm
I'm not sure how I feel about this update quite yet.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Thexor on October 02, 2010, 12:19:09 pm
I know it's a lot to take in, but... what part of the update are you on the fence about? I'd assume the storefront, but hey, I've been wrong before.


The new items range between "mostly useless" (Sydney Sleeper seems this way - no headshots, and applies Jarate only on 50%+ charged hits...) to "OMG THIS IS AWESOME!!1" (Short Stop. 4-barreled, long-range shotgun - it'd be epic even if it didn't slow people!), with most of them at least mostly awesome.

The hats are a pain in the rear, but apparently crafting recipes will be released sooner or later for them. (Or so I've heard.) Until then, yeah, you basically have to buy the item set bonuses.

The store is debatable. You can acquire nearly every item in there from random drops, and trading means that it's easier to get the random drops you need (not to mention that trading frequently seems to trigger more random drops for the participants!). Honestly, the prices are ridiculous - one new hat costs almost as much as TF2 does when it's not on sale! On the flip side, I've definitely gotten more than $10 worth of enjoyment from TF2, so I'm not adverse to paying them more money (unlike those other FPSes that charge full-price for the game and then demand that you buy DLC to keep up). And the fact that some of the money goes to the weapon designers is excellent; not only are good artists rewarded for their work, it's also an encouragement for more highly-skilled amateur modelers to submit more high-quality weapons.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: HonkyPunch on October 02, 2010, 12:31:15 pm
I'm with Thexor on this one.
Also i'm glad to see the people of polycount contributing to games as a collective effort;
I've been there since 2004 and they are exceptionally talented people.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Sensei on October 02, 2010, 01:04:49 pm
Did you see the dueling badges? They require you to win duels- tiers are earned every 250 wins. I've gotten a random duel drop but still, given the chances of that you're probably going to have to spend about $250 per dueling badge tier. Craziness.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: kilakan on October 02, 2010, 01:14:14 pm
anyone else notice the the four packs of weapons for each character from the polycount pack, when not on sale are rated as 45$ USD, which equals a brand new game where i'm from..... no god damn way I'm spending that kinda money, and even 4 dollars per weapon (5 where I am) is an insane price.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Thexor on October 02, 2010, 01:24:02 pm
Did you see the dueling badges? They require you to win duels- tiers are earned every 250 wins. I've gotten a random duel drop but still, given the chances of that you're probably going to have to spend about $250 per dueling badge tier. Craziness.

Wait... what? I could've sworn they were earned every 25 wins, not 250 - that's 10 wins per level, 25 per tier. Check the badge descriptions on TF2 items (http://www.tf2items.com/allitems.php) (near the bottom). Dueling tokens cost $1 and have 5 charges. Assuming you win 50% of your duels, that's 2.5 wins per dollar, or roughly $10 per tier. Still damn expensive for a couple of random drops and a shiny badge, I'll admit, but a far cry from $250.  ;D

EDIT: Whoops, forgot - it's a tier every 25 levels, not every 25 wins. So yeah, it is 250 wins per tier, and more like $100 per tier. Oops, sorry!

(Also, if you're challenging strangers, you're likely to challenge people you think you can beat, hence you'll likely have more than a 50% win/loss rate (and, they'll probably still accept your duel because it's a chance to get a duel win for 'free'). If you're challenging friends, you'll probably be closer to 50/50, but hopefully they'll buy some tokens to challenge you back, so you'll get some chances at 'free' duel wins. So the '2.5 wins per dollar' stat is on the low end.)
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Mr.Person on October 02, 2010, 01:35:35 pm
I was on a server when some nice server admin started buying gifts. Like two $20 Oprah-style everyone-gets-a-gift gifts and four or five smaller one person gifts. It was cool. In total, I think three hats and a name tag were given out. Course all I got was regular items, but I did make sure to thank the guy.

I think every player should get a free dueling token every week. As it is, there's hardly any duels going on, which is sad since they look really fun. Also gifts should drop since giving them out and receiving them is really cool. I'd honestly rather get the Oprah-gifts than a hat.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Sensei on October 02, 2010, 02:15:36 pm
How about a duel game mode, where every player is randomly assigned a nemesis from the other team and score points when they kill/assist kill their nemesis?
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Schilcote on October 02, 2010, 02:29:55 pm
The new items range between "mostly useless" (Sydney Sleeper seems this way - no headshots, and applies Jarate only on 50%+ charged hits...) to "OMG THIS IS AWESOME!!1" (Short Stop. 4-barreled, long-range shotgun - it'd be epic even if it didn't slow people!), with most of them at least mostly awesome.

I dunno, the Sleeper seemed pretty powerful when I was playing last night. The guy who had it was totally ruining everyone and not even scoping... Even he was complaining about how overpowered it was.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: PTTG?? on October 02, 2010, 02:45:02 pm
Could do something like the old bounty game mode from Tribes... It's a free-for-all, right, except you have a specific target. When you kill him, you get a new target. Everyone else could be Blue, and your target (and anyone targeting you) is Red. Disguises would work basically normally, so spies would be able to appear to be friendly, putting others off course or allowing for subterfuge.

What does everybody think of The Eternal Reward?
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Sensei on October 02, 2010, 03:14:48 pm
I think I want it.

I just got The Stranger but I haven't tried it out.

Also, I noticed a note in our server description about speaking english- is that because of the french guy that came in earlier? :P
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Pandarsenic on October 02, 2010, 06:49:48 pm
What exactly are duels?
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Schilcote on October 02, 2010, 06:50:16 pm
http://www.youtube.com/watch?v=qgfrslBAIM4
Pills!
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Metalax on October 02, 2010, 06:53:35 pm
Also, I noticed a note in our server description about speaking english- is that because of the french guy that came in earlier? :P

Not really, we've had that on the server more or less since the beginning.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Ivefan on October 02, 2010, 06:56:13 pm
http://www.youtube.com/watch?v=qgfrslBAIM4
Pills!

Annoying sound.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Sensei on October 02, 2010, 07:29:17 pm
What exactly are duels?
It's an item, you can use it in your backpack or equip it to your action slot (this also goes for presents) and press the action button. In the case of duels, you select one person to duel. If they accept the duel request, one use of the "Duel" item is expended and you get duel symbols over eachother's heads. Then it adds one point to each of your duel scores for kills/assists against your dueling opponent, and the one with the most duel points at the end of the duel wins.

This factors into the duel medal I was talking about earlier- it gets a level every 10 wins, and upgrades every 250 wins (25 levels). It goes up to level 100, or 1000 wins. Which is crazy even with duels costing 20 cents apiece (you buy them in packs of five only). Duels and be dropped randomly, but that's one at a time.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Megaman on October 02, 2010, 07:34:05 pm
I would have rather have a TF3 than this since valve is simply trying to milk more money off TF2 .
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: ToonyMan on October 02, 2010, 07:38:49 pm
I would have rather have a TF3 than this since valve is simply trying to milk more money off TF2 .
Yeah, they're selling the game for half off and you're not even required to buy anything at the store!  What a sham.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Schilcote on October 02, 2010, 08:34:15 pm
http://www.youtube.com/watch?v=qgfrslBAIM4
Pills!

Annoying sound.

http://www.youtube.com/watch?v=OB_57hQ_R5Y&feature=related

I would have rather have a TF3 than this since valve is simply trying to milk more money off TF2 .
Yeah, they're selling the game for half off and you're not even required to buy anything at the store!  What a sham.

CAPITALISM ASSHOLES
YOU DON'T LIKE IT YOU CAN GO TO CUBA

But seriously, there's absolutely nothing wrong with optional paid DLC. I mean, think of all the free stuff we get from Valve. It's only right that they get a few extra bucks off of it.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Duke 2.0 on October 02, 2010, 08:55:09 pm
 And there isn't really anything game-effecting you can buy from the shop that you can't get from drops.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: MagmaDeath on October 02, 2010, 09:14:21 pm
And there isn't really anything game-effecting you can buy from the shop that you can't get from drops.
Other than the set hats.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Thexor on October 02, 2010, 09:19:43 pm
Which will, theoretically, receive recipes to craft them in the near future.



The new items range between "mostly useless" (Sydney Sleeper seems this way - no headshots, and applies Jarate only on 50%+ charged hits...) to "OMG THIS IS AWESOME!!1" (Short Stop. 4-barreled, long-range shotgun - it'd be epic even if it didn't slow people!), with most of them at least mostly awesome.

I dunno, the Sleeper seemed pretty powerful when I was playing last night. The guy who had it was totally ruining everyone and not even scoping... Even he was complaining about how overpowered it was.

Wait, what? The Sleeper, non-scoped, is exactly the same as the basic Sniper Rifle. You need a 50% scope charge before it applies Jarate... and if you're not applying Jarate, it's just a SR that can't headshot and has a different appearance. Well, that plus the set bonus if you're wearing everything. It's possible he was bodyshotting everything to death, but again, that's only useful if you can exploit the Jarate effect - if you aren't getting some benefit from the mini-crits, then it's a sniper rifle without the guaranteed headshot crits.  ???
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Mr.Person on October 02, 2010, 09:21:08 pm
The Sleeper randomly crits.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Thexor on October 02, 2010, 09:23:56 pm
True. But really, did anyone voluntarily choose the Needlegun over the Blutsauger back when the former's advantage was, "Can randomly crit"?  :P
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Mr.Person on October 02, 2010, 09:28:04 pm
If all you do is noscope, it's a slight advantage.

Emphasis on the slight.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Thexor on October 02, 2010, 10:05:01 pm
Well, hrrm. The SPUF now has a Trading Subsection. In the, what, 3 days since the update's gone live, there have been 8893 posts made in it.

Overall, the TF2 forum has 36,000 threads in it.

Yes, that's one-fourth of the entire TF2 forum, all about trading. Over 3000 threads per day.  :o


This is insane.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Shadowlord on October 02, 2010, 10:20:50 pm
And there isn't really anything game-effecting you can buy from the shop that you can't get from drops.
Other than the set hats.

Are you saying the set hats don't drop?
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Mr.Person on October 02, 2010, 10:44:16 pm
Well, hrrm. The SPUF now has a Trading Subsection. In the, what, 3 days since the update's gone live, there have been 8893 posts made in it.

Overall, the TF2 forum has 36,000 threads in it.

Yes, that's one-fourth of the entire TF2 forum, all about trading. Over 3000 threads per day.  :o


This is insane.

The Trading subforum went live about a month or so ago.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Osmosis Jones on October 02, 2010, 10:45:18 pm
Anyone want a vintage whoopee cap? I don't play much scout, and am looking to trade it for select hats from ze medic or heavy :P
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Sensei on October 02, 2010, 10:55:24 pm
The game desperately needed trading. The reason for its simultaneity in release with the store is to prevent people selling them on ebay or what have you.

Also are you sure you aren't confusing posts and threads?
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: umiman on October 02, 2010, 11:11:14 pm
No, he's right. The trading subforum has been around for ages.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Zai on October 02, 2010, 11:50:23 pm
I finally crafted my Solly hat. I got me a Viking's Helm now (I was hoping for the Chieftan's Challenge but VH is great too).

I think I'll actually buy the Polycount-packs bundle in the TF2 store at some point in the near future, maybe. I've gotten a lot of entertainment out of TF2 for what little I paid for it (I paid $30 for The Orange Box, which included 4 other games, all of which I hadn't played before) and that bundle seems like as good a purchase as any for a "donation."

In other news: I love the Holy Mackerel.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Duke 2.0 on October 02, 2010, 11:56:04 pm
In other news: I love the Holy Mackerel.

 Goddammit Valve, how can you make my most hated weapon, one I cannot use because lag and latency and low FPS makes getting repeated hits on anybody a gamble, so damn fun?
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: dragnar on October 03, 2010, 12:12:17 am
I paid $30 for The Orange Box, which included 4 other games, all of which I hadn't played before
WHAT?! You own, but have not played, Portal?!
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Duke 2.0 on October 03, 2010, 12:18:58 am
I paid $30 for The Orange Box, which included 4 other games, all of which I hadn't played before
WHAT?! You own, but have not played, Portal?!
He paid $30 for it? I got it for $10.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Zai on October 03, 2010, 12:26:44 am
I paid $30 for The Orange Box, which included 4 other games, all of which I hadn't played before
WHAT?! You own, but have not played, Portal?!
...That meant that I hadn't played any other games in The Orange Box before purchasing it. As in, I hadn't owned or played HL2 before getting the Orange Box.

I've completed all 4 of the other games in the Orange Box now (I first played Portal about a week after getting the Orange Box, but only played HL2:Ep2 back in June of this year (I got it back in either March or April of 2009)).

And yeah, Duke. I got the Orange Box at a retail store (not on sale). Thus, $30.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Duke 2.0 on October 03, 2010, 12:30:35 am
 I forgot that even when not on sale these games are cheap as dirt. Goddammit Valve stop making me fall in love with you again. It's like I'm a young perky upbeat lady falling for jerks that always hold out emotionally for weeks at a time but always takes you out for the bets nights of your life.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Thexor on October 03, 2010, 12:36:14 am
No, he's right. The trading subforum has been around for ages.

Ah, blast. Knew that 9k threads was too good to be true. And I'm betting the forum post count ignores old, archived posts. Still, it's 1/4th of all active posts - that's still a pretty impressive number!


And yes, I do know the difference between posts and threads. That subforum has 66,000 posts and just under 9000 threads.  :P
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: dragnar on October 03, 2010, 12:53:02 am
It's like I'm a young perky upbeat lady falling for jerks that always hold out emotionally for weeks at a time but always takes you out for the bets nights of your life.
...Too bad you didn't say this a couple hours ago.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Duke 2.0 on October 03, 2010, 12:58:33 am
It's like I'm a young perky upbeat lady falling for jerks that always hold out emotionally for weeks at a time but always takes you out for the bets nights of your life.
...Too bad you didn't say this a couple hours ago.
It's more appropriate for the out of context thread anyway.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: ToonyMan on October 03, 2010, 01:00:39 am
I love those bets nights.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: Mr.Person on October 03, 2010, 03:34:16 am
I love those bets nights.

Screw dueling, I want to gamble for the next minigame.
Title: Re: Team Fortress 2: Mann-Conomy Update! "NEMESIS KICK!"
Post by: ToonyMan on October 03, 2010, 05:00:19 am
(http://i.imgur.com/HR7ed.png)
I knew it!
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: lordnincompoop on October 03, 2010, 07:11:09 am
Oh wow, just got off of a session of TF2. It was fun. Haven't played it in a while.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Ivefan on October 03, 2010, 10:13:41 am
Petition for the removal of the damn rtd.
Random crits are annoying already so you don't have to put in something even worse.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Sensei on October 03, 2010, 10:19:59 am
Pah RTD is fun. Don't be serious business about it.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Osmosis Jones on October 03, 2010, 10:47:14 am
So there I was playing along, and one of the members of the game has the mega gift pack, giving everyone on the server a free item.

At first I was like  ;D

Then I saw it was a weapon I already had, so I was only like  :)

Then I discovered it that it isn't tradable or craftable, and I  :(

Then I realised that to get rid of my duplicate, I'd have to craft/trade my vintage, randomly high level weapon, rather than the plain, low level one I just got, and I  :'(
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Ivefan on October 03, 2010, 11:09:24 am
Pah RTD is fun. Don't be serious business about it.
Remove Godmode & Toxic then perhaps its okay.
And no it's not fun when someone gets one of those two or instakill and usually its only a few people rolling anyway. I guess you are one of them?
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Simmura McCrea on October 03, 2010, 11:11:54 am
Pah RTD is fun. Don't be serious business about it.
Stop having fun, guys!
Fix'd.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Ivefan on October 03, 2010, 11:25:45 am
Pah RTD is fun. Don't be serious business about it.
Stop having fun, guys!
Fix'd.

So having a different opinion is not allowed? I do not like it and i don't use it because i don't like it because of the way it fucks up a match if someone gets one of the overpowered rolls. Invisibility, noclip & low grav does not have a major impact on the match. I even think that the occasional noclip surprise can be fun.
And before someone tells me to go play on another server, I like this one because of DFC players and the general mood, I just don't like rtd.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: dragnar on October 03, 2010, 11:30:20 am
Pah RTD is fun. Don't be serious business about it.
Remove Godmode & Toxic then perhaps its okay.
But being an invisible toxic spy is fun...
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Shadowlord on October 03, 2010, 12:05:47 pm
Pah RTD is fun. Don't be serious business about it.
Stop having fun, guys!
Fix'd.

So having a different opinion is not allowed? I do not like it and i don't use it because i don't like it because of the way it fucks up a match if someone gets one of the overpowered rolls. Invisibility, noclip & low grav does not have a major impact on the match. I even think that the occasional noclip surprise can be fun.
And before someone tells me to go play on another server, I like this one because of DFC players and the general mood, I just don't like rtd.

I have the same opinion - rtd is annoying as all hell because it unbalances the matches. (I'd love to exchange it for votescramble.)
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Sensei on October 03, 2010, 12:06:40 pm
Don't forget people also self destruct.

But seriously, what is the purpose of the dice if not to kill you or other people in unexpected (and cheap) ways?

Quote from: Dwarf Fortress
Losing is Fun!
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Siquo on October 03, 2010, 12:53:03 pm
Remove Godmode & Toxic then perhaps its okay.
Yep, this.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: ToonyMan on October 03, 2010, 01:04:04 pm
I've been launched in the air one too many times.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: PenguinOverlord on October 03, 2010, 01:26:10 pm
I love being a spy with Your Eternal Reward and Dead Ringer. Does anyone else do this?
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Zai on October 03, 2010, 03:41:12 pm
I love being a spy with Your Eternal Reward and Dead Ringer. Does anyone else do this?
I might if I had YER (which, along with Mad Milk, Black Box, and Sydney Sleeper, is one of my most wanted weapons). =/
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Ivefan on October 03, 2010, 03:55:50 pm
Speaking of YER, didn't someone in this thread come up with the idea of a dagger that steals the appearance of the victim quite some time ago?
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Myroc on October 03, 2010, 03:57:24 pm
I just thought of something.

Where is that new gamemode that Valve promised us?
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: The Doctor on October 03, 2010, 04:07:53 pm
Trading IS the gamemode!
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Thexor on October 03, 2010, 04:15:28 pm
You'll also be searching for the fabled "bonus sixth Polycount set" that was also promised.  ;)
Valve mentioned in an interview with PCGamer that they didn't ship either the new gamemode nor the secret Polycount set, but that they fully intend to release them shortly.

Translation: Valve Time prevented them from getting everything out and meeting their (self-imposed, but publicly-announced) deadline of "sometime in September".  :P
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Rilder on October 03, 2010, 04:38:52 pm
Wish the ping was more accurate in the server browser, 98% of the servers I've tried to join as of late has said like 50 ping in the server list then when I get into the game its like 200-500 Ping.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Zai on October 03, 2010, 04:39:04 pm
Translation: Valve Time prevented them from getting everything out and meeting their (self-imposed, but publicly-announced) deadline of "sometime in September".  :P
They got the main Polypack stuff out in September, so they made that deadline. They just pushed other stuff back to make it.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: mothra on October 03, 2010, 04:42:56 pm
  got the game for 10 bucks a couple hours ago.
  can you run it,says card not capable.
  takes 10 minutes to load.
 
  runs,with just a hint of lag now and then.

   8) my face.
 
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Akigagak on October 03, 2010, 07:17:54 pm
I love being a spy with Your Eternal Reward and Dead Ringer. Does anyone else do this?
I might if I had YER (which, along with Mad Milk, Black Box, and Sydney Sleeper, is one of my most wanted weapons). =/

I've got a Black Box I don't use. What have you got for trade?
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Zai on October 03, 2010, 08:00:42 pm
I love being a spy with Your Eternal Reward and Dead Ringer. Does anyone else do this?
I might if I had YER (which, along with Mad Milk, Black Box, and Sydney Sleeper, is one of my most wanted weapons). =/

I've got a Black Box I don't use. What have you got for trade?

From the Trading thread:
http://www.tf2items.com/id/zaithemaster

I have several Vintage weapons available for trade, including Buff Banner, Equalizer, Flare Gun, Frontier Justice, Homewrecker, KGB, Kritzkrieg, Sandman, Sandvich, and Wrangler. I'm looking for a Black Box, Mad Milk, Sydney Sleeper, and Your Eternal Reward.

I also have a Vintage Level 86 Camera Beard available for trading for another hat.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Akigagak on October 03, 2010, 08:19:48 pm
You have four wranglers.

Willing to swap one of them?
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Schilcote on October 03, 2010, 08:44:04 pm
  got the game for 10 bucks a couple hours ago.
  can you run it,says card not capable.
  takes 10 minutes to load.
 
  runs,with just a hint of lag now and then.

   8) my face.
 

Capitalize the first letter of each sentence.

Nothing to see here.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Sensei on October 03, 2010, 09:58:49 pm
You know I'd like a wrangler myself, not that it belongs in this thread.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Thexor on October 03, 2010, 10:15:27 pm
Heh, I'm honestly of the opinion that the Wrangler is somewhat OP. Not because of the damage, or manual aim - an uber still counters that handily. It's that bloody shield that annoys me. A non-Wrangled gun takes 3 stickies to destroy, which is simple enough. I'm not even certain if 8 stickies are enough (and the wiki seems to be down, so I can't check.  :( ), but either way, it's annoyingly-tough. Worse, the shield stays up even while the gun is offline - you can fire the gun, switch to the wrench, and switch back to the Wrangler without the shield ever dropping. And if you kill the Engie, you've got to wait 3 seconds for the shield to deactivate before you can actually damage the gun (at which point, it's now auto-firing again!).  >:(


/endrant
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Shadowlord on October 03, 2010, 10:46:42 pm
So far I've found it mostly useless. I'll have to get a friend to also play engineer, and have one of us wrangle a sentry from somewhere else while the other keeps it repaired for it to be useful, I think. Once that shield goes up, if I'm standing behind the sentry, I can't see much of anything to aim the gun at anymore (the shield is hard to see through), and the shield obscures team colors as well.

(So far the shield has mostly just gotten me killed and then the sentry destroyed after I died)

On the OTHER hand, I laughed maniacally when I realized I could shield a mini-sentry.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Von Krieger on October 04, 2010, 01:46:25 am
On one map, not one of the official ones, whatever the CP stages map that ends up with a big portal looking thing at the end is, I managed to pretty much lock down the first control point in Stage 2.

That was the day I also found out that in order to keep a wrangled Level 3 sentry permanently running, you needed to have TWO level 3 dispensers to fuel metal for it.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Siquo on October 04, 2010, 03:19:34 am
The Wrangler needs two engies, but then it's nearly unstoppable. Shield + constant repairing is really hard to take down. You need to either kill the engies, or first destroy the dispensers and then keep going until the repairguy runs out of metal...
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Duuvian on October 04, 2010, 03:27:32 am
Heh, I'm honestly of the opinion that the Wrangler is somewhat OP. Not because of the damage, or manual aim - an uber still counters that handily. It's that bloody shield that annoys me. A non-Wrangled gun takes 3 stickies to destroy, which is simple enough. I'm not even certain if 8 stickies are enough (and the wiki seems to be down, so I can't check.  :( ), but either way, it's annoyingly-tough. Worse, the shield stays up even while the gun is offline - you can fire the gun, switch to the wrench, and switch back to the Wrangler without the shield ever dropping. And if you kill the Engie, you've got to wait 3 seconds for the shield to deactivate before you can actually damage the gun (at which point, it's now auto-firing again!).  >:(


/endrant

Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Bluerobin on October 04, 2010, 11:39:39 am
I REALLY don't keep up with this thread, so sorry if this has been mentioned, but the animator who was working on the TF2 dance videos (I initially found them in B12 people's sigs) finished the project at the end of September.

Link (http://www.youtube.com/watch?v=Nds1T7U9FqY)
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: lordnincompoop on October 04, 2010, 11:45:51 am
Well, anyone have a Wrangler or a Gunslinger they'd be willing to trade?
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: LASD on October 04, 2010, 11:51:01 am
Well, anyone have a Wrangler or a Gunslinger they'd be willing to trade?
I have at least a Wrangler, but let's move this over to the TF2 Trading thread (http://www.bay12forums.com/smf/index.php?topic=67343.0) for that, shall we. (I'll add a link to the OP too, this thread doesn't really need to get bigger, and trading requests tend to grow exponentially.)
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Zai on October 04, 2010, 04:23:50 pm
I REALLY don't keep up with this thread, so sorry if this has been mentioned, but the animator who was working on the TF2 dance videos (I initially found them in B12 people's sigs) finished the project at the end of September.

Link (http://www.youtube.com/watch?v=Nds1T7U9FqY)
I love how the guy incorporated all of the 2nd row (and a brief part for the Spy) into one big thing.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Schilcote on October 04, 2010, 07:03:51 pm
http://www.youtube.com/watch?v=vjt9ppemePg

TF Super Star Ultra!
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Frajic on October 05, 2010, 09:35:53 am
I'm just gonna be smug and show off my full vintage weapon collection (http://www.tf2items.com/profiles/76561198009803652)(it's on page 2, ordered by class and slot). I had to trade away a hat and a refined metal for the last two weapons!

Also, feel free to request a trade for hats/anything I have a dupe of. Metal is encouraged; I want to craft the new weapons.I'll just post this in the trading thread...
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: umiman on October 05, 2010, 01:44:48 pm
Why don't you sort them horizontally? It'll give you more space for the classes like scout who have so many items.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: ToonyMan on October 06, 2010, 03:44:38 pm
So apparently I'll be getting a frying pan and Ellis' hat soon, cool.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Shadowlord on October 06, 2010, 06:10:25 pm
I'm just gonna be smug and show off my full vintage weapon collection (http://www.tf2items.com/profiles/76561198009803652)(it's on page 2, ordered by class and slot). I had to trade away a hat and a refined metal for the last two weapons!

The only thing I'm missing from mine is a pain train.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Zai on October 06, 2010, 06:15:22 pm
I'm just gonna be smug and show off my full vintage weapon collection (http://www.tf2items.com/profiles/76561198009803652)(it's on page 2, ordered by class and slot). I had to trade away a hat and a refined metal for the last two weapons!

The only thing I'm missing from mine is a pain train.
Only thing I'm missing from my vintage weapon collection is Southern Hospitality.

L4D2 has brought me 2 hats for TF2 now.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Sensei on October 06, 2010, 07:14:55 pm
My inventory has been updated quite a bit. Most of the items I mean to sell are still on page 4.

I'm looking for basically any hats, and the new sniper rifle and pyro melee. I have what I need to craft an extra Your Eternal Reward, if anyone wants that.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Pandarsenic on October 06, 2010, 08:13:53 pm
What do you want for the YER?
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: umiman on October 06, 2010, 08:32:24 pm
http://www.indeed.com/salary?q1=Pyro&l1=&q2=Heavy&l2=&q3=Medic&l3=&q4=Scout&l4=&q5=Soldier&l5=&q6=Demo&l6=&q7=Engineer&l7=&q8=Spy&l8=&q9=Sniper&l9=

Pyros earn the most money! Spies earn the least! Hah! Suck it spies!
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Akigagak on October 06, 2010, 08:42:53 pm
Eniges have the most reliable incomes, rather than their pay jumping up and down at random.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Zai on October 06, 2010, 10:05:56 pm
Quote
Average Pyro salaries for job postings nationwide are 189% higher than average Spy salaries for job postings nationwide.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: MagmaDeath on October 06, 2010, 10:54:53 pm
(http://angryhosting-east.mirror.waffleimages.com/files/fc/fce6398d9e8228029552f62b1f03f1a42070a943.png)
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Zai on October 06, 2010, 10:56:11 pm
(http://angryhosting-east.mirror.waffleimages.com/files/fc/fce6398d9e8228029552f62b1f03f1a42070a943.png)
Please tell me you did not just name your Ubersaw "Obamacare."
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Org on October 07, 2010, 05:26:02 am
(http://angryhosting-east.mirror.waffleimages.com/files/fc/fce6398d9e8228029552f62b1f03f1a42070a943.png)
Please tell me you did not just name your Ubersaw "Obamacare."
Derp derp.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: PenguinOverlord on October 07, 2010, 05:03:54 pm
How can the Heavy afford to fire Sasha?
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Tradanbattlan on October 07, 2010, 05:09:22 pm
He torrents all of his bullets.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Zai on October 07, 2010, 09:36:01 pm
For anyone interested, here (http://wiki.teamfortress.com/wiki/List_of_paintable_items) is what every paintable hat looks like when painted any given color.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: SHAD0Wdump on October 07, 2010, 09:53:09 pm
For anyone interested, here (http://wiki.teamfortress.com/wiki/List_of_paintable_items) is what every paintable hat looks like when painted any given color.
>:o

How can the tossle cap look that crap when painted purple?

THIS IS AN OUTRAGE!
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Zai on October 07, 2010, 10:26:00 pm
Y'know what's great?

The Soldier can equip his Stainless Pot hat and the Frying Pan melee weapon at the same time.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: PTTG?? on October 08, 2010, 12:14:58 am
Y'know what's great?

The Soldier can equip his Stainless Pot hat and the Frying Pan melee weapon at the same time.

That really is great.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: RandomNumberGenerator on October 08, 2010, 01:48:48 am
Y'know what's great?

The Soldier can equip his Stainless Pot hat and the Frying Pan melee weapon at the same time.

That really is great.

It is. Unfortunately I traded my stainless pot away the day before they updated the frying pan.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Mr.Person on October 08, 2010, 03:34:17 pm
Y'know what's great?

The Soldier can equip his Stainless Pot hat and the Frying Pan melee weapon at the same time.

That really is great.

It is. Unfortunately I traded my stainless pot away the day before they updated the frying pan.

Stainless Pot is a really cheapass hat. Nobody sells them because nobody buys them.

I have to say, the Pot is one of the best Soldier hats IMO. Not as good as the Sergeant's Drill Hat (which I have and would like to trade for a procedure mask), but it's a pretty damn nice hat. Course, I dislike the Tyran't Helm and Kabuto unlike most people, so maybe it's just me.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Tradanbattlan on October 08, 2010, 03:40:20 pm
Anyone feel like trading with me?
http://www.tf2items.com/id/SCREESCREESCREE (http://www.tf2items.com/id/SCREESCREESCREE)

Earbuds, C&D and Wrangler are off limits though.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: The Doctor on October 08, 2010, 04:17:11 pm
You're a... bird?
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: ToonyMan on October 08, 2010, 04:19:12 pm
All the attention belongs to them, all of it.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Zai on October 08, 2010, 06:49:26 pm
According to TF2items.com, the latest patch included Polycount Pack hat blueprints, which are just 4 Refined Metals and 1 Polycount weapon of the set you want. This means it is cheaper (if just barely) to make a set-specific hat rather than a class-specific hat. (Class-specific hats require a class token instead of a weapon from a set. Class tokens are made of 3 weapons from the same class, so you save 2 weapons overall.)
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Strange guy on October 09, 2010, 03:00:21 pm
The polycount hat recipes were Valves chance to make up for the pay/get lucky to win that the set bonuses, especially the scouts (the sniper bonus is nice, but the Sydney Sleeper has been nerfed to uselessness), created. And they failed utterly. I've only crafted 1 hat in all my TF2 playing time, and that only required 3 refined and nothing else. It'll be a long time before I get any of them.

Edit: As of now I am a pots and pan soldier. While a Vintage Whoopee Cap is probably worth more than a regular stainless pot and I'm basically now incapable of using the equilizer since it's a less awesome combo I'm still happy with it because it's awesome.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Zai on October 09, 2010, 06:19:01 pm
Meh, I don't have a problem with the blueprints for set hats. My main problem with them is that these hats are the only ones that can even potentially get you any bonuses. I'd prefer it if all hats had their own sets and bonuses now that trading has been implemented, but there would need to be more weapons for that to be a viable thing to happen, and I doubt Valve wants to have another large influx of weapons like this any time soon.

I've only crafted 1 hat in all my TF2 playing time, and that only required 3 refined and nothing else.
But that's for a random hat for any class.

...IDE/THEORY: Valve implements a "random set hat" blueprint. Uses 2 refined and any 2 Polycount pack weapons.
ALTERNATIVE: Implement a "recraft into set hat" blueprint. Uses 1 hat and 1 Polycount pack weapon from the pack you want the hat for.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Zai on October 09, 2010, 08:29:25 pm
Engies are ridiculous. I just got steamrolled by a team of six engineers that just moved their sentries from point to point to point. Gottamoove that gear up, indeed.

 ::)
That's why you kill them while they're moving their sentries.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: ToonyMan on October 09, 2010, 08:31:07 pm
Yeah, I've seen so many engys die in arena because they thought it would be a good idea to move their sentry up.

Being an engineer with a level 3 sentry on you is a death sentence, be careful Star Fox.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Pandarsenic on October 09, 2010, 08:59:42 pm
Engies are ridiculous. I just got steamrolled by a team of six engineers that just moved their sentries from point to point to point. Gottamoove that gear up, indeed.

 ::)
That's why you kill them while they're moving their sentries.

Not if they leapfrog them.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Schilcote on October 09, 2010, 09:03:49 pm
Engies are ridiculous. I just got steamrolled by a team of six engineers that just moved their sentries from point to point to point. Gottamoove that gear up, indeed.

 ::)
That's why you kill them while they're moving their sentries.

Not if they leapfrog them.

Perhaps sniping would be in order then?

The problem with TF2 is that for a game called TEAM Fortress, there's very little teamwork going on outside of the really good clan servers. So naturally, if someone decides to come up with an actual strategy involving teamwork and flaw exploitation instead of just fling meat at the enemy forever, they're going to beat the opposing team handily.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: umiman on October 09, 2010, 09:49:40 pm
What the person above me said.

Also, ubers.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Pandarsenic on October 09, 2010, 10:43:04 pm
Ubers rarely happen in arena.

As for sniping: A good engie leapfrog involves Wranglerness.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: ToonyMan on October 09, 2010, 10:45:57 pm
Arena is my favorite game mode.  :3
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Schilcote on October 10, 2010, 04:24:15 am
As for sniping: A good engie leapfrog involves Wranglerness.

So they'll be standing still.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Mindmaker on October 10, 2010, 04:37:40 am
I just started again after being gone for many months.

I'll never be able to collect all that items...
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Mr.Person on October 10, 2010, 05:06:42 am
I just started again after being gone for many months.

I'll never be able to collect all that items...

Oh well, have fun with the ones you do get. And in any case, I've seem some moguls who've managed to turn like 3 hats into 30. From there just trade the hats for weapons and you're set. Sure, it's a waste of time, but if you find it fun, you find it fun.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Pandarsenic on October 10, 2010, 06:20:16 am
As for sniping: A good engie leapfrog involves Wranglerness.

So they'll be standing still.
Yes, behind the shield. It isn't that difficult to do, especially since it snaps to targets.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Puck on October 10, 2010, 07:57:21 am
Teamwork is definitely sorely missed sometimes.
Yeah, you'd expect people to actually notice that word in the title, but it still doesnt help all that much...
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Sensei on October 10, 2010, 01:22:35 pm
I've completely changed stalemates before by just going medic and getting an uber while standing in the spawn, then running out to where stuff needs doing.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Akigagak on October 10, 2010, 01:27:18 pm
My Spy game has got much better since I got YER.

YER + CaD = whohoo.

Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Megaman on October 10, 2010, 01:29:27 pm
YER, MOTHER! SpyxScout's mother jokes aside, I have gotten stabbed far more lately ever since the YER was introduced  >:(.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: ToonyMan on October 10, 2010, 01:58:06 pm
I saw a scout called 'Toaster' with a toaster for an avatar, I wonder if that was Bay12 Toaster.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Mindmaker on October 10, 2010, 02:40:27 pm
I discovered that I have a surprisingly good ping on our server.
Guess you see me more often there from now on.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Shadowlord on October 10, 2010, 02:41:00 pm
Yes, behind the shield. It isn't that difficult to do, especially since it snaps to targets.

You know, rockets and the like pass through the shield to hit engineers standing behind it.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Duke 2.0 on October 10, 2010, 05:50:08 pm
Yes, behind the shield. It isn't that difficult to do, especially since it snaps to targets.
You know, rockets and the like pass through the shield to hit engineers standing behind it.
They are stopped, however, by the massive hitbox of the sentry gun itself.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Thexor on October 10, 2010, 06:57:16 pm
Yes, behind the shield. It isn't that difficult to do, especially since it snaps to targets.
You know, rockets and the like pass through the shield to hit engineers standing behind it.
They are stopped, however, by the massive hitbox of the sentry gun itself.

Which, despite appearing to have several very large holes in it, cannot be sniped through.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Pandarsenic on October 10, 2010, 07:43:12 pm
Yes, behind the shield. It isn't that difficult to do, especially since it snaps to targets.
You know, rockets and the like pass through the shield to hit engineers standing behind it.
They are stopped, however, by the massive hitbox of the sentry gun itself.

Which, despite appearing to have several very large holes in it, cannot be sniped through.
Precisely. You can tell people are making shit up when they claim you can hit the engie through the sentry/shield.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Shadowlord on October 10, 2010, 09:08:37 pm
Except I've been hit through the shield. :P

Of course, that's because I sometimes use the wrangler to shield and aim my mini-sentries (far more often than a fully upgraded normal sentry).

(I have, on that note, destroyed a level 3 sentry with a wrangled mini-sentry by shooting it from out of range. :3 (Alas, for some reason it did not give me the achievement for destroying a sentry with a wrangled sentry when I did this, perhaps because I used a mini-sentry))
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Duke 2.0 on October 10, 2010, 09:11:46 pm
Except I've been hit through the shield. :P

Of course, that's because I sometimes use the wrangler to shield and aim my mini-sentries (far more often than a fully upgraded normal sentry).
1. can be explained by either shooting the ground around you with a rocket/sticky, or somebody maneuvering around the shield, so they are not shooting through it so much as at an angle so they can peer over/around the shield. I just want this clarified.
 2. Yeah, mini-sentries have a tiny hitbox.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Shadowlord on October 10, 2010, 09:13:38 pm
It (a rocket, in this case) went straight through the shield and hit me in the head, so it was just the tiny hitbox. :P

I've also been shot in other cases through it (with mini-sentries), but in that particular case I saw the rocket go right through the shield and fly into my face (and kill me).

(It's not as easy to tell if a sniper was shooting through the shield or not, but with rockets it's more obvious if you actually see it fly through it.)

In any case, I was initially surprised that the shield did not have its own hitbox.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: umiman on October 11, 2010, 12:59:42 am
You really shouldn't be wrangling a mini sentry unless the enemy is outside your range. Even then I can't really recommend it all that much. DPS is too low.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Pandarsenic on October 11, 2010, 01:01:45 am
You really shouldn't be wrangling a mini sentry unless the enemy is outside your range. Even then I can't really recommend it all that much. DPS is too low.
Yeah, it seems like a waste to be Wrangling a Mini-Sentry.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Soulwynd on October 11, 2010, 01:03:24 am
You really shouldn't be wrangling a mini sentry unless the enemy is outside your range. Even then I can't really recommend it all that much. DPS is too low.
It beats the hell out of a pistol. =p

I like wrangling it -alot-.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Duke 2.0 on October 11, 2010, 01:06:06 am
 Drop it, flee to some perch out of the effective range of most weapons, watch as that plunky little thing frees up the rest of your team from whatever bullets are spent on it.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Pandarsenic on October 11, 2010, 01:18:39 am
You really shouldn't be wrangling a mini sentry unless the enemy is outside your range. Even then I can't really recommend it all that much. DPS is too low.
It beats the hell out of a pistol. =p

I like wrangling it -alot-.
And is in turn beaten mercilessly by "Place the sentry and shoot your shotgun or pistol alongside it."

Derp.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Siquo on October 11, 2010, 03:09:47 am
And why do people stand still while wrangling? I don't stand still when I'm shooting any other gun.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Derekristow on October 11, 2010, 03:18:58 am
Engineers in general tend to do a lot of stand in one spot.  As a sniper it's pretty funny to kill a guy then watch him run straight to the exact same spot to be killed again.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Pandarsenic on October 11, 2010, 04:24:13 am
^That.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Empty on October 11, 2010, 06:51:17 am
So I bought Team fortress 2 yesterday.
Completed the training.
Played a game with some Russian speaking players in my team.

Now what?

Oh and what's the deal with items? Do you only get them at the end of the game? What's gives them?
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: NUKE9.13 on October 11, 2010, 08:18:41 am
So I bought Team fortress 2 yesterday.
Completed the training.
Played a game with some Russian speaking players in my team.

Now what?

Oh and what's the deal with items? Do you only get them at the end of the game? What's gives them?
Items drop at random. You get them when you die.
If you want some more training (the tutorial is all but useless in practical terms), try offline mode.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Myroc on October 11, 2010, 08:21:13 am
So I bought Team fortress 2 yesterday.
Completed the training.
Played a game with some Russian speaking players in my team.

Now what?

Oh and what's the deal with items? Do you only get them at the end of the game? What's gives them?
Items drop at random. You get them when you die.
If you want some more training (the tutorial is all but useless in practical terms), try offline mode.
Achievements also give you items when you complete enough of them.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Thexor on October 11, 2010, 12:58:00 pm
So I bought Team fortress 2 yesterday.
Completed the training.
Played a game with some Russian speaking players in my team.

Now what?

Oh and what's the deal with items? Do you only get them at the end of the game? What's gives them?
Items drop at random. You get them when you die.
If you want some more training (the tutorial is all but useless in practical terms), try offline mode.
Wait... isn't the tutorial Soldier-only? Yeah, it's pretty useless, though it does teach the basics of (arguably) the simplest-to-learn class.


Items can be gained in, as of recently, 4 ways. In ascending order of usefulness:

One is to buy them with real money - given how expensive they are, a pretty costly proposition. Don't bother.
Two is to trade for them. Works a lot better when you've got something to trade back.  :P
Three is to get them by random drops. You get items after playing for a random period of time, and they're officially 'awarded' to you next time you die.
Four is to earn achievements. Each class has a bunch of achievements to earn - you've probably earned a few of them already! Each class also has "Milestone 1, 2, 3" achievements, awarded for earning a number of other achievements - those ones award free, guaranteed items. For instance, getting 10 Scout achievements gives you a free FaN, 15 gives you a Sandman, and 20 gives a Bonk!. This is the easiest way to quickly earn the item you want. (Sadly, the newest crop of items doesn't have achievements for them, but it's at least a guaranteed way to get all the 'old' items.)
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Soulwynd on October 11, 2010, 01:57:44 pm
You really shouldn't be wrangling a mini sentry unless the enemy is outside your range. Even then I can't really recommend it all that much. DPS is too low.
It beats the hell out of a pistol. =p

I like wrangling it -alot-.
And is in turn beaten mercilessly by "Place the sentry and shoot your shotgun or pistol alongside it."

Derp.
Not really. I will kill anyone way faster by wrangled mini sentry than mini+shot. And if you wanna engie duel, I will kill you way faster as well. Not only it does more damage, but it snaps at you, not wasting any dps.

Wrangled minisentry does 96dps.
A minisentry + shotgun does 81dps on average.

Don't get me wrong, if someone gets near melee range, I will drop wrangle and shotgun on the face which is where the shotgun shines, but at normal ranges, wrangle minisentry wins. Not only that it does more damage, but you can use its shield for cover.

Besides shotgun on the face at melee range, the next dps step for the engie is the normal sentry at level 2. If you really want to use your shotgun along with your sentry use the normal sentry at level 1 + the shotgun, then you will match the wrangled minisentry dps (it's almost exactly the same dps) and even have a longer range for the sentry, but you will have a longer setup time as well.

Back before the update, I used engie traps + shotgun, which was basically using a level 1 around a corner and luring enemies in for the kill.

Course, if you like doing mini & shotgun, nothing wrong with that, just don't come saying it does more dps because it doesn't. The pistol + mini will do more dps (around 10 more dps than wrangled sentry), but that's assuming you will not miss a single shot and the guy will stay in the mini sentry's range.

Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Empty on October 11, 2010, 02:10:05 pm
Another question.

I've looked trough the last 10 pages of the topic but haven't found any server where you guys are playing on.

Is there one?
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Zai on October 11, 2010, 02:21:01 pm
Wait... isn't the tutorial Soldier-only? Yeah, it's pretty useless, though it does teach the basics of (arguably) the simplest-to-learn class.
Solly could only be considered the simplest class if you're only learning the basics (...hitting a target). Juggling opponents, wall jumping, and other advanced rocket jumping techniques all take more time to learn. Easiest to learn (in my opinion) would be Heavy or Targe Demo (unless you're Grenade Jumping, which most Demoknights don't).

Another question.

I've looked trough the last 10 pages of the topic but haven't found any server where you guys are playing on.

Is there one?
The Dwarf Fortress Community server is the main one:
217.163.31.206:27015
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Pandarsenic on October 11, 2010, 05:11:26 pm
You really shouldn't be wrangling a mini sentry unless the enemy is outside your range. Even then I can't really recommend it all that much. DPS is too low.
It beats the hell out of a pistol. =p

I like wrangling it -alot-.
And is in turn beaten mercilessly by "Place the sentry and shoot your shotgun or pistol alongside it."

Derp.
[Snip]
That's assuming both people hit every shot. If it were that simple... well, yeah.

But it's not just pure numbers, there's also the concern of aim as well as which of you they choose to go after. A lot of players will have a minor freakout over fighting an engie and his minisentry at the same time.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Strange guy on October 11, 2010, 05:21:11 pm
I find the extra spots the infinite range mini sentry gives you and the fact enemies often waste their firepower against the triple durability mini-sentry is enough to mostly equip the wrangler, though I use my shotgun most of the time and keep the wrangler for when it's really needed. Still both pistol and wrangler are valid choices for gunslinger engies.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: darkedone02 on October 11, 2010, 07:15:40 pm
I love and hate this game at the same time that it's actually funny... I love this game due to the nice weapons's, updates, and some good server's filled with good people, and I hate this game due to my problem with connecting to the servers and how the sort list by population don't work sometimes (when I join a server, any server, i've see only the IP, the name, max player, ping, and everything else is blank... and get the server not responding.... it happens all the time when I hit the internet tab to find more servers, however it don't happen alot if I go though my history or my faviorates...). I also dislike it when I am playing as an engineer, trying to support my team, but they don't support me back from keeping spies away from me and won't even listen to me.

I 've just got my new spy dagger and it's kinda hard to use in some situation's... it's useless with the dead ringer so I only use this if I carefully move around and wait for the opportunity to stab and more then 2 people. As Engineer, demoman's are worse then spies... cause they love sticking at least two sticky bombs to blow shit up... and I hate my teams don't do anything about it.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Org on October 11, 2010, 07:24:55 pm
Lies.
I dominated a game(or, part of it) with Your Eternal Reward and the Ringer.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Thexor on October 11, 2010, 07:26:51 pm
I've been having a real tough time using it... but then again, I was trying on Hightower. Payload Race isn't exactly conducive to picking off lone players. And when you're midway through a backstab spree, regaining a disguise between each stab doesn't really matter.  :P
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: The Doctor on October 11, 2010, 07:37:52 pm
But when you're done the spree ;3
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: darkedone02 on October 11, 2010, 07:40:10 pm
Lies.
I dominated a game(or, part of it) with Your Eternal Reward and the Ringer.

then you must be dominating that map filled with newbs and shitty spy checking pyro's...
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Thexor on October 11, 2010, 07:48:12 pm
Lies.
I dominated a game(or, part of it) with Your Eternal Reward and the Ringer.

then you must be dominating that map filled with newbs and shitty spy checking pyro's...

Or, he might just be better at it than you. Could your failure possibly not be because of the weapon? ::)



Really, my only complaint about YER is that, since you can't pick your disguise class, you can easily get stuck with a slower character. If you stab a Heavy, you either have to suffer from horribly low movement speed, or you have to ditch your hard-earned disguise, with full knowledge that you might not get another one any time soon. (Or, stay cloaked, which works fine until someone spots you de-cloaking.) Sure, sure, it's 'obvious' if a Spy-as-Heavy is moving full speed, but would it really be so hard to give Spies the option to not move at an agonizingly-slow speed?
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Org on October 11, 2010, 08:20:21 pm
Lies.
I dominated a game(or, part of it) with Your Eternal Reward and the Ringer.

then you must be dominating that map filled with newbs and shitty spy checking pyro's...
Yeah!
Lets insult the DFC server players!
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Cheeetar on October 11, 2010, 11:23:47 pm
The new spy knife is my favourite weapon forever.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: ToonyMan on October 11, 2010, 11:39:45 pm
The new spy knife is my favourite weapon forever.
Really? (http://www.youtube.com/watch?v=sj52wrSksIQ)
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Zai on October 12, 2010, 04:58:28 pm
I've just got my new spy dagger and it's kinda hard to use in some situation's... it's useless with the dead ringer
...No it's not. At all. It's actually quite good with the DR. Especially if you're using the full Spy set so that you get the sound reduction.

As Engineer, demoman's are worse then spies... cause they love sticking at least two sticky bombs to blow shit up... and I hate my teams don't do anything about it.
[sarcasm] Because you as the Engy totally can't do anything about those yourself. [/sarcasm]
You can shoot at stickies to make them disappear. Your team probably 1) doesn't notice, 2) is busy fighting the other team, or 3) thinks you can handle getting rid of the stickies by yourself.

tl;dr: Not everything is the fault of other players.

Anyway, something I've already shared with somebody (either Cheeetar or SHAD0W): I don't like how Valve attached certain things to other objects.
Want to use a Mini-Sentry? You have to equip the Gunslinger. (Buildings are attached to the Melee weapon)
Want a quick, automatic disguise? You have to equip YER, but then you don't get the disguise kit. (Disguises are attached to the Melee weapon)
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: kg333 on October 12, 2010, 06:02:58 pm
As Engineer, demoman's are worse then spies... cause they love sticking at least two sticky bombs to blow shit up... and I hate my teams don't do anything about it.
[sarcasm] Because you as the Engy totally can't do anything about those yourself. [/sarcasm]
You can shoot at stickies to make them disappear. Your team probably 1) doesn't notice, 2) is busy fighting the other team, or 3) thinks you can handle getting rid of the stickies by yourself.

You...can...shoot them??   Argh.  Now that's a tip that would have been handy on a blasted loading screen.

KG
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Duke 2.0 on October 12, 2010, 06:22:41 pm
Anyway, something I've already shared with somebody (either Cheeetar or SHAD0W): I don't like how Valve attached certain things to other objects.
Want to use a Mini-Sentry? You have to equip the Gunslinger. (Buildings are attached to the Melee weapon)
Want a quick, automatic disguise? You have to equip YER, but then you don't get the disguise kit. (Disguises are attached to the Melee weapon)
I dunno, the system never really bothered me. I guess Valve found that dicking around with the PDA's wasn't a terribly good idea in their testing.

That, and I really, really hate Humpineers. You're not helping your team if you're beating your gun while everything important is happening elsewhere.
Unless you are on Red team.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Soulwynd on October 12, 2010, 07:02:28 pm
But it's not just pure numbers, there's also the concern of aim as well as which of you they choose to go after. A lot of players will have a minor freakout over fighting an engie and his minisentry at the same time.
If you use the new shotgun, like I do, what I mostly do is wrangle until they get close, if they do that at all, and then shotgun them on the face, then the shottie does 80+ damage and is worth the trouble.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Zai on October 12, 2010, 09:17:09 pm
Hilarious (http://www.tf2items.com/profiles/76561198006065191).
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Pandarsenic on October 12, 2010, 09:58:06 pm
Hilarious (http://www.tf2items.com/profiles/76561198006065191).
His profile pic is the best part.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: umiman on October 12, 2010, 10:15:02 pm
LMAO!!!!
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Strange guy on October 13, 2010, 09:52:40 am
Also this (http://www.tf2items.com/id/lushmoss).

Now I have most of the new weapons (lacking the rocket jumper, which isn't really a weapon, and the powerjack) I think I'll share my opinions on them all.

Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Soulwynd on October 13, 2010, 01:53:24 pm
Comments back:

Shortstop: It's noticeable on the client side, the enemy wont notice it. But it does let you give four shots on a pretty much stationary target. Note, it only seems to work at a certain range, like the FaN.

Milk: I never liked the pistol, so this is a good addition. It makes me miss the bonk or the crits at times, but that depends on the map and team.

Fish: I use the sandman so this is pretty pointless to me. If you're a regular bat guy, however go for the fish!

Powerjack: +75 hp. Some pro pyros I know in the server I go to are using it now. It's insane. The worst part is knowing that not only you died, but gave them 75 hp.

Box: Good when there are no medics around, but that's pretty much it.

Backup: Good when there are medics around. (Or you're good with the box). The bonus is pretty good when the team is facing a sentry or a bottleneck. Note that the buff banner is worthless against sentries.

GRU: I've seen melee heavies going nuts with the KGB, like punch and switch to full crit minigun/shottie. But considering the heavy is the only slow class that didn't have a movement bonus of some sort, it's good they added it. It feels pretty balanced as well, the damage to get somewhere is similar to what a soldier would waste.

Sleeper: Before they 'fixed it'  it was pretty darn good. The shots were piercing and they got random crits... Now it's a weapon for newb snipers who cannot headshot. So pretty worthless. It would be worth something if you could jarate with an uncharged shot.

Shield: Yeah, I think the point of the sniper shield was just to get people to stop whining about how come a shield only blocks backstabs but does nothing else... annnnd... to complete the no-headshot set. I don't use it anyway, I don't have the set. I'd rather have a jarate or the smg.

Bush: Don't have it, but I'd rather have the bleed effect. The only reason is that it makes me happy. =p

Fancy knife: Meh. Some people are good with it... I'm not... I'd probably use it to complete the set, if I had the hat.

New spy gun: I normally go gun crazy with the spy and the worst part isn't the less damage. It's the range and accuracy of this weapon. You cannot snipe with it. At a certain range, it simply wont hit anything and the damage curve is horrible. It's only worth it if you go up close and personal with enemies to charge your c&d/dr.

Vita: Wtf, throw it away. Btw, the 20% is of what you have, not 20% uber. If you have 50% uber, you get 10% back on the next life.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Strange guy on October 13, 2010, 03:27:40 pm
Vita: Wtf, throw it away. Btw, the 20% is of what you have, not 20% uber. If you have 50% uber, you get 10% back on the next life.

It's definitely up to 20% uber (well 19% due to a bug) since I've used it. Not completely useless, but as the medics only new weapon outside of their update it's pretty underwhelming.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Duke 2.0 on October 13, 2010, 04:04:40 pm
 Sniper Rifle: If there was a fairly high chance of random jarate effect on an uncharged shot then it may work. Perhaps noscoped it has a 30% chance, and it raises to full jarate chance at 50% charge. At least then one could be a bit more supportive of the team. As much as people rag on about bodyshot snipers I always find them to be more helpful to the team. You can get bodyshots more reliably and quicker than headshots, and softening up foes for your team is incredibly helpful. Go full charge with being a team player and have the jarate effect a bit more common.
 Granted headshots killing foes so your team doesn't have to deal with them is helpful, but the difference between these is that a sniper with the vanilla rifle will go off on their own and do whatever they can from their perches. Sleeper snipers are more often in the middle of the fray dousing everything with their fluids.

 Vita Saw: It's not as good-sounding as the other saws, but it makes playing medic a whole hell of a lot less frustrating. You don't get the same rage as when you go out to pop an uber and somebody has already shot a crit rocket at you from around a corner. You get a little frustrated and go back to healing, knowing you still have 20% uber left to build upon. This could be the weapon that makes me use medic more often.
 And don't give me the bullshit of "Be a better medic and survive you skilless idiot" TF2 has dozens of ways to kill you in under three seconds out of nowhere. And people just love to go after you.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Zai on October 13, 2010, 10:37:53 pm
My new name for a Rocket Jumper-Gunboats-Dr's Dapper Topper(-Pain Train optional)-using Soldier: Silly Solly.

I want a Dr's Dapper Topper and Rocket Jumper. Mainly the Rocket Jumper.

Alternative name: Seussified Soldier.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Zai on October 14, 2010, 05:40:46 pm
Art Pass winners are up. There's 2 of 'em. Apparently both are going in the game.
Official blog post here (http://teamfortress.com/post.php?id=4489&p=1). TF2Maps.Net's page here (http://tf2maps.net/contests/artpass/winners/). Both sites have a different screenshot for each version.

In completely unrelated news because I know you people care, I am now the proud owner of 4 class hats: Tyrant's Helm, Vintage Respectless Rubber Glove, Vintage Ritzy Rick's Hair Fixative, and a Vintage Scotsman's Stove Pipe.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: ToonyMan on October 14, 2010, 05:45:19 pm
All my class hats are medic ones, I don't mind.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Zai on October 14, 2010, 05:47:59 pm
I've got four demoman hats. It is unfortunate that I cannot wear them all at once.
Art Pass update: Allows you to wear 3 hats at once.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: ToonyMan on October 14, 2010, 05:48:39 pm
I've got four demoman hats. It is unfortunate that I cannot wear them all at once.
Art Pass update: Allows you to wear 3 hats at once.
Oh man, no way.  :D
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Zai on October 14, 2010, 05:53:51 pm
I've got four demoman hats. It is unfortunate that I cannot wear them all at once.
Art Pass update: Allows you to wear 3 hats at once.
Oh man, no way.  :D
(Un)Fortunately.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: ToonyMan on October 14, 2010, 05:55:25 pm
Duke, link that hat tower Homestuck thing.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Shadowlord on October 14, 2010, 06:06:48 pm
Here's how it might work:

(http://wiki.teamfortress.com/w/images/e/e2/JohnBooth.png) (http://wiki.teamfortress.com/wiki/Non-player_characters#John_.22Tower_of_Hats.22_Booth)

:P
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Mr.Person on October 14, 2010, 07:13:52 pm
Mixing three hats together? I'd do:

Towering Pillar of Ze Goggles, Vintage Tyrolean, and Otylo-whatever-the-fuck-gest's Mirror

Towering Pillar of Towering Pillar of Hats, Noble Amassment of Hats, and Modest Pile of Hat.

Towering Pillar of Towering Pillar of Hats, Towering Pillar of Hats, and Towering Pillar of Hats.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: The Doctor on October 14, 2010, 07:26:45 pm
I don't think you'd be able to get out of the spawn room with that last one.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Mr.Person on October 14, 2010, 07:33:59 pm
I don't think you'd be able to get out of the spawn room with that last one.

Need a teleporter here!
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Zai on October 14, 2010, 09:22:42 pm
Mixing three hats together? I'd do:

Towering Pillar of Towering Pillar of Hats, Noble Amassment of Hats, and Modest Pile of Hat.

Towering Pillar of Towering Pillar of Hats, Towering Pillar of Hats, and Towering Pillar of Hats.
The mechanic will only allow you to pile together hats that are for a single class; each Tower or Amassment will only be wearable by a single class. No adding all-class hats like Bill's Hat, Modest Pile of Hat, Ghastly Gibus, Cheater's Lament, or any of the others.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: The Doctor on October 14, 2010, 09:33:31 pm
Can someone verify this. :I With some sourcing, I mean.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Akigagak on October 17, 2010, 05:17:06 pm
Is anybody else having issues connecting to games?
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Astral on October 18, 2010, 08:01:23 am
Anyone played the Saxon Hale mod? 'Tis lulzy indeed, to have a large Australian man running around pummelling everyone in sight.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: PTTG?? on October 18, 2010, 11:31:23 am
Anyone played the Saxon Hale mod? 'Tis lulzy indeed, to have a large Australian man running around pummelling everyone in sight.

Someone actually did that?
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Cecilff2 on October 18, 2010, 11:34:07 am
Anyone played the Saxon Hale mod? 'Tis lulzy indeed, to have a large Australian man running around pummelling everyone in sight.

Someone actually did that?

They did indeed. (http://www.youtube.com/watch?v=S-Bz3_Or8is)

I love the second round with the last remaining spy running around yelling for help.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: umiman on October 18, 2010, 12:20:03 pm
Anyone played the Saxon Hale mod? 'Tis lulzy indeed, to have a large Australian man running around pummelling everyone in sight.
Yeah, I played it a few times. It's quite hilarious but also actually pretty easy if everyone knows what they're doing.

Saxton Hale needs more abilities.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Mindmaker on October 18, 2010, 02:14:56 pm
Is there a way to enable a kick/ban-system for our server?
There is an awful lot of glitchers around there.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: LASD on October 18, 2010, 02:44:03 pm
Is there a way to enable a kick/ban-system for our server?
There is an awful lot of glitchers around there.
I don't think the voteban and votekick things are working currently, so the best option is hollering at an admin to check it out. Nilocy is the adminest of us all, but most of the people on the DFC group Officer list are also admins on the server.

And yeah, the Saxton Hale mode is great fun, though I tend to have lots of trouble winning as Hale.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Akigagak on October 18, 2010, 04:00:23 pm
Related to banning, Supper-Pludder is abusing the multi-mini-sentry glitch every round.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Mindmaker on October 18, 2010, 04:15:31 pm
So is Secretsantaone.
In both cases the players were unreasonable and did ignore all warnings.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Siquo on October 18, 2010, 04:53:39 pm
Yep. Pludder stopped after a long while, though. Finally.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: umiman on October 18, 2010, 10:21:01 pm
If you see people being evil on the server, just send a steam chat message to any of the definitely-at-least-one-online admins.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Schilcote on October 18, 2010, 10:32:52 pm
(http://tf2mods.net/files/screenshots/image.php?/76089BBQ_Hat03.jpg?width=150&height=150&cropratio=150:150&image=/files/screenshots/76089BBQ_Hat03.jpg)
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Sensei on October 18, 2010, 10:35:34 pm
Grillhat?

It's beautiful.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Nilocy on October 19, 2010, 09:37:34 am
My current word is not to kick/ban people outright for using glitches, just give them a stern warning and if they keep doing it then proceed to kick them, if they return and still do it then ban them.

In the mean time, i'm going to figure out why sourcemod is being very stupid.

Edit: Also, what do people think about getting a redirect service for our server. It basically means we can host non standard content and let people download it really fast?
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: ToonyMan on October 19, 2010, 12:37:54 pm
Well they fixed the multiple mini sentry glitch, at least that's what Valve says.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Charmander on October 20, 2010, 07:36:26 am
I should play more TEE EFF TOO.

But... yeah, I'm generally online and able to hop on for five minutes to kick, ban or bitch at someone, so...
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Metalax on October 20, 2010, 08:40:38 am
Same here. I'm usually around most of the time so you can give me a shout.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: LASD on October 21, 2010, 02:28:29 pm
Oh wow, after only two weeks the Polycount winners have each got around 40 000$ (http://www.shacknews.com/onearticle.x/66120) in "royalties". Huh, they probably didn't expect to get rich by modelling. At least in this way.

In other news, I managed to trade my Max's Hat (sniff) for a Milkman (yay!) and I got to say, that 25 health goes a pretty long way.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: umiman on October 21, 2010, 03:33:13 pm
Holy jesus cow... that's a lot of money for relatively little work.

That's the power of microtransactions for you. Now consider how much Valve made from doing NO work. :P
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Zai on October 21, 2010, 05:09:22 pm
I'd be slightly pissed if I was a pre-Mann-conomy Community weapon contributor that made a Polycount pack that didn't make it in (Larolaro, the creator of the Homewrecker, made the Tank Buster set). Now, pretty much everybody has the old Community weapons, so even when Valve eventually puts them into the shop, barely anybody will buy them.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Mr.Person on October 21, 2010, 05:51:50 pm
Why would you be pissed? You'd still be earning money. Something's better than nothing.

They're making all old contributions and new ones accept a new ToS agreement that basically says you need a valid Paypal account and you have to accept Valve's agreement of how much they'll pay you and what schedule they'll pay you on.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Thexor on October 21, 2010, 07:15:47 pm
True, you'll make less money if you were an old Community weapon designer... but hey, some money is better than no money, and when you originally submitted the model you were expecting the latter.  ;)


I'm also thrilled that there's that much money going around, because it makes developing high-quality models for TF2 a valid pastime for skilled modelers. $40,000 in two weeks is insane. True, there's no way future paychecks will be anywhere near that much, but even a tenth of that ($4000 per two-week period) would still be a very good wage in today's market - especially since you don't have to do any more work to earn that check!
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Duke 2.0 on October 21, 2010, 07:21:51 pm
 They got that from making a few high-quality models. Holy fuck.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: zchris13 on October 22, 2010, 07:52:02 pm
I think the only other system where people get money like that is the drug business.  Or maybe the oil business.  Anyways, obligatory addiction reference just to make you all feel terrible.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Mr.Person on October 22, 2010, 09:31:34 pm
They got that from making a few high-quality models. Holy fuck.

And a whole bunch of low-quality ones.

I kid, I kid, but seriously, it's still impressive how many people bought those Polycount packs. Remember, they're only getting 25% of the total profit. That means that each one is making Valve over $100,000 per pack, and it cost them no money at all to make the models. That's not even getting into the non Polycount stuff that's for sale and how much that is earning Valve. Especially keys, I bet Valve's gotten an assload of money off of keys.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Duke 2.0 on October 22, 2010, 11:42:39 pm
 Still, Valve really needs to make a crafting thing for boxes already. Every time I see them I think I can combine a bunch for scrap metal.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Mr.Person on October 23, 2010, 12:20:41 am
Still, Valve really needs to make a crafting thing for boxes already. Every time I see them I think I can combine a bunch for scrap metal.

Better yet, let us craft crates into keys.

I've heard myths that series one gives you a better chance of getting an unusual than series two. This is false, they have the same chances. Anybody who says otherwise is a scalper trying to sell off series one crates at cutthroat prices. Don't believe me? Check the Wiki. (http://wiki.teamfortress.com/wiki/Crates)
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Jreengus on October 23, 2010, 06:42:51 am
You guys are missing the point of crates, it's a simple sales tactic. You tell someone they already own something but they just have to pay you a little money to unlock it. Combine this with a very small chance of getting a very rare item and people are much more willing to spend money on keys, even when they wouldn't even consider buying anything else from the store.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Soulwynd on October 23, 2010, 12:50:19 pm
For me crates are simply trade material. Each one costs 2.50 and we roll around with that. So around 4-8 crates for a hat or so.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Thexor on October 23, 2010, 01:05:05 pm
Honestly, I don't know if a crate is even worth $2.50. After all, trading is a large-scale barter-based economy. A small handful of people (who have money to burn on keys) have some demand for the items (assuming they can afford more keys than they can find crates). The rest of the population has no interest in buying keys, meaning there's plenty of supply. I've seen crates fall from ridiculously high demands of refined metal right after release, to little more than scrap metal in some recent trades. There's just too many crates, and not enough people willing to gamble huge sums of money opening a lot of them.


I'd guess that crates will probably stick at around a scrap metal in value, unless Valve makes the keys start dropping, or lowers the price, or lets you craft them into scrap, or something. When every server you join has someone offering crates and there's rarely anyone buying them, the value of those crates is doomed to plummet.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: MagmaDeath on October 23, 2010, 02:08:41 pm
Honestly, I don't know if a crate is even worth $2.50. After all, trading is a large-scale barter-based economy. A small handful of people (who have money to burn on keys) have some demand for the items (assuming they can afford more keys than they can find crates). The rest of the population has no interest in buying keys, meaning there's plenty of supply. I've seen crates fall from ridiculously high demands of refined metal right after release, to little more than scrap metal in some recent trades. There's just too many crates, and not enough people willing to gamble huge sums of money opening a lot of them.


I'd guess that crates will probably stick at around a scrap metal in value, unless Valve makes the keys start dropping, or lowers the price, or lets you craft them into scrap, or something. When every server you join has someone offering crates and there's rarely anyone buying them, the value of those crates is doomed to plummet.
I have seen people give 2 crates and get a hat.
Some people are stupid.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Soulwynd on October 23, 2010, 02:09:44 pm
I think most of the problem of the crate is that the odds for getting a good item are low. I've spoke to quite a few people in the server I go to and some have bought like 10 keys and only one of four crates actually dropped hats in average.

I think that's the major issue there. Nobody wants to put 2.50 on a vitasaw. Worse yet, it pretty much wastes one of your drop, altho, I've seen crates dropping -with- other items now, so they might have fixed that.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Thexor on October 23, 2010, 02:41:39 pm
IIRC, Valve stated that crates are on a different drop system from normal items - you aren't missing a 'normal' drop because you got a crate, and you can get a crate followed shortly thereafter by a normal item.

And yeah, according to the Wiki there's roughly a 44% chance to get a weapon. A weapon that is probably worth much less than $2.50, and almost certainly isn't one you want/need.  >:(
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Zai on October 23, 2010, 03:33:11 pm
After obtaining a Baseball Bill's Sports Shine via the drop system, I now have 2 out of the 3 Hatless [class] "hats." I only need Texas Slim's Dome Shine now (Hatless Engy) for a complete set now.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Duke 2.0 on October 23, 2010, 03:33:55 pm
 I had two before, and I crafted them together out of disgust. I got some boring sniper hat out of it.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Shadowlord on October 23, 2010, 04:02:32 pm
Oh gods, those things are worth several refined metal (or at least other hats)! D:
[Expression of horror at the hat-destruction]

Assuming anyone would trade for them, that is.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Duke 2.0 on October 23, 2010, 04:51:20 pm
 They are hatless hats. They deserve to be destroyed.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Zai on October 23, 2010, 05:57:50 pm
They are hatless hats. They deserve to be destroyed.
False.

They deserve to be traded.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Duke 2.0 on October 23, 2010, 05:58:55 pm
 Please, I have respect for the human race. I don't wish to unleash that sort of suffering onto other people.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Zai on October 23, 2010, 06:03:21 pm
Please, I have respect for the human race. I don't wish to unleash that sort of suffering onto other people.
You could have at least traded one of your hatless Engies to a person who wanted it.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Duke 2.0 on October 23, 2010, 06:04:36 pm
Please, I have respect for the human race. I don't wish to unleash that sort of suffering onto other people.
You could have at least traded one of your hatless Engies to a person who wanted it.
Buwa?
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: dragnar on October 23, 2010, 06:09:39 pm
I'd take it.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: ToonyMan on October 23, 2010, 06:09:57 pm
I got a vintage pyro fire fighter hat from a direct hit so I'm not complaining.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Zai on October 23, 2010, 06:12:54 pm
I'd take it.
As I've said before, I also want one. Just so I can complete my Hatless collection (I prefer the Safe'n'Sound).

[EDIT:] It would appear that I am collecting Equalizers. On accident. I now have 6, only 2 of which are Vintage.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: MagmaDeath on October 27, 2010, 08:25:20 pm
The new Halloween event (http://www.teamfortress.com/screamfortress/) has been announced.
Highlight: Boss monster, Saxon Hale hat, Gift wrapping feature, Mann Manor map, new gift, and more stuff in the store(Some old, some limited time)
Spoiler (click to show/hide)
It seems you will be able to get the Gibus again, as you can get all of last years achievements as well.

EDIT: Also some new series crates, and this amazing hat.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Akigagak on October 27, 2010, 09:31:01 pm
Gah, the Event map is really laggy. Not in terms of connection lag, my ping is as reasonable as ever, but it's really juddery when, for example, looking in the direction of the capture points from blue base.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: SHAD0Wdump on October 27, 2010, 09:34:34 pm
 -  Added a health penalty to the Rocket Jumper.

Fuck you Valve.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: PTTG?? on October 27, 2010, 10:27:14 pm
creeeeeepy map, though. Gets creepier the farther you go.

You know what, I think the voice is saying "stop... stop touching..."
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: MagmaDeath on October 27, 2010, 10:32:39 pm
Alright, after playing for a bit.
Event spoilers.
Spoiler (click to show/hide)

It is a great map, especially with all the eyes under the floor.
And the Horseless Headless Horsemans Headtaker is fun to use.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Thexor on October 28, 2010, 12:26:48 am
Huh. So you can combine your Unusual Metal with 2 refined and a Skullcutter to get the axe. Or, you can pray to your favourite deity to get an axe as a random drop for killing the Horseman, and save your Unusual Metal to craft into a hat (50% chance of getting one that's Halloween specific).

You only get one Unusual Metal.

You (probably) only have until the end of the Halloween event to craft it.




...lolwut Valve?
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: ToonyMan on October 28, 2010, 12:30:05 am
I'll make sure to try this out sometime.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: MagmaDeath on October 28, 2010, 01:26:03 am
Also, gift wrap makes store items tradable.
I managed to trade for a Voodoo Juju via this system.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: PTTG?? on October 28, 2010, 01:50:43 am
Also, gift wrap makes store items tradable.
I managed to trade for a Voodoo Juju via this system.

Man, I really feel like it's a bit of a rip-off to pay to be able to give items away...
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: MagmaDeath on October 28, 2010, 02:31:35 am
Huh. So you can combine your Unusual Metal with 2 refined and a Skullcutter to get the axe. Or, you can pray to your favourite deity to get an axe as a random drop for killing the Horseman, and save your Unusual Metal to craft into a hat (50% chance of getting one that's Halloween specific).

You only get one Unusual Metal.

You (probably) only have until the end of the Halloween event to craft it.




...lolwut Valve?
Blah, apparently the axe will not drop at all, it was just a rumor.
So, YOU MUST CHOOSE. Or give valve money.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: umiman on October 28, 2010, 03:12:57 am
I'm actually getting disillusioned with the whole system. I used to be quite optimistic (or at least, wary) about the whole shop thing but as time passes... geez... Valve are seriously stepping into Korean ripoff MMO here. $2 to trade stuff you didn't want but are forced to have? $2.50 to open crates you don't want and have barely any value?

I understand all of it is optional but damn are they rubbing it in your face.

Heck, I'm actually completely and totally unmotivated by this Halloween event. It's a first for me. I'm just getting so sick of the deluge of items.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Shadowlord on October 28, 2010, 03:20:46 am
The pumpkin hat is nice, but the paper bag hats are... not so impressive. :P

I don't much see the point of wasting 2 refined on an axe with identical stats to the eyelander (unless you decide you must have it for some reason). Why wouldn't you use it towards a polycount hat, for instance, instead?

Side note: I seem to be getting rather a lot of drops.
Title: Re: Team Fortress 2: Mann-Conomy Update! "Here. Have an eagle."
Post by: Pandarsenic on October 28, 2010, 03:28:14 am
Paper bag = still lame
Title: Re: Team Fortress 2: Scream-Fortress Update! "Ooooh yeah, you're real scary!"
Post by: Thexor on October 28, 2010, 10:26:17 am
Ah, so the axe doesn't randomly drop after all? Great. It's also untradeable, of course, which means that any hats/items crafted with it are untradeable as well. So no chance of well-managed trades to get the full set. You either have to craft the axe (at 2 refined + a weapon: 2/3rds of a random hat!) and buy the two time-limited hats, or craft one of the hats (50% chance to get a non-Halloween-exclusive one, 25% chance of getting the one you want, 0% chance of trading for the one you actually want) and never have a chance of earning the axe.


 >:(
Title: Re: Team Fortress 2: Scream-Fortress Update! "Ooooh yeah, you're real scary!"
Post by: Soulwynd on October 28, 2010, 10:35:05 am
Go to event servers and melee like crazy.
Title: Re: Team Fortress 2: Scream-Fortress Update! "Ooooh yeah, you're real scary!"
Post by: lordnincompoop on October 28, 2010, 11:44:12 am
Well, at least Silas was confirmed.
Title: Re: Team Fortress 2: Scream-Fortress Update! "Ooooh yeah, you're real scary!"
Post by: Schilcote on October 28, 2010, 11:45:47 am
Well, at least Silas was confirmed.

Silias? As in the HERO OF THE IMPERIUM?
Title: Re: Team Fortress 2: Scream-Fortress Update! "Ooooh yeah, you're real scary!"
Post by: ToonyMan on October 28, 2010, 12:46:52 pm
My first round I killed the monster dude and got a pumpkin hat.  :3

Spoiler: spoooooooooky (click to show/hide)
Title: Re: Team Fortress 2: Scream-Fortress Update! "Ooooh yeah, you're real scary!"
Post by: Zai on November 03, 2010, 09:06:26 pm
That's pretty cool, TM.

I used a purple paint can on my recently acquired Vintage Master's Yellow Belt. This is the result:
Spoiler: Purple Yellow Belt (click to show/hide)

It's not too bad. Kind of an orange-brown. After my experience with my Light Green-painted Stovepipe (it's quite dark), I wasn't expecting the Purple painted Yellow Belt to actually be Purple like the Wiki would indicate.


Also. TF2 News: There are several promotional items associated with Poker Night at the Inventory: a minigun-replacement for the Heavy, a regular Invisibility Watch-replacement for the Spy, Lugermorph for Scout and Engy, a badge for all classes, glasses for Demo, and a green visor for Heavy for those who preorder.
Title: Re: Team Fortress 2: Scream-Fortress Update! "Ooooh yeah, you're real scary!"
Post by: ToonyMan on November 03, 2010, 09:09:28 pm
Dammit TF2, that Poker game is so cheap I just HAVE to buy it!

Also woah, Penny Arcade guy is one of the characters.
Title: Re: Team Fortress 2: Scream-Fortress Update! "Ooooh yeah, you're real scary!"
Post by: Thexor on November 03, 2010, 11:00:34 pm
Mmm... more items.

...is it sad that I saw this game and immediately thought, "Whoa, you'd never get 5 items for $4.49 in the Mann Co. store. This is such a deal!"?
Title: Re: Team Fortress 2: Scream-Fortress Update! "Ooooh yeah, you're real scary!"
Post by: Soulwynd on November 03, 2010, 11:05:44 pm
I thought the same thing. -_-
Title: Re: Team Fortress 2: Scream-Fortress Update! "Ooooh yeah, you're real scary!"
Post by: Zai on November 03, 2010, 11:16:22 pm
Mmm... more items.

...is it sad that I saw this game and immediately thought, "Whoa, you'd never get 5 items for $4.49 in the Mann Co. store. This is such a deal!"?
To be fair, the weapons aren't new. They're all simple replacements.

It's the exclusive hats/badge that are a good deal for the price. As well as, you know, getting the game itself.
Title: Re: Team Fortress 2: Scream-Fortress Update! "Ooooh yeah, you're real scary!"
Post by: LASD on November 04, 2010, 08:02:54 am
Sweet, every time this far, I've already pre-ordered the games with promotional items. Now I'll just have to wait 'til Telltale sends my unlock code.

And I don't mind at all that Telltale gets an insane sales boost from this.
Title: Re: Team Fortress 2: Scream-Fortress Update! "Ooooh yeah, you're real scary!"
Post by: Schilcote on November 04, 2010, 08:04:28 am
STEBBIN TIME. (http://wiki.teamfortress.com/w/images/4/47/Sniper_meleedare07.wav)STEB STEB STEB! (http://wiki.teamfortress.com/w/images/2/2e/Sniper_meleedare08.wav)
Title: Re: Team Fortress 2: Scream-Fortress Update! "Ooooh yeah, you're real scary!"
Post by: Tradanbattlan on November 04, 2010, 08:04:50 am
Someone gifted a preorder form of the game to me
I'm not sure what that'd mean
Title: Re: Team Fortress 2: Scream-Fortress Update! "Ooooh yeah, you're real scary!"
Post by: Siquo on November 04, 2010, 10:20:43 am
Someone gifted a preorder form of the game to me
I'm not sure what that'd mean

Either a typo in the username or secret admiration.

Pick one :)
Title: Re: Team Fortress 2: Scream-Fortress Update! "Ooooh yeah, you're real scary!"
Post by: lordnincompoop on November 04, 2010, 10:21:03 am
Someone gifted a preorder form of the game to me
I'm not sure what that'd mean

That means you have a stalker secret admirer good friend you made somewhere.
Title: Re: Team Fortress 2: Scream-Fortress Update! "Ooooh yeah, you're real scary!"
Post by: Zai on November 06, 2010, 08:04:37 pm
A lot of item stuff will be down this coming Tuesday for approximately an hour and a half (according to Valve). Blog post here (http://www.teamfortress.com/post.php?id=4623&p=1).

Anything in connection with the Backpacks are down:
Trading
Crafting
Mann Co. Store
Loadouts
Title: Re: Team Fortress 2: Scream-Fortress Update! "Ooooh yeah, you're real scary!"
Post by: Ze Spy on November 10, 2010, 10:07:42 am
(http://fc06.deviantart.net/fs47/f/2009/180/9/7/TF2___Spy_Fail_by_frzdragon.jpg)

True Story
Title: Re: Team Fortress 2: Scream-Fortress Update! "Ooooh yeah, you're real scary!"
Post by: Cecilff2 on November 10, 2010, 10:42:14 am
I used to do that.  But with turrets.
Title: Re: Team Fortress 2: Scream-Fortress Update! "Ooooh yeah, you're real scary!"
Post by: Duke 2.0 on November 10, 2010, 12:04:24 pm
 To fool the opposing team at the beginning of each round I would disguise myself as a friendly teammate and try to not let them know we have a spy, perhaps change myself to sniper and make them overconfident or something. And due to a disguise reflex I sometimes chose to disguise myself as a friendly spy.
 Burp a derp.
Title: Re: Team Fortress 2: Scream-Fortress Update! "Ooooh yeah, you're real scary!"
Post by: PTTG?? on November 10, 2010, 12:45:48 pm
Oh, you're talking about arena mode.

Yeah, that's an interesting thought, particularly if the two teams can see each other immediately when starting out, rather than starting at opposite ends of the map.

Hmm... that would be an interesting dynamic for an arena map, too. I could see it being like this, with the spawn rooms opening onto two foyers with a window between them, and these then have halls that spiral around to opposite sides of the main room with the capture point. So each team would see the other right and be able to formulate a plan, while the other plans for them. It would give spies a great opprotunity to do that sort of thing, and give other classes a chance to select specific weapons to counter the other team... though they would in doing so reveal themselves.

*starts drawing out plans*
Title: Re: Team Fortress 2: Scream-Fortress Update! "Ooooh yeah, you're real scary!"
Post by: ToonyMan on November 10, 2010, 12:51:40 pm
That sounds really cool.  Cue one team going all spies disguised as friendly heavies so the other team goes sniper.
Title: Re: Team Fortress 2: Scream-Fortress Update! "Ooooh yeah, you're real scary!"
Post by: Simmura McCrea on November 10, 2010, 02:03:03 pm
That sounds really cool.  Cue one team going all spies disguised as friendly heavies so the other team goes sniper.
Oh man, imagine if they managed to synchronise the backstabs.
Title: Re: Team Fortress 2: Scream-Fortress Update! "Ooooh yeah, you're real scary!"
Post by: ToonyMan on November 10, 2010, 02:39:54 pm
But then the spies realized the snipers were actually spies disguised as friendly snipers and they all just ended up bumping into each other invisibly before a knife war ensued.
Title: Re: Team Fortress 2: Scream-Fortress Update! "Ooooh yeah, you're real scary!"
Post by: PTTG?? on November 10, 2010, 05:44:57 pm
You say that as though that wouldn't be awesome.

Anyone else irked that 90% of all spies use the Dead Ringer nowadays? I loathe the thing.

What are you talking about? I can't stand using it. Anyway, I remember there were statistics a while back- it's the least-used watch.
Title: Re: Team Fortress 2: Scream-Fortress Update! "Ooooh yeah, you're real scary!"
Post by: Sir Pseudonymous on November 10, 2010, 06:06:01 pm
You say that as though that wouldn't be awesome.

Anyone else irked that 90% of all spies use the Dead Ringer nowadays? I loathe the thing.

What are you talking about? I can't stand using it. Anyway, I remember there were statistics a while back- it's the least-used watch.
What? It's the best watch. If nothing else for the paranoia it can inspire if you manage to pull off a long chain of escapes with it. Really heartwarming to hear the enemy team trying to find you when they finally *do* manage to kill you. >:D
Title: Re: Team Fortress 2: Scream-Fortress Update! "Ooooh yeah, you're real scary!"
Post by: kilakan on November 10, 2010, 09:56:36 pm
fine freaking ly, got tired of not being able to taunt kill.
Title: Re: Team Fortress 2: Scream-Fortress Update! "Ooooh yeah, you're real scary!"
Post by: Sir Pseudonymous on November 10, 2010, 10:29:14 pm
Stats or otherwise, backstabbing a cloaked DR'd spy FOUR FRIGGING TIMES and watching him get away does not a happy Naxza make.

Also, the halloween update is done with.
Reminds me of when I was in a small room on one of the capture maps, and knew there was a cloaked spy in there with me. I stood in the middle of the room with the dead ringer out, he decloaked behind me and backstabbed me, I walked around behind him, decloaked, and backstabbed him. >:D
Title: Re: Team Fortress 2: Scream-Fortress Update! "Ooooh yeah, you're real scary!"
Post by: Ze Spy on November 12, 2010, 11:13:27 am
Stats or otherwise, backstabbing a cloaked DR'd spy FOUR FRIGGING TIMES and watching him get away does not a happy Naxza make.

Also, the halloween update is done with.
Reminds me of when I was in a small room on one of the capture maps, and knew there was a cloaked spy in there with me. I stood in the middle of the room with the dead ringer out, he decloaked behind me and backstabbed me, I walked around behind him, decloaked, and backstabbed him. >:D

And he Walked around you , Decloaked , and Backstabbed you

Right? RIGHT?
Title: Re: Team Fortress 2: The #1 war-themed hat simulator. "Ahh, she's a beaut."
Post by: Lumbajak on November 12, 2010, 03:08:16 pm
The title was changed to my suggestion from several months back.

Woo.


I keep slacking off on playing this game, I was a little into the competitive scene a while back and after that ended I started playing less and less and now I'm pretty terrible!

I've been known to get back into old games, though.
And I quite like all the "Buy a hat, get a game free" deals.
Title: Re: Team Fortress 2: The #1 war-themed hat simulator. "Ahh, she's a beaut."
Post by: ToonyMan on November 12, 2010, 03:14:02 pm
I was going to link this to Duke later today, but what the heck let's share this with everyone.

Nothing personal mate, I'm just JAKE MARKSHAL (http://www.youtube.com/watch?v=KogjvpOAvhw)
Title: Re: Team Fortress 2: The #1 war-themed hat simulator. "Ahh, she's a beaut."
Post by: ToonyMan on December 02, 2010, 10:51:03 pm
Open Beta for Team Fortress 2. (http://teamfortress.com/post.php?id=4721&p=1)

Totally trying this out tomorrow.
Title: Re: Team Fortress 2: The #1 war-themed hat simulator. "Ahh, she's a beaut."
Post by: Duke 2.0 on December 02, 2010, 10:55:59 pm
I get the feeling that with my computer dying and me possibly getting a low-range graphics card a lot of stuff like this will happen. Goddamit.

 And i totally want to try that double health for everybody variant. One of my initial issues with playing at first was how easy it was to die. Not enough time to assess the situation and decide on a course of action before you die to some dude around a corner.
Title: Re: Team Fortress 2: The #1 war-themed hat simulator. "Ahh, she's a beaut."
Post by: ToonyMan on December 02, 2010, 10:57:46 pm
Don't fret Duke.  Just between you and me and the whole world my computer I use to play TF2 only has an integrated graphics card and it runs quite well with the settings I have.
Title: Re: Team Fortress 2: The #1 war-themed hat simulator. "Ahh, she's a beaut."
Post by: Thexor on December 02, 2010, 11:59:47 pm
Double health sounds interesting... but I'm curious as to how it'll play.

I'm assuming backstabs will still be instakills. (They deal 6x your current health in damage.) But what about headshots? It'll take a half-charged headshot to kill a Scout, never mind Heavies. On the flip side, proficient juggling will be much more powerful; actually, anything that prioritizes sustained damage, like juggling, miniguns, or sentries, will probably be substantially more powerful than 'burst' damage like sticky traps or headshots.


Of course, Valve hasn't yet said they will double player health (it's just on their "things we'd like to try" list). But hey, it'll be a decent experiment, at the very least.  :D


...and I am absolutely dreading can't wait to see the SPUF response to this.  ;D
Title: Re: Team Fortress 2: The #1 war-themed hat simulator. "Ahh, she's a beaut."
Post by: Strange guy on December 03, 2010, 08:49:34 am
Wow, the beta download is big. It said 4GB when I started installing, and now it says 8. Look like I won't bother getting involved, which is a shame as I was looking forward to trying it out.
Title: Re: Team Fortress 2: The #1 war-themed hat simulator. "Ahh, she's a beaut."
Post by: ToonyMan on December 03, 2010, 10:07:24 pm
You guys must be packing your hard drives to the brim because I have no problems with an additional 4GB, kinda feels like I'm downloading the whole game again though.
Title: Re: Team Fortress 2: The #1 war-themed hat simulator. "Ahh, she's a beaut."
Post by: Duke 2.0 on December 03, 2010, 10:27:35 pm
 In burst vs. sustained damage, burst always used to be a major advantage. Why take three seconds to unload a clip on something when you can just lob a rocket, forget about it, and have an enemy not know where you are? Really, making the game slanted towards sustained damage would do a huge balance help for pyros. It would also make ambush classes like scouts and demomen a bit more difficult, as the question isn't "Can I kill this guy before he starts firing back" so much as "Can I deal some damage and get out of here before he kills me?" So some balancing that allows for ambushing classes like pyros to get out of the fray after doing what they do would be nice.
 The current health systems are based on a fully-charged sniper rifle headshot. It would be nice to see if this was a good or bad idea. They would even increase the hitbox for the head a bit to account for the terrible lag issues it has.
Title: Re: Team Fortress 2: The #1 war-themed hat simulator. "Ahh, she's a beaut."
Post by: Shadowlord on December 03, 2010, 10:36:30 pm
Increase the hitbox, eh? I already see people getting killed by arrows which penetrate the void to the side of their head. :P
Title: Re: Team Fortress 2: The #1 war-themed hat simulator. "Ahh, she's a beaut."
Post by: Duke 2.0 on December 03, 2010, 10:37:39 pm
 Alright, screw the hitbox. Just do some radical funky thing so lag compensation works.
Title: Re: Team Fortress 2: The #1 war-themed hat simulator. "Ahh, she's a beaut."
Post by: ToonyMan on December 03, 2010, 10:39:24 pm
Alright, screw the hitbox. Just do some radical funky thing so lag compensation works.
Time Machete
Title: Re: Team Fortress 2: The #1 war-themed hat simulator. "Ahh, she's a beaut."
Post by: Myroc on December 04, 2010, 04:11:57 am
Increase the hitbox, eh? I already see people getting killed by arrows which penetrate the void to the side of their head. :P
The Huntsman uses a larger hitbox than the sniper rifle does.
Title: Re: Team Fortress 2: The #1 war-themed hat simulator. "Ahh, she's a beaut."
Post by: tomas1297 on December 04, 2010, 06:37:10 am
 So is there a Bay 12 group?
Title: Re: Team Fortress 2: The #1 war-themed hat simulator. "Ahh, she's a beaut."
Post by: Axil on December 04, 2010, 07:49:33 am
Here you go.
http://steamcommunity.com/groups/dwarfortress
Title: Re: Team Fortress 2: The #1 war-themed hat simulator. "Ahh, she's a beaut."
Post by: zestorum on December 04, 2010, 09:54:39 am
It's so satisfying when you dominate a guy as spy till the point he rages at you "Can you teach me how to backstab a face, cock-head?" then ragequit.
Title: Re: Team Fortress 2: The #1 war-themed hat simulator. "Ahh, she's a beaut."
Post by: PTTG?? on December 06, 2010, 11:31:17 pm
Hey, the Bay12 server is out of date! What's with that?
Title: Re: Team Fortress 2: The #1 war-themed hat simulator. "Ahh, she's a beaut."
Post by: Thexor on December 13, 2010, 02:33:59 am
Well, time to get the rumour mill going.

TF2 updated with the following message:
Quote from: Those sneaky buggers at Valve
Team Fortress 2
- Updated some files, for no reason whatsoever

and now, suddenly, winter-themed crates are dropping. No word yet on how to open them or what's in them. What kind of event does Valve have in store?
Title: Re: Team Fortress 2: The #1 war-themed hat simulator. "Ahh, she's a beaut."
Post by: ToonyMan on December 13, 2010, 01:56:14 pm
I'm betting it'll be winter themed.
Title: Re: Team Fortress 2: The #1 war-themed hat simulator. "Ahh, she's a beaut."
Post by: LASD on December 13, 2010, 03:01:39 pm
Indeed it is, just found one of the festive crate thingies. Not openable with any key, just a description saying to wait and see. And an expiration date on the 31st.
Title: Re: Team Fortress 2: The #1 war-themed hat simulator. "Ahh, she's a beaut."
Post by: Cecilff2 on December 13, 2010, 05:31:52 pm
Alright, screw the hitbox. Just do some radical funky thing so lag compensation works.
Time Machete

I want this.  I want this so much.
Title: Re: Team Fortress 2: The #1 war-themed hat simulator. "Ahh, she's a beaut."
Post by: PTTG?? on December 14, 2010, 06:15:44 pm
It had better be free. I barely tolerate crates as it is, and it seems like the only thing I ever recieve is crates nowadays anyway.
Title: Re: Team Fortress 2: The #1 war-themed hat simulator. "Ahh, she's a beaut."
Post by: Sowelu on December 14, 2010, 10:01:01 pm
I've never ever got a crate.  :/
Title: Re: Team Fortress 2: The #1 war-themed hat simulator. "Ahh, she's a beaut."
Post by: Osmosis Jones on December 14, 2010, 10:33:32 pm
It had better be free. I barely tolerate crates as it is, and it seems like the only thing I ever recieve is crates nowadays anyway.

They make great trade sweeteners. People often assign them more worth than they really have, so you can get decent items for cheaper.
Title: Re: Team Fortress 2: The #1 war-themed hat simulator. "Ahh, she's a beaut."
Post by: Mr.Person on December 15, 2010, 12:01:29 am
I've seen 4 or 5 crates trade for a bad hat. I've seeb 6 or 7 trade for an ok hat.
Title: Re: Team Fortress 2: The #1 war-themed hat simulator. "Ahh, she's a beaut."
Post by: Shadowlord on December 15, 2010, 12:13:30 am
I've only ever traded crates for a halloween mask, never for an actual hat.
Title: Re: Team Fortress 2: The #1 war-themed hat simulator. "Ahh, she's a beaut."
Post by: Mr.Person on December 15, 2010, 12:16:52 am
When I say "bad hat", I meant Napper's Respite, Ellis' Cap, and Old Guadalajara back when they were all worthless. I don't check on prices anymore since I don't trade anymore, so I don't know.
Title: Re: Team Fortress 2: The #1 war-themed hat simulator. "Ahh, she's a beaut."
Post by: Strange guy on December 18, 2010, 08:04:45 am
Aye! Me bottle o'scrumpy! Anon! (http://www.teamfortress.com/post.php?id=4811&p=1)

Christmas update for TF2 is go. The map stamps are good for mappers, and cause no problem for anyone else so are good. The new map and mode (melee+ medieval weapons only) are interesting, if not amazing. Festive keys are now available, same price as normal keys. Mann Co sale, though I don't really care about that. New hats, they're all nice but I expect them to be perceived as extremely valuable for a while so won't be getting any. More straight buff set bonuses  >:( but at least they don't require hats. Some of the new weapons are very interesting, but others suffer from being useless (extra damage melee for heavy with a passive debuff for example) while others are straight upgrades (medics new saw- as if they didn't already have straight upgrades...).

What crafting recipes have been revealed on the wiki show 2 reclaimed metal + an item each. Seriously. And I thought 1 reclaimed was too much. Hopefully their value will sink like a stone as the polycount did, to about a scrap each. I haven't even crafted the haloween axe yet, so this is annoying.

Edit: 14 new weapons, 0 new kill icons.
Title: Re: Team Fortress 2: The #1 war-themed hat simulator. "Ahh, she's a beaut."
Post by: HLBeta on December 18, 2010, 09:03:22 am
Festive keys are now available, same price as normal keys.
I had actually been hoping that the Christmas event would contain some element of charity and the key would be available through some kind of event at not monetary cost. Shows what I know.  ::)
Title: Re: Team Fortress 2: The #1 war-themed hat simulator. "Ahh, she's a beaut."
Post by: ToonyMan on December 18, 2010, 12:18:32 pm
Hell yes.  Look at this.  Are these new medic weapons?  Cool cool cool.  So apparently the new gamemode you can only use "dated" weapons I guess.

Here's a thread in the TF2 forums that explains the new weapons. (http://forums.steampowered.com/forums/showthread.php?t=1657460)

Cool as hell.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Sensei on December 18, 2010, 01:22:47 pm
Frankly as the heavy I wouldn't miss 20HP if I had any intent of using melee (which I like to, because it's fun).

And I guess the Brass Beast basically behaves like the old Sasha... but with MORE damage? Why do they keep buffing the heavy?

And the candy cane for scout sounds pretty cool too, though I don't actually bonk people often.

Can't wait to see newbs screw up with the Boston Basher.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Duke 2.0 on December 18, 2010, 03:01:13 pm
 I'm kinda blerrrgggg on all this. Also, festive keys. Blerrrrrrrrg.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: ToonyMan on December 18, 2010, 03:02:47 pm
I'm kinda blerrrgggg on all this. Also, festive keys. Blerrrrrrrrg.
YOU'RE RIGHT DUKE, YOU PAID FOR THIS GAME AND ALL UPDATES SHOULD BE FREE AND FAST
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Duke 2.0 on December 18, 2010, 03:08:22 pm
 I paid 10$ for this and two other games, I deserve bette-
 *smacks self in face with Boston basher*
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Sensei on December 18, 2010, 08:08:53 pm
I'm still very BLERG about keys, since crates seem to drop in lieu of potential other things.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: ToonyMan on December 18, 2010, 08:09:24 pm
I'm still very BLERG about keys, since crates seem to drop in lieu of potential other things.
It might seem like that, but it shouldn't be true.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Duke 2.0 on December 18, 2010, 08:17:12 pm
I'm still very BLERG about keys, since crates seem to drop in lieu of potential other things.
It might seem like that, but it shouldn't be true.
Crates and items don't share the same drop chance. It's two different drop checks, one for items and one for crates. Getting crates has no bearing on other items dropping.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: PTTG?? on December 18, 2010, 10:08:21 pm
I just tried some keys... I got the Candy Cane, which is only good for rewarding people for killing you, and the Battalion's Backup thing.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Duke 2.0 on December 18, 2010, 10:10:37 pm
I just tried some keys... I got the Candy Cane, which is only good for rewarding people for killing you
I believe it drops a medkit on you killing them, not the other way around.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Zai on December 18, 2010, 10:23:36 pm
Hey look! I recognize a few of those weapons from Polycount Pack contest entries.

And that is a fuckton of new stuff. Stamps are a neat addition, if one that will probably not be used much.

Also, since no one's mentioned it: Buy Killing Floor before January 4th, and you get crossover things in both TF2 and KF: a hat and a misc item for the Pyro in TF2, and 2 Pyro player models in KF.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Zai on December 19, 2010, 01:27:00 am
I'd have KF, but it went off sale the day I was going to buy it.  :-\
It was funny, because just a few days before the sale, I had the thought, "I would definitely buy KF if it were $10 or less." The crossover stuff was just the icing on the cake.

Also- Is it possible, and if so, how common is it, to have a Vintage Foster's Facade?
According to the wiki (http://wiki.teamfortress.com/wiki/Foster%27s_Facade), people who had KF before this most recent sale got a Vintage F'sF.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: ToonyMan on December 19, 2010, 09:29:13 am
If you already own Killing Floor do you get the items or whatever?
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Shadowlord on December 19, 2010, 10:21:20 am
I'm not very enthused by this update. I had pretty much all the existing weapons, and now... Now there are more, and I'm not going to play forever just to get enough metal to craft them, and I really don't care to amass enough to trade for them either at this point, because I'm not even playing as it is right now.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Zai on December 19, 2010, 02:37:02 pm
If you already own Killing Floor do you get the items or whatever?
According to the wiki (http://wiki.teamfortress.com/wiki/Foster%27s_Facade), people who had KF before this most recent sale got a Vintage F'sF.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: MagmaDeath on December 19, 2010, 02:42:00 pm
The horrible part is that some of the items aren't craftable.
Like the candy cane, and a few other items, I think.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Zai on December 19, 2010, 02:48:09 pm
The good thing about this update: the new item sets don't require the hats for the set bonus.

Interesting thing about this update: The Engy is the only class without an item set now. Though, one could arguably say his buildings are his item set, in which case he had one long before everyone else.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Duke 2.0 on December 19, 2010, 04:21:23 pm
The Engy is the only class without an item set now. Though, one could arguably say his buildings are his item set, in which case he had one long before everyone else.
Heck, if that's an item set he has two now. the base one and the mini-sentry set.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: LASD on December 19, 2010, 04:26:03 pm
The horrible part is that some of the items aren't craftable.
Like the candy cane, and a few other items, I think.
Yeah, that's caused by Valve pushing the update out in time for Christmas. They couldn't get some of the items on the store which made them not droppable or craftable either by some weird logic (but still available through the crates). They said they are fixing this in coming weeks though.

I'm not very enthused by this update. I had pretty much all the existing weapons, and now... Now there are more, and I'm not going to play forever just to get enough metal to craft them, and I really don't care to amass enough to trade for them either at this point, because I'm not even playing as it is right now.
Yeah, I kinda have the same problem and the only fix seems to be offline server practice mode idling.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: umiman on December 19, 2010, 06:01:56 pm
I couldn't even be arsed to get any of the new items. There comes a point for everybody when there's literally TOO MUCH STUFF.

Thank god there's a delete button to get rid of crates at least.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Sensei on December 19, 2010, 06:29:11 pm
How many hours had most of you played before getting a hat?
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Derekristow on December 19, 2010, 06:31:36 pm
I've never felt that "Gotta catch 'em all" drive in this game.  I usually just shoot for the stuff that would help me in battle.  I do want more Sniper hats though.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Osmosis Jones on December 19, 2010, 08:35:02 pm
How many hours had most of you played before getting a hat?

229, and the only non-event hat (so not gibus, etc) I have is the bloody scouts whoopee cap, which I crafted from 3 refined.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: ToonyMan on December 19, 2010, 08:37:40 pm
I just got dropped my second hat and this account has roughly 300 hours.  Mind you almost none of it is actually my time.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Duke 2.0 on December 19, 2010, 09:02:45 pm
 I want every weapon that provides an interesting effect. The southern Hospitality I have no interest in. The new medic crossbow allows you to heal people from really dam far away, and gives you quite a bit of range. Yes please.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Sensei on December 19, 2010, 09:10:38 pm
Southern Hospitality is lame.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: ToonyMan on December 19, 2010, 09:17:26 pm
I want every weapon that provides an interesting effect. The southern Hospitality I have no interest in. The new medic crossbow allows you to heal people from really dam far away, and gives you quite a bit of range. Yes please.
What's the demo's new melee weapon do?  Because I saw one flying with it.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: MagmaDeath on December 19, 2010, 09:18:32 pm
I want every weapon that provides an interesting effect. The southern Hospitality I have no interest in. The new medic crossbow allows you to heal people from really dam far away, and gives you quite a bit of range. Yes please.
What's the demo's new melee weapon do?  Because I saw one flying with it.
Kills most classes on a hit, takes 100Hp off you, and launches you into the air.
Afterwords it just works like a normal melee weapon.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Osmosis Jones on December 19, 2010, 09:19:26 pm
Does the blast resist from the targe reduce that?
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Thexor on December 19, 2010, 09:24:29 pm
No, the Targe has no effect on the Caber's self damage. I've been running around in Medieval mode, and it still takes off 100 hp. (Plus, since it punts you up in the air, there's roughly ~30 fall damage on top of that.) That said, it deals a heck of a lot of damage; in Medieval mode, it's the only AoE attack out there and is thus incredibly powerful.

No clue whether it's useful in normal play - might be nice for an 'OHSHI-' moment, but if you're in that much trouble, -100 HP means it's a suicide weapon.  :(
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Sensei on December 19, 2010, 10:10:45 pm
How do I find a medieval server? I can't find any with a 'medieval' tag, and beyond that I'm stumped.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Duke 2.0 on December 19, 2010, 10:13:05 pm
How do I find a medieval server? I can't find any with a 'medieval' tag, and beyond that I'm stumped.
The mapname is DegrootCastle or something. A good server community is Fugworld, and they set up their own dedicated medieval-mode server.
IP: 69.10.154.109:27015
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: ToonyMan on December 19, 2010, 10:14:42 pm
Duke always be playin' FUG.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Zai on December 19, 2010, 10:46:31 pm
How do I find a medieval server? I can't find any with a 'medieval' tag, and beyond that I'm stumped.
Filter for mapname "cp_degroot".

Am I the only one who LIKES getting lots more stuff to find and use?
I do, but I don't think the current item drop supports these massive influxes of new stuff very well. It will take 2 weeks (minimum) to get all the new weapons without crafting, trading for, or buying any of them. And that's assuming all of your drops are the new weapons and you don't get any duplicates.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Jreengus on December 20, 2010, 02:27:21 am
TF2 does seem to have turned into an RL cash for IG benefits gig. You can't really get all the weapons without paying and especially with the item sets where you need a hat to complete them and give you that extra bonus. For example if I was willing to fork over £10 I could get +25 health on my scout and reduced sentry damage on my soldier.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Duke 2.0 on December 20, 2010, 02:34:45 am
TF2 does seem to have turned into an RL cash for IG benefits gig. You can't really get all the weapons without paying and especially with the item sets where you need a hat to complete them and give you that extra bonus. For example if I was willing to fork over £10 I could get +25 health on my scout and reduced sentry damage on my soldier.
Except every item that has gameplay stats are gonna be available through ingame means. They just haven't added crafting recipes for some of the new stuff yet. If they designed it so you had to pay for those benefits instead of some bug they plan to fix then I would agree. But this is currently an inaccurate assumption.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Jreengus on December 20, 2010, 02:52:57 am
I'm not talking about that, I'm talking about the item sets mainly. Especially those where completing the set with a nice expensive hat gives a bonus but no negative. Without paying I can maybe eventually get the hat for one of these sets. Someone with a ton of money to spend however can get the hats to complete all the sets and give themselves a nice advantage over me completely unrelated to skill.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Mr.Person on December 20, 2010, 02:58:40 am
I say they should cut the hat out of the already existing item set bonuses. Everybody who's purchased one already can get some free keys or something as a pseudo-refund.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Tradanbattlan on December 20, 2010, 02:59:37 am
Hoo boy, it's these discussions again. My opinion remains firmly seated on the ol' "If you don't want to spend money, then dont" argument.

Although, I agree that the hats shouldn't be part of the sets. Being replaced by keys should only apply if you bought, not crafted, the hats

I played some of Medieval mode earlier today. The wordfilter was amazing.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Zai on December 20, 2010, 03:42:31 am
Except every item that has gameplay stats are gonna be available through ingame means.
But to get them all will take a long time going by in-game means alone, whether you're waiting for them to drop, gathering materials to craft the ones with recipes (which you may already have enough of if you've been stocking up; still a fuckton of materials considering most of the new recipes involve two Reclaimed Metals), or trading for them (which requires something that the trader views as equally valuable).

I am hoping they (temporarily?) increase drop rates (which they very well may do for Christmas Day or something as a "gift").

Fun fact: The Loch-n-Load currently has 2 recipes that yield the same result with no other possibilities, but one requires several less weapons. This is because it has its own personal recipe as well as the "Fabricate Class Weapon" recipe. The personal recipe (Scottish Resistance + 2 Reclaimed Metals) requires a total of 13 weapons (1 SR + 2 (3(2)), while the generic Fabricate Class Weapon recipe (Class Token + Slot Token + Scrap Metal) requires a total of 8 weapons ((3(Demoman weapons)) + (3(Secondary Weapons) + 2).

I say they should cut the hat out of the already existing item set bonuses. Everybody who's purchased one already can get some free keys or something as a pseudo-refund.
Yeah, I think the only reason they haven't done away with the hats from the original Polycount update sets is because they've gone on for months accepting money and having people crafting those hats just for the bonuses. The people who bought a Polycount hat and the people who spent a long while getting the weapons for hats they didn't necessarily like aesthetically would be in an uproar if they did away with the hats being required for the original bonuses. And if I had bought the hats just for the bonuses, I'd be kind of pissed if I got a few measly keys as compensation for Valve removing the hat requirement.

My solution (which I highly doubt has not been proposed before) is to have a slightly weaker form of the bonus for the original sets if the hats are not there, to resemble the more mundane bonuses of the Australian Christmas packs. For example, the Tank Buster set for the Soldier. Currently, with the hat, the bonus is +20% Sentry damage resistance. Without the hat, the bonus could be something like +10% Sentry damage resistance, which closely resembles the +10% fire damage resistance of the Demo's hatless set. For the Scout's set, +12/13 Health instead of +25. For the Pyro, +5% move speed and bullet vulnerability instead of +10%.

The Australian Christmas sets could also be boosted with the hat, encouraging sales of those hats. +2 heath regeneration per second for the Medic instead of +1, +10% critical hit damage resistance for the Heavy instead of +5%, and make the Demo the ultimate in resisting the Pyro by making it +20% fire damage resistance instead of +10% (it's cumulative with the Targe's +50%). And of course these are all just numbers for the ideas.

The 2 sets that would present a problem with this idea are the Spy's set and the Sniper's set. For the Sniper, it's hard to reduce a "wearer cannot be killed by headshots" effect without boosting the original, or going in a completely different direction. One thing about the Sniper set is that the bonus compensates for the effect of the required weapon Sydney Sleeper, which itself cannot headshot. The Bushwacka in the same set has a +20% fire damage vulnerability attached to it. Perhaps the hatless effect could be +10% fire damage resistance or somesuch, for a cumulative effect of +10% fire damage vulnerability? It's not immunity from enemy Sniper's headshots, but it does compensate for one of the required weapons. Though this is arguably the better bonus, as enemy Snipers typically just bodyshot Snipers wearing the Ol' Snaggletooth hat anyway.

For the Spy, the "Reduced decloak sound volume and 0.5 second longer Cloak blink time" effect doesn't translate very well to having the effect lowered or changed in a similar theme. I've got no ideas for an effect for this set. It would probably need to be something dealing with cloak, but the current effect kind of has that covered.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Mr.Person on December 20, 2010, 04:06:25 am
That doesn't solve the fundamental problems. People with money to pay have an undeniable advantage over everyone else and players would still be shoehorned into wearing hats they may not like.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Duke 2.0 on December 20, 2010, 04:15:42 am
 Advantage being time/convenience.

 But I will agree that people should not have to wear a hat for a set bonus.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: MagmaDeath on December 20, 2010, 04:36:27 am
Well, quite a few items can currently not be found/crafted.
The Claidheamohmor, The Candy Cane, The Warrior's Spirit.
And the Fists of Steel and Loch-n-load can only be crafted.

And the drop chance for the new stuff seems to be amazingly low, as post update I have gotten:
2 crates
1 pain train
2 Homewreckers.
1 Cloak and dagger.
1 Flare gun.

Title: Re: Team Fortress 2: The #1 war-themed hat simulator. "Ahh, she's a beaut."
Post by: Duuvian on December 20, 2010, 10:19:14 am
Hell yes.  Look at this.  Are these new medic weapons?  Cool cool cool.  So apparently the new gamemode you can only use "dated" weapons I guess.

Here's a thread in the TF2 forums that explains the new weapons. (http://forums.steampowered.com/forums/showthread.php?t=1657460)

Cool as hell.

Thanks Toonyman
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: PTTG?? on December 20, 2010, 12:00:12 pm
Southern Hospitality is lame.

I figure it's a straight upgrade for the regular wrench, and it might give you a hint if someone's a spy since it'd give them the bleed effect, right?

That doesn't solve the fundamental problems. People with money to pay have an undeniable advantage over everyone else and players would still be shoehorned into wearing hats they may not like.

Except that people who have money generally have no time to spend getting stuff, and people who don't have money just play all day. If you don't have money or time, why are you playing video games? If your part of the idle rich, with tons of money and time, then everything else in life is easy, so why should games be different?
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Soulwynd on December 20, 2010, 12:53:17 pm
I'm sorry, but you can have all the item sets and crazy items you want. I will still grab a regular old sticky bomb launcher and blow your face off.

*trollface here*

On a more serious note, every item that alters gameplay is dropable. To be honest, they don't make any difference to me, they're just cool to have a situational, but otherwise you can still wear the vanilla items and kick ass without a problem. Paying for them just means you get them sooner, instead getting drops/crafting/trading. If you're playing TF2 for the items, you're playing for the wrong reason.

Meanwhile, Soulwynd is very careful about hiding his dozens of hats and items and shit. All of which he didn't buy and earned/traded honestly. "My dear dear hats."
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: ToonyMan on December 20, 2010, 02:42:06 pm
Hell yes.  Look at this.  Are these new medic weapons?  Cool cool cool.  So apparently the new gamemode you can only use "dated" weapons I guess.

Here's a thread in the TF2 forums that explains the new weapons. (http://forums.steampowered.com/forums/showthread.php?t=1657460)

Cool as hell.
:]

Also, my brother made dem bear claws and they can destroy people.  You may lose 20 HP, but that is no matter for THE DA RUSSIAN BEAR.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Duke 2.0 on December 20, 2010, 02:51:06 pm
Well, quite a few items can currently not be found/crafted.
The Claidheamohmor, The Candy Cane, The Warrior's Spirit.
And the Fists of Steel and Loch-n-load can only be crafted.
Again, they are supposed to be able to be crafted/dropped. There is a large difference between accidentally not being able to do something and intentionally designing the system so you can't do something. We'll be able to craft them soon enough. And considering that we already busted all our scrap metal on some of the new items and have to get more drops to get more, this adds a nice deal of buffer time to get more metal.

Southern Hospitality is lame.

I figure it's a straight upgrade for the regular wrench, and it might give you a hint if someone's a spy since it'd give them the bleed effect, right?
No random crits means 99% of the times I die as a spy to an engineer is gone, and the vulnerability to fire means you are twice as weak to pyros who get the drop on you. They can do a surprisingly large amount of damage to your sentry, which is made easier because they will kill the engineer before he can repair the sentry too much.
 In my eyes it's a straight downgrade unless you want to be a melee engineer, and even then the lack of random crits on a melee weapon is an issue.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Sensei on December 20, 2010, 02:52:12 pm
Some of the items that drop do provide a huge advantage- although yes, you can indeed get by with defaults. Anyway, getting some of them is nigh impossible through regular means (I've played 133 hours and have less than half of what's available).

Maybe it would be more accurate to say that free players get a scattershot of all the available items, whereas paying ones get to choose which. Of course, just getting random ones can be a strain when there's a particular one you want.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Duke 2.0 on December 20, 2010, 02:57:19 pm
 I have all pre-update weapons that have stats.
 Drops and crafting only.
 I used spare metal I had to craft half the new stuff.

 It can be done.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Soulwynd on December 20, 2010, 03:36:13 pm
Your problem is you're not playing enough. Just play and have fun. You will get there.

I stick to vanilla weapons most of the time tho, they're better in general.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Duke 2.0 on December 20, 2010, 03:58:13 pm
 Although other weapons are funner. Like Jarate. And the skullcutter. My god the skullcutter.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: ToonyMan on December 20, 2010, 04:03:09 pm
Whenever I'm playing randomizer my scout always gets a skull cutter just to piss me off.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: PTTG?? on December 20, 2010, 04:28:12 pm
What is this "randomizer" you speak of?
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Greiger on December 20, 2010, 05:03:07 pm
I have returned!   Team Fortress had been giving me issues before and due to sheer lazyness I never got around to fixing it!


And now just for the hell of it I fired it up again and...it works!

I am cunfuzzled as to why all my stuff says vintage.  I don't think I'd wanna eat a 'vintage' sandvich or dokolas bar.  I seem to be confusing people with all my old weapons.   Apparently somebody didn't recognize my sniper's shiv and asked me where I got it.  Are there really that many new items?
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Thexor on December 20, 2010, 06:20:57 pm
Well, Vintage means you had the item before the store came out. It means absolutely nothing except, "Hey, you can't get Vintage stuff any more!" There are some people who really kill for that kind of small, cosmetic 'improvement' when trading. (Oh, yeah, trading's out, if you left before that.)

And holy heck, yes, there's a lot of new items. There's something like 10-15 new weapons from this update. If you haven't been on since the Polycount update, that's another 15-odd weapons. And I have no bloody clue how many hats have been released. Of course, if you want to get up to speed quickly, you can buy items (another *cough* 'improvement'  ::)), with one $49.99 pack containing (almost) all the new weapons and a whole bunch of hats. Or you can just craft them, or wait for them to drop, or find some poor sucker to trade with...
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: ToonyMan on December 20, 2010, 06:37:25 pm
I plan on playing TF2 without buying anything, besides TF2 of course.  Whenever that was.  I've bought the game twice actually.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: LASD on December 21, 2010, 08:49:36 am
Heyy, there's now easy ways to get new weapons:

Boston Basher = Sandman + Tribalman's Shiv
Buffalo Steak = Crit-a-cola + Sandvich
Claidheamohmor = Targe + Homewrecker
Backscratcher = Skullcutter + Axtinquisher
Candy Cane = Kritzkrieg + Pain Train
Loch-n-Load = Demo Token + Secondary Token + Scrap (The only grenade launcher alternative)


The other set items require 2 reclaimed at least for now and the rest are only crate-obtainable for a while still. But anyway, now it's actually possible to get some of them.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: ToonyMan on December 21, 2010, 02:48:23 pm
Cool, I was about to make the Buffalo Steak today and now I have an easier way to do it.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Sensei on December 21, 2010, 04:40:23 pm
I traded some duplicate vintage items for a Brass Beast.

It's really fun, wonder if it'll get nerfed.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Duke 2.0 on December 21, 2010, 04:55:25 pm
 It's a very powerful defensive tool. You are more open to snipers and demomen, but spies get no bonuses on you when you can still turn just five. If they nerfed it so turning was slower I would accept that. Still a powerful defensive tool, but now spies can get in on the action.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: ToonyMan on December 21, 2010, 04:56:59 pm
Speaking of snipers, playing medieval mode is crazy with those huntsman snipers running around.  They wreck me even when I catch them from behind.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Sensei on December 21, 2010, 05:15:07 pm
I usually either play huntsman sniper or demoknight. Chargin' Targe sometimes catches the snipers off guard.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: ToonyMan on December 21, 2010, 05:23:12 pm
I usually either play huntsman sniper or demoknight. Chargin' Targe sometimes catches the snipers off guard.
That's what I play.  :I
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Thexor on December 21, 2010, 05:28:25 pm
Remember: nine times out of ten, the Fists of Steel suck in Medieval, since everyone's got their melee weapons out. Handling mass Hunstmans is the one time out of ten they're really powerful.  ;)

...

Is the Brass Beast really that good? I looked at it, said, "20% more damage for (what look like) huge penalties?!", and haven't considered it since. Might have to give it another shot, then.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Metalax on December 21, 2010, 05:59:34 pm
Heyy, there's now easy ways to get new weapons:

Boston Basher = Sandman + Tribalman's Shiv
Buffalo Steak = Crit-a-cola + Sandvich
Claidheamohmor = Targe + Homewrecker
Backscratcher = Skullcutter + Axtinquisher
Candy Cane = Kritzkrieg + Pain Train
Loch-n-Load = Demo Token + Secondary Token + Scrap (The only grenade launcher alternative)


The other set items require 2 reclaimed at least for now and the rest are only crate-obtainable for a while still. But anyway, now it's actually possible to get some of them.

As an addition, the recipes for the Jag and Fists of steel are now discovered which completes the list of recipes.
Jag = Southern Hospitality + 2 scrap
Fists of Steel = GRU + 2 scrap
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Sensei on December 21, 2010, 06:31:34 pm
The slower speed and windup reminds me of Heavies pre-buff- which I was perfectly capable of playing. I find it's good when paired up with the GRU, btw.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Duke 2.0 on December 21, 2010, 08:05:04 pm
 There, now all items are dropable. Let us bask in the glory of these new items, for all can get them.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: ToonyMan on December 21, 2010, 08:10:21 pm
There, now all items are dropable. Let us bask in the glory of these new items, for all can get them.
Forsooth, I say, huzzah!
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: PTTG?? on December 22, 2010, 01:02:42 am
Arghhh! The wiki lied to me! I tried to make a Crusader's Crossbow out of a huntsman and some reclaimed metal, and it gave me... a SIDNEY SLEEPER. Might as well given me a sharp rock.

So, I'm still useless as a medic in Degroot keep, but I've also got a pee gun.

Anyone have a spare crossbow and want a sleeper... or maybe some vintage stuff? I have refined metal, I guess...
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Scout on December 22, 2010, 01:08:19 am
Anyone need loads of duplicate items or crates? Trying to get some more items for more varied gameplay.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Zai on December 22, 2010, 01:09:14 am
Arghhh! The wiki lied to me! I tried to make a Crusader's Crossbow out of a huntsman and some reclaimed metal, and it gave me... a SIDNEY SLEEPER. Might as well given me a sharp rock.
Erm, I'm pretty sure the Wiki didn't lie to you. I think you just misread it. It's actually pretty easy to do, as Sydney Sleeper is crafted by Huntsman + 1 Reclaimed, whereas the Crossbow is crafted by Huntsman + 2 Reclaimed.

Indeed, the Wiki just shows "use two of these" with a little "x2" beside the upper right hand part of the Reclaimed Metal image.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: PTTG?? on December 22, 2010, 01:14:36 am
Arghhh! The wiki lied to me! I tried to make a Crusader's Crossbow out of a huntsman and some reclaimed metal, and it gave me... a SIDNEY SLEEPER. Might as well given me a sharp rock.
So, I'm still useless as a medic in Degroot keep, but I've also got a pee gun.
Anyone have a spare crossbow and want a sleeper... or maybe some vintage stuff? I have refined metal, I guess...
Erm, I'm pretty sure the Wiki didn't lie to you. I think you just misread it. It's actually pretty easy to do, as Sydney Sleeper is crafted by Huntsman + 1 Reclaimed, whereas the Crossbow is crafted by Huntsman + 2 Reclaimed.

Indeed, the Wiki just shows "use two of these" with a little "x2" beside the upper right hand part of the Reclaimed Metal image.

*Hand on chin.*

Well then, by simply adding a reclaimed metal to the sleeper, I should get the crossbow!
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Zai on December 22, 2010, 01:17:44 am
Arghhh! The wiki lied to me! I tried to make a Crusader's Crossbow out of a huntsman and some reclaimed metal, and it gave me... a SIDNEY SLEEPER. Might as well given me a sharp rock.
Erm, I'm pretty sure the Wiki didn't lie to you. I think you just misread it. It's actually pretty easy to do, as Sydney Sleeper is crafted by Huntsman + 1 Reclaimed, whereas the Crossbow is crafted by Huntsman + 2 Reclaimed.

Indeed, the Wiki just shows "use two of these" with a little "x2" beside the upper right hand part of the Reclaimed Metal image.

*Hand on chin.*

Well then, by simply adding a reclaimed metal to the sleeper, I should get the crossbow!
Talk to Valve about that, and let us know how it goes. =P
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Scout on December 22, 2010, 01:21:14 am
Can you make a huntsman?
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Zai on December 22, 2010, 01:25:32 am
Can you make a huntsman?
No, but it's drop-able, buy-able, trade-for-able, and you get one for a Sniper achievement.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Scout on December 22, 2010, 01:26:36 am
Guess I'll wait for one to drop. Not gonna craft my only awesome sniper gun.  ;)
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Mr.Person on December 22, 2010, 01:27:03 am
You can craft a Huntsman with a sniper token, primary token, and scrap metal. I'm not sure why you'd want to since pretty much anyone will be more than willing to trade a Huntsman for any other weapon.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Scout on December 22, 2010, 01:36:17 am
I've got shit to get rid of. Mostly the 3 gunboats and the like. Game seems to love to give me wrangler after wrangler.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: PTTG?? on December 22, 2010, 01:58:39 am
Is there anyone, anywhere, who uses the gunboots?
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Scout on December 22, 2010, 02:01:45 am
Gunboats? And yes.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Thexor on December 22, 2010, 02:05:22 am
Guess I'll wait for one to drop. Not gonna craft my only awesome sniper gun.  ;)

But you can't craft the stock sniper rifle.  :trollface:


(Incidentally, the crossbow ain't that useful. Trust me, it's just as hard to hit allies as it is to hit enemies - heck, I've had people shouting "MEDIC!", completely alone with me, and they still dodge around constantly.  >:( Far more effective to just grab the new bonesaw and play them a tune.)
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Scout on December 22, 2010, 02:12:11 am
Make a TF2 event telling everyone to get on the server. I need some people to play with without the premium people instakilling me with a syringe gun.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: PTTG?? on December 22, 2010, 02:15:22 am
Gunboats? And yes.

NO! They are BOOTS! Thus Gunboots.

And I looked it up- it's 17% of people who have them use them, making the Gunboots as popular as the Sleeper...  It seems that by a considerable margin, the Pain Train is least popular, which is very odd, seeing as a demo with it can get places a scout can't and can still move with some speed. The other really unpopular item is, unsurprisingly, the chocolate.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Thexor on December 22, 2010, 02:22:25 am
Gunboats? And yes.

NO! They are BOOTS! Thus Gunboots.

And I looked it up- it's 17% of people who have them use them, making the Gunboots as popular as the Sleeper...  It seems that by a considerable margin, the Pain Train is least popular, which is very odd, seeing as a demo with it can get places a scout can't and can still move with some speed. The other really unpopular item is, unsurprisingly, the chocolate.

Okay, you've gotta tell me - where are these kinds of stats hidden? I can't find anything but the 'TF2 Global Achievement List' anymore from the Steam website.


The Sleeper/Chocolate/Gunboats don't really surprise me. The chocolate's freakin' useless (+50 hp?), the Sleeper almost as much (piss on the target instead of instakilling them?), and the Gunboats were somewhat useful before the damage reduction was nerfed. The Pain Train, though... I'm somewhat surprised. That said, the Equalizer's a really powerful melee tool, and the Demo has more melee weapons than any other class, so I guess it's not as much of a shock as it might be. Still, it's a darn useful weapon, usable by two different classes, and it's that low on the list?
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Scout on December 22, 2010, 02:25:22 am
I use the sleeper when people move like bots. Random spasms and while firing bullets in every direction.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Duke 2.0 on December 22, 2010, 02:49:09 am
I use the sleeper when people move like bots. Random spasms and while firing bullets in every direction.
Because hitting somebody and covering them in piss is better than missing a dozen times trying to hit a tiny target moving like a goddam fly on crack.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: PTTG?? on December 22, 2010, 03:05:03 am
I use the sleeper when people move like bots. Random spasms and while firing bullets in every direction.
Because hitting somebody and covering them in piss is better than missing a dozen times trying to hit a tiny target moving like a goddam fly on crack.

(http://thegurglingcod.typepad.com/thegurglingcod/images/2008/02/12/the_more_you_know2.jpg)

If I had better lag, I might be a bit better at it, but yeah I generally work with the heavy and the engie when online since I live in 1995 and my internet is conveyed by parcel post.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Scout on December 22, 2010, 03:16:38 am
Yep. Smg kills them pretty quickly. Unless your a retard and had the jarate equipped too.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Duke 2.0 on December 22, 2010, 03:24:53 am
Yep. Smg kills them pretty quickly. Unless your a retard and had the jarate equipped too.
Yo.
I am the piss sniper. It is me.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Scout on December 22, 2010, 03:27:29 am
Quick pyro in your face makes you regret having no reliable weapon.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Duke 2.0 on December 22, 2010, 03:28:47 am
 No regrets. I cover all in pee.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Scout on December 22, 2010, 03:53:26 am
I cover all in fire, or bombs.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Mr.Person on December 22, 2010, 04:00:29 am
I cover all in fire, or bombs.

Doesn't change the fact you're covered in pee.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Scout on December 22, 2010, 04:08:46 am
You'll cover me in piss, then realise you have nothing to defend yourself from my almighty BACKBURNER.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Duke 2.0 on December 22, 2010, 05:17:45 am
 A small price to pay for making the world a grosser place.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: ToonyMan on December 22, 2010, 12:13:22 pm
Patch came out yesterday night sometime:
    * Added several crafting recipes for new weapons.
    * Added a ton of items to the store.
    * Added a ton of items to the random drop list.
    * The following hats are now paintable or have had their paintability improved: Pyromancer's Mask, Detective Noir, Madame Dixie, Buckaroos Hat, German Gonzila, Flipped Trilby, Coupe D'isaster
    * Fixed a spelling error on the "Pyromancer's Mask".
    * Corrected the name of the "Claidheamh Mòr" to the joy of our Celtic players.
    * Made "Le Party Phantom" a misc slot item.
    * Fixed a client crash caused by custom stats panels.
    * Fixed a bug where some new items weren't being dropped correctly.
    * Removed displaying the top 10 players in the leaderboard if you have never won a duel.
    * Updated the localization files.
    * Fixed a regression in Tournament Mode item whitelists.
          o Also added "mp_tournament_whitelist", a convar that allows servers to specify a whitelist file to use.

* Fixed a client crash caused by custom stats panels.
Duke I now know why I crashed five times that game.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Scout on December 22, 2010, 01:30:54 pm
Bay12 server will always be empty. Just another server taking up space with no one ever going on.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: PTTG?? on December 22, 2010, 01:39:10 pm
I WOULD log in, but it's out of date! Somebody update it so we can play...
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Scout on December 22, 2010, 01:40:46 pm
Updated. Get on people. Make an event. I need people to murder.
Trading: Degreaser or anything for a backburner.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: PTTG?? on December 22, 2010, 02:02:15 pm
OK, I have time in about three or four hours.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Scout on December 22, 2010, 03:16:35 pm
Crafting server is down. All crafting is broke for now.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Shadowlord on December 22, 2010, 05:32:31 pm
The server is still running an out of date version.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Mr.Person on December 22, 2010, 05:49:37 pm
Crafting server is down. All crafting is broke for now.

Sometimes this means Valve's changing something. Sometimes it just means they're doing maintenance.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Thexor on December 22, 2010, 07:03:27 pm
Crafting server is down. All crafting is broke for now.

Sometimes this means Valve's changing something. Sometimes it just means they're doing maintenance.

And sometimes it means they cheaped out with a poor server and one person too many tried to craft a new toy at once.  ;D
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Mr.Person on December 23, 2010, 03:06:31 am
In this case, it turns out they were doubling the drop rate. (http://www.teamfortress.com/post.php?id=4822)
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: ECrownofFire on December 23, 2010, 05:20:48 am
In this case, it turns out they were doubling the drop rate. (http://www.teamfortress.com/post.php?id=4822)
Well shit. Time to play more TF2 then, I guess. There goes my week (not like I was going to do anything else though).

Also:
Quote
For those of you with more beard on your necks than sense in your heads
It's official, Valve disapproves of neck beards!
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Osmosis Jones on December 23, 2010, 05:21:53 am
Also:
Quote
For those of you with more beard on your necks than sense in your heads
It's official, Valve disapproves of neck beards!

...there are people who don't o_0
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: LASD on December 23, 2010, 05:54:17 am
Also, free key for everyone, whee!

I used mine on a festive crate and got Le Party Phantom, which is cool, though I seem to be cursed with getting things for my least played class.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Scout on December 23, 2010, 05:55:23 am
The games doesn't realise I don't want hats. I want GUNS. AND NOT THE 10TH FISH IN A ROW.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Deadmeat1471 on December 23, 2010, 06:28:17 am
You will have the feesh and you will like it.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Scout on December 23, 2010, 06:29:58 am
Gonna sort out my backpack then give you guys the link.
Edit: Here is the clean version. Took me an hour to clean it up. http://www.tf2items.com/id/RedAlertFan (http://www.tf2items.com/id/RedAlertFan)
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: ECrownofFire on December 23, 2010, 07:59:36 am
Might as well post my backpack as well, right here (http://www.tf2items.com/id/ECrownofFire). First page is Polycount, Vintage, and other assorted things, second page is older weapons, crates, and metal. Fourth page is all non-tradable, don't bother looking at it.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Osmosis Jones on December 23, 2010, 09:31:50 am
Here's (http://www.tf2items.com/profiles/76561197994707620) mine. I seriously need a decent hat. Only non event one I have is the whoopee, and I'm not a fan.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: ToonyMan on December 23, 2010, 01:23:32 pm
With the free key I opened a festive crate I found yesterday.

I found the jag.  :]
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Sensei on December 23, 2010, 01:26:32 pm
Is the jag any good? I thought it wouldn't be and traded it when I got it, but I'm second guessing that decision. I thought the damage reduction applied to the turrets you build.

Also, who wants a spy token?
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: PTTG?? on December 23, 2010, 01:29:26 pm
I really want the Jag... it looks VERY useful for an engie which cowers behind his sentry all the time, which I do. I still got a shotty.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Strange guy on December 23, 2010, 02:24:33 pm
I've heard the Jag is currently bugged to barely speed up construction at all. Even when it's working I'm not convinced of it's value, but maybe I just like wrenching things too much.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Thexor on December 23, 2010, 02:51:18 pm
The Jag looks useful, but only somewhat. If I'm reading the description right, it only speeds up construction speeds, not repair speeds - if you build a Sentry and start wrenching it, it'll build fast, but it's of no use once the Sentry is already set up and you're repairing it. Then again, -25% damage isn't huge (dealing with Spies? That's what the Shotgun is for!), and being able to set up a gun quickly is certainly valuable...
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Duke 2.0 on December 23, 2010, 03:15:24 pm
 Does it increase the base build speed, or the increased build speed from hitting it?
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Mr.Person on December 23, 2010, 05:10:04 pm
I tested it out with the Jag I got out of my stocking stuffer unlocked festive crate. Long story short, the Jag sucks. By wrenching a teleporter, I saved a grand total of ~1.5 seconds off of a 10 second build. When they say "+15% faster building speed", they mean +15%. And 15% is not a whole lot.

I dunno about the rest of you, but I think it was faster even without wrenching, but I'm not sure, I wasn't being very scientific about it.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Duke 2.0 on December 23, 2010, 05:30:29 pm
If it's on top of the half-build time of hitting it then it's useless. If it's a base 15% increase then it's useful. If the half build time applies to the extra 15% to grant 30% extra when hitting it then it would be extremely useful.

 But I don't think it would be that useful, even if it sounds ideal.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: ToonyMan on December 23, 2010, 06:23:31 pm
Look what somebody just randomly found.  :]
(http://i.min.us/jb92dQ.png)
i am the robin williams
it is me
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Zai on December 23, 2010, 07:13:45 pm
What should I use my key on? A festive crate (estimated 34% chance of getting a hat I don't have, another estimated 66% chance of getting a weapon I don't have) or a series 9 crate (estimated 96% chance of getting 1 of 6 crate-only paints (5 of which I wouldn't mind getting), estimated 3% chance of getting Solly's set hat, 1% of getting an Unusual Hat)?
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Duke 2.0 on December 23, 2010, 07:14:38 pm
 Try for an unusual. And paints are always nice. The new weapons are all in the drop tables, so no issue.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Zai on December 23, 2010, 07:33:47 pm
Try for an unusual. And paints are always nice. The new weapons are all in the drop tables, so no issue.
Yeah, but the unusual hat is also part of the Festive Crate (with a higher estimated drop percentage, too!). So it's basically: [34% chance for hats I don't have (with 2% estimated chance of unusual hats) and another 66% chance for weapons I don't have] vs. [80% chance for crate-only paints that I would not mind getting, 16% chance for a crate-only paint I don't want, 3% chance for a hat I would like, 1% chance for an unusual hat].

QUESTION: Are uncrated items tradeable?
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Duke 2.0 on December 23, 2010, 08:36:42 pm
 I say screw it all and just get This Mod. (http://forums.steampowered.com/forums/showthread.php?t=1283359) No other hat is as good as what you are seeing.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: ECrownofFire on December 23, 2010, 09:08:02 pm
So, despite today being the start of the double drop rate thing, and having had drops refreshed within the past two days, why is it that I've played for over two hours today and haven't found a thing?

Does it seem like double drops to anyone else?
Yes, so far I have gotten 1 Razorback, 1 Huntsman, and 2 Scottish Resistances, just from around... 3 or 4 hours. Kind of strange that you haven't gotten anything though.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Scout on December 24, 2010, 09:25:14 am
I've gotten a amputator, the metal fists, a razor back, and more jarate and 2 degreasers. I regret crafting my backburner.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Myroc on December 24, 2010, 11:08:26 am
I've got both the Crusader's Crossbow and the Amputator. Haven't had a chance to try them out yet, but they both sound nice, as does the setbonus (and will probably prove to be a huge change in medic gameplay for me as I have never used anything but the Blutsauger in ages).
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Metalax on December 24, 2010, 11:34:25 am
Ullapool Caber + Sticky Jumper = great fun on 2fort or other similar maps, where you sticky jump over to the snipers campsite, give them an explosive enema, then jump back to rearm.

Also Fists of Steel are great for when you have to run a short distance under fire to get to a medkit or ammo.

I regret crafting my backburner.

Give me a shout when you are in-game. I've got a spare that I can trade to you if you still need one.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Duke 2.0 on December 24, 2010, 11:43:26 am
 Run up to people with fists of steel, wait for them to switch to melee weapons, pull out minigun and fire.

 It's like suckerpunching them with a minigun.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Sensei on December 24, 2010, 03:16:12 pm
Does anyone have a festive crate they're willing to give me? Possibly for two regular crates?

Edit: Hey- guess who just got a Towering Pillar of hats?
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Zai on December 24, 2010, 03:52:24 pm
Does anyone have a festive crate they're willing to give me? Possibly for two regular crates?

Edit: Hey- guess who just got a Towering Pillar of hats?
Congratulations! How'd you get it?
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Sensei on December 24, 2010, 03:59:22 pm
It is the first and only hat to have randomly dropped for me, in 136 hours of gameplay. :P
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Ze Spy on December 25, 2010, 10:57:25 pm
(http://www.ubercharged.net/wp-content/uploads/2009/03/evil-medic-600x450.jpg)

Fuck you , Idiot , Medic doesn't mean -or even translate to- "Spectator"
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Osmosis Jones on December 25, 2010, 11:11:02 pm
Maybe not, but that is still an awesome photo.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Thexor on December 26, 2010, 01:47:52 am
"But I'm a battle medic! I don't heal people!"

Yes, I've actually heard people make this claim. No, none of them can actually aim their Blutsauger well enough to actually win a battle.  >:(
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Tradanbattlan on December 26, 2010, 01:54:19 am
"But I'm a battle medic! I don't heal people!"

Yes, I've actually heard people make this claim. No, none of them can actually aim their Blutsauger well enough to actually win a battle.  >:(
You'd be suprised at the crack sentry takedowns I could make on an anger binge.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Osmosis Jones on December 26, 2010, 03:00:03 am
There are legitimate battle medic strategies; uberchains are a prime example. That said, there is a fine line between playing an aggressive floating medic (so heal the team, but also contribute fire power) and being an idiot.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: ToonyMan on December 26, 2010, 03:15:53 am
With the new crossbow weapon you can now fire blindly into combat and heal teammates by accident!
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Sensei on December 26, 2010, 03:24:55 am
Yes, it seems specifically made so that the "I only want to shoot my gun!" demographic of medics become useful.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Duke 2.0 on December 26, 2010, 03:33:29 am
 Hey, it's handy for those of us who want the normal medic regeneration rate and don't use the needlegun that much. Shoot a horde before you get in close enough to use the medigun, and offers a way to throw in some spam when the people around you are at full health.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Ze Spy on December 26, 2010, 06:23:04 am
(http://www.lowpings.net/gamingnews/wp-content/uploads/2009/04/combat-medic-poster-narrower2.png)

I just had to do it after seeing the Battlemedic discussion
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: ToonyMan on December 26, 2010, 12:40:14 pm
:|
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Sensei on December 26, 2010, 02:32:28 pm
That's the point! Unless you use the huntsman. I myself like to run into that capture point with the chargin' targe, and use a critical ullapool caber on everybody. Suicidal, but you still get a good K:D ratio.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Soapalope on December 26, 2010, 03:43:38 pm
A typical game of Team Fortress for me:

Medicmedicmedicmedicmedicmedicmedicmedicmedicmedicmedicmedicmedicmedicmedicmedicmedicmedicmedicmedicmedicmedicmedicmedicmedicmedicmedicmedicmedicmedicmedicmedicmedicmedicmedicmedicmedicmedicmedicmedicmedicmedicmedicmedic

medic.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Derekristow on December 26, 2010, 03:53:17 pm
Half the time I call for a medic it's just because my finger slipped, or I forgot which game I was playing and tried to activate something.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Zai on December 26, 2010, 04:18:56 pm
I used my free key on a festive crate and got a Madame Dixie. It looks quite nice with a tie and a rake. ;)
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Ze Spy on December 26, 2010, 04:54:49 pm
a Typical game for me :

SPYSPYSPYSPYSPYSPYSPYSPYSPYSPYSPYSPYSPYSPYSPYSPYSPYSPYSPYSPYSPYSPYSPYSPYSPYSPYSPYSPYSPYSPYSPYSPYSPYSPYSPYSPYSPYSPYSPYSPYSPYSPYSPYSPYSPY

or

CAMPCAMPCAMPCAMPCAMPCAMPCAMPCAMPCAMPCAMPCAMPCAMPCAMPCAMPCAMPCAMPCAMPCAMP

or

Everyone *Every gun in TF2* Battlemedic
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: inteuniso on December 26, 2010, 05:23:08 pm
I just got it. HERE I COME.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Ze Spy on December 26, 2010, 07:10:20 pm
Thanks to you guys, I feel inspired to BATTLEMEDIC LIKE A PRO.

Brb playing TF2.

What did i just do?
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Zai on December 26, 2010, 09:10:16 pm
I used my free key on a festive crate and got a Madame Dixie. It looks quite nice with a tie and a rake. ;)
And then I got a Stout Shako through the regular drop system! Heheh. Two new hats in one day.

I'm considering painting my Madame Dixie (http://wiki.teamfortress.com/wiki/Madame_Dixie) purple to look more like it was originally (http://wiki.teamfortress.com/w/images/0/07/FvN_madame_dixie.png). Should I? I already have the paint.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: PsyberianHusky on December 29, 2010, 01:33:27 am
So I have given up on this game, but I have a Soldier's Metal people keep bugging me online about, so I want to donate it to someone else in the Bay 12 community, but I am not sure how to pick fairly.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Mr.Person on December 29, 2010, 01:40:20 am
You could just hold a drawing and pick the winner randomly
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: ToonyMan on December 29, 2010, 01:50:57 am
I will enter this contest/raffle.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Zai on December 29, 2010, 02:04:23 am
So I have given up on this game, but I have a Soldier's Metal people keep bugging me online about, so I want to donate it to someone else in the Bay 12 community, but I am not sure how to pick fairly.
Are they even tradeable?

I recommend just trading it to a friend of yours that has TF2 (probably the one that plays Solly the most so that it sees the most use, or one who at least plays Solly pretty often). That's the easiest thing to do.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: PTTG?? on December 29, 2010, 02:42:52 am
Do one of those donation things on the steam forum. Ask people to donate to a cause, then the one who donates the most gets the medal...

OK, I don't know how you'd do the paperwork for that, but it could be big.

I've always wanted one, but since I only play soldier when the planets are in alignment, it would not get shown off a lot.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Capntastic on December 29, 2010, 02:53:32 am
Give it to me, I love stuff.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Myroc on December 29, 2010, 05:49:47 am
I am willing to receive such a medal.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Scout on December 29, 2010, 06:26:21 am
I'll take it if my computer can even start up TF2. I'll add it to my 5 gunboats.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Cecilff2 on December 29, 2010, 11:23:10 am
(http://img703.imageshack.us/img703/1879/harveybirdmanattorneyat.jpg)
I'll take the case!

Soldier is probably my favorite offensive class(Also my highest point total in one life)
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: PsyberianHusky on December 30, 2010, 07:26:16 am
Ok everyone who is interested PM me your name, I will figure the most convoluted way to distribute the metal possible.
I am thinking if I could get about 7 of ya I may have a nice way of determining who will get the metal
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Deus ex Machina on December 30, 2010, 10:16:49 am
How do we even get on Australian Christmas servers? Or is it over?
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: ECrownofFire on December 30, 2010, 10:41:31 am
How do we even get on Australian Christmas servers? Or is it over?
There are no "Australian Christmas servers". If you mean Medieval Mode, look for the map Degroot Keep (cp_degrootkeep). It's also possible for a server to manually turn it on for other maps, but servers are VERY rarely going to do that, don't even bother looking. And Medieval Mode is never going away.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Deus ex Machina on December 30, 2010, 12:24:11 pm
Doctors are completely overpowered in medieval mode. :|

Bone saw = Best saw
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Luke_Prowler on December 30, 2010, 12:34:23 pm
So I finally bought this game a few days ago... didn't expect it to be so hard...
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Soulwynd on December 30, 2010, 12:38:51 pm
So I finally bought this game a few days ago... didn't expect it to be so hard...
Play on pub servers at first until you get the hang out of it.

I started by testing every class and see if there was one I could do better and then I went with that one until I got the hang of it. In my case, it was the engineer. Then I switched to demo, then to spy, then to sniper, and then the rest.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Scout on December 30, 2010, 01:32:19 pm
I are bad spy. Best pyro ever. Causing entire teams of spies to scream HAX untill they rage quit. Quite obvious when they're all trying to go into the pipe. The bubbles warn me.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Duke 2.0 on December 30, 2010, 01:36:34 pm
Doctors are completely overpowered in medieval mode. :|

Bone saw = Best saw
Below-average ranged attack. Average melee attack.

I can see how self-healing can help a bit, but my skullcutter demoknight has been an absolute blast ripping people apart. Medics have been no problem.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Scout on December 30, 2010, 01:52:34 pm
The crits man. You'll suffer the 4 crit hit sooner or later.  :'(
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Thexor on December 30, 2010, 02:07:01 pm
Pffft, Medics.

Backscratcher Pyros have +25% damage, retain their random crits, and get 75% more benefit from health packs (which drop on every kill). Powerjack Pyros with the full set are almost as powerful (and faster than a Medic, too!), losing only their crits. And let's not forget the Heavy, with +30% damage in exchange for -20 hp (and his Steak Sandvich for move speed and minicrits), or else the KGB (which become horribly-overpowered when complete morons insist on attacking him midway through a crit streak). Oh, and the Demo has a half-dozen options for his melee weapon, all of them at least marginal improvements over the stock weapon.

Trust me, Medics are nice, especially for a ranged attack... but they aren't top-of-the-list by any standards.  :P
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Deus ex Machina on December 30, 2010, 02:15:28 pm
Well, as a medic, I got a 6-kill streak whilst capturing the last capture point. Scouts and snipers kept rushing in and getting absolutely slaughtered.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Scout on December 30, 2010, 02:25:20 pm
No flamethrowers in medival, eh? I'll stick to Tf fort.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Strange guy on December 30, 2010, 02:28:50 pm
Also snipers- take one of the two (admittedly underpowered) shield secondariness and you can use your full arsenal. Having the only effective ranged weapon is definitely very nice, and enemies keep getting lucky point blank headshots on me with it, though you are normally vulnerable up close.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Sensei on December 30, 2010, 02:32:06 pm
I'm surprised you can't use the jarate. It's very medieval, isn't it?
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Scout on December 30, 2010, 02:35:08 pm
Piss? Wouldn't be very helpful without the Bushwacka.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Strange guy on December 30, 2010, 02:48:57 pm
Without damage fall off and a higher crit chance I guess mini-crits wouldn't be as good, but they would still be far from useless, plus you can still remove fires (not that they are as common) and reveal spies.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: ECrownofFire on December 30, 2010, 02:51:28 pm
Piss? Wouldn't be very helpful without the Bushwacka.
Oh, you can use the Bushwacka. It's just completely useless without the jarate :P
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: ECrownofFire on December 30, 2010, 03:06:17 pm
The Bushwacka gets normal random crits as well as crits from mini crits, and at the cost of fire vulnerability (how often are you being ignited in Medieval mode?), it is not as useless as you think.
There are exactly three reasons you would ever get mini-crits in Medieval. Crit-a-cola, the steak sandvich, and the buff banner.

Granted, there's only one reason you can get ignited, but it happens more often than any of these from my experiences in medieval mode.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Scout on December 30, 2010, 03:09:04 pm
What could ignite you? An axe?
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Thexor on December 30, 2010, 03:12:48 pm
Piss? Wouldn't be very helpful without the Bushwacka.
Oh, you can use the Bushwacka. It's just completely useless without the jarate :P

Well, depends. If a friendly Soldier whips out his Buff Banner, suddenly the Bushwacka becomes useful. More notably, it lands guaranteed crits on Crit-a-Cola Scouts (rare) and Steak Sandvich Heavies (not so rare). Heck, I'd argue the #1 counter to a Heavy packing a Steak Sandvich is a Bushwacka Sniper!

And if you're ignited by a Sniper, you're dead either way - if the arrow doesn't kill you directly, the base fire damage certainly will, Bushwacka or no. So it's hardly a drawback. (The ignition source is a flaming arrow, if you didn't know.)
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Scout on December 30, 2010, 03:27:07 pm
But a pyro with a flamethrower is needed for a flaming arrow. My head hurts.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: ECrownofFire on December 30, 2010, 03:42:24 pm
But a pyro with a flamethrower is needed for a flaming arrow. My head hurts.
There are torches scattered around on Degroot Keep that light arrows on fire when you walk up to them.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: PTTG?? on December 30, 2010, 04:19:14 pm
Any chance we can get the B12 server to run a few rounds in Degroot?
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Siquo on December 31, 2010, 07:03:25 am
It has De Groot, I played it last weekend with some people.

I personally don't really like it a lot, it's too much meleespam.

What I do like is my axtinguisher. Oh, how I love it. BurnWHACKBurnWHACKBurnWHACK.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: PsyberianHusky on December 31, 2010, 10:36:47 am
So I have given up on this game, but I have a Soldier's Metal people keep bugging me online about, so I want to donate it to someone else in the Bay 12 community, but I am not sure how to pick fairly.

Ok everyone who is interested PM me your name, I will figure the most convoluted way to distribute the metal possible.
I am thinking if I could get about 7 of ya I may have a nice way of determining who will get the metal

Okay heads up if ya PM me give me some stats ya like too.

I am going to roll you all in a fort and then use some assassin scoring system that I will likely make up last min, the fort will be rolled up whenever I feel like it, and because I am too lazy to play for a couple of days on end until some juicy HFS shows up and picks a winner though unnatural selection I want you guys to help me pick a theme for the fort such as:"The dining hall doubles as a firing range"
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Soulwynd on December 31, 2010, 11:57:35 am
Lemme just drop this here:
http://www.megaupload.com/?d=NCZPPW95

This happened on necro yesterday while I was playing.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Zai on December 31, 2010, 07:48:43 pm
Off-rails!

It's the FINAL SALE OF THE DECADE! this weekend...somehow.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Soulwynd on January 12, 2011, 07:35:45 am
Dropping more gifts:
http://www.youtube.com/watch?v=LvQaCh9e5LE
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: ToonyMan on January 12, 2011, 09:10:59 am
Dropping more gifts:
http://www.youtube.com/watch?v=LvQaCh9e5LE
How the heck is it looping?
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Soulwynd on January 12, 2011, 09:15:34 am
It's the power of the heavy crab.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: kg333 on January 12, 2011, 05:58:31 pm
Dropping more gifts:
http://www.youtube.com/watch?v=LvQaCh9e5LE
How the heck is it looping?

More specifically, how is it looping without using the loop parameter or an external script?

KG

EDIT: According to the video poster: "put a pause annotation right at the end of the video that lasts 1/10 of a second."  Huh...
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Soulwynd on January 12, 2011, 06:08:08 pm
You can put commands using youtube annotations. One of them, if used at a certain point of the movie, lets you automatically loop it.

ie. pause at the very end of the movie.

Happy now? :P
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Scout on January 14, 2011, 10:36:43 pm
Ullapool Caber + Sticky Jumper = great fun on 2fort or other similar maps, where you sticky jump over to the snipers campsite, give them an explosive enema, then jump back to rearm.

Also Fists of Steel are great for when you have to run a short distance under fire to get to a medkit or ammo.

I regret crafting my backburner.

Give me a shout when you are in-game. I've got a spare that I can trade to you if you still need one.
Steam account. Now. I'm not a complete man without my backburner.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Doctor on January 14, 2011, 10:58:58 pm
I could do with the fez...
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: ToonyMan on January 14, 2011, 11:01:03 pm
Man, after losing 5 rounds in a row I'm a little bummed out.  I played for an hour and never got a victory for my team.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Scout on January 14, 2011, 11:58:45 pm
Go demoman and lay sticky bombs over a wide area. Sure to kill something.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: ToonyMan on January 15, 2011, 12:00:36 am
Go demoman and lay sticky bombs over a wide area. Sure to kill something.
I was playing demo the whole time (besides medic at the end) and I don't care about killing people.  That's a secondary goal that comes hand in hand.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Siquo on January 15, 2011, 06:39:36 am
That's a secondary goal
You're playing it wrong.  :D

Winning is nice, and I'll happily switch classes, help engies, or be the only effing one in the whole team who actually pushes the cart, but in the end, I just want to be on the top of that scoreboard. And see a lot of axetinguisher kills in the topright corner.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Doctor on January 15, 2011, 11:23:32 am
You're playing it wrong.

Being on top is nice, and I'd happily switch to sniper, go heavy, or be the only effing good spy on the whole team, but in the end, I just want to help my team reach victory. Even if I'm not on top of the scoreboard.


Spoiler: SEE WUT I DID THAR (click to show/hide)
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Soulwynd on January 15, 2011, 05:38:33 pm
You're both playing it wrong.

In the end, I want to be the one with the most hats.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Scout on January 15, 2011, 05:41:45 pm
You're both playing it wrong.

In the end, I want to be the one with the most hats.
I want the most guns, hats, and CRATES.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Mr.Person on January 15, 2011, 07:55:40 pm
I want to make the most money via trading items, modeling new items, and making maps.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Shadowlord on January 15, 2011, 09:06:59 pm
I took all my items off tf2items because people kept adding me to their friends list and then not saying anything.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Soulwynd on January 15, 2011, 10:42:02 pm
Special hats from crates are sold for absurd amounts of money on auction sites.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Thexor on January 15, 2011, 11:13:10 pm
Special hats from crates are sold for absurd amounts of money on auction sites.

Yeah... I'm kind of wondering how long until some group claims that TF2 is facilitating gambling. Buying a key is hardly different from buying a lottery ticket - you pay you're $2.50, and odds are you'll get a crummy weapon (which, thanks to the store, has a fixed dollar value), with a small chance of getting an ultra-rare hat that can be re-sold on auction sites. It's gambling, potentially for real money, and I'm curious as to what would happen if some lawyer tried to push the issue.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Metalax on January 16, 2011, 03:14:34 am
They could probably reasonably get away with the fact you don't need to actually spend any money to get a key, you can trade found items/metal to someone else who has chosen to purchase one.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: MrWiggles on January 16, 2011, 06:07:17 am
As long as the trade sites are third party and unaffiliated with Valve, I don't see how they can be accused of something like that.

Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Mr.Person on January 16, 2011, 06:44:01 am
As long as the trade sites are third party and unaffiliated with Valve, I don't see how they can be accused of something like that.

That's not the issue. The issue is that keys, which you have to pay for, are used to open crates, which have different chances of giving different prizes, one of which is very valuable. Problem is, that's not gambling. Legally speaking, gambling requires actual money to be involved as a prize, not material items.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: umiman on January 16, 2011, 07:26:47 am
I think it's more likely that Jupiter will crash into Uranus before TF2 gets into legal problems with gambling.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: PTTG?? on January 19, 2011, 07:27:45 pm
Legally speaking, gambling requires actual money to be involved as a prize, not material items.

Do be pendantic, it is a stretch to call an imaginary gun (or hat) a "material" item.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Mr.Person on January 19, 2011, 07:54:44 pm
Legally speaking, gambling requires actual money to be involved as a prize, not material items.

Do be pendantic, it is a stretch to call an imaginary gun (or hat) a "material" item.

Legally speaking, virtual items are still material items since they took time, effort, and/or money to acquire.

Perhaps the term I'm looking for is actually "material possessions"?
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: kg333 on January 22, 2011, 12:46:52 pm
Legally speaking, gambling requires actual money to be involved as a prize, not material items.

Do be pendantic, it is a stretch to call an imaginary gun (or hat) a "material" item.

Legally speaking, virtual items are still material items since they took time, effort, and/or money to acquire.

Perhaps the term I'm looking for is actually "material possessions"?

Legally speaking, most software companies define that all virtual property in-game remains theirs.  Hence why Blizzard and other MMO companies are able to shut down and potentially prosecute gold sellers...under the TOS agreed to, it's an abuse of the company's virtual property for monetary gain.

KG
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Scout on January 22, 2011, 12:56:43 pm
Valve seems to have not done that. THE ULLAH POOL CABER IS ALL MINE!?!
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Mr.Person on January 22, 2011, 02:15:28 pm
Well yes, companies have crazy ToS agreements. They never exercise their rights, but they're leaving their options open. I could talk about ToS agreements all day, but that would be crazy off-topic.

You should read the agreement on Valve's contribute site. They spell out in 50 different ways that Valve owns anything you contribute and can do whatever they please with them, including demands takedown notices on the stuff if you uploaded it to another site. Have they done that? No. Will they ever do that? No. But they can, if for some reason they ever want to.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: kg333 on January 22, 2011, 04:52:45 pm
Well yes, companies have crazy ToS agreements. They never exercise their rights, but they're leaving their options open. I could talk about ToS agreements all day, but that would be crazy off-topic.

You should read the agreement on Valve's contribute site. They spell out in 50 different ways that Valve owns anything you contribute and can do whatever they please with them, including demands takedown notices on the stuff if you uploaded it to another site. Have they done that? No. Will they ever do that? No. But they can, if for some reason they ever want to.

Yeah, I could rant on about ToS agreements too, I was just correcting the "legally speaking" bit.  "Legally speaking", Valve could completely screw everyone over.  Will they?  Probably not, but it covers their butts on any gambling accusations.

KG
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Mr.Person on January 22, 2011, 05:20:22 pm
Well yes, companies have crazy ToS agreements. They never exercise their rights, but they're leaving their options open. I could talk about ToS agreements all day, but that would be crazy off-topic.

You should read the agreement on Valve's contribute site. They spell out in 50 different ways that Valve owns anything you contribute and can do whatever they please with them, including demands takedown notices on the stuff if you uploaded it to another site. Have they done that? No. Will they ever do that? No. But they can, if for some reason they ever want to.

Yeah, I could rant on about ToS agreements too, I was just correcting the "legally speaking" bit.  "Legally speaking", Valve could completely screw everyone over.  Will they?  Probably not, but it covers their butts on any gambling accusations.

KG

Let's just say that no court would side with the company if a company tried to claim in-game items were their possession. It would be the equivalent of loaning someone a VCR and then claiming you own any tapes recorded on that VCR or renting out a building you own to an artist and claiming that any art the artist made belongs to you.

And in any case, they're already covered from gambling charges since the prize isn't cash. I can think of nowhere in the world that defines non-cash prizes as gambling. If they do get in trouble, they can start dropping keys, start dropping unusuals outside of crates, or simply limit buying keys in the areas with overly strict gambling laws.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Shadowlord on January 22, 2011, 05:39:40 pm
I can think of nowhere in the world that defines non-cash prizes as gambling.

Besides second life, but then they have a currency of sorts, which is convertible into real money, which is probably what gets them concerned about it.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: DrunkDorfPally on January 22, 2011, 05:46:14 pm
"Gawd save da' p!$$!"  XD
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Mr.Person on January 22, 2011, 06:08:11 pm
I can think of nowhere in the world that defines non-cash prizes as gambling.

Besides second life, but then they have a currency of sorts, which is convertible into real money, which is probably what gets them concerned about it.

Well I was referring to countries, but then again, if somebody plays TF2 within Second Life, props to them.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Scout on January 22, 2011, 06:42:35 pm
Let's talk about how awesome the Ullah Pool Caber is. Use the Charge 'n Targe with it, instakilling everyone around, dropping you to 75 health, and launching in the air to shoot pipe bombs.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Sensei on January 22, 2011, 07:22:41 pm
It is fun indeed, but you're pretty much never getting a second kill with it except on DeGroot.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Scout on January 22, 2011, 07:44:21 pm
It is fun indeed, but you're pretty much never getting a second kill with it except on DeGroot.
I've never actually played on DeGroot yet.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Metalax on February 06, 2011, 07:21:10 pm
Just ran across an amusing account over on the steam forums.

Discovering the secrets of the Tradeamous-Ignoramus tribe: an expedition. (http://forums.steampowered.com/forums/showthread.php?t=1729589)
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: SHAD0Wdump on February 06, 2011, 09:09:19 pm
Just ran across an amusing account over on the steam forums.

Discovering the secrets of the Tradeamous-Ignoramus tribe: an expedition. (http://forums.steampowered.com/forums/showthread.php?t=1729589)
This is amazing.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Zai on February 06, 2011, 09:32:15 pm
Just ran across an amusing account over on the steam forums.

Discovering the secrets of the Tradeamous-Ignoramus tribe: an expedition. (http://forums.steampowered.com/forums/showthread.php?t=1729589)
Heheh. Funny.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Jackrabbit on February 07, 2011, 01:21:21 am
I've been following TF2 since the first major update, stopped after I think the... pyro? Scout? One before the Engineer, anyway. Only now do I buy it. After so many changes, it's completely different to the TF2 I fell in love with.

Actually, since there's so much more to it than I first thought, I'm super excited. This game rocks.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Enzo on February 07, 2011, 02:43:46 am
I've been following TF2 since the first major update, stopped after I think the... pyro? Scout? One before the Engineer, anyway. Only now do I buy it. After so many changes, it's completely different to the TF2 I fell in love with.

Actually, since there's so much more to it than I first thought, I'm super excited. This game rocks.

Hehehe, I just bought it about 3 weeks ago. It is as awesome as I always expected it to be. Even though I suck.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Strange guy on February 07, 2011, 01:39:55 pm
... No-ones has mentioned anything about the Rift items? I would have thought someone would have mentioned this fairly controversial promotional items. Anyway the problems people have is that the items don't fit the art-style- even less so then most other promotional, that the 2 games are unconnected, that they have stats (they will be available to all in a month or something like that, but that kind of destroys their purpose of showing people who like Rift) and that the 'Genuine' item quality now exists for people who got one from buying Rift (or trading with someone who did).

The items also kind of suck- something like the axtinguisher for the scout, except not as good and he can't set people on fire? A pyro melee that's worse then the flamethrower in practically every way? Still apparently the afterburn from the pro melee is harder to put out, but unless you crit the extra damage you would have dealt using the flamer you'll probably end up doing less damage.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: ToonyMan on February 07, 2011, 03:28:05 pm
My Steam account I gave to my friend had the honor to be given the Primeval Warrior medal or whatever.  He told me over Steam and that was pretty cool, even though I didn't even get the game until Christmas '07.

This is old news, but I just remember because of Jackrabbit and Kinseti so I guess it's worth mentioning.  I still remember playing TF2 for the first time as a scout in Dustbowl.  Ten-Fifteen achievements sure are hard to get.  :P
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Shadowlord on February 07, 2011, 03:41:30 pm
... No-ones has mentioned anything about the Rift items? I would have thought someone would have mentioned this fairly controversial promotional items. Anyway the problems people have is that the items don't fit the art-style- even less so then most other promotional, that the 2 games are unconnected, that they have stats (they will be available to all in a month or something like that, but that kind of destroys their purpose of showing people who like Rift) and that the 'Genuine' item quality now exists for people who got one from buying Rift (or trading with someone who did).

My problem with them was more along the lines of "You want us to pre-order an MMO to get TF2 items now?"
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: ToonyMan on February 07, 2011, 03:44:43 pm
What's Rift?
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Zai on February 07, 2011, 08:57:23 pm
The items also kind of suck
The stats look pretty bad. The set-enemy-on-fire-on-hit Pyro axe seems rather useless in everything but Melee-only/Medieval matches, and even then it could still be bad. The Scout's mini-crit-against-burning-players stick requires a cooperative Pyro teammate to be effective at all.

So they seem pretty pointless (aside from melee fires in Melee-only/Medieval) to me except for their looks.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Strange guy on February 08, 2011, 01:26:01 pm
The recent patch removed the fact the fire of the volcano fragment didn't go out by itself and the sun on a stick went from dealing 135% to burning enemies to dealing mini-crits- which would be the same (other than not benefiting from regular crits/mini-crits from other sources) except it got a 15% less damage change instead of 45% less against non-burning. So basically a nerf for both of them, unless you wanted to hit non-burning enemies with the sun on a stick.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Soulwynd on February 17, 2011, 12:46:13 pm
Moving the discussion from the portal 2 thread to over here:

Attack the person rather than their logic, nice.
There was never any large amount of skill in TF2 and with the recent updates theres less.
You're trying to tell me that Natasha and the Sandman added skill to the game? The real skills came from team work and communication which was butchered when valved decided to blur the lines between the various classes.
I guess balance doesn't matter for the competitve community either who usually injects life into the game after the mainstream audience had it full.
I guess it doesn't matter that Valve backflipped on the design policies they worked years trying to prefect just to get some more money out of the casual gamers.
No, It's part of their logic and if you think there isn't skill needed, well, you're playing in the wrong places. I said it in this thread quite a few times, the server you play in makes a huge difference in your experience with TF2. I either play in competitive servers or pub servers where competitive players go to. It doesn't matter if you have a sandman or a natascha or even a valve developer one-hit-kill rocket launcher. Skilled people will own you. I'm not saying I'm a competitive pro, I'm just saying it's more fun to play with them.

I may be very biased on this, but I really don't see any crazy back flip there. The only item that I find really weird is the Razorback, but then again, it wastes the sniper's secondary slot, so. Plus whether people buy things or not doesn't make a difference to gameplay.

You seem to think everyone cares that you spent money at an online store. Some people want to play a game without either paying money to get weapons or spend years waiting to get the same weapons as everyone else.
As for the community. Its crap. Theres no skill left in it, I can join Tf2 and dominate whole teams which is sad. The community just wants more crappy weapons and hats which isolates new players from entering. The community is stranggling itself with its over all shitiness.
TF2 is NOT an MMORPG.

In closing: I wish to state I disagree with you sir. Also to inform that I hope never to meet you in a dark alley.
I've never spent money in the store and never will. Where the fuck did you get that idea? Don't go assuming things about other people.

You don't have to waste years, only weapons from other games aren't craftable and you can always trade. See, that's just whining you want things now instead of enjoying the game... Or not enjoying it, since it sounds more like you hate TF2. In which case, why do you even care?

Again, you're playing at the wrong places. You cannot expect any skill or fun if you go into a random pub server. It also doesn't isolate new players -at all- the vanilla weapons are just as good as any other item and depending on your style of play much better. The community is doing just fine as well and that whole TF2-MMORPG is extremely non-sense. I don't know if you go to the steam forums or not, but seems like you'd fit just fine in there.

And dark alley? Wtf? Weirdo.

Class balance.  Balance between items.

Its not about me, my skill, or the items I have, or how well I can use them.

I'm talking about class blurring, items that turn one class into a counter to its "counter class."

There is balance to TF2.  It doesn't need to be perfect, but they designed the game around "oh, that's why I died, I'll do this differently" and none of the new items allow for that.  There's too many combinations, too many choices, and too much "I can't counter that."
And you said it's not about your skill? There's nothing you cannot counter with skill. Seriously, come play with us in a pro/semi-pro server. I know from personal experience you can bring any weapon you think that fucks the game balance and people will hand your ass to you in a silver plate with vanilla weapons.

You know... I like diversity, I like options, I like combination, and I like choices... If TF2 had stagnated into only having the same old set of weapons and had to play them over and over and over, I wouldn't like TF2 anymore. It's the reason I was bored at CSS. I played it for a month and that was all there was to it. Not only that, but the community was whining about the updates when I asked them what they thought of it and if they would like some changes, more weapons. I don't mean this offensively, but it almost sounded like they were factory workers that only had to press a couple buttons and do something repetitive non-stop. It's very menial and really doesn't keep my interest for long.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Zai on February 17, 2011, 11:51:21 pm
If TF2 had stagnated into only having the same old set of weapons and had to play them over and over and over, I wouldn't like TF2 anymore.
I'd just like to say: I agree with this statement. I joined the game post-Scout update, pre-Spyper update. By the time Spyper came out, I was already waning in interest, but once it came, I played almost non-stop TF2 (well, relative to other games; I still did other stuff) for a month or two. I still feel the effects of that game-binge; I barely ever play now except after major updates or with weekly/spontaneous TF2 with DFC pals (a couple hours a week max). But every time a new major update comes around (class updates/Community updates), I start playing quite a bit again.

Having said that, the reverse is also true: TF2's weapon-release schedule (a flood in the second half of 2010 mainly thanks to the Polypack and Christmas updates (mainly the Christmas update; 13 weapons at once!)) has discouraged me from playing (I think because it starts feeling like it's the same old set of weapons since I just can't get the new weapons to drop). By the time each new major update comes, I still do not have many of the weapons from the previous major update (partly because I am not willing to go out of my way searching out trades with people that will trade reasonably, partly because I am one unlucky son of a gun; I am still missing 2 to 4 weapons from the Polypacks, and have less than half of the Christmas weapons, but I have many duplicates of old weapons).

It would be nice if there were specific achievements for every weapon to get them (sort of like there are for the Class updates) rather than having to depend on drops, trading, or crafting (which requires drops/trading anyway, as well as having to part with my virtual-hoarding tendencies).
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Soulwynd on February 18, 2011, 12:08:01 am
I think the crafting complements it very well even tho some values are sort of absurd, like the item set stuff, but others are reasonable.

I used to play a lot more, but with the summer, my computer has been overheating and so I haven't been able to play as much, plus I got busy with MNC.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Levi on February 18, 2011, 12:54:31 am
I don't mind the new items, but the crafting/trading/drop system feels to much like work when I just want to play an FPS. 

I eventually quit partly because of that and partly because I felt dirty playing an FPS where people could buy weapons that other people didn't have. 
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Soulwynd on February 18, 2011, 02:05:10 am
They don't really make any difference in your effectiveness. They just mean you can play a bit differently or be more specialized in certain aspects. Plus they drop fairly often so you don't really have to spend any money.

I feel more sorry for people who buy weapons/hats just to have them. I mean, they're ridiculously easy to get so they're just wasting money due to the lack of patience.

Now, if you buy them to support valve and TF2 then it's cool..

Just today, I played for 2 hours and got 3 weapons and one desc tag.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Derekristow on February 18, 2011, 02:46:18 am
Initially I was pretty heavily against the random drop system, because it felt like it took away the meaning in "earning" a weapon with achievements.  At this point though I don't really mind it, as forcing out awkward achievements for all these weapons, or worse, making people pay for them, would have worked out far worse in the long term.  With the combination of item drops, crafting, and trading people can get a loadout they desire fairly easily, so I don't have a problem with it any more.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Scout on February 18, 2011, 05:53:42 am
Got most of the new items already, and alot of old items which you can just craft into stuff you don't have or turn into hats. VS SAXTON HALE is fun if your playing with the Ullah Pool Caber.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Frajic on February 18, 2011, 09:54:29 am
I actually like the flood of new weapons; you get so many more ways to play, ways to counter, ways to compliment... and it brings life to trading, that's for sure. I'm still a long way from getting all the items.

Now, some more arguments against the common complaints:
1: Community and game state. The TF2 community is alive and well. There are still thousands of servers up and running, and people are having fun.
2: Items, Mann-conomy, etc. The new items don't unbalance the game. Just because you have some shiny, special item you won't suddenly play a lot better. However, it might fit your playstyle better, or you might have more fun with it, which is essentially why they're there. And no matter what items you have, or how skilled you are, the most important thing is a good team that has all the things you need(sentry-destroyer, harasser, damage-dealer, medic, engie w/buildings, etc).
  2.1: And they give new players a lot of stuff to "unlock". New toys roughly every hour!
  2.2: Lastly, I can't imagine there are many people who buy all their weapons, simply due to the fact they cost a shitton of money. And it just shortens the time until you inevitably find the item.

Now let's game and have fun.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Rex_Nex on February 18, 2011, 10:00:09 am
Is TF2 worth buying o.o
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Siquo on February 18, 2011, 10:17:31 am
Is TF2 worth buying o.o
Yes.

I hardly ever buy games because they quickly bore me. Now I just get scared if I look at the amounts of playtime that went into TF2. I don't know what this game has cost me per hour... a quick calculation says about 10ct per hour. Which is a laughable amount to spend on any kind of entertainment. Even street performers will kick your ass if you pay them 10 cents after watching them for an hour.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Frajic on February 18, 2011, 10:24:40 am
Let's see here... for me, it's about 0,20 norwegian kr/hour.

That equates to 2 pence.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Osmosis Jones on February 18, 2011, 10:37:16 am
I get about 21c Australian to the hour. Totally worth it.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Soulwynd on February 18, 2011, 11:42:26 am
With the price it is now, it cost me 1 cent of a dollar per hour of entertainment.

But wait til they do another free weekend, the price drops drastically. If you're that concerned in spending 20 dollars in a game.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Osmosis Jones on February 18, 2011, 11:44:45 am
I just realised. I got it via the orange box, so that price only holds I also got portal, half life 2, ep 1, & ep2 for free :P
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Soulwynd on February 18, 2011, 11:48:22 am
Yup. TF2 and Portal are the only things worth it in the orange box.

And I just realized I have 900+ hours. I should do something special when I hit 1000 hours in TF2.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Shadowlord on February 18, 2011, 12:23:39 pm
Nonsense! I have 27 hours in HL2, 10 hours in episode 1, and 8 hours in episode 2, and only 7 hours in portal, and ... 176 hours in TF2. But there's no story in TF2. No plot! Nothing but a one-armed bandit. Wait, wrong game.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Doctor on February 18, 2011, 03:39:10 pm
Yup. TF2 and Portal are the only things worth it in the orange box.

And I just realized I have 900+ hours. I should do something special when I hit 1000 hours in TF2.
Buy a hat!
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Soulwynd on February 18, 2011, 04:28:56 pm
^

Maybe if you buy one for me? (http://cgi.ebay.com/TF2-Team-Fortress-2-Unusual-Pyromancer-hat-w-heart-/190503450779?pt=Video_Games_Accessories&hash=item2c5ae3f89b)
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Strange guy on February 18, 2011, 05:48:49 pm
The prices for unusuals are ridiculous, though when you consider their uncrate rate and the cost of keys it sort of makes sense. Still not as bad as the Max's heads which are selling for around twice what the devils playground costs, without including any of the games, the big kill or the lugermorph. I imagine the earbuds are probably around the same, despite them being fairly easy to get for free during their available period.

Anyway on the point of TF2 updates- I haven't liked all of them (ie the new menu from the mac update) but there's not anything big I can't just avoid. The balance isn't too bad, and the beta shows Valve are trying to fix it (though they appear to have given up on some weapons, aren't bothering with some badly designed ones and I can't agree with all their balance ideas) though I'm still not happy about the set hats, and the Mann Co store means they can't really remove that requirement. The store itself is badly overpriced, there was a short lived sale where like 5 hats ended up at reasonable prices, where I got a couple of them and also some map tokens (not too expensive and supports map makers) and the jumper weapons, which are cheap and I don't think they dropped then.

The new weapons do give new experiences, loadouts and strategy, so keep me more interested, but they still aren't too easy to get. I'm missing 5 of the new weapons (not including the rift ones) and I've played the game a lot- I imagine it can be off putting for new players especially when some are upgrades, and others allow subclasses.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Soulwynd on February 18, 2011, 05:57:47 pm
You can craft the set hats and having a set doesn't turn godmode on, so it still makes no difference to me.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Scout on February 18, 2011, 06:22:03 pm
The soldier's set gets up 55% sentry resistance, 35% all resistance, and immunity to crits and mini-crits.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: ECrownofFire on February 18, 2011, 06:26:35 pm
The soldier's set gets up 55% sentry resistance, 35% all resistance, and immunity to crits and mini-crits.
Wait, what? The full set gives you 20% sentry resist and that's it. Where are you pulling the rest of those from? Unless you're talking about the Battalion's Backup, but that's a completely different thing that is temporary and doesn't even last that long. Next you're going to say that the medic is overpowered because it's completely invulnerable ::)
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Scout on February 18, 2011, 06:29:57 pm
 :-[ I know it's just temporary, but that's a large boost, even for just a small time. And, it charges fast. Medic can't attack when invulnerable.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Soulwynd on February 18, 2011, 06:37:51 pm
But a pro medic can save an entire team with a single uber charge. If anything, the Battalion and the other soldier secondary made him more of a team player for the pub people. Competitive soldiers still use the shotgun instead, even when non-vanilla items are allowed. An enemy waiting 10-20 seconds to respawn is worth more than 10 seconds of 35% immunity that takes ~175 damage to charge.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Scout on February 18, 2011, 10:41:09 pm
It can buff the entire team to some crazy stuff. The soldier himself is hard as hell to kill, with his black box and damage resistance, not to mention his teammates. One medic may make someone invulnerable for 12 seconds, but this buffs the entire team. Not OP, just has no negative side effects.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: SHAD0Wdump on February 18, 2011, 11:47:10 pm
Not OP, just has no negative side effects.
Except a lack of shotgun and one less rocket in the tube...

Makes the soldier alot less of a damage dealer.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Soulwynd on February 19, 2011, 12:18:13 am
^

That's enough negative effects to make me not really want to use it. Personally, I use the vanilla launcher, either the shotgun or the crits backpack (If the team actually works together), and the equalizer on defense or the one that gives +1 cap on attack.
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Thexor on February 19, 2011, 01:52:02 am
I've been going for the Black Box + Shotgun + Equalizer. +15 HP doesn't sound like much, but boy does it add up (especially when your Medics are morons. Which, in pub games, is always.) The shotgun helps compensate for being perpetually down a rocket. And the Equalizer is just downright OP (unless you somehow run out of ammo while still at full health...).


The Banner and Backup are nice, but I'd never recommend taking one of them and the Black Box at the same time. Three rockets and no backup weapon? Good luck surviving long enough to charge your secondary!  ::)
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: The Scout on February 19, 2011, 09:36:45 am
I always use the Direct Hit, Buff Banner, and the Equalizer. Finally learned how to reliably launch people into the air with rockets.  ;D
Title: Re: Team Fortress 2: Australian Christmas update! "Gette it onne!"
Post by: Duke 2.0 on February 19, 2011, 01:31:41 pm
The Banner and Backup are nice, but I'd never recommend taking one of them and the Black Box at the same time. Three rockets and no backup weapon? Good luck surviving long enough to charge your secondary!  ::)
This is where I disagree. The Backup works wonderfully with the Black Box. All you have to do is pop in, take some damage then head back to spam rockets. You won't do much damage that that range, but you'll heal up enough to head back in and take some more damage to charge up the Backup. Otherwise you'll need a medic to make it work. And it's a support item, so charging in and dealing damage isn't the primary goal of it. One less rocket and being unable to kill some of the higher health classes isn't a pressing issue when you are hanging back and charging up your Backup.

 The Banner yeah the normal one is nice as you do need to get in the fray to charge it up. Usually there is a medic there anyway, so healing isn't too pressing.

 Black Box and Shotgun works well with being a wandering soldier, where you can never be sure where your next healing is coming from. You can always take potshots from a ledge and heal up for another jump or attack.
Title: Team Fortress 2: Community map pack! Meet "Li'l Chew Chew"
Post by: LASD on February 25, 2011, 04:14:26 am
Woop woop, TF2 update!

It's a community map pack! (http://www.teamfortress.com/communitymappack/)

A lot of people have probably played Frontier already, but it's good and I'm glad to see it officialized. The ridable train also makes it a little bit different kind of payload.

P.S. The TF2 Team has now added 40 official maps after the game launched.
Title: Re: Team Fortress 2: Community map pack! Meet "Li'l Chew Chew"
Post by: Frajic on February 25, 2011, 09:20:10 am
I've played Frontier, and I think I've seen that king of the hill-map before. So there's only one new map for me.
Title: Re: Team Fortress 2: Community map pack! Meet "Li'l Chew Chew"
Post by: ToonyMan on February 25, 2011, 07:21:39 pm
pl_frontier looks awesome.
Title: Re: Team Fortress 2: Community map pack! Meet "Li'l Chew Chew"
Post by: Lumbajak on February 25, 2011, 09:15:31 pm
Oh boy I've played frontier lots of times.

I was starting to miss Li'l Chew Chew.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: LASD on March 11, 2011, 10:45:26 am
Okay, wow. Valve really pulled out all the stops on this pre-order pack (http://www.teamfortress.com/shogunpack/). EIGHT new items. "Free" for pre-orderers, dropped or bought for others.

I really really don't know what to think.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Duke 2.0 on March 11, 2011, 11:11:31 am
 Most of the items seem to be based around health stealing, so that's an interesting theme. Spy knife is kinda worthless as it only overheals you to 180 and the sword is for the Demo and Soldier, causing one-hit-kills on the opposite class if they also have the sword. I really want the banner though.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Cecilff2 on March 11, 2011, 11:24:24 am
The spy knife is terrible.  You get a stab and then get set on fire?  Too bad you don't get to extinguish that with a medkit because you still have overheal.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: HLBeta on March 11, 2011, 11:25:38 am
I find the Spy's new Oni mask (Noh Mercy?) to be incredibly classy, making it the first hat I've actually cared about since the Classless update hit. I'm also worried that the new katana may end up breaking my much-beloved medieval mode even more. Other than that this looks like a decent content pack since only the new Spy knife hits me as a useless unlock.

All that aside, I'm somewhat dismayed by the sheer number of promotional items that have been popping up lately and the increasingly inflated recipes to craft them. I know Valve is being more openly mercenary about the game now, but this is just silly.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Strange guy on March 11, 2011, 04:48:26 pm
The new direction Valve are taking with promotional items is certainly interesting- with them now branching out into completely unrelated games, including multiple items, giving them stats and making them available for everyone. You can see them as just themed updates, and that's something I'm fine with, but without any easy way of trading (think just putting an item you have and one you want another in some sort of interference in game, and it automatically trading when there's a match), increasing crafting costs and too many items in the random drop system getting them is too hard.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Soulwynd on March 11, 2011, 05:31:24 pm
What I like most is that you can craft said items and they drop at random.

It sucks when they make them exclusive.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Sowelu on March 11, 2011, 06:21:57 pm
This game is so weird now.

I remember when you saw a guy of a certain class, and you knew what abilities he had.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Capntastic on March 11, 2011, 06:31:17 pm
This game is so weird now.

I remember when you saw a guy of a certain class, and you knew what abilities he had.

I've played maybe 15 hours in the last 3 months and I'm consistently awful at FPS games, and I know what abilities everyone has from a glance.  The new content has never been that much of a game-changer, and the default items in skilled hands are always more potent than the variants.   Besides Natascha.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: The Scout on March 11, 2011, 06:54:14 pm
This game is so weird now.

I remember when you saw a guy of a certain class, and you knew what abilities he had.

I've played maybe 15 hours in the last 3 months and I'm consistently awful at FPS games, and I know what abilities everyone has from a glance.  The new content has never been that much of a game-changer, and the default items in skilled hands are always more potent than the variants.   Besides Natascha.
Sandman. You will die. Also, anyone know of a plugin that can make the Scout faster?
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Frajic on March 11, 2011, 07:02:03 pm
This game is so weird now.

I remember when you saw a guy of a certain class, and you knew what abilities he had.

I've played maybe 15 hours in the last 3 months and I'm consistently awful at FPS games, and I know what abilities everyone has from a glance.  The new content has never been that much of a game-changer, and the default items in skilled hands are always more potent than the variants.   Besides Natascha.
Sandman. You will die. Also, anyone know of a plugin that can make the Scout faster?
Sandman only works in 1v1. Otherwise you can back off... but you're right about it being a great boon with a mere tradeoff of 15 health.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: dogstile on March 11, 2011, 07:05:06 pm
I'm tempted to pre-order shogan now :L
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: debvon on March 11, 2011, 07:31:36 pm
Did anybody else play the demo for Total War: Shogun 2 and think it was uninteresting? I really do enjoy some of the Total War games, but this one just didn't do it for me. Not that I'd succumb to a TF2 item pack deal anyway. Well.. there was that one time..

NEVER AGAIN.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Ampersand on March 11, 2011, 09:52:32 pm
I did play the demo for Shogun 2. And I thought it was interesting. And limited, by nature of being a demo.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Jackrabbit on March 13, 2011, 12:59:22 am
You know what? Since the katana has been given to the Soldier and Demoman and they can duel to the death with each other, since the Sniper has the Huntsman and since the Scout has the fan, Valve can officially recreate the Shogun 2 opening cinematic on the Medieval Map.

Oh God I hope they do this. I hope it so much.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Thexor on March 13, 2011, 03:11:30 am
You know what? Since the katana has been given to the Soldier and Demoman and they can duel to the death with each other, since the Sniper has the Huntsman and since the Scout has the fan, Valve can officially recreate the Shogun 2 opening cinematic on the Medieval Map.

Oh God I hope they do this. I hope it so much.

You do realize that, since the Scout has the fan, he'd have to be the leader.

I'm... having a tough time seeing an army of samurai led by the Scout.  :o
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Jackrabbit on March 13, 2011, 05:28:43 am
He could browbeat everyone into following him.

Regardless, a solomn and serious Scout sending a Demoman to do battle is a hilarious image.

Also I just realized they both got the katana and can duel to the death because of the War! Update. Clever, Valve.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Blargityblarg on March 13, 2011, 07:35:50 am
I suppose the Scout is the fastest.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Cecilff2 on March 14, 2011, 10:36:39 am
Zatoichi duels are fun.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Puzzlemaker on March 14, 2011, 10:44:59 am
I pulled off a badass samurai stand, where I was in a room in dustbowl, and people kept coming in one at a time, and dueling me with melee weapons.  First two were pyros, then a demoman.  It was pretty epic.  I eventually lost when they swarmed me.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Metalax on March 14, 2011, 11:25:38 am
I have to say the new fan is positively nasty in the hands of a scout who knows how to communicate with his team. Alternatively combined with the FAN when running around on their own. It also marks cloaked spies who are hit, although judging from past form that will be patched out in a later update.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Cecilff2 on March 14, 2011, 01:44:45 pm
Does the skull effect disappear with Dead Ringer?  Cause if not, that's pretty nasty.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: ECrownofFire on March 14, 2011, 06:20:12 pm
I have to say the new fan is positively nasty in the hands of a scout who knows how to communicate with his team. Alternatively combined with the FAN when running around on their own. It also marks cloaked spies who are hit, although judging from past form that will be patched out in a later update.
Jarate, milk, bleeding, and fire still mark a cloaked spy, so it's probably supposed to mark cloaked spies.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Soulwynd on March 14, 2011, 06:27:01 pm
It works just like jarate, milk, bleeding, etc.

The DR will cut off the initial effect, but you get remarked if you're hit again.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Soulwynd on March 17, 2011, 08:30:29 am
I'm just gonna drop this here:

http://vimeo.com/21020148
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: PTTG?? on March 17, 2011, 10:50:06 am
I haven't played in a while. I may switch to the beta, just because I want to be able to play with all the new toys without jumping through any hoops.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Old-Man-Gator on March 17, 2011, 11:54:07 am
Now soldiers have Eyelanders as well, the game is pretty much ruined. I mean more so than the cluster fuck that was the Polycount update.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Frajic on March 17, 2011, 12:03:26 pm
Now soldiers have Eyelanders as well, the game is pretty much ruined. I mean more so than the cluster fuck that was the Polycount update.
Could you say why new weapons ruin the game? Because they confuse you?
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Soulwynd on March 17, 2011, 12:24:26 pm
Oh no... Not that whining again. I listen to it almost everywhere I go.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Old-Man-Gator on March 17, 2011, 01:27:10 pm
That old argument everywhere you go.. There MUST be a reason, right?
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Tyler6498 on March 17, 2011, 01:44:58 pm
That old argument everywhere you go.. There MUST be a reason, right?

I'll answer that.
Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Soulwynd on March 17, 2011, 03:19:03 pm
That old argument everywhere you go.. There MUST be a reason, right?

I'll answer that.
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Personally, if it wasn't for the diversity and updates, I would have left TF2 a loooong time ago.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Jackrabbit on March 17, 2011, 03:22:37 pm
Indeed. How many people still play the 360 version, by the way?
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Thexor on March 17, 2011, 04:15:47 pm
Indeed. How many people still play the 360 version, by the way?

...hey, that's actually a good point. The XBox version is still mostly vanilla, isn't it? (I know Valve promised to port the updates once all the classes had their loot... but they seem to have been distracted by shiny objects hats. I vaguely remember them fixing (most of) the bugs, though.)

Next time I hear somebody whine about TF2 being 'ruined', I can just point them towards the console version!
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Soulwynd on March 17, 2011, 04:25:58 pm
Ps.: Don't assume I liked every update valve did. I was hugely disappointed at the sniper's polypack. But hey, if people want to use those items, let them.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Jackrabbit on March 18, 2011, 02:30:45 am
Indeed. How many people still play the 360 version, by the way?

...hey, that's actually a good point. The XBox version is still mostly vanilla, isn't it? (I know Valve promised to port the updates once all the classes had their loot... but they seem to have been distracted by shiny objects hats. I vaguely remember them fixing (most of) the bugs, though.)

Next time I hear somebody whine about TF2 being 'ruined', I can just point them towards the console version!

But again, how many people play it? I legitimately don't know, but I'm guessing not many.

Also, the reason as far as I've heard for the lack of ports is Microsoft's insistence they charge for the updates and Valve's refusal.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: dogstile on March 18, 2011, 08:52:05 am
Indeed. How many people still play the 360 version, by the way?

...hey, that's actually a good point. The XBox version is still mostly vanilla, isn't it? (I know Valve promised to port the updates once all the classes had their loot... but they seem to have been distracted by shiny objects hats. I vaguely remember them fixing (most of) the bugs, though.)

Next time I hear somebody whine about TF2 being 'ruined', I can just point them towards the console version!

But again, how many people play it? I legitimately don't know, but I'm guessing not many.

Also, the reason as far as I've heard for the lack of ports is Microsoft's insistence they charge for the updates and Valve's refusal.

Just checked. Games are still full there
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Mr.Person on March 18, 2011, 11:57:06 am
The 360 got a few updates. I'm not sure which ones, but I think it's mostly bugfixes and some of the maps. The PS3 version is still just as it was at launch.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Thexor on March 18, 2011, 01:29:26 pm
The 360 got a few updates. I'm not sure which ones, but I think it's mostly bugfixes and some of the maps. The PS3 version is still just as it was at launch.

Hence why Valve basically apologized to PS3 owners. I believe their statement was something to the effect of, "Well, we screwed up, and we have no way to patch your console. But hey, four out of five games in the Orange Box ain't bad, right?"  :P
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Jackrabbit on March 18, 2011, 05:50:37 pm
Indeed. How many people still play the 360 version, by the way?

...hey, that's actually a good point. The XBox version is still mostly vanilla, isn't it? (I know Valve promised to port the updates once all the classes had their loot... but they seem to have been distracted by shiny objects hats. I vaguely remember them fixing (most of) the bugs, though.)

Next time I hear somebody whine about TF2 being 'ruined', I can just point them towards the console version!

But again, how many people play it? I legitimately don't know, but I'm guessing not many.

Also, the reason as far as I've heard for the lack of ports is Microsoft's insistence they charge for the updates and Valve's refusal.

Just checked. Games are still full there

Good to know there's an option for people who hated some of the updates and refuse to play anymore because of it.
Which is beyond me. Have you seen that Saxton Hale gamemod? Hilarious.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: The Scout on March 18, 2011, 08:03:19 pm
Playing as Scout in Saxton Hale is fun. Just drink BONK and crit his ass with the scattergun. And the sandman, OMG, stun then beat the shit outta him. I think I'm too into this. Maybe Box is right, I might play TF2 too much....
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Mephisto on March 20, 2011, 01:45:30 am
I'm horrible at this game. For some reason, it's very fun though.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Old-Man-Gator on March 21, 2011, 12:41:45 pm
The thing with TF2 is, you think you are good at it. And then you meet someone better.

You think you are bad at it, then you play with or against someone worse.

I think you're actually better off getting owned by people who are better than you in order to learn things.

I mean how else are you going to practice riding Middies as a Sniper on Upwards?
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: HLBeta on March 21, 2011, 01:31:02 pm
I'm horrible at this game. For some reason, it's very fun though.
Same here. Some days I'm convinced my weapons do 1/2 standard damage and on other days I play soldier for easy kills. No matter what, I'm having fun the whole time.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: kilakan on March 21, 2011, 02:49:05 pm
anyone know how to easily set up and computer controller for this game?  I tried keybinding all the moves to the controller but it wouldn't let me look up or down
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Mephisto on March 21, 2011, 04:46:42 pm
Anyone want some supply crates? I've got one 10-series and one 11-series. I have no desire to pay for anything in a game I've already paid for, so I'm giving/trading them away.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: ECrownofFire on March 21, 2011, 05:51:00 pm
Anyone want some supply crates? I've got one 10-series and one 11-series. I have no desire to pay for anything in a game I've already paid for, so I'm giving/trading them away.
I think that some people will trade a key for four crates.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Osmosis Jones on March 21, 2011, 09:30:13 pm
Huntsman snipers are jokes. You just have to learn to dance :P
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Mephisto on March 21, 2011, 10:13:27 pm
It's facing off against five sentries on every map along with Huntsmen and Soldiers that have been playing nonstop for the past two years  among other things that I just can't get happy with. I'm sick of quitting TF2 in frustration. I'm supposed to be having fun, dangit! This is across multiple servers, by the way.

From the server I was just on: "Really? You let a <class1> and a <class2> break into the base and steal the intelligence?" No shit. I just started playing seriously a few days ago. Of course, the guy had voice chat so I could hear it exactly how he meant it.

If you want to have fun in a place where skill doesn't matter quite so much, try the CriticalSandvich randomizer servers. You get some stupid combinations that don't work sometimes, but then again so do the players that have no lives outside of TF2.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Sowelu on March 22, 2011, 01:14:28 pm
Remember a long time ago when Valve used to talk about matchmaking you with players who had roughly equal skill?  I know they talked about that for L4D, I -think- they mentioned it for TF2, but of course it never materialized.

And servers that have 'noob' in the name are always full of people trying to take advantage of the poor newbies.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Metalax on March 24, 2011, 10:01:00 am
http://www.teamfortress.com/post.php?id=5170&p=1 (http://www.teamfortress.com/post.php?id=5170&p=1)

In case you haven't seen this yet, tf2 are doing a limited edition set of hats with the sales going to the Japanese disaster relief fund.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Cecilff2 on March 24, 2011, 10:11:57 am
Anyone want some supply crates? I've got one 10-series and one 11-series. I have no desire to pay for anything in a game I've already paid for, so I'm giving/trading them away.
I think that some people will trade a key for four crates.

Who are these people?  I have like at least 10 keys worth of crates sitting in my inventory for these suckers benefactors.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Soulwynd on March 24, 2011, 12:47:01 pm
They made 3 hats and a couple noise makers for Japan relief fund. All the money, after taxes, goes to the red cross.

One of the hats is, of course, 99 bucks.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Thexor on March 24, 2011, 02:55:44 pm
They made 3 hats and a couple noise makers for Japan relief fund. All the money, after taxes, goes to the red cross.

One of the hats is, of course, 99 bucks.

Don't forget, they're non-tradeable. Yep, that means all those "OMG SPESHUL HATS MUST HAVEZ" people will be shelling out ~$125. Valve just forced all those assholes to make a huge donation to the Red Cross.  ;D
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Soulwynd on March 24, 2011, 04:06:09 pm
No, I don't mean it as a bad thing.

It's a good way to donate and yet get something back.

Global Agenda is doing something similar right now as well.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Darion on March 24, 2011, 05:17:53 pm
I just bought and downloaded the game, i have all the reqs to run the game...but i'm getting 20 fps..do anyone know why?
I have a Geforce 8500 gt and Core 2 Duo 7500 2.9ghz...

And doesn't makes difference if the textures are high or low.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Soulwynd on March 24, 2011, 07:19:48 pm
Your compy is on the low end for it. You might try looking into running it in DX8, there are a lot of guides to speed up TF2 if you google around.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Thexor on March 24, 2011, 07:26:50 pm
I just bought and downloaded the game, i have all the reqs to run the game...but i'm getting 20 fps..do anyone know why?
I have a Geforce 8500 gt and Core 2 Duo 7500 2.9ghz...

And doesn't makes difference if the textures are high or low.

...geez, I'm fairly certain that's the graphics card *I* used to run TF2 at (and I achieved a high of ~15 FPS, wewt!).

I upgraded to a newer card when I started IT work in an office, and the generic video cards the company had bought as failure replacements were 8700s. The idea of me installing a superior video card into a random office worker's PC so he could surf the web and fiddle with Excel was what finally convinced me to upgrade.  :o
(Having money to burn after working a high-paying IT job didn't hurt with the investment, either!)


But yeah, you can always try DX8, assuming you don't mind taking a huge hit to graphics. Alternately, I can say from experience that 20 FPS is still manageable - it's certainly sub-par, but it's not unplayable.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Satarus on March 25, 2011, 08:16:07 am
I used to have a 8500 and it ran around 30FPS or so.  You gotta tweak some of the features.  Shadowing is big one you can turn down for gains.  Water is another for maps with water.  You just gotta keep in mind the 8500 is not a very powerful card so don't expect too much from it.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Sowelu on March 29, 2011, 08:06:31 pm
If you are getting less than ~40FPS, and running at greater than 800x600 resolution, you are just plain stubborn and there is no excuse for it.  You're only making your gameplay experience worse.  Seriously, drop your rez if you need more FPS.  The game still looks almost entirely the same, and it'll let you keep those sweet shadows a lot of the time.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Nilocy on March 29, 2011, 11:02:02 pm
Making VTF moving gif-esc files for my spray tag.

Good fun with just DF like graphics style.

Edit: http://www.youtube.com/watch?v=ZrEXx8DxsSI&feature=related do you guys remember this? I want this to happen again.

Any suggestions for how to make people get back on the server?
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Charmander on March 30, 2011, 12:48:46 pm
BRIBERY and COERSION.

The threat of broken kneecaps?

I know I've been bad for getting free time to play, really. If we can get dudes together for some good ol' manshooting and hatwearing over the next few days, I'd certainly join in. Assuming my internet doesn't go ass-over-tit.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Nilocy on March 30, 2011, 12:55:03 pm
Game in an hour if yer up for it.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Mephisto on March 30, 2011, 04:53:23 pm
Does anyone use achievement servers? I just tested one (and reset my stats so they wouldn't be farked up) and I have to say, I think my playing will have improved. I had time to learn to do some of the junk I had never tried before.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Shadowlord on March 30, 2011, 06:02:30 pm
I thought you couldn't reset your stats anymore. At least, the last time I checked, the button/command/whatever for it had disappeared.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Mephisto on March 30, 2011, 06:20:35 pm
It's in the backpack, if I recall correctly. There should be a tab at the top of the screen saying stats. At the bottom of the stats screen, I just clicked a button that said "reset" and it cleared them.

Manage Items. Click the "Stat" tab at the top. Along the right side is the bar graph that shows amount of time played and point totals. At the bottom is a reset button.

On that note, I'm not doing terrible as a sniper. At least, compared to the people I was playing with. I'm more of a helper, Jarate-ing enemies and letting teammates get kills. I seem to have improved a bit since getting the Huntsman.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Ze Spy on April 03, 2011, 01:21:25 am
Doing terrible as a sniper?

I think i know who that is :

(http://www.lowpings.net/gamingnews/wp-content/uploads/2009/04/third-sniper-poster.png)
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Shadowlord on April 03, 2011, 04:12:21 am
Of course, if you want this achievement...

(http://content.screencast.com/users/Trafalgar/folders/Jing/media/4633df70-da40-4007-b02a-c16ced1dcc8b/2011-04-03_0504.png) (http://screencast.com/t/5e8t68SpgX)

Here's your scopeless sniper rifle. There's the enemy. Now charge forward and shoot them in the face! (Now imagine if you had a bayonet...)
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Mr.Person on April 03, 2011, 07:33:54 am
I have never been so disappointed at a lot of money raised for a great charity. $300,000 dollars in a few weeks because people wanted a hat? Don't get me wrong, I'm happy it's for a charity, I'm just saying hat mania is getting a little silly.

Let me put it this way. Before Valve announced the hats for charity thing, I made a joke that Valve would sell charity hats. And then like two days later they start selling charity hats.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Soulwynd on April 03, 2011, 11:22:31 am
And whatchu whining about?

People donated and yet got something back.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Jackrabbit on April 03, 2011, 07:36:51 pm
Yeah, I'd do it and I don't care about hats, I just didn't realize it was happening. If it's for charity, and they're offering something small in return for a donation, what's not to like?
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Old-Man-Gator on April 04, 2011, 02:32:25 pm
Dovetailing a bit toward the thread about Sims:Medieval and how it was talking about achievement driven games.

I think you should get an achievement for beating up two zatoichi dorks with a shovel. At the same time.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Jackrabbit on April 04, 2011, 04:35:32 pm
Dorks? That thing is boss. The health regen means you can plow through half a dozen people in moments in Medieval mode.

But yeah, when I finally get the freaking Eyelander I'll be using that in normal modes.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Mephisto on April 04, 2011, 04:37:52 pm
Or burning the same spy wearing the same disguise sneaking in through the same area five times in the same life. Seriously, the guy would always come up through the watery area of 2Fort dressed as a demoman. I don't know that I saw him get a single kill that whole time.

RE: previous post:
I think "dork" in this instance means "one who cannot use the zatoichi properly"
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Jackrabbit on April 05, 2011, 03:05:00 am
Yeah, if two Zatochi wielders manage to get killed by one dude with a shovel I'd say they're dorks.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: The Scout on April 05, 2011, 05:08:36 am
Fists of Steel now take 100% damage from flamethrowers too. That didn't stop me from killing about 5 pyros in a row with it.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Metalax on April 05, 2011, 05:21:22 pm
hmmm.. a 3.7mb patch just came out and the patch notes reads

Code: [Select]
Team Fortress 2
- [ restricted ]

Something is afoot.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Thexor on April 05, 2011, 05:26:33 pm
hmmm.. a 3.7mb patch just came out and the patch notes reads

Code: [Select]
Team Fortress 2
- [ restricted ]

Something is afoot.

Hrrrm... the SPUF certainly thinks something is up. Of course, the start of the rumours is on a different forum (http://forums.steampowered.com/forums/showthread.php?t=1822275) - it's not like I'd expect the SPUF to come up with a theory that was simultaneously coherent and plausible on their own - but it certainly sounds... interesting.

There's also the rumour of Portal 2 pre-order content being added. And there's the potato hat, which was supposed to be awarded today - but if this was the update adding the potato hat, wouldn't Valve have just said so?
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Metalax on April 05, 2011, 05:32:00 pm
Indeed. Of course SPUF can occasionally manage to achieve a correct idea via the 100 monkeys approach.

edit: and apparently a number of people are reporting that promotional items have disappeared from their accounts.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: MagmaDeath on April 06, 2011, 01:02:47 am
It is an update adding the potato hat.
Which is horribly textured, and generic.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Jackrabbit on April 06, 2011, 02:55:21 am
A dry commentary on the quality of games flooding the indie market, perhaps?

Nah. Although I wouldn't put that past Valve, not by a long shot.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Duke 2.0 on April 06, 2011, 07:48:32 am
 Gabe says that while this isn't their next update, said update is just a few days away.

 And by update he means the team came up with more hats.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Metalax on April 07, 2011, 06:14:56 pm
Is good update. For babies.

http://www.teamfortress.com/post.php?id=5244&p=1 (http://www.teamfortress.com/post.php?id=5244&p=1)
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Mephisto on April 07, 2011, 06:17:11 pm
Am I in the minority for not particularly giving a rat's ass about hats? I wouldn't call this an update if that's all they did.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Bdthemag on April 07, 2011, 06:23:11 pm
Hats are obviously the most important aspect of Hat Fortress 2.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: umiman on April 07, 2011, 07:54:46 pm
I stopped caring about TF2 items months ago... too much stuff. Can't keep track.
Title: Re: Team Fortress 2: This is Very Good Title to Thread.
Post by: Old-Man-Gator on April 08, 2011, 04:30:55 am
Hats are far more important than gimmick weapons.
Title: Re: Team Fortress 2: Shogun pack! The ultimate pre-purchase pack...
Post by: Jackrabbit on April 08, 2011, 04:37:10 am
Am I in the minority for not particularly giving a rat's ass about hats? I wouldn't call this an update if that's all they did.

Yeah, I don't give a toss about hats. But this extends to the fact that hats are a thing. I don't care that hats are a thing, the game's still fun.
Title: Re: Team Fortress 2: This is Very Good Title to Thread.
Post by: Duuvian on April 08, 2011, 04:43:45 am
Hehe, the engineer's new hat/mullet is pretty funny.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: LASD on April 15, 2011, 04:57:01 am
Yup yup, new update out. It mostly focuses on technical stuff and seems to dump pretty much all the improvements from the beta to the main game.

Check it out. (http://www.teamfortress.com/hatless/)
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Frajic on April 15, 2011, 05:58:51 am
Fuck yeah Loch-n-Load got a buff. And all the other stuff is pretty sweet, too.

Also, if you didn't bother sifting all the way through the update notes, there's a portal on the bottom of the page which leads you to this (http://www.teamfortress.com/companioncubepin/) page. You get the companion cube pin for preordering Portal 2. Who would've known!
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: dragonshardz on April 15, 2011, 06:33:41 am
AWESOME!

Cool dealy bits aside, I'm more interested in amassing a collection of weaponry than hats at the moment.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Ze Spy on April 15, 2011, 07:14:47 am
Hatless update? MORE LIKE SHITTY UPDATE
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Myroc on April 15, 2011, 07:21:24 am
Quote
Backburner

    * Removed the restriction on airblast
    * Ammo cost increased 150% (4 blasts at full ammo)
    * Damage bonus reduced to 10% (from 15%)
:o

Holy crap. I actually want to use the blasted thing for once.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Duke 2.0 on April 15, 2011, 07:28:13 am
Hatless update? MORE LIKE SHITTY UPDATE
Quote
Replaced the no-crit attribute with -25% damage on the following:
The Powerjack (also added +20% melee vulnerability)

 Mind you this was right after fixing a glitch where people would get the heal effect from any weapon kill.

 Piece of shit now.

Quote
Flaregun

    * Flares always crit burning targets, regardless of range
Oh fuck time to break that thing out again.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Strange guy on April 15, 2011, 08:57:35 am
Close to a really good update but...

Quote
Replaced the no-crit attribute with -25% damage on the following:
    * The Eyelander, The Powerjack (also added +20% melee vulnerability)
    * The Horseless Headless Horseman's Headtaker, The Claidheamohmor

Powerjack doesn't need a nerf. Now the claymore is even more useless, because if you use it with the targe charge like you are meant to it does less damage. You can also gain eyelanders kill bonus randomly. Southern Hospitality is fine like this I guess, and the gunslinger has gone from being weaker than normal melee for no reason in one way to another so I'm less worried about them.

Quote
Loch-n-Load
    * Damage increased by 10%

One hitting low health classes with no damage falloff? What a great idea!

Quote
Equalizer
    * Suppress the medic call effect while active

It's sensible to have the equalizer out while trying to find a medic. So now they've stopped it.

Edit: Caber crits don't affect explosion, so I'm fine with them then. Also apparently the vita-saw got the beta affect of seeing enemies health. I'm not sure if that should go in at all, and if it does I would have suggested the poor useless bonesaw gets it.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Frajic on April 15, 2011, 10:42:27 am
Quote
Loch-n-Load
    * Damage increased by 10%

One hitting low health classes with no damage falloff? What a great idea!
Do you have any idea how huge a tradeoff it is to lose half the clip and the bounce of the grenade launcher? It desperately needed this buff.

As for the other stuff... eh, I guess everyone has their opinions. Mine isn't strong enough to argue against yours at the moment.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Strange guy on April 15, 2011, 11:00:12 am
I know the loch-n-load was horribly underpowered, and I wanted to see it buffed. I just feel this is the wrong buff.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Siquo on April 15, 2011, 12:39:10 pm
The backburner can now airblast? Hmm. I might try that. Right now.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: The Scout on April 15, 2011, 04:46:52 pm
Playing as Spy with the bots is alot better. PowerJack now sucks. FlareGun is awesome.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Siquo on April 15, 2011, 05:38:15 pm
The Backburner is really nice now, I think I'm sold.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: lordcooper on April 15, 2011, 07:03:19 pm
I decided I may as well check this out and it seems pretty cool.  I can't believe people will pay around a tenner for a digital hat though.  Am I missing something here?
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Jackrabbit on April 15, 2011, 07:17:16 pm
Well, as far as I can see, the thinking went like this - hats are cool, but take a very long time to get. If you're impatient and you have cash, you can buy one! It's entirely up to you.

Valve just understands how to market something. You don't have to buy o - oh look you just bought twenty whelp
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: lordcooper on April 15, 2011, 07:26:01 pm
Eh, I guess.  People are weird.

Anyways, what's a good class for noobs?
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: The Scout on April 15, 2011, 07:30:14 pm
Eh, I guess.  People are weird.

Anyways, what's a good class for noobs?
Agaisnt people? Take your pick. Agaisnt bots? Spy, Soldier, Demoman, Sniper.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Bitoru on April 15, 2011, 07:36:18 pm
Demoman/Soldier are the easiest by far.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: lordcooper on April 15, 2011, 08:38:44 pm
Cool, gonna try out Demoman for now.

Beats me why I need to connect to a server for offline practice though  ???
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Jackrabbit on April 15, 2011, 08:50:43 pm
Just got the Ullapool Caber. The Chargin' Targe makes it the best thing ever. Nothing like smacking an advancing heavy upside the head before he can kill you.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Bdthemag on April 15, 2011, 08:56:57 pm
You think the Chargin' Targe makes it good? Try the sticky jumper, you are death from above with that combo.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: The Scout on April 15, 2011, 09:16:26 pm
Chargin' Targe, Ullah Pool Caber, and the Loch N' Load. Hard as hell to kill you and you can murder as you please.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Jackrabbit on April 15, 2011, 10:04:07 pm
You think the Chargin' Targe makes it good? Try the sticky jumper, you are death from above with that combo.
Maybe when I get the hang of it. Currently looking for a Loch N' Load.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: The Scout on April 15, 2011, 10:06:03 pm
I wonder if I could play as a Targe-Eyelander Demoman against the bots. But, it seems I suck at melee except as heavy, and spy.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: lordcooper on April 15, 2011, 10:06:38 pm
DF server seems to be running an outdated version.

Also, how to get items and stuffz?
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: The Scout on April 15, 2011, 10:07:35 pm
DF server seems to be running an outdated version.

Also, how to get items and stuffz?
Drop, achievements, crafting.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Tradanbattlan on April 16, 2011, 12:15:41 am
With the recent update's damage boost, the Loch n' Load is among my favorite weapons in the game. I generally have precise aim on the fly, and can gib scouts with one pipe now.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Duke 2.0 on April 16, 2011, 12:18:38 am
 Whenever I want to use one of the precision weapons I'm trash at it. Then I switch to another one and am a god with it.

 The Direct Hit should not be that good.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: The Scout on April 16, 2011, 08:26:28 am
Whenever I want to use one of the precision weapons I'm trash at it. Then I switch to another one and am a god with it.

 The Direct Hit should not be that good.
Direct Hit normally sucks for me. It's crits suck, only damages 1-2 people, and is basicly only good for juggling people.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Jackrabbit on April 16, 2011, 05:34:32 pm
Finally got a headset. Someone give me a rundown so other gamers don't catch my impotent squeals of rage when I get backstabbed. There's a button to use your mic, right?
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Tradanbattlan on April 16, 2011, 05:36:21 pm
Finally got a headset. Someone give me a rundown so other gamers don't catch my impotent squeals of rage when I get backstabbed. There's a button to use your mic, right?
Yes. You can change it to on-button talking through the Options menu. Just go to Voice.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Jackrabbit on April 16, 2011, 05:41:52 pm
Right-o. That was probably easy enough to work out on my own but "can you hear me now?" and random background noises are two things I hate hearing in matches.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: lordcooper on April 16, 2011, 05:44:34 pm
Need moar players on Bay12 server!
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Tradanbattlan on April 16, 2011, 08:18:11 pm
I'd play, but I'm not sure if my internet would die in the process.
Lemme try.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Thexor on April 17, 2011, 01:59:00 am
Right-o. That was probably easy enough to work out on my own but "can you hear me now?" and random background noises are two things I hate hearing in matches.

Protip: Console command "voice loopback 1". Causes the server to send you your own mic chat - you'll hear it just like everyone else on the server. Great for checking volume, making sure it's on, etc.

Second protip: Turn it off ("voice loopback 0") once you've checked that you're audible. Seriously, hearing your own voice with a half-second delay is... freaky.  :o
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Jackrabbit on April 17, 2011, 03:16:43 am
Oh, right, we have a server. Jackrabbit awaaaaaay
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: kilakan on April 17, 2011, 11:53:34 am
Ya we have a server, but some bloody hacker keeps trolling it and making it unplayable..
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: lordcooper on April 17, 2011, 01:16:03 pm
Someone wants to trade for my Shogun hats.

1.  Do they actually provide a benefit, or are they merely aesthetic?
2.  What are they worth?
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Tradanbattlan on April 17, 2011, 01:39:12 pm
1. Purely aesthetic.

2. Not sure. I'd put the Shogun hats at arouuund 3 refined.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Metalax on April 17, 2011, 01:51:06 pm
Ya we have a server, but some bloody hacker keeps trolling it and making it unplayable..

Yeah unfortunately there is no admin stuff at the moments so more difficult to ban them.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: lordcooper on April 17, 2011, 02:05:37 pm
2. Not sure. I'd put the Shogun hats at arouuund 3 refined.

I honestly have no idea what that means  :o

The full set is going for £20 in the store, so I'm pushing for CS:S at £13.  Need the content for Gmod.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: kilakan on April 17, 2011, 02:13:40 pm
well I traded a shogun hat for 3 other rare hats, so ya.... the genuine ones are really wanted atm.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: The Doctor on April 17, 2011, 03:28:01 pm


Second protip: Turn it off ("voice loopback 0") once you've checked that you're audible. Seriously, hearing your own voice with a half-second delay is... freaky.  :o
I can't stand not having it on anymore.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: lordcooper on April 17, 2011, 07:55:18 pm
Why do people want 'Genuine' items so much?

I'm getting offers far outweighing the value of my items (AFAIK)
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: umiman on April 17, 2011, 08:14:16 pm
Who knows. Ask them to buy you games for your hats :)
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: lordcooper on April 17, 2011, 08:37:37 pm
Alright, that seemed beneficial.

For my genuine connivers kunai:  Force-a-Nature, Axtinguisher,candy cane, buff banner, bushwaka, and a desc. tag
For my genuine half-zatoichi:  Backscratcher, Sydney Sleeper, Bushwacka, Jarate, Battalions Backup and a replacement Zatoichi
For my genuine conchero and genuine fan o war:  the jag, darwins danger shield, the ullapool caber, l'etranger, the degreaser and a replacement conchero
For my four genuine shogun hats:  Ol'Snaggletooth, the milkman, grenadier's softcap, foster's facade, stockbrokers scarf, and familiar fez

I really, really don't see why people would agree to this.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Thexor on April 17, 2011, 08:38:42 pm
Why do people want 'Genuine' items so much?

I'm getting offers far outweighing the value of my items (AFAIK)

Because, in a world where the only items of any value are cosmetic items, and where the variation available in items is extremely limited, a tiny, insignificant, yet (supposedly) rare cosmetic attribute suddenly becomes the only possible quality the economy can pursue.

Or, to put it another way: because TF2 traders are morons.  :P The idea that I could get more for my Max's Head than I paid for Sam & Max in the first place is utterly hilarious, given that the promo items were at best a minor plus compared to the game I was getting.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Soulwynd on April 17, 2011, 10:33:24 pm
Capitalism, ho!
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Bdthemag on April 18, 2011, 06:39:02 pm
I recently got over five hats in one hour, half of them good including buds for very little. I am one lucky bastard.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Jackrabbit on April 18, 2011, 07:50:22 pm
Actually, I got a fairly reasonable trade for my genuine items. I'm gonna try and get a shitton for my Genuine Conniver though. Ah, green, how I don't care about you.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Bdthemag on April 18, 2011, 08:47:53 pm
Anyone know how much a genuine Noh Mercy goes for? I plan on selling the earbuds for around 20$ bucks, yes people will spend 20$ on them.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Siquo on April 19, 2011, 05:06:58 am
I found a name tag, but don't know what to name. I don't really play favourites...
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Duke 2.0 on April 19, 2011, 06:27:45 am
I found a name tag, but don't know what to name. I don't really play favourites...
That is the single reason I'm not attaching blind puns to absolutely everything. No single item seems worthy of such names unless you can come up with a good one for a specific weapon.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: The Scout on April 19, 2011, 09:55:38 am
Backburner. Backscratcher.Those are the ones I named. And the flare gun is next.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Siquo on April 19, 2011, 10:02:42 am
I've been using the degreaser mostly, but now the BB has airpuff I'm trying that out. It's hard to choose. I'm tempted to try out the backscratcher as well but don't know if it's a keeper. I used to use natascha a lot until it got nerfed and am now back again to sasha. I hated the direct hit but still need to craft/find a black box because I think I'm going to like it.
I switch classes and their weapons continuously, even during a single round, depending on the needs of the team and what I feel like playing.

So even if I'm able to choose my favourite weapon, I have to make up a really good name for it as well. *sigh* This game is so hard.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Duke 2.0 on April 19, 2011, 10:05:44 am
 My god I didn't know how much I missed more afterburn and the wonderful sound of backcrits.

 It takes absolute ages to pull out the axe though.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Siquo on April 19, 2011, 10:07:34 am
My god I didn't know how much I missed more afterburn and the wonderful sound of backcrits.

 It takes absolute ages to pull out the axe though.
Yep, this. I think I'm just going to drop the axe for the rake.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: The Scout on April 19, 2011, 10:08:57 am
The rake is awesome. Medics suck, dispensors suck, health kits are the only source of health. The damage boost is worth it.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Siquo on April 19, 2011, 10:31:08 am
Yeah, but having three or four consecutive flaming axekills in the top right of the screen is totally worth it as well...

Choices, choices.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: The Doctor on April 19, 2011, 01:33:21 pm
I'm thinking of naming my spy knife "My Suit."

As in you got blood on it.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Thexor on April 19, 2011, 01:35:35 pm
I'm thinking of naming my spy knife "My Suit."

As in you got blood on it.

If you ever find a description tag, that'd work perfectly.  ;)
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: lordcooper on April 19, 2011, 02:01:01 pm
I'm thinking of naming my spy knife "My Suit."

As in you got blood on it.

If you ever find a description tag, that'd work perfectly.  ;)

I'll donate one for that.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Metalax on April 19, 2011, 07:09:18 pm
TF2 team manages to add hats to other games.
http://www.teamfortress.com/post.php?id=5325&p=1 (http://www.teamfortress.com/post.php?id=5325&p=1)
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Duke 2.0 on April 19, 2011, 07:10:26 pm
 Valve is actually a college campus with the various dev teams being several very different fraternities.

 The TF2 one is Robot House if you know what I mean.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Enzo on April 19, 2011, 07:15:49 pm
TF2 team manages to add hats to other games.
http://www.teamfortress.com/post.php?id=5325&p=1 (http://www.teamfortress.com/post.php?id=5325&p=1)

Hey, my Beanie just got slightly less lame! Yessssss
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Strange guy on April 19, 2011, 07:30:45 pm
Has even one person talked about how the hatless update broke the game in this thread yet? I was getting crashes whenever I tried to access my loadout outside of games and got lots of random crashes. Hopefully with the newest patch they've fixed it, and in the patch before that they reverted the changes to the no-crit melee, which I'm happy about. Except the powerjack wasn't returned, which is probably the one I wanted returned most.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Duke 2.0 on April 19, 2011, 07:51:35 pm
 A lot of the crashes were fixed. There are still hangups where one would expect a crash, but the program eventually sorts it out and doesn't crash. Still a bit choppier than usual but otherwise stable.

 Lots of people complaining about the backburner, which I have had a chance to play with.

 
Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Bdthemag on April 19, 2011, 08:17:11 pm
Ok the person who can give me the best Dwarf Fortress or LCS style name for any of the items in my backpack will recieve either a Non Vintage Hound Dog or a Non Vintage Football helmet.

Backpack-http://www.tf2items.com/profiles/76561198021840056
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: The Scout on April 19, 2011, 08:52:24 pm
IF you have the Back-burner, Back-magma.
Magma only gets you from teh back, cause your running from it.
Or something to that degree.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: The Doctor on April 19, 2011, 09:17:11 pm
I'm thinking of naming my spy knife "My Suit."

As in you got blood on it.

If you ever find a description tag, that'd work perfectly.  ;)

I'll donate one for that.
Really? ADD ME BITCH doct0rz
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Pandarsenic on April 23, 2011, 05:22:28 am
God, I haven't played this game in forever...
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: lordcooper on April 23, 2011, 05:32:57 am
I'm thinking of naming my spy knife "My Suit."

As in you got blood on it.

If you ever find a description tag, that'd work perfectly.  ;)

I'll donate one for that.
Really? ADD ME BITCH doct0rz

The Dispentry?
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: HLBeta on April 23, 2011, 07:26:25 am
Ok the person who can give me the best Dwarf Fortress or LCS style name for any of the items in my backpack will recieve either a Non Vintage Hound Dog or a Non Vintage Football helmet.

Backpack-http://www.tf2items.com/profiles/76561198021840056

Perhaps you could name one of your masks the psychoanalyst's prop or the freedom fighter's facade?
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Osmosis Jones on April 23, 2011, 09:23:44 am
Iron curtain = The crossbow.
Mackerel = Unholy Carp
Homewrecker = Hammerer's Justice or =<+Silver War Hammer+>=
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Frajic on April 23, 2011, 10:29:31 am
Mackerel = Unholy Carp
Homewrecker = ☼Silver War Hammer☼
I approve of this.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: The Doctor on April 23, 2011, 12:18:52 pm
Yeah that's me, but I got a name-tag and a description tag since I posted that.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Bormok, God of Mud on April 23, 2011, 01:18:53 pm
Iron curtain = The crossbow.
Mackerel = Unholy Carp
Homewrecker = Hammerer's Justice or =<+Silver War Hammer+>=
Brilliant.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Thexor on April 23, 2011, 02:57:40 pm
Iron curtain = The crossbow.
Mackerel = Unholy Carp
Homewrecker = Hammerer's Justice or =<+Silver War Hammer+>=

Oh come on, this many DF suggestions and nobody gave a name for the Equalizer? (Of course, he doesn't have an Equalizer, but we can work on that.  :P )
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Bitoru on April 23, 2011, 03:34:55 pm
Iron curtain = Colossus' Demise / Masterwork Crossbow / Bronze Ballista / Hand Held Ballista
Mackerel = Zombie Carp / Silver Figurine of a Carp
Homewrecker = Goblin Golf Club / Elephant Launcher
Kritzkrieg = Liberal Love Therapy
Crit-a-Cola = Canned Martial Trance / Berserk Beverage
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Tradanbattlan on April 23, 2011, 04:32:57 pm
Oh my god, I love 'Canned Martial Trance'

Homewrecker/Powerjack - "Dwarf Diplomacy"
Flamethrower/Backburner/Degreaser - "Your Elf Here" or "Elven Trade Agreement"
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: dragonshardz on April 24, 2011, 01:57:49 am
Does anyone have a good DF-related description and name for an Iron Curtain, and/or a spare nametag?
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Tradanbattlan on April 24, 2011, 02:04:59 am
Does anyone have a good DF-related description and name for an Iron Curtain, and/or a spare nametag?
Iron Floodgate.
I just came up with that and it's like past midnight why am I even trying
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: SHAD0Wdump on April 24, 2011, 03:33:51 am
Tantrum Spiral.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Pandarsenic on April 24, 2011, 03:49:40 am
Spy Knife: -Copper Dagger-


But I strongly support ☼Iron Crossbow☼ for the Iron Curtain.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Soulwynd on April 24, 2011, 10:44:09 am
Should rename any flamethrower as: !!Elf!!
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: The Doctor on April 24, 2011, 10:58:50 am
Not "Magma Trap"??
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: kilakan on April 24, 2011, 11:48:33 am
I think "Tame Dragon" would be better for a flame thrower.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Soulwynd on April 24, 2011, 12:33:04 pm
"Tame Dragon"
It creates !!Elf!!s. (Or !!Elves!! if you prefer)
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: The Scout on April 24, 2011, 04:54:49 pm
I just kicked a speed hackers ass. He was speedhacking in the vents. I had the Targe and Caber. I know that if I charged I couldn't kill him, so I charged, smashed into him dealing 50 damage, he tried to speed hack away, then I smashed his face with the caber, killing both of us. It was so worth it.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Tradanbattlan on April 24, 2011, 07:02:28 pm
Okay okay.
I have a combo.

Any pyro hat - "Dungeon Master"
Backburner - "Tame Dragon" Described: "!!Elf!!"
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Siquo on April 25, 2011, 03:26:07 pm
Hmmm, maybe I'll name my mackarel as "Skarp". Still not really inspired.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Bdthemag on April 25, 2011, 03:27:17 pm
Okay okay.
I have a combo.

Any pyro hat - "Dungeon Master"
Backburner - "Tame Dragon" Described: "!!Elf!!"
That combo would be awesome for the pyromancer skull :D
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: jester on April 26, 2011, 11:02:12 am
Call your wrangler "Ask me about DF"
Gunslinger:  "Pet Cat"  desc: kittens are gonna bring down the fortress  (i love a bit of mini sentry spam)
Engi shottie:  "If it aint a dwarf it gets a bullet"
pick a hat, paint it yellow and call it the orthoclase avenger.

Natasha:   Tantrum spiral.  (maybe sasha now with the nerfs on natasha, whatever you can cause more rage with)

Any of the melee weapons you can make crit easily/are very badass (bushwacka, axetinguisher, spy knife, equalizer, caber)  "HAMMER OF ARMOK"

Medguns:  Elf tallow soap dispenser,  All elves behind, all dwarves in front.

Equlizer  +Steel Pick+, desc:  'prepare to be struck down'

Fists of steel:  HEAVY IS BRONZE COLLOSUS.   Desc:  I want your socks

Nade launcher/loch and load:  Stone fall trap

Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: ExKirby on April 26, 2011, 02:17:08 pm
So, I got TF2 yesterday, and played it for 6.5 hours today, and I've fallen in love with the Engie. I can just throw down a turret and dispenser, whack both until they're level 3, move them in to a place where I can have a killing spree, and then raking in shittonnes of revenge crits for the Frontier Justice. Sniper, Pyro and Solly I also like (Although it might just be because I got a free Worms Reloaded hat that I like the solly), but I can't play Spy for the life of me.

So basically, if you see a guy called [DERPinator]ExKirby whacking every whackable thing in sight, that'll be me.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Shadowlord on April 26, 2011, 02:24:48 pm
Seems like just about every server I join is full of bots nowadays.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: ExKirby on April 26, 2011, 04:10:40 pm
Seems like just about every server I join is full of bots nowadays.
Bots with Black Boxes and Scottish Resistances and Your Eternal Rewards...

Oh god the Your Eternal Rewards...
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: PTTG?? on April 26, 2011, 04:36:14 pm
How do you make bots use unlockables?
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Mr.Person on April 26, 2011, 05:59:02 pm
How do you make bots use unlockables?

They can't.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Duke 2.0 on April 26, 2011, 07:34:30 pm
How do you make bots use unlockables?
They can't.
Presumably in a modded server, like Saxton Hale mode, where stats are not recorded.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: ExKirby on April 28, 2011, 03:24:12 pm
Woah, using the gear from the Sniper's update (Huntsman, Jarate and the Shiv) turns me into an arrow-into-your-head god. Seriously, on the mid point on badlands, an enemy scout was jumping around like crazy. I popped an arrow into the air and BANG, dead scoot.

I'm also getting better at Scout as well. On Hightower, I helped my team push our payload up the first hill like a boss. Most of this was hiding behind it, but still... anyway, we got it to the lift, but were having some difficulties getting it up. By that time, the enemy had their payload on the lift, and we were at a stalemate. Then, as if divine intervention hit, I was autoballanced on to the opposing side. Some snipes, turrets and demomen later, me and an Engineer pulled the payload to the top. It was amazing.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Enzo on April 28, 2011, 04:30:50 pm
On the subject of random stories and huntsman: I am a huntsman sniping god. Last night I was on doublecross, a scout (who was dominating me) ran down the stairs outside my base. I followed him and he was running under the bridge back towards his side. I shot an arrow from the stairs, through the gaps in the underside of the bridge, and pinned him by his head to his sewer entrance. I squee'd.

I don't think I've used the rifle since I got the huntsman. Arrow kills are just so much more satisfying.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Bdthemag on April 28, 2011, 05:35:10 pm
On the subject of random stories and huntsman: I am a huntsman sniping god. Last night I was on doublecross, a scout (who was dominating me) ran down the stairs outside my base. I followed him and he was running under the bridge back towards his side. I shot an arrow from the stairs, through the gaps in the underside of the bridge, and pinned him by his head to his sewer entrance. I squee'd.

I don't think I've used the rifle since I got the huntsman. Arrow kills are just so much more satisfying.
You do know the huntsman has messed up hit boxes right?
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Soulwynd on April 28, 2011, 05:44:51 pm
You do know the huntsman had messed up hit boxes right?
They fixed that a while ago.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Siquo on April 28, 2011, 05:46:27 pm
Let them :)

Personally I went back to the rifle, and been playing sniper for a bit when the map and the team allows it. I'm getting better at headshots, but often don't have the patience to let it charge up. It's more satisfying to mow down your foes as a heavy, though, in terms of kills per minute.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Bdthemag on April 28, 2011, 05:51:29 pm
You do know the huntsman had messed up hit boxes right?
They fixed that a while ago.
They did? Well I still hate it.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Soulwynd on April 28, 2011, 06:27:37 pm
You do know the huntsman had messed up hit boxes right?
They fixed that a while ago.
They did? Well I still hate it.
Yeah. It takes some skill to use effectively now.

Of course, the Huntspam complaint is still a valid one, but that can be said about the demoman and soldier as well.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Shadowlord on April 28, 2011, 08:01:13 pm
It would be awesome to have a team composed of 8 huntsman archers, who stand in a row and fill the air with arrows, killing anyone who tries to approach. Alas for the class limit, and lack of coordination, and everyone else apparently thinking this wouldn't be awesome.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Bdthemag on April 28, 2011, 08:31:58 pm
You know what would be awesome, a musket for the soldier as a secondary.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: PTTG?? on April 29, 2011, 01:18:59 am
Motion seconded.

I move to ammend that said musket be named the "minuteman" and, like the missile, uses radioactive ammo for special effect.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: dragonshardz on April 29, 2011, 12:33:11 pm
Motion has been proposed and seconded. All in favor?

AYE!
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Cajoes on April 29, 2011, 01:13:45 pm
This reminds me: Mount & Blade: Fire and sword (or whatever) got TF2 hats on preordering. ... Muskets would be pretty sweet too though.

edit: Muskets and blunderbusses.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Mephisto on April 29, 2011, 01:15:25 pm
This reminds me: Mount & Blade: Fire and sword (or whatever) got TF2 hats on preordering. ... Muskets would be pretty sweet too though.

Crossposted from the Steam Sales thread:

If you're a lover of TF2 hats, buying the complete pack seems to not give the hats to you. People have gotten them instantly by preordering alone. I and others who bought the complete pack haven't received squat despite actually preordering the game.

Meh. The missing hats don't bother me. It's not receiving everything I was told I would receive that bothers me. Receiving everything you paid for is a good thing.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Bdthemag on April 29, 2011, 03:40:00 pm
The musket which will now be called the Minuteman could be a slow projectile but do a good amount of damage, but every shot you have to reload. I can imagine two armies of soldiers lining up and marching towards eachother with them.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: The Scout on April 29, 2011, 03:45:07 pm
The musket which will now be called the Minuteman could be a slow projectile but do a good amount of damage, but every shot you have to reload. I can imagine two armies of soldiers lining up and marching towards eachother with them.
Like a one shot rocket? Wouldn't that belong in the primary slot?
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Soulwynd on April 29, 2011, 03:46:30 pm
I'd rather see it as a melee weapon with a one shot alternative fire. Similar to the sandman.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Bdthemag on April 29, 2011, 03:47:03 pm
The musket which will now be called the Minuteman could be a slow projectile but do a good amount of damage, but every shot you have to reload. I can imagine two armies of soldiers lining up and marching towards eachother with them.
Like a one shot rocket? Wouldn't that belong in the primary slot?
Well either as a primary or a secondary, either one is fine I just thought you guy's assumed it was a primary.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Jackrabbit on April 29, 2011, 07:56:43 pm
The musket which will now be called the Minuteman could be a slow projectile but do a good amount of damage, but every shot you have to reload. I can imagine two armies of soldiers lining up and marching towards eachother with them.
One shot and reload? That, to me, would necessitate it being really powerful, which would mean long reloads. The only extremely low clip weapon I'm not against is the Force A' Nature. As Tom Francis said, "Reloading all the damn time is the worst part of being a soldier and dying in one hit is the worst part about fighting one. Let's not exacerbate either."
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: The Scout on April 29, 2011, 08:02:24 pm
Maybe larger clip, less powerful. Would be awesome to just run up and blast away.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Duke 2.0 on April 29, 2011, 09:11:57 pm
 Apparently there will be a huge update coming soon with the Pocket Medic thing for the Heavy, so looking forward to that. The Beta server also updated with some interesting new stuff, including alternate soldier Equalizers. I personally find it fine and don't like either variants, but whatever it's cool we will see.

 Soldier also got a rocket launcher and shotgun that work better if you have a medic healing you, and the rocket launcher hurts you for 10 damage on hit. Valve is testing out some interesting concepts here, but they should change the powerup from medic healing to a few seconds after any healing. I would probably use that shotgun if it worked on any healing.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Jackrabbit on April 30, 2011, 04:57:08 pm
Maybe larger clip, less powerful. Would be awesome to just run up and blast away.
Then it's just a reskinned shotgun with one bullet per shot instead of several.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: The Scout on April 30, 2011, 06:39:53 pm
Maybe larger clip, less powerful. Would be awesome to just run up and blast away.
Then it's just a reskinned shotgun with one bullet per shot instead of several.
Area of Effect. Would make it easier to bounce someone, and to deal with chargin demos.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Jackrabbit on April 30, 2011, 06:46:55 pm
Which makes it a less damaging rocket launcher and - assuming it fires faster - makes soldiers more annoying to fight. I'm just not seeing it. I know I'm being Mister Negative here but the best new weapons give a class a new and interesting role or more tactical options, it doesn't just give you slightly inferior versions of a weapon they already have.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: The Scout on April 30, 2011, 06:53:50 pm
Which makes it a less damaging rocket launcher and - assuming it fires faster - makes soldiers more annoying to fight. I'm just not seeing it. I know I'm being Mister Negative here but the best new weapons give a class a new and interesting role or more tactical options, it doesn't just give you slightly inferior versions of a weapon they already have.
Cause he needs a stun rocket. :P It'd make soldiers a little more bearable. He'll be able to pop certain classes up easier, but do less damage. And heavies don't give a damn about it.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Bdthemag on April 30, 2011, 07:02:07 pm
Just crafted the STout Shako and Glengarry bonnet together and got the Teddy Roosebelt, I will cherish that bear forever.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Jackrabbit on April 30, 2011, 07:08:24 pm
Which makes it a less damaging rocket launcher and - assuming it fires faster - makes soldiers more annoying to fight. I'm just not seeing it. I know I'm being Mister Negative here but the best new weapons give a class a new and interesting role or more tactical options, it doesn't just give you slightly inferior versions of a weapon they already have.
Cause he needs a stun rocket. :P It'd make soldiers a little more bearable. He'll be able to pop certain classes up easier, but do less damage. And heavies don't give a damn about it.
Ah, I see. I'm still not in favor but the fact that the Sandman exists means that it's not an unprecedented idea.

I hate stunlocks, personally. Although, to be less than negative, I'd suggest it take the place of his primary slot, because the soldier is fast becoming a great support/assault class and this combined with a buff secondary (for extra support) or a shotgun (so he's a little better defended) is something I could see working out.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: The Scout on April 30, 2011, 07:12:27 pm
I was joking about the stun rocket. The weaker rockets could be used to pop lighter classes off so he can get more time to kill them. But maybe a .5 second stun rocket or something might actually be good. Never know.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Sensei on April 30, 2011, 11:33:21 pm
Stunlocks would be a horrible idea.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Tradanbattlan on April 30, 2011, 11:35:35 pm
Okay, no wait

What if we replaced Soldier's Primary slot...

With a bowie knife.

Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: The Scout on April 30, 2011, 11:42:10 pm
Okay, no wait

What if we replaced Soldier's Primary slot...

With a bowie knife.
It'd have to be powerful as fuck. And give him alot of buffs, since it removes basicly his main way to do damage.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Tradanbattlan on April 30, 2011, 11:50:04 pm
Okay, no wait

What if we replaced Soldier's Primary slot...

With a bowie knife.
It'd have to be powerful as fuck. And give him alot of buffs, since it removes basicly his main way to do damage.
Whenever I play Solly it's primarily with the Shotgun and Equaliser/Pain Train anyways. I hardly ever use the Rocket Launcher for more than rocket jumping.

However, I'd like to see the Bowie Knife give him BLOODRAGE.
The meter is filled by KILLING PEOPLE.
When the meter is full, the Soldier's movement speed is that of the Medic. AND HE YELLS WHEN HE ATTACKS.
Oh and I guess the knife would do more damage than the Shovel???
I dunno I'm just making this up as I go.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: ECrownofFire on April 30, 2011, 11:51:05 pm
Scout needs a weapon called something to the effect of "The Annoying Fly". It'd be a giant flyswatter, and it would increase the Scout's movement speed on hit. For a trade-off, probably just reduced damage, or make him unable to stop moving while under the effect. Oh, and it should probably make a buzzing sound too...
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: The Scout on April 30, 2011, 11:58:03 pm
Scout needs a weapon called something to the effect of "The Annoying Fly". It'd be a giant flyswatter, and it would increase the Scout's movement speed on hit. For a trade-off, probably just reduced damage, or make him unable to stop moving while under the effect. Oh, and it should probably make a buzzing sound too...
Yes. Just yes.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Sensei on May 01, 2011, 12:02:56 am
ALLLL ABOARD THE CRAZY TRAIN! NOW LEAVING FOR BAD IDEA TOWN! CHOO CHOO

:P
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Bdthemag on May 01, 2011, 12:56:46 am
Guy's the heavy needs a new minigun that freezes scouts to the ground when they are hit, most scouts suck anyways am I right?
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: The Scout on May 01, 2011, 01:03:57 am
Guy's the heavy needs a new minigun that freezes scouts to the ground when they are hit, most scouts suck anyways am I right?
So they can't jump? At a cost of 50% less damage. :3
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: tomas1297 on May 01, 2011, 01:31:40 am
 We have a minigun that slows down people, but does less damage and the regular minigun. The DPS heavies want a minigun too, let's make a minigun that makes you slower, but deals more damage! Oh wait, we already have that...
 Seriously, +80% damage, at the cost of being slower, for the class that needs speed LEAST? I tried it, and felt no difference in speed, but my enemies died a lot faster.

 Also, the backburner. Nuff' said.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: The Scout on May 01, 2011, 01:45:58 am
We have a minigun that slows down people, but does less damage and the regular minigun. The DPS heavies want a minigun too, let's make a minigun that makes you slower, but deals more damage! Oh wait, we already have that...
 Seriously, +80% damage, at the cost of being slower, for the class that needs speed LEAST? I tried it, and felt no difference in speed, but my enemies died a lot faster.

 Also, the backburner. Nuff' said.
Scout needs a slight boost. Soldier, and demoman got AoE. Pyro and Heavy got DPS at close range. Medic has one of them. The only thing you can kill is is snipers, and engineers trying to get some metal. The snipers still turn 180 degrees and headshot you 50% of the time... He needs a little boost.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Osmosis Jones on May 01, 2011, 02:15:37 am
The snipers still turn 180 degrees and headshot you 50% of the time... He needs a little boost.

If that happens, either the snipers are cheating, or you're moving way too slow as a scout. As it stands, the scout is already pretty nasty in the right hands; it's just requires a good ping and reflexes. If the scout has mad milk as well... truly terrifying.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Bdthemag on May 01, 2011, 02:54:16 am
The Scout is actually my favorite class, I always play him when I get the chance on that TF2 Pugs website.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: jester on May 01, 2011, 03:14:47 am
Scout is actually one of the most powerful classes, but only on a smaller servers.  Even the best scrim scouts struggle to play on a 32 player server with anything that looks like skill, there is too much random stuff flying about.  A good scout should own most classes (solli being noteable exception)  in a 1v1 type encounter under real game conditions (MGE is not real game).  Just you will almost never see a 1v1 fight on a server with more than 12 people.
 
  Yep, stun locks are a terrible idea, especially with straight shooting weps like the rocket launcher, even with 0% damage I can see this sort of thing being stoopidly overpowered.

  As someone who plays med alot, im not huge on the idea of anything that encourages personal meds either.  Too easy to end up with situations where our 2 combos fight the enemys 2 combos and everybody else just gets killed by them.  ULTRA noob unfriendly and in a game where not many people play med, a damn pain
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Bdthemag on May 01, 2011, 03:38:43 am
I disagree, scouts on 32 player servers just have to be slightly better then the ones on the lower player servers. I do fine as a scout on a 32 player server as long as I focus on the objectives...
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Tradanbattlan on May 01, 2011, 03:46:24 am
Scouts are better when there's more distractions.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Duke 2.0 on May 01, 2011, 03:49:48 am
 Depends on how open the map is. If a scout has plenty of space to move and a lot of side options they benefit from more people. If there are a lot of tunnels and constricted areas they want less people to have to step toe to toe with. A scout can do well on single opponents in constructed spaces if they can jump over them and they don't have area of effect weapons that work at extremely close range.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Jackrabbit on May 01, 2011, 06:08:37 am
Actually, a rocket launcher that is easier to juggle with but much harder to kill people would make the soldier great for breaking up assaults and supporting, but it's probably got a few huge flaws that I'm missing because I didn't think about this at all.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: kilakan on May 01, 2011, 07:02:26 am
what a rocket launcher with double blow back, but half damage?  That could be brutal on some maps, I mean think of the enviromental kills you could get!!!
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Jackrabbit on May 01, 2011, 07:22:35 am
Ah, I knew there was something I was forgetting. Environmental kills make it a bad idea.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Tradanbattlan on May 01, 2011, 07:42:07 am
Okay guys, I've come up with sheer brilliance.

A pair of heavy shoes for the Enginner.

It replaces his destruction PDA, but makes it so airblasts/rocket blasts only blast you back 25% as far.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: jester on May 01, 2011, 09:19:39 am
Okay guys, I've come up with sheer brilliance.

A pair of heavy shoes for the Enginner.

It replaces his destruction PDA, but makes it so airblasts/rocket blasts only blast you back 25% as far.

Then how would I rocket jump into solis faces?
I cant really see an upshot to this, and if you engi alot, you destroy alot of buildings
Id like a wrench with no upgrade ability that lets you pick up your tele/dispenser and have them working on your back, would be awsome

Quickchange on the bonesaw the same as the degreaser anyone?  No new skinning, balance shouldnt be a huge issue and it would make the bonesaw more than totally useless
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: The Scout on May 01, 2011, 10:02:19 am
The boots would be nice, but it should be about 50%, and go into the secondary slot. Would make it harder for pyros to run up and airblast you away from your sentry. Juggling is hard to get enviro kills with, since it shoots them straight up.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Tradanbattlan on May 01, 2011, 10:07:16 am
Well think about it

What self-respecting Gunslinger Engy would ever need to destroy their Mini?
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: The Scout on May 01, 2011, 10:09:43 am
Well think about it

What self-respecting Gunslinger Engy would ever need to destroy their Mini?
When it has no health left. It's a PDA slot, so it's also unchangeable. So long story short, if it ever does get put in it's more then likely going into the secondary slot.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Tradanbattlan on May 01, 2011, 10:18:22 am
Well think about it

What self-respecting Gunslinger Engy would ever need to destroy their Mini?
When it has no health left. It's a PDA slot, so it's also unchangeable. So long story short, if it ever does get put in it's more then likely going into the secondary slot.
I wanna believe. ;-;
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: tomas1297 on May 01, 2011, 12:01:28 pm
 Sniper is too weak against scouts. I suggest this:
 
 The Destroyer
 lvl 99 SMG
 -99% speed on wearer
 +5000 HP on wearer
 +500 clip size
 +300% damage

 It would replace the sniper, because snipers need the shields. Damn spies. I think this would make the sniper even with other classes.





 ...and on a more serious note, I want to give the pyro a primary weapon that shoots napalm. No burning, longer range, stays on the ground for some time.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: The Scout on May 01, 2011, 12:04:10 pm
Maybe the napalm doesn't do burning, but extra afterburn, and stacks. Yeah....
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Bdthemag on May 01, 2011, 01:22:49 pm
Theres a server mod called the Advanced Weaponiser on this one server, adds new weapons to the game. One of them is a pyro flamethrower that shoots oil that can be burnt for extra damage.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: PTTG?? on May 01, 2011, 01:29:21 pm
What if we replaced the Soldier's primary slot... with David Bowie.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Tradanbattlan on May 01, 2011, 01:50:30 pm
What if we replaced the Soldier's primary slot... with David Bowie.
There were no survivors.
Ever.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: The Doctor on May 01, 2011, 03:42:42 pm
What if we replaced the Soldier's primary slot... with David Bowies crotch.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Duke 2.0 on May 01, 2011, 03:47:07 pm
 All character models for all the other classes are replaced with women.

 Gameplay is switched to a Capture The Flag mode going for the soldier with that equipped.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: The Scout on May 01, 2011, 04:02:08 pm
What's that mod thing that tells you how much damage you do, and makes a ping when you damage someone?
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Duke 2.0 on May 01, 2011, 04:26:18 pm
What's that mod thing that tells you how much damage you do, and makes a ping when you damage someone?
Under multiplayer options there is an advanced button. Clicking it brings up a list of really too hidden features, like medibeam not requiring your mouse to be held down, damage pings, showing damage done, making your weapon automatically reload all the time because we can interrupt all reload animations so you don't need the reload button anymore and other neat things.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Bdthemag on May 01, 2011, 07:46:10 pm
Giving away a free hat to the first person to guess my actual name! Heres a hint, two letters in my username are part of my first and last name.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: The Scout on May 01, 2011, 07:52:50 pm
Here to edit when some gets it right. David Bowie?
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Shadowlord on May 02, 2011, 02:17:59 am
Giving away a free hat to the first person to guess my actual name! Heres a hint, two letters in my username are part of my first and last name.

Osama bin Laden. I guess this means I'll never get that free hat!
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Siquo on May 02, 2011, 04:11:05 am
Giving away a free hat to the first person to guess my actual name! Heres a hint, two letters in my username are part of my first and last name.
Bill Duncan!
Under multiplayer options there is an advanced button. Clicking it brings up a list of really too hidden features, like medibeam not requiring your mouse to be held down, damage pings, showing damage done, making your weapon automatically reload all the time because we can interrupt all reload animations so you don't need the reload button anymore and other neat things.

O_o

WTF.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: The Scout on May 02, 2011, 04:59:32 am
Under multiplayer options there is an advanced button. Clicking it brings up a list of really too hidden features, like medibeam not requiring your mouse to be held down, damage pings, showing damage done, making your weapon automatically reload all the time because we can interrupt all reload animations so you don't need the reload button anymore and other neat things.

O_o

WTF.
It has made me 200% better. The pings MADE ME INVINCIBLE. But yeah, they do make you alot better.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Siquo on May 02, 2011, 05:03:28 am
If I was any better I'd be banned from the game.  8)
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Duke 2.0 on May 02, 2011, 07:09:44 am
 It's really a shame those options are as tucked away as they are.
Title: Re: Team Fortress 2: Hatless update! "Yo, I'm not even wearin' a helmet!"
Post by: Metalax on May 06, 2011, 04:50:41 am
new update http://www.teamfortress.com/replayupdate/ (http://www.teamfortress.com/replayupdate/)

Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking
Post by: LASD on May 06, 2011, 05:22:07 am
new update http://www.teamfortress.com/replayupdate/ (http://www.teamfortress.com/replayupdate/)
Oh wow, that TF2 Store sure has boosted the game's development.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: PTTG?? on May 06, 2011, 09:47:29 am
That's one of the best comics they've done yet.
And I think it's obvious that Meet the Medic is almost ready.

Wait, there's a game based on these?
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Frajic on May 06, 2011, 10:00:28 am
That's one of the best comics they've done yet.
And I think it's obvious that Meet the Medic is almost ready.

Wait, there's a game based on these?
Yeah; it's called Hat Simulator 2011 (http://www.youtube.com/watch?v=jLBMKpSYZXo)(ignore the not-matching titles; the year is pretty much the current version).
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Siquo on May 06, 2011, 12:59:23 pm
"I just got it last week and this game is amazing, its totaly like TF2, but without faggy shooting. Lot of idle n trade servers."
Hehehe XD

Can't be bothered with hats. It's funny and all, but trading isn't my thing. Also I laugh at people telling me "gratz" when I found a hat (stupid robin hood hat).  ::)
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Enzo on May 07, 2011, 01:05:48 am
I've tried to save two replays. One of me airblasting an rocketjumping solly's attack and hitting him before he lands, one of a excellent YER chainstab. Both have failed to record. The first one recorded the first 18 seconds of my life and unexpectedly cut off, one just said "recording failed" and displayed with a big error thing in my replay menu. Different replay enabled servers.

Buggy update or buggiest update? Or am I doing it wrong?
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Bdthemag on May 07, 2011, 01:30:31 am
I've tried to save two replays. One of me airblasting an rocketjumping solly's attack and hitting him before he lands, one of a excellent YER chainstab. Both have failed to record. The first one recorded the first 18 seconds of my life and unexpectedly cut off, one just said "recording failed" and displayed with a big error thing in my replay menu. Different replay enabled servers.

Buggy update or buggiest update? Or am I doing it wrong?
Only certain servers have the replay feature installed currently, just look for a server with a film icon and you should be set.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: jester on May 07, 2011, 01:38:43 am
Alot of servers didnt seem to have it installed correctly (or something similar, icon was there, but it wouldnt work/crashed when i hit f6) earlier on, found a few that work just now though
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Enzo on May 07, 2011, 02:11:07 am
Only certain servers have the replay feature installed currently, just look for a server with a film icon and you should be set.
Different replay enabled servers.

They were both on different servers with the filmstrip dealy, and both failed, for apparently different reasons. And then, as though rubbing salt in the wound, I try again just to see if it will work on a life where I do nothing particularly cool and it's fine. I am displeased.

Alot of servers didnt seem to have it installed correctly (or something similar, icon was there, but it wouldnt work/crashed when i hit f6) earlier on, found a few that work just now though

Well, good to know it's not just me then.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: kilakan on May 07, 2011, 11:13:20 am
does the dwarf fortress server have the reply enabled?  If so anyone up for making a movie :D
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Enzo on May 08, 2011, 03:23:41 am
Everybody post your videos.

Finally got a half-interesting replay to record, and I played around with the editor a bit. The resulting film, in which a scout makes a futile and likely accidental gambit to save his heavy. (http://www.youtube.com/watch?v=32udiZE7uHs)

FUN FACT:
Apparent arrows don't show up, first-person weapons glitch in and out, and ragdolls fall differently every time you replay/save/whatever.

Replays would be fun if they weren't so frustrating.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Siquo on May 08, 2011, 06:17:43 am
That would've been cool if you replayed that scout being hit in slow mo a few times from several angles. The fail isn't really adding anything, remove that.
I haven't tried the replay stuff, is that even possible, to get different angles?
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: LASD on May 08, 2011, 07:35:39 am
That would've been cool if you replayed that scout being hit in slow mo a few times from several angles. The fail isn't really adding anything, remove that.
I haven't tried the replay stuff, is that even possible, to get different angles?
Yup, you have a free camera mode, which you can use to see anything you want from any angle. Also, you can see everything from any player's eyes on the server. It's nice to be able to see if you're moving as annoyingly as most Scouts seem to.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Satarus on May 08, 2011, 07:50:22 am
Yes you can make the movie using any 1st person view, 3rd person, or free view cam. 

I did some dustbowl 2v1 and completely dominated them on the 4th point. (http://www.youtube.com/watch?v=9t0-7qFQ7a4)
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: gumball135 on May 08, 2011, 08:04:04 am
Everybody post your videos.

Finally got a half-interesting replay to record, and I played around with the editor a bit. The resulting film, in which a scout makes a futile and likely accidental gambit to save his heavy. (http://www.youtube.com/watch?v=32udiZE7uHs)

FUN FACT:
Apparent arrows don't show up, first-person weapons glitch in and out, and ragdolls fall differently every time you replay/save/whatever.

Replays would be fun if they weren't so frustrating.

It's a good clip, but hard to make out that the Scout actually blocked the arrow. Probably could've been filmed from a better angle, but I still enjoyed it.

Yes you can make the movie using any 1st person view, 3rd person, or free view cam. 

I did some dustbowl 2v1 and completely dominated them on the 4th point. (http://www.youtube.com/watch?v=9t0-7qFQ7a4)

Also a nice video. You really whooped those guys.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: kilakan on May 08, 2011, 10:50:16 am
I demand we start a view spam club so we can all win :D
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: ExKirby on May 08, 2011, 12:10:49 pm
I've decided to start a series of shorts called How To (Not) Play TF2, in which I show of my greatest attempts at both ends of the win/lose spectrum.

The first one is me getting Backsniped on 2fort. (http://www.youtube.com/watch?v=zvkXFu5-7iw&amp;feature=youtube_gdata)
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Enzo on May 08, 2011, 04:02:45 pm
That would've been cool if you replayed that scout being hit in slow mo a few times from several angles. The fail isn't really adding anything, remove that.
I haven't tried the replay stuff, is that even possible, to get different angles?
Yup, you have a free camera mode, which you can use to see anything you want from any angle. Also, you can see everything from any player's eyes on the server. It's nice to be able to see if you're moving as annoyingly as most Scouts seem to.

Can you do slow-mo, or piece together the same hit from different angles without using another video editor? As far as I could figure, the replay can be from any camera angle, but has to be in real time.

It's a good clip, but hard to make out that the Scout actually blocked the arrow.

Would have been easier to show if you could see the crosshairs in first-person lining up the headshot. Or the arrow, for that matter :/

Anyway, it was just a mildly amusing WTF-did-I-just-shoot moment. I'll wait until I get a cooler replay to play with it some more.

I demand we start a view spam club so we can all win :D

I agree with this sentiment.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: kilakan on May 08, 2011, 04:55:26 pm
I've decided to start a series of shorts called How To (Not) Play TF2, in which I show of my greatest attempts at both ends of the win/lose spectrum.

The first one is me getting Backsniped on 2fort. (http://www.youtube.com/watch?v=zvkXFu5-7iw&amp;feature=youtube_gdata)
you need a shot of you getting sniped, I had to maximize it and squint to see what happened.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Satarus on May 09, 2011, 01:59:41 pm
Yes, it seems like you can only get one uncut take at normal speed.  You can only switch the camera angle and nothing else.  However it seems pretty easy to export into a format that allows a more robust video editor to take it from there.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Metalax on May 09, 2011, 02:18:24 pm
I suspect that they will eventually add in the ability to chain up a series of takes when you compile them into a movie, which would allow for a fair bit more flexability.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Cecilff2 on May 10, 2011, 10:18:25 am
This one is pretty nice

http://www.youtube.com/watch?v=Ew53C7yiuHY
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: jester on May 10, 2011, 12:56:29 pm
Little bit of battle med work
http://www.youtube.com/watch?v=uo2KR6M7j6k
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Enzo on May 11, 2011, 12:53:48 am
Chainstabs make me soooo happy.

http://www.youtube.com/watch?v=F9UsB7zedvU (http://www.youtube.com/watch?v=F9UsB7zedvU)

I also discovered a silly bug in the replay system making this video.

http://www.youtube.com/watch?v=XXLwl3YDoGY (http://www.youtube.com/watch?v=XXLwl3YDoGY)

Also, I am enjoying the random videos.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Siquo on May 11, 2011, 04:28:09 am
That's a nice chainstab.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: PTTG?? on May 11, 2011, 10:21:38 am
I want to build a well using that artifact chainstab.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Bdthemag on May 11, 2011, 09:15:19 pm
Anyone want to start up a game on Tf2lobby.com? Its a site used for Pick-up groups that are more competetive. You can play either highlander (9v9, each team has one of each class.) or 6v6 (2 Scouts, 2 Soldiers, 1 Demo, 1 Medic.). If so I can set up a game.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: ExKirby on May 12, 2011, 03:28:55 pm
Anyone want to start up a game on Tf2lobby.com? Its a site used for Pick-up groups that are more competetive. You can play either highlander (9v9, each team has one of each class.) or 6v6 (2 Scouts, 2 Soldiers, 1 Demo, 1 Medic.). If so I can set up a game.
Wrong on the 6 Vs 6-IIRC, that's the Cookie Cutter setup, which, although effective, isn't needed to play.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Bdthemag on May 12, 2011, 03:46:06 pm
Anyone want to start up a game on Tf2lobby.com? Its a site used for Pick-up groups that are more competetive. You can play either highlander (9v9, each team has one of each class.) or 6v6 (2 Scouts, 2 Soldiers, 1 Demo, 1 Medic.). If so I can set up a game.
Wrong on the 6 Vs 6-IIRC, that's the Cookie Cutter setup, which, although effective, isn't needed to play.
I know, its the one thats most played though. You might want to switch out a scout for something else if needed, but in my experience most of the time its the default setup.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: PTTG?? on May 12, 2011, 03:55:27 pm
Question: in Highlander matches, it seems to me that one potential use of the spy would be to have him disguise himself as some other class on his own team, then be seen.

This might work well with him as an engineer, crouching behind a turret. That would make it look very difficult to face down. Meanwhile, the real engineer could sneak off someplace unexpected and put a teleporter exit...

A homewrecker'd pyro nearby would even enable the spy to take care of the other spy... Of course, by this point, that's a third of the team involved in a very subtle attack.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: ExKirby on May 12, 2011, 04:01:22 pm
I'd just go Bras Beast/Sandvich/GRU all over the enemies' collectivised asses.

Anyway, seeing as I'm certain that someone mentioned Valve would release a second set of class updates, I say we speculate. With the possibility of a Meet the Medic video, and a new Medigun in the works, I'd say that the Medic gets his second round first. I'd like him to get a newmedigun that heals faster while in combat, at the expense of the Ubercharge rate.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: PTTG?? on May 12, 2011, 04:55:25 pm
A healing meele weapon. A medigun that can heal more than one target. A medigun that removes buffs from an enemy target, possibly disabling buildings. Something based off of a meme in Meet the Medic.

At least one of those will be correct, you'll see.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Sensei on May 12, 2011, 05:52:21 pm
Maybe a medigun that burninates enemy spies.

Ooh! Or medigun that sets teammates on (contagious/self-harmless or self-healed) fire. We could use some PYRO <3 MEDIC
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: jester on May 13, 2011, 04:04:00 am
Check out the tf2 beta for stuff that will probably end up ingame.  Return of the overhealer is a possibility, quickfix medgun is in the beta atm,
'The Quick-Fix: * Heal rate increased 50% * Uber charge rate increased 50% * Not able to overheal * Match the speed of any faster heal target * Uber effect: Megaheal o Heal rate increased 3x on heal target o Heal target and medic immune to stun and damage forces'. 
I still really want a quickchange wep for the med.
  Also a flaregun that can be used by the pyro to rocket jump is tipped to get in
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Siquo on May 13, 2011, 04:44:47 am
Rocket jumping pyro == very dangerous. If he's able to get in those awkward places, his ambush-potential triples.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Duke 2.0 on May 13, 2011, 06:58:51 am
 We he should have had from game release.

 Although this isn't the solution for various reasons. The foremost is that it's entirely ping dependent and one can't have skill with it, as you can never know how well it'll work. It gives you explosive vulnerability, so it causes some extreme self-damage that can take you down to 50 health in one shot.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: PTTG?? on May 13, 2011, 10:12:03 am
This "quick-fix" thing sounds like they're trying to imagine a world where medics and scouts actually interact.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Cecilff2 on May 13, 2011, 10:57:42 am
This "quick-fix" thing sounds like they're trying to imagine a world where medics and scouts actually interact.

The problem with the quick fix is the no overhealing.

The faster heal and uber build rate is the real bonus(because yeah, scouts are too ADD to help out with something like that).

But without overheals, it's far too easy to take down the heal target.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: jester on May 13, 2011, 12:26:46 pm
Id say its meant for keeping 2-3 guys running on the front lines at once.  I med a fair bit (public and 6v6 comp) and in pub I find there are 4 ways medding will work
1.  Backline building uber
2.  Few meters behind frontline keeping the troops rolling
3.  Behind the line pocket medic on good well, just about anything
4.  Self ubering, taunt killing, crit needle spitting stabbing everything that moves combat med
The 50% extra uber charge is what makes me think the quick fix would be decent, you would spit ubers out every 15-20 seconds, as long as you can dodge your heavy would be close to invincible.  In public the scout boost would be fairly useless, VERY interesting in comp, pocket med on scout can be brutal with a pro scout.

Also, here is a vid of me on a 7 kill streak as pyro http://www.youtube.com/watch?v=jzvXYaI8Iss&feature=BFp&list=WL311E2463E2B3DEFD&index=1
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: PTTG?? on May 13, 2011, 12:37:16 pm
I don't know if they really want to encourage more combat medics...
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: jester on May 13, 2011, 12:43:33 pm
I don't know if they really want to encourage more combat medics...
Wouldnt, ubersaw/standard uber is the solo meds loadout of choice.  Self uber can be a great way to camp a spawn for giggles

I figure it is more for
2.  Few meters behind frontline keeping the troops rolling.
not for personal medic work, med is dodging like a fiend and trying to keep 2-3 frontline troops at full health
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Cecilff2 on May 13, 2011, 12:49:03 pm
I found myself wishing I could make a replay last night but it was off.

Was an engy and a pyro managed to destroy my sentry before I could get back to it, I finish him off with a shotgun and two snipers come around the corner.  Using the rest of my shotty ammo I kill them both, and then a scout rounds the corner.  I back off switch to wrench and wrench him straight in the face as he rounds the next corner.  All in about 6-7 seconds.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: ExKirby on May 13, 2011, 04:10:03 pm
How about a giant melee needle that heals the medic on hit? Or a Medigun which Ubers like the Buff Banner and everyone nearby (Medic included, he can swap weapons) gets Mini Crits. Maybe one that can repair Engineer buildings as well?
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Satarus on May 17, 2011, 07:09:31 pm
A poor spy just can't catch a break. (http://www.youtube.com/watch?v=WukZ7nkSysQ)
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: ExKirby on May 18, 2011, 04:04:17 pm
Hey, if anyone has any skills in making weapon/hat models, we could probably make a fake update. It would be fun =3
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: The Scout on June 03, 2011, 09:24:21 am
I wished keys dropped. Or there was a way to get them without buying them. Oh well, no unusual hats for me. Just scrap metal for crates...
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Bdthemag on June 05, 2011, 02:26:11 am
I wished keys dropped. Or there was a way to get them without buying them. Oh well, no unusual hats for me. Just scrap metal for crates...
You should learn the secret technique of Profit Trading, thats how I make and lose my fortunes. I've traded alot of hats for games recently.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Jackrabbit on June 05, 2011, 08:05:39 am
How in the world do you get people to trust you enough to buy you a game for a... virtual... hat...

Oh you know what I don't care fuck those stupid mouthbreathers anyway.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Thexor on June 05, 2011, 12:10:54 pm
How in the world do you get people to trust you enough to buy you a game for a... virtual... hat...

Oh you know what I don't care fuck those stupid mouthbreathers anyway.

From what I've seen, the only requirement for game-trader trust is a SPUF account. Maybe a TF2items link, so they can confirm you have the hat you're offering. Oh, and of course, your promise that you're not going to take their gift and then run laughing into the sunset.

So, um, yeah. Near as I can tell, there's a reason these morons get scammed so frequently.  ::)
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Bdthemag on June 05, 2011, 12:59:11 pm
How in the world do you get people to trust you enough to buy you a game for a... virtual... hat...

Oh you know what I don't care fuck those stupid mouthbreathers anyway.
Well you get people to vouch for you, people don't regularly do that atleast in my experience.

Oh and im also a confirmed trader on SourceOP, that helps.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Soulwynd on June 13, 2011, 10:28:26 am
I've recently found a new love within TF2.

Fortwars mod:
http://www.youtube.com/watch?v=cGK1bAcRY1w
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: jester on June 14, 2011, 12:19:58 pm
That does look rather spiffy, hope I can find an aussie server running it
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Blargityblarg on June 15, 2011, 02:29:34 am
There are a few, it's not an obscure game.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: The Scout on June 15, 2011, 01:17:54 pm
Is the TF2 server still up? Let's make it public and have a Bay12 vs Pubs match.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: kilakan on June 15, 2011, 04:16:31 pm
Is the TF2 server still up? Let's make it public and have a Bay12 vs Pubs match.
I'm all in
edit*
Wait I don't think it's been updated for like 4 updates, it's live, but broken for items last time I checked.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Duke 2.0 on June 15, 2011, 04:18:58 pm
 Ahahahah oh my god. Click this link at your own risk, I'm not responsible if your information gets stolen and used to buy Chinese hookers on the other side of the world.

 http://fc.xunlei.com/

 
Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: kilakan on June 15, 2011, 04:20:53 pm
anyone able to read that, seems like it's just a mod to me.  If not it's more then close enough for copy-right issues, the soldier guy is using exactly the same weapon.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Duke 2.0 on June 15, 2011, 04:34:52 pm
 I watched the videos, it's not a mod. Ohohohoho man, this is excellent. Besides the weapons tthey use the exact same announcer voice ripped straight from TF2. The rest of the video is choppy slow rockets causing mans to fall over. I'm really excited to see how they bastardized the other classes.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: kilakan on June 15, 2011, 04:40:36 pm
Can't the voice actress sue for that?  I mean having you're work used in a game that you arn't being paid for must be a crime.  Unless being in.... is that Japanese type?  anyways, unless being in an Asian country protects the developer from legal attacks from the west.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: ToonyMan on June 15, 2011, 04:55:23 pm
That doesn't look Japanese it looks Chinese.  Either way, pretty cool find.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: PTTG?? on June 15, 2011, 05:00:42 pm
Valve viral marketing.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Strange guy on June 15, 2011, 05:11:22 pm
I've heard people say the maps are taken straight from Battlefield: Heroes, so no it isn't by Valve.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: kilakan on June 15, 2011, 05:13:22 pm
I've heard people say the maps are taken straight from Battlefield: Heroes, so no it isn't by Valve.
so they stole from battlefield and valve, these guys are gonna get slammed so hard.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Bdthemag on June 15, 2011, 06:25:11 pm
They are going to be sue'd into oblivion.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: umiman on June 15, 2011, 06:25:46 pm
How would they get slammed? Valve and EA aren't Chinese companies. China has no obligation to enforce intellectual property of other countries (and rarely does it ever do so in the fist place).
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: PTTG?? on June 15, 2011, 07:06:08 pm
They are going to be sue'd into oblivion.

Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: kilakan on June 15, 2011, 07:19:09 pm
How would they get slammed? Valve and EA aren't Chinese companies. China has no obligation to enforce intellectual property of other countries (and rarely does it ever do so in the fist place).
no but they could petition to have it banned from all countries but china, which would... nevermind I suppose they are fine then.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Soulwynd on June 15, 2011, 10:31:18 pm
I loled and shook my head when someone said they would be slammed or the actress should sue them.

Now, try being an american and sue someone in china. Just try. Your american laws do not apply. Insta-fail and possible death sentence if you go over there to do this.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Enzo on June 16, 2011, 03:03:39 am
Spoiler (click to show/hide)

I see a scout with a hockey stick, a black heavy, a midget, and a sexy female sniper. I'm also pretty sure the pyro has a guitar on his back.

This looks awesome.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: umiman on June 16, 2011, 12:18:12 pm
The sniper is a hot math teacher.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: kilakan on June 16, 2011, 12:20:25 pm
Look's like the engineer is a german Luftwaffe to me.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Soulwynd on June 16, 2011, 12:26:59 pm
Is the spy wearing a tophat on the back?

If so, this game is already winning.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Cecilff2 on June 17, 2011, 08:17:12 am
Ahahahah oh my god. Click this link at your own risk, I'm not responsible if your information gets stolen and used to buy Chinese hookers on the other side of the world.

 http://fc.xunlei.com/

 
Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: The Scout on June 17, 2011, 10:14:50 am
I just beat Box/Calhoun down. Sawmill/Intel. Kinda went back and forth, us taking each other intel, meeting at the middle, me killing him. So, he cursed me, went engi, and sat at my intel with a mini sentry and the wrangler. He tried to run and get the intel to his base from the back entrance, but I killed murdered him. Score was 1 - 3, with 4 for a win. He started to laugh at me, saying I couldn't win with the sentry at my intel. So to piss him off more, I run past it and won. 1 death to 11 kills. 1 - 4. Wasn't his finest moment.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: dragnar on June 17, 2011, 11:27:53 am
Ahahahah oh my god. Click this link at your own risk, I'm not responsible if your information gets stolen and used to buy Chinese hookers on the other side of the world.

 http://fc.xunlei.com/

 
Spoiler (click to show/hide)

Spoiler (click to show/hide)
So the solution to copyright infringement in another country is... throw Saxton Hale at it?
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: PTTG?? on June 17, 2011, 12:01:02 pm
No, Saxton Hale throws himself at it. Out of a helicopter. Full of bees.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: The Doctor on June 17, 2011, 12:01:16 pm
Besides, that's the solution to -everything-.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Bdthemag on June 17, 2011, 03:15:06 pm
No, Saxton Hale throws himself at it. Out of a helicopter. Full of bees.
Who then lands on an eagle, kicks the crap out of it, then rips the ribcage out of a crocodile.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: The Scout on June 17, 2011, 03:16:55 pm
TF2 event is up. 217.163.31.206:27015
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: The Scout on June 18, 2011, 09:48:22 am
Double post. When would be a good time to schedule TF2 events? Once every day, every other day, what time is good for most people?
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Darvi on June 18, 2011, 02:45:13 pm
Daaamn myroc that was fun.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: The Scout on June 20, 2011, 06:04:27 pm
Nilocy said something about donating for the server. So, like, do that. We can't even get everyone in sometimes, and I'm making an event about once a day.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: lordnincompoop on June 20, 2011, 07:38:10 pm
I'm making an event about once a day.

This would be neat if actually followed.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Metalax on June 20, 2011, 07:43:07 pm
Update is inbound this week.
http://www.teamfortress.com/uberupdate/ (http://www.teamfortress.com/uberupdate/)

Just had a look at the first two sets that have been identified. The silent spin-up minigun is going to make for nice ambush heavies. The Heavies other two weapons don't look as good, although the shotgun is decent if you actually use one. The brass knuckles I don't think will work that well but need to experiment to find out for sure.

The spy's new gun looks like it is designed to go with the dead ringer where the longer cloaking time should not apply. The knife looks decent though another decreased health knife again.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Duke 2.0 on June 20, 2011, 08:05:45 pm
 Heavys new minigun looks interesting. Don't know how to feel about the new shotgun, I guess 8 shots would be nifty to have. Also don't know how to feel about the new melee weapon for him. Will be nice to not have such a slow swing speed, but that is a huge damage reduction right there. Could be fun with the steak sandwhich.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Soulwynd on June 20, 2011, 08:22:36 pm
Makes his melee work a bit more like the scout's bat.

So it only depends how batshit you want to go.

;P
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Tradanbattlan on June 20, 2011, 08:31:38 pm
Steak Knux Heavy wearing a black dealer's visor and a license to kill

My god, I'm trembling already
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Thexor on June 20, 2011, 09:30:09 pm
So, the last of the Spy unlocks... what is it? A new taunt? A misc item? (The update poster shows the Spy wearing the rose like a pin.) Or is it some devilishly-crafted new weapon whose stats Valve has cunningly withheld?  :o
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Metalax on June 20, 2011, 09:32:51 pm
It sounds and looks like a misc item, but the reference to throwing it might mean that it gives a new taunt to (possibly) the disguise kit.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: jester on June 21, 2011, 02:38:05 am
new spy revolver looks fairly badass.  Kritz spy for 150 damage anybody?  heavy shotgun does look fairly fail, be good for engi or pyro maybe, but heavys need samis to heal their meds (I play alot of med)
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Enzo on June 21, 2011, 03:50:34 am
+75% Spinup time? Do want. The other items I'm not all that excited about.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Shadowlord on June 21, 2011, 04:27:50 am
+75% Spinup time? Do want. The other items I'm not all that excited about.

You want a slower minigun? :P
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Enzo on June 21, 2011, 06:01:44 am
+75% Spinup time? Do want. The other items I'm not all that excited about.

You want a slower minigun? :P

Brass Beast 2.0! No...you know what I meant.

So... what other items do we expect to see?  Probably the latest batch of beta items, or at least some of them.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: PTTG?? on June 21, 2011, 10:14:10 am
The Knife looks really interesting actually...
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Strange guy on June 21, 2011, 10:28:50 am
Does +75% faster spin up time mean it only takes 25% of the time to spin up, or does it mean you can spin it up 1.75 times for each time you spin up the minigun? First seems sensible and fits with how the Brass Beast being slower works, but seems very over powered. If you need 8 shotgun shells you'll be fighting long enough to justify spinning up, not great for heavy. Heavies are the slowest class so in any melee fight enemies only need to close while they are attacking. So quick attacking is useless, especially with lower dps. I guess there's more to this weapon or something? Then again when the razorback was released it slowed you down and spies could instantly switch to revolver, so we shouldn't be surprised when Valve releases something incredibly weak.

The spy items seem a bit better though.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Duke 2.0 on June 21, 2011, 11:40:45 am
Makes his melee work a bit more like the scout's bat.
How is this supposed to work with a slowass heavy? I suppose the steak is the only real way of making this great, or just trying to move into people with no need for dancing around.

 From what I can tell it's basically a faster spinup minigun with 20% reduced damage. For a few seconds after spinning up you'll do more damage than the vanilla minigun before their DPS catches up and surpasses this one.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: The Scout on June 21, 2011, 11:42:27 am
Fists of Steel and the new Minigun. Trick them into getting close, then pull it out and blast them away. Shotgun would be nice for the other miniguns, as a back up weapon.
Title: Re: Team Fortress 2: Replay update! "Recognizing excellence in combat filmmaking"
Post by: Duke 2.0 on June 21, 2011, 11:59:17 am
 Valve, just give the Pyro an Equalizer like how Demoman and Soldier can share some weapons. He's perfectly fit for it. He already has a variety of devastating close range weapons so it won't be particularly overpowering by comparison, his main design blunder is lacking a way of getting in close and/or escaping from an ambush scenario. Soldiers basically use it to escape hostile situations to find a healthkit, what the Pyro always needed.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Cecilff2 on June 21, 2011, 01:55:58 pm
I still think it would be hilarious if pyros could airblast themselves through the air like rocketjumping.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: dragonshardz on June 21, 2011, 02:19:21 pm
They can.

As a Pyro armed with any flamethrower, have the flamethrower as your active weapon. Look down. Jump and left click. Congrats, you're flying.

This may not work on ALL server, but it works on MOST of them.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 21, 2011, 04:00:23 pm
Let's re-read half of the stuff. 75% SILENT faster spin-up. Silent.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Duke 2.0 on June 21, 2011, 04:15:57 pm
 The gun is completely silent.

 Heavy just makes shooting sounds with his mouth.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Jackrabbit on June 21, 2011, 04:47:32 pm
It's not that he thinks the gun's not working properly, it just doesn't feel the same without it.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Metalax on June 21, 2011, 06:52:52 pm
Second day of the update just went up. Demo and sniper this time.

Snipers new rifle, oh thats going to be fun trying to play against some of those twitch gamers. New sword looks like it is good for those snipers who only use it to take out enemies that have snuck up and are meeleing them.

Demos new weapons make for even more demo knights. The swords all ammo becomes health might make them quite difficult to take out when they fight in chokepoints littered with fallen weapons. It also appears that it is now possible to have demomen with no ranged weapons at all.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: PTTG?? on June 21, 2011, 06:58:12 pm
Good thing they buffed the demo!

Seriously, none of his new equipment has so much as a downside. The Persuader might be annoying if you really need ammo, I guess... I like the Bargain for the sniper, though.

Who wants to bet on "wasteland Wednesday"? It'll be Pyro and Scout.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Soulwynd on June 21, 2011, 06:59:07 pm
That turns him into a charging freak with a few pipes bombs on the side.


I like it.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Enzo on June 21, 2011, 06:59:37 pm
When I saw there were new demoman weapons I was like :D

But then they were all for demoknight :C
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Metalax on June 21, 2011, 07:01:55 pm
Just had another look but is it me or does the new rifle have no downside?

edit: according to some who have played in the beta, the rifle will have no scope but will instead have iron sights.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Duke 2.0 on June 21, 2011, 07:25:43 pm
 What's the downside of the new shield?

 I also really wish all equipment had a suffix of whatever slot it goes in. Like, Secondary Boots, Secondary Sandwich, Primary Bow, etc.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Metalax on June 21, 2011, 07:29:03 pm
New shield has less(half) damage resistance bonus than the targe. It also doesn't specify that you get the critical damage at the end of the charge so that could be gone too.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Soulwynd on June 21, 2011, 07:55:43 pm
What's the downside of the new shield?
Besides not having stickies?

Playing demoknight better than you would with stickies is really tricky. Those lil bombs are the best weapon the demo has.

Chargin' Targe:
Increases damage power while charging
50% fire resistance
40% explosive damage resistance

The Splendid Screen:
25% fire resistance
20% explosive resistance
+70% charge impact damage  (85 damage on a full charge)
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: jester on June 21, 2011, 09:13:33 pm
Shoes are the bigger worry for me.  looks like they let you control the charge.  More OP demo knight anyone?
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Soulwynd on June 21, 2011, 09:18:09 pm
Since when demoknights are OP?

O.o
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Thexor on June 21, 2011, 09:23:31 pm
Shoes are the bigger worry for me.  looks like they let you control the charge.  More OP demo knight anyone?

A) What Soulwynd said. Having a decently-powerful melee weapon at the cost of your main ranged weapon is hardly an awesome trade-off. I'd really have a tough time calling Demoknight OP.

B) Given that there are only 3 weapon slots, I'd be willing to bet the boots are a grenade launcher replacement. In which case, you now have no ranged option at all. To be blunt, there's a reason the Pyro has a backup weapon - it's because powerful point-blank-range weapons are kind of useless if, you know, you're not at close range.


Now, of course, the boots are basically a no-drawback upgrade for Medieval Mode, but trying to argue for Medieval Mode balance is silly in the first place.  :P
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Aklyon on June 21, 2011, 09:27:47 pm
Aye, it doth be sillye.  :P
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 21, 2011, 09:36:24 pm
Boots might be action slot. But, the sword increases shield regen by 100%, wouldn't that make it instant? Then the shield bash at any range? Spam them to death?
Nooo. Thinking about it wrong. Just goes up twice as fast.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: mattie2009 on June 22, 2011, 01:10:36 am
If something is +100%, then it'll be 200%.

You do not math properly.
Sadly, I don't think I can name a single person off the top of my head that hasn't fallen for this at some point in life.

Myself included.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Thexor on June 22, 2011, 02:09:11 am
Just in case you missed it: Click on the empty Bonk! can near the Demoman's items. (http://www.teamfortress.com/uberupdate/scoutpack.html)

A scattergun that lands minicrits if you run around a lot... and a bat that lets you triple jump. Scouts are about to get a lot more annoying.  :D
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: LASD on June 22, 2011, 02:29:43 am
A scattergun that lands minicrits if you run around a lot... and a bat that lets you triple jump. Scouts are about to get a lot more annoying.  :D
That bat + Force-A-Nature gives quadruple jump, wonder what new places scouts will be able to reach.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 22, 2011, 02:30:29 am
So every third jumps do 10 damage... to you? So that's basicly a quad jump. So, FaN and that would be.... five jump?
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: mattie2009 on June 22, 2011, 03:35:03 am
Scouts are already annoying, especially if you lag.

The Soda Popper looks pretty cool, though, and I suppose it makes sense that the scout is the No.1 fan of Bonk, seeing as he's the only character who touches the stuff.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: jester on June 22, 2011, 04:10:41 am
Id drink it
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 22, 2011, 10:25:00 am
Id drink it
This.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: RF on June 22, 2011, 10:39:58 am
Why is the text for the "Soda-Popper" a Haiku?

Builds "hype" as you run, -5
When the hype meter is full, -7
unleash mini-crits! -5

Maybe a hint of what's to come?
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Cthulhu on June 22, 2011, 10:42:49 am
It's all radiation related.  Maybe it will be Wasteland Wednesday.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 22, 2011, 10:47:28 am
They have a haiku
Problem that'll fix itself
So don't worry man
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: PTTG?? on June 22, 2011, 10:57:30 am
The triple-jump bat seems a bit oddly ballanced; I don't see the connection between increased movement ability and decreased damage-dealing ability.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 22, 2011, 10:59:54 am
The triple-jump bat seems a bit oddly ballanced; I don't see the connection between increased movement ability and decreased damage-dealing ability.
Depends on where the 10 damage goes. Does it hurt the scout? That's retarded with the other bebuffs on it. Does it hurt other people? How does it figure out who to hurt? Does jumping store the damage in the bat? ONE HIT KILL.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Doctor on June 22, 2011, 12:15:15 pm
The Scout channels Mario.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Duke 2.0 on June 22, 2011, 12:19:30 pm
 Doesn't tell you that the third jump is downwards.

 I do look forward to the nerfs Valve will release for Pyro when it comes to his turn.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: jester on June 22, 2011, 12:20:07 pm
It will hurt the scout, and its good for dodging in the air, better to take 10 damage and dodge a rocket/stickie/pyro than have them paste you into a wall
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Doctor on June 22, 2011, 12:21:33 pm
I thought, if it was a debuff, it would be in red. Like

Grants triple jump
Third jump deals 10 damage
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 22, 2011, 12:25:36 pm
I thought, if it was a debuff, it would be in red. Like

Grants triple jump
Third jump deals 10 damage
Me too. But since damage makes you do a little jump, it'll be like 4 jumps. Add in the FaN, and the scout is impossible to hit.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: ToonyMan on June 22, 2011, 12:36:50 pm
I played this map called Wacky Races yesterday and it was awesome. (http://www.youtube.com/watch?v=2SeIuG0F4Vc)
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Duke 2.0 on June 22, 2011, 12:39:04 pm
 Oh hell I played that map and never figured out what that song was.

 Great find.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: ToonyMan on June 22, 2011, 12:41:04 pm
Oh hell I played that map and never figured out what that song was.
 Great find.
It's a song called Give_Me! by SHAKEⅡ.  Which is some Japanese thing.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Tradanbattlan on June 22, 2011, 01:41:09 pm
This is just my theory, but Wednesday will be Welsh Wednesday.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Sensei on June 22, 2011, 02:23:09 pm
I thought, if it was a debuff, it would be in red. Like

Grants triple jump
Third jump deals 10 damage
Me too. But since damage makes you do a little jump, it'll be like 4 jumps. Add in the FaN, and the scout is impossible to hit.
So, 6 jumps?
Why don't they just give him a jetpack.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: PTTG?? on June 22, 2011, 02:24:51 pm
I thought, if it was a debuff, it would be in red. Like

Grants triple jump
Third jump deals 10 damage
Me too. But since damage makes you do a little jump, it'll be like 4 jumps. Add in the FaN, and the scout is impossible to hit.
So, 6 jumps?
Why don't they just give him a jetpack.
...
Why not, indeed...
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Cecilff2 on June 22, 2011, 02:40:33 pm
So, 6 jumps?
Why don't they just give him a jetpack.

With bonk as the fuel no doubt.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: PTTG?? on June 22, 2011, 05:58:00 pm
Turns out the Soldier actually will be channeling Mario. His new boots allow him to do "x3 falling damage to player you land on", which sounds like however much damage you take from falling is dealt to them as well, three times.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Duke 2.0 on June 22, 2011, 06:02:02 pm
 Ahahahaha the Market Gardener. That will be amazing.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 22, 2011, 06:08:37 pm
Boots: 75% push force, AKA NO ROCKET JUMPING. FUUUUUUUUUUUUUUUUU
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: RF on June 22, 2011, 06:09:31 pm
Turns out the Soldier actually will be channeling Mario. His new boots allow him to do "x3 falling damage to player you land on", which sounds like however much damage you take from falling is dealt to them as well, three times.

Hopefully it triples the height you've fell from instead of just x3 damage, or you'll be buggered trying to get high enough on most maps.

Boots: 75% push force, AKA NO ROCKET JUMPING. FUUUUUUUUUUUUUUUUU

That'd make the boots worthless. :p I think it means reducing the push force taking from heavies / sentries etc.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 22, 2011, 06:14:14 pm
Should make the damage to the power of 3. So instead of 5 dmage being 25, it's now 125.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Metalax on June 22, 2011, 06:27:30 pm
The reserve shooter looks like a good weapon for if you can juggle the enemy into the air or for against scouts.

Liberty launcher is a direct hit lite for people who have trouble aiming, though it now gives another rocket speed for pyros to get used to for airblasting.

So there is the pyro, medic and engineer left to go. Hopefully at least one set for each.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Enzo on June 22, 2011, 06:41:52 pm
Isn't it really difficult to rocket jump and land on an enemy? Granted I've never really tried. Not getting knocked back as much by sentries (etc.) could be invaluable though. The new launcher looks like something I'd use for sure. The riding crop is either awesome or useless, I can't decide. This is probably my favourite update thus far, gives lots of choices for new solly strategy.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Duke 2.0 on June 22, 2011, 06:44:53 pm
 Depends on the speed boost. If it brings him up to medic speed then I can see huge use for it. It's like an equalizer he can use whenever a teammate is around.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 22, 2011, 06:55:12 pm
It's a whip. So he can whip enemies to death, and heavies to the battlefield. Or...whip a scout.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: mr. macduggan on June 22, 2011, 09:18:36 pm
When will these updates be coming to the game itself?
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 22, 2011, 09:19:49 pm
Tommorrow? Thursday? Can't wait for the Medic and engi update.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: breadbocks on June 23, 2011, 12:45:14 am
I got on for a moment, and damn this game is hard.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 23, 2011, 12:49:26 am
There's a few hardcore people. Then me, then the average pubbie. Bay12 is right below hardcore and above me. They never miss, they will find you.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: breadbocks on June 23, 2011, 12:51:14 am
It was a 24 person server. I finished with three (3) kills.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 23, 2011, 12:53:31 am
Bay 12 server. 3 hours. 1 kill, 50 deaths. Then I get 50 kills, 15 deaths. in 30 mintues sometimes. Depends on who is on. And some people are sniping bastards who never fucking miss. DOUBLE FAN JUM- BOOM! HEADSHOT. Que me raging. Spy? Cloak, cloaking along-HEADSHOT. RAGEQUIT.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Realmfighter on June 23, 2011, 01:55:00 am
I found a server where if I play heavy, I will on average kill three enemy heavys, and countless other guys.

I lurv it.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Enzo on June 23, 2011, 03:12:33 am
Bay 12 server. 3 hours. 1 kill, 50 deaths. Then I get 50 kills, 15 deaths. in 30 mintues sometimes. Depends on who is on. And some people are sniping bastards who never fucking miss. DOUBLE FAN JUM- BOOM! HEADSHOT. Que me raging. Spy? Cloak, cloaking along-HEADSHOT. RAGEQUIT.

Snipers are horrible people and they should die.

But yeah, it depends on the other players in the server. Sometimes I own and sometimes I'm completely useless, regardless of how well I'm playing. It also depends on the class balance of the teams. It bothers me how often I have to point out that 3 Snipers and 3 Spies aren't really effective on a 12-man team...
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 23, 2011, 03:19:45 am
Lies. Turn around corner, BAM HEADSHOT. Sniper jumps out zooms in, HEADSHOT. And then you got the epic spies. When they need to kill someone, they crit like hell. :(
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Blargityblarg on June 23, 2011, 03:21:00 am
Bay 12 server. 3 hours. 1 kill, 50 deaths. Then I get 50 kills, 15 deaths. in 30 mintues sometimes. Depends on who is on. And some people are sniping bastards who never fucking miss. DOUBLE FAN JUM- BOOM! HEADSHOT. Que me raging. Spy? Cloak, cloaking along-HEADSHOT. RAGEQUIT.

Snipers are horrible people and they should die.

But yeah, it depends on the other players in the server. Sometimes I own and sometimes I'm completely useless, regardless of how well I'm playing. It also depends on the class balance of the teams. It bothers me how often I have to point out that 3 Snipers and 3 Spies aren't really effective on a 12-man team...

Oh god, truth. The other day, I was playing a medic, but I had nobody to pocket- there were four spies, no scouts, pyros, soldiers or demomen, and I think one or two Heavies.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Bdthemag on June 23, 2011, 03:42:27 am
Scout by far is my favorite class. I have over 150 total hours played for the scout. My second favorite would have to be Soldier though, nothing beats juggling enemies with rockets.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Osmosis Jones on June 23, 2011, 03:50:26 am
Heavy. The joy that comes from dropping down right behind 2 or 3 enemies, and that "Oh SHIT" moment as they hear you spin up; priceless!
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Siquo on June 23, 2011, 05:11:24 am
Heavy and soldier, I can't aim for shit.

And my apologies if I owned any of you last night.




...NOT :D
*Siquo is a good loser, but a really bad winner*
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Blargityblarg on June 23, 2011, 07:36:53 am
I'm by far the best as medic. I'm not sure if it's just easy to be a good medic, or if I have a knack for it, or if nobody else plays it, leaving me to get all the healing points when I do play it, but I get mad points as one.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: RF on June 23, 2011, 07:51:12 am
I think spies really should have an optional item (maybe replace the cloak) that makes allies attack's look like they're effecting you and enemy's don't but still do respective (actual) damage. It's just irritating to be shown up by the fact that an ally is being retarded and shooting rockets near you that make no effect and an enemy accidentally hits you with a rocket and sends you flying.

Is it even possible to play as spy?

It's not really helped by the fact like 90% of maps are blatant linear tunnel shoots.

EDIT: Maybe an item that makes cloak not be displaced by area damage?
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Metalax on June 23, 2011, 08:18:12 am
Surprisingly I get my biggest kill streaks going as a meele sniper with the bushwacker and jarate. Many happy memories of ambushing heavy medic pairs. The startled exclamations over all talk are fun, "Oh god it's him again", "Where the hell did he come from? He's a god damn ninja!"  :D
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: mr. macduggan on June 23, 2011, 08:49:41 am
I've been playing a ton of pyro ever since the degreaser came out. My favorite part of that is when people underestimate the shotgun and you 2-shot them without using any other weapons.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Strange guy on June 23, 2011, 09:00:52 am
Good to see the detonator is finally coming out, though I love both the shotgun and the flares crits. The reserve shooter is pretty sweet as well- probably the only soldier secondary I'll seriously use once I get it.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Cecilff2 on June 23, 2011, 09:01:31 am
I look forward to seeing teams of heavy/medic, with the soldier behind them whipping them.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: PTTG?? on June 23, 2011, 09:36:37 am
I look forward to seeing teams of heavy/medic, with the soldier behind them whipping them.

This is where valve really shines- tying characters to game design.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Duke 2.0 on June 23, 2011, 11:08:18 am
 My god.

 This thing is downright inspired. (http://www.youtube.com/watch?v=-OsF0O5vd1s&feature=player_embedded)

 G-Mod animations have really gone a long way.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: ToonyMan on June 23, 2011, 11:46:20 am
My god.
 This thing is downright inspired. (http://www.youtube.com/watch?v=-OsF0O5vd1s&feature=player_embedded)
 G-Mod animations have really gone a long way.
There has always been the ability to do that.  It's just most people don't put enough effort into things.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: dragonshardz on June 23, 2011, 12:44:41 pm
My god.

 This thing is downright inspired. (http://www.youtube.com/watch?v=-OsF0O5vd1s&feature=player_embedded)

 G-Mod animations have really gone a long way.

My God. I laughed for ten minutes and now my family is looking at me funny.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Enzo on June 23, 2011, 01:40:09 pm
Is it even possible to play as spy?

It's not really helped by the fact like 90% of maps are blatant linear tunnel shoots.

Have you seen some people play spy? They can wipe out half a team if played correctly.

And even the most linear maps have multiple branching paths, coupled with invisibility I find getting behind the enemy team to be the easiest part of playing spy.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 23, 2011, 01:54:38 pm
Problem is, I play with the best scouts/snipers ever. They'll jump around a corner, hit the ground, and headshot me while I'm cloaked. Scouts I'll hit me with the stunball while I'm cloaked, thne proceed to beat me to death.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: ToonyMan on June 23, 2011, 02:17:51 pm
Problem is, I play with the best scouts/snipers ever. They'll jump around a corner, hit the ground, and headshot me while I'm cloaked. Scouts I'll hit me with the stunball while I'm cloaked, thne proceed to beat me to death.
Looks like you're out of luck then.  Going to have to give up now.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 23, 2011, 04:42:38 pm
NEW PYRO WEAPON. http://www.teamfortress.com/uberupdate/thedetonator.html (http://www.teamfortress.com/uberupdate/thedetonator.html)
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Thexor on June 23, 2011, 04:56:25 pm
NEW PYRO WEAPON. http://www.teamfortress.com/uberupdate/thedetonator.html (http://www.teamfortress.com/uberupdate/thedetonator.html)

Damn, I didn't notice this one before. (The link is the tiny chalk gas mask on the Soldier's chalkboard.  :o )

Of course, I assume there's a downside here somewhere - perhaps it won't crit already-burning targets? Still, if it detonates in the air, that means it has a blast radius... which means you can ignite entire packs of opponents with a single well-placed shot. Awesome!
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: PTTG?? on June 23, 2011, 05:02:02 pm
And here I looked all over the place for easter eggs...
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Enzo on June 23, 2011, 05:51:09 pm
NEW PYRO WEAPON. http://www.teamfortress.com/uberupdate/thedetonator.html (http://www.teamfortress.com/uberupdate/thedetonator.html)
Of course, I assume there's a downside here somewhere - perhaps it won't crit already-burning targets? Still, if it detonates in the air, that means it has a blast radius... which means you can ignite entire packs of opponents with a single well-placed shot. Awesome!

The wiki says it will mini-crit burning targets instead of full-on crit, and only on direct hits (rather than blast radius). It's been a beta weapon for a while so I figure that's what they're basing it on. Also, you're vulnerable to your own explosions, but that's a pretty small drawback. Especially since you can flarejump ambush now. Yessss.

Apparently no Engi gear, but that might be a psyche-out?

The suspense is killing me for the final update. It should be pretty soon.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Soulwynd on June 23, 2011, 05:55:25 pm
But but... I'm an engie... I want engie stuff! :(
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: PTTG?? on June 23, 2011, 05:59:32 pm
It would be astonishing if the packed out everyone except the engie. Anyway, we still have today and friday to go.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 23, 2011, 06:04:23 pm
Update... not out yet.... REFRESH REFRESH REFRESH...NOT OUT YET....
Scout has gone stark raving mad.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: YouR_DooM on June 23, 2011, 06:10:34 pm
Have you seen some people play spy? They can wipe out half a team if played correctly.

Today i tried spy for the first time in ages, and for some reason the enemy just couldn't handle me ( they were probably lol-bad :D ). I was playing on that train depo map and at first I just decided to try and aim at my spawn and then hop backwards as if I was running away. Boom, not a single enemy shot me while i was crossing to the other side for something like 20 minutes. It was just hilarous. I managed to get 3-5 enemies in super heavily crowded areas per life.

Hop backwards
Wait for enemy
Stab stab stab stab stab stab
Jump into water
Jump out disguised
Start from top
???
Profit
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Thexor on June 23, 2011, 06:19:45 pm
Update... not out yet.... REFRESH REFRESH REFRESH...NOT OUT YET....
Scout has gone stark raving mad.

1) Join TF2 Official Steam group.
2) Play games on Steam.
3) Watch corner of screen for update notification from TF2 team.
4) ...
5) POFFIT!
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 23, 2011, 06:21:31 pm
I don't want poffit, also, I think I know when the updates are released.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Aklyon on June 23, 2011, 06:32:19 pm
But but... I'm an engie... I want engie stuff! :(
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Bdthemag on June 23, 2011, 06:44:31 pm
Do you want 80% of players being engies? I would rather not have that happen again...
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 23, 2011, 06:45:41 pm
But that'll help with the spy rushes we shall get. And ninja heavies. And spazzing scouts- wait, we already have that.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Duke 2.0 on June 23, 2011, 06:46:07 pm
Also, you're vulnerable to your own explosions, but that's a pretty small drawback.
Each jump takes off more than half your health in the beta. What. The. Fuck.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: RF on June 23, 2011, 07:40:18 pm
inb4 they skip Thursday and do a "Forgetful Friday". :p
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: USEC_OFFICER on June 23, 2011, 08:47:57 pm
Hmm? What's that? Team Fortress 2 is now free to play?

Fuck. Yeah.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Bdthemag on June 23, 2011, 08:48:23 pm
Hmm? What's that? Team Fortress 2 is now free to play?

Fuck. Yeah.
For a short time, but yeah.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: jester on June 23, 2011, 08:49:40 pm
Forever
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: FunctionZero on June 23, 2011, 08:50:19 pm
In other news, they finally seem to me making the last two Meet the Team vids.

Like the Meet the Medic (http://www.youtube.com/watch?v=36lSzUMBJnc), done for the F2P promo.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Bdthemag on June 23, 2011, 08:50:49 pm
Forever
Oh god no, game over man. Game over! The Quality of the updates will lower, and most things will have to be bought.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Enzo on June 23, 2011, 08:53:13 pm
In other news, they finally seem to me making the last two Meet the Team vids.

Like the Meet the Medic (http://www.youtube.com/watch?v=36lSzUMBJnc), done for the F2P promo.

Hey, no wonder their homepage won't load. They dropped the vid!

Does that mean I can have my new weapons soon?
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Vherid on June 23, 2011, 08:53:27 pm
inb4 they skip Thursday and do a "Forgetful Friday". :p

The patch is coming out today I thought.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Mechanical Man on June 23, 2011, 08:53:36 pm
Forever
Oh god no, game over man. Game over! The Quality of the updates will lower, and most things will have to be bought.

Just what I was thinking.

I guess I never played much TF2 anyways, though.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Duke 2.0 on June 23, 2011, 08:54:38 pm
 Meet the Medic is out.

 Is the bust gonna be a melee weapon? This could be interesting to bean over peoples heads with.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Tilla on June 23, 2011, 08:54:48 pm
Haters gonna hate, I have hundreds of hours played and have had the game since it launched and I could not care less that they went free. It's not like they were selling many new copies anyway.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Bdthemag on June 23, 2011, 08:57:42 pm
The problem is, now that people aren't buying the game they're going to add in more items that you have to buy. Not just the normal hats and weapons, but stupid bonuses like "Buy this and do +20% more damage!". I have been worrying about this since the Manconomy update came out, this is one of my favorite games after all.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: mr. macduggan on June 23, 2011, 08:57:54 pm
For the next month, my kill/death ratios will be so inflated due to all of the new players  :P
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Thexor on June 23, 2011, 08:58:47 pm
Forever
Oh god no, game over man. Game over! The Quality of the updates will lower, and most things will have to be bought.

Silly person. TF2 has effectively become Valve's means of promoting the Steam service. Notice that practically every game released comes with promo items - pre-order bonuses and the like, which cost Valve absolutely nothing to provide. Those bonuses aren't a purchase incentive if you don't own TF2. Now, everybody owns TF2, which means it's easier for Valve to use promo items as promotions for other games.

So, TF2 is basically a marketing tool. I find it hard to believe that Valve would allow such a powerful advantage falter due to lack of updates. If anything, we're now more likely to see TF2 continue for a few more years, at the very least. Likewise, "ruining" it with for-pay upgrades would be silly. If TF2 continues to provide as a marketing tool for Valve via Steam, there's no need for the Mannconomy to bring in anything!
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Duke 2.0 on June 23, 2011, 09:01:34 pm
 Everything has crashed.

 The blog, the forums, the ingame store, everything.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Tilla on June 23, 2011, 09:01:42 pm
Apperently, F2P players cannot wear hats because they are POOR and IRISH
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Enzo on June 23, 2011, 09:02:21 pm
inb4 they skip Thursday and do a "Forgetful Friday". :p

The patch is coming out today I thought.

Today, Valve Time. A Friday release would be startlingly prompt.

And what's all this about free TF2 week lasting a month/forever? Seriously? I can't get the main page to load, presumably due to crippling Meet the Medic traffic. Also, most epic Meet the Video yet.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: FunctionZero on June 23, 2011, 09:03:16 pm
Everything has crashed.

 The blog, the forums, the ingame store, everything.
As long as the download servers stand, I'm happy.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Dermonster on June 23, 2011, 09:03:51 pm
God damn; medic is disturbing.

Archimedes!
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Tilla on June 23, 2011, 09:04:23 pm
inb4 they skip Thursday and do a "Forgetful Friday". :p

The patch is coming out today I thought.

Today, Valve Time. A Friday release would be startlingly prompt.

And what's all this about free TF2 week lasting a month/forever? Seriously? I can't get the main page to load, presumably due to crippling Meet the Medic traffic. Also, most epic Meet the Video yet.
It says 'Forever' in the video
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Duke 2.0 on June 23, 2011, 09:04:42 pm
Everything has crashed.

 The blog, the forums, the ingame store, everything.
As long as the download servers stand, I'm happy.
Game servers are going offline, can't start TF2 up again.

 Perhaps this is the usual time for such huge updates to process over there, perhaps the servers need to be down for an hour or something.

 Or everything is crashing and burning.

 Edit: Digging how the spy head in the freezer was smoking.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Astral on June 23, 2011, 09:05:50 pm
The update was too Über.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Duke 2.0 on June 23, 2011, 09:09:51 pm
 Update downloading.

 Stuck on 4 minutes 13 seconds left.

 Fuck that guy. You know who.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Thexor on June 23, 2011, 09:09:56 pm
Everything has crashed.

 The blog, the forums, the ingame store, everything.
As long as the download servers stand, I'm happy.
Game servers are going offline, can't start TF2 up again.

 Perhaps this is the usual time for such huge updates to process over there, perhaps the servers need to be down for an hour or something.

 Or everything is crashing and burning.

Well, a bunch of people probably saw "Free to play!" and instantly queued downloads.

The rest of the community has TF2 set to autoupdate.

I'd like to point out that TF2 just started to update for me, and it's processing at roughly ~200kB/s, occasionally dropping down to 75kB/s or lower. I usually get ~2MB/s when updating/downloading. So, yeah, there's a heck of a lot of people downloading stuff right now.   ;)

And the blog/forums always go down during updates, as everybody and their cat is trying to check out the blog for info about the update, or the forums to discuss/ask what the blog would say if it wasn't down. Talk about being whipped into a frenzy. (My last post in this thread had seven responses before I could post it. Imagine the number of posts on the actual forum!  :o)
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Bdthemag on June 23, 2011, 09:11:12 pm
Okay, I have to admit Meet the Medic is way better than I expected. I can't wait for Meet the Pyro.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Vector on June 23, 2011, 09:16:02 pm
Hurm.

Should I consider playing this game?
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: PTTG?? on June 23, 2011, 09:16:33 pm
Haven't seen MtM yet, but saw an article about it being Free to Play (http://www.pcgamer.com/2011/06/24/breaking-team-fortress-2-is-now-free-to-play-forever/). Crazy man.

Wait, what happens to everybody who already bought it?
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Dermonster on June 23, 2011, 09:17:55 pm
Apparently you get a hat from somewhere I saw.

"Not big surprise."
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: jester on June 23, 2011, 09:19:00 pm
and the update is in.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Duke 2.0 on June 23, 2011, 09:21:02 pm
Hurm.

Should I consider playing this game?

 That depends on how much you like shooters.

The answer is yesyesyesyes I get to see you more on steam <3<3<3

If I was on steam more often...
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Vherid on June 23, 2011, 09:21:14 pm
The problem is, now that people aren't buying the game they're going to add in more items that you have to buy. Not just the normal hats and weapons, but stupid bonuses like "Buy this and do +20% more damage!". I have been worrying about this since the Manconomy update came out, this is one of my favorite games after all.

Except everything just about has been tradeable, boxable, giftable, with the exceptions of the few uber rare items, and able to be randomly found.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Vector on June 23, 2011, 09:24:55 pm
That depends on how much you like shooters.

The answer is yesyesyesyes I get to see you more on steam <3<3<3

If I was on steam more often...

Hohoho.  My great love of Metal Gear has inspired me to come try this sometime.

Just wait until I get home and have non-janky internet :I
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: breadbocks on June 23, 2011, 09:27:21 pm
The problem is, now that people aren't buying the game they're going to add in more items that you have to buy. Not just the normal hats and weapons, but stupid bonuses like "Buy this and do +20% more damage!". I have been worrying about this since the Manconomy update came out, this is one of my favorite games after all.

Except everything just about has been tradeable, boxable, giftable, with the exceptions of the few uber rare items, and able to be randomly found.
Hats. 'Nuff said.

Also, how do you find items? Is it completely random? Because I'd rather not have a basic shotty from now till the day I die.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: mr. macduggan on June 23, 2011, 09:28:21 pm
I can't even begin updating my copy. Is there a special "Update my Game" button anywhere?
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Vherid on June 23, 2011, 09:29:53 pm
The problem is, now that people aren't buying the game they're going to add in more items that you have to buy. Not just the normal hats and weapons, but stupid bonuses like "Buy this and do +20% more damage!". I have been worrying about this since the Manconomy update came out, this is one of my favorite games after all.

Except everything just about has been tradeable, boxable, giftable, with the exceptions of the few uber rare items, and able to be randomly found.
Hats. 'Nuff said.

Also, how do you find items? Is it completely random? Because I'd rather not have a basic shotty from now till the day I die.

Get milestones with achievements, trade, craft, completely random find.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Enzo on June 23, 2011, 09:33:17 pm
Also, how do you find items? Is it completely random? Because I'd rather not have a basic shotty from now till the day I die.

Drops (http://wiki.teamfortress.com/wiki/Drops), explained better than I could.

Also, I have mixed feelings about Free-to-Play. If they don't botch it with Pay-to-Win weapons I don't really have a problem with it, except that I bought the game quite recently. I better get a bitchin hat or something for having a "Vintage" copy of TF2.

Also, update finished as I ate dinner YESSSSS
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: mr. macduggan on June 23, 2011, 09:33:23 pm
Do I need to wait on the "preparing to launch" screen for another 20 minutes, or is there a better way to do this?
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Thexor on June 23, 2011, 09:34:39 pm
Haven't seen MtM yet, but saw an article about it being Free to Play (http://www.pcgamer.com/2011/06/24/breaking-team-fortress-2-is-now-free-to-play-forever/). Crazy man.

Wait, what happens to everybody who already bought it?

Just to elaborate a little more: I promise, it loads if you're patient! (http://teamfortress.com/freetoplay/faq.php) (Or, in honour of MtM, if you are a patient.)

Free players can't get cosmetic items from drops - weapons still drop randomly, but hats and the like won't. Free players also only get a 50-slot backpack, can't craft some items (which, we don't yet know, but probably hats are off-limits), and they can only receive items in trades or via gifts (can't give away items).

You can upgrade a free account to a paid account with any purchase. Near as I can tell, this means you can create a new account, buy one item (perhaps a key), and you're then allowed to trade said key to your main account, along with all the spare weapons you've picked up. I'm sure there's something hindering people from making dozens of accounts to idle with, but Valve only mentioned tracking hackers using multiple accounts to avoid bans.

Oh, and people who paid for the game previously get a "Proof of Purchase" hat. So, yeah, I guess that formally means even TF2 has TF2 promo items!
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Tilla on June 23, 2011, 09:36:51 pm
Haven't seen MtM yet, but saw an article about it being Free to Play (http://www.pcgamer.com/2011/06/24/breaking-team-fortress-2-is-now-free-to-play-forever/). Crazy man.

Wait, what happens to everybody who already bought it?

Just to elaborate a little more: I promise, it loads if you're patient! (http://teamfortress.com/freetoplay/faq.php) (Or, in honour of MtM, if you are a patient.)

Free players can't get cosmetic items from drops - weapons still drop randomly, but hats and the like won't. Free players also only get a 50-slot backpack, can't craft some items (which, we don't yet know, but probably hats are off-limits), and they can only receive items in trades or via gifts (can't give away items).

You can upgrade a free account to a paid account with any purchase. Near as I can tell, this means you can create a new account, buy one item (perhaps a key), and you're then allowed to trade said key to your main account, along with all the spare weapons you've picked up. I'm sure there's something hindering people from making dozens of accounts to idle with, but Valve only mentioned tracking hackers using multiple accounts to avoid bans.

Oh, and people who paid for the game previously get a "Proof of Purchase" hat. So, yeah, I guess that formally means even TF2 has TF2 promo items!

Minimum purchase for Steam Wallet is $5. There is no way to buy any item without having at least $5 down
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Thexor on June 23, 2011, 09:39:48 pm
Haven't seen MtM yet, but saw an article about it being Free to Play (http://www.pcgamer.com/2011/06/24/breaking-team-fortress-2-is-now-free-to-play-forever/). Crazy man.

Wait, what happens to everybody who already bought it?

Just to elaborate a little more: I promise, it loads if you're patient! (http://teamfortress.com/freetoplay/faq.php) (Or, in honour of MtM, if you are a patient.)

Free players can't get cosmetic items from drops - weapons still drop randomly, but hats and the like won't. Free players also only get a 50-slot backpack, can't craft some items (which, we don't yet know, but probably hats are off-limits), and they can only receive items in trades or via gifts (can't give away items).

You can upgrade a free account to a paid account with any purchase. Near as I can tell, this means you can create a new account, buy one item (perhaps a key), and you're then allowed to trade said key to your main account, along with all the spare weapons you've picked up. I'm sure there's something hindering people from making dozens of accounts to idle with, but Valve only mentioned tracking hackers using multiple accounts to avoid bans.

Oh, and people who paid for the game previously get a "Proof of Purchase" hat. So, yeah, I guess that formally means even TF2 has TF2 promo items!

Minimum purchase for Steam Wallet is $5. There is no way to buy any item without having at least $5 down

I don't know if they've changed it recently, but at least in the past, that was incorrect. You can only add $5 or more to the wallet, but at the Mann Co. Checkout, if you don't have enough money in your wallet you get the option to add exactly the amount required.
Either I was misinformed, or something has changed. Disregard this.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Bdthemag on June 23, 2011, 09:40:51 pm
Haven't seen MtM yet, but saw an article about it being Free to Play (http://www.pcgamer.com/2011/06/24/breaking-team-fortress-2-is-now-free-to-play-forever/). Crazy man.

Wait, what happens to everybody who already bought it?

Just to elaborate a little more: I promise, it loads if you're patient! (http://teamfortress.com/freetoplay/faq.php) (Or, in honour of MtM, if you are a patient.)

Free players can't get cosmetic items from drops - weapons still drop randomly, but hats and the like won't. Free players also only get a 50-slot backpack, can't craft some items (which, we don't yet know, but probably hats are off-limits), and they can only receive items in trades or via gifts (can't give away items).

You can upgrade a free account to a paid account with any purchase. Near as I can tell, this means you can create a new account, buy one item (perhaps a key), and you're then allowed to trade said key to your main account, along with all the spare weapons you've picked up. I'm sure there's something hindering people from making dozens of accounts to idle with, but Valve only mentioned tracking hackers using multiple accounts to avoid bans.

Oh, and people who paid for the game previously get a "Proof of Purchase" hat. So, yeah, I guess that formally means even TF2 has TF2 promo items!

Minimum purchase for Steam Wallet is $5. There is no way to buy any item without having at least $5 down
No, the minimum to add is 5$. But in the ingame TF2 store some items are below that, like 99 cent weapons.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Thexor on June 23, 2011, 09:41:34 pm
Haven't seen MtM yet, but saw an article about it being Free to Play (http://www.pcgamer.com/2011/06/24/breaking-team-fortress-2-is-now-free-to-play-forever/). Crazy man.

Wait, what happens to everybody who already bought it?

Just to elaborate a little more: I promise, it loads if you're patient! (http://teamfortress.com/freetoplay/faq.php) (Or, in honour of MtM, if you are a patient.)

Free players can't get cosmetic items from drops - weapons still drop randomly, but hats and the like won't. Free players also only get a 50-slot backpack, can't craft some items (which, we don't yet know, but probably hats are off-limits), and they can only receive items in trades or via gifts (can't give away items).

You can upgrade a free account to a paid account with any purchase. Near as I can tell, this means you can create a new account, buy one item (perhaps a key), and you're then allowed to trade said key to your main account, along with all the spare weapons you've picked up. I'm sure there's something hindering people from making dozens of accounts to idle with, but Valve only mentioned tracking hackers using multiple accounts to avoid bans.

Oh, and people who paid for the game previously get a "Proof of Purchase" hat. So, yeah, I guess that formally means even TF2 has TF2 promo items!

Minimum purchase for Steam Wallet is $5. There is no way to buy any item without having at least $5 down
No, the minimum to add is 5$. But in the ingame TF2 store some items are below that, like 99 cent weapons.

...huh, you're right. I could've sworn there was a different option, but I can't see it now. Never mind, $5 it is!
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: mr. macduggan on June 23, 2011, 09:43:03 pm
3.6 kbps! BOOYAH!


It'll only take HOURS!
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Duke 2.0 on June 23, 2011, 09:46:03 pm
 They reworked the crafting menu. It's a lot more convenient, but you have to be more careful with not crafting your vintage stuff.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: FunctionZero on June 23, 2011, 09:46:44 pm
3.6 kbps! BOOYAH!
It'll only take HOURS!
More like years, since it would take you about 2.5 seconds to just download a byte.

/unfunny joke concerning the difference between bits and bytes
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: mr. macduggan on June 23, 2011, 09:49:17 pm
yeah, the funny part is that it sped up and finished loading  ;D
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Darion on June 23, 2011, 09:55:28 pm
Oh crap...they just wait me to buy the damn game to make it free...
I'm gonna kill whoever made it free!
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: ToonyMan on June 23, 2011, 09:55:54 pm
Haha wow they made TF2 free.  That's pretty awesome.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Aklyon on June 23, 2011, 09:58:44 pm
On the update screen:

Content hosting provided by
[Portal 2 image]

...
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Thexor on June 23, 2011, 10:02:53 pm
3.6 kbps! BOOYAH!
It'll only take HOURS!
More like years, since it would take you about 2.5 seconds to just download a byte.

/unfunny joke concerning the difference between bits and bytes

 ???

3.6 kbps would translate to 450 bytes per second, or ~2 seconds for a kilobyte, a far cry from 2.5 seconds for a single byte. It's still slow, sure, but the update was only 497.6 MB, so it would only take ~2 weeks to download. A far cry from 'years', though admittedly still a little high.  ;D
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Duke 2.0 on June 23, 2011, 10:04:15 pm
 Ahahahah oh man the new demo sword.

 I'm dashing all over the place taking names and always being at full health.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Cyahnidde on June 23, 2011, 10:30:08 pm
So I, who bought the game 4 years ago. I get nothing? Wonderful! I love it!

 :-[
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Bdthemag on June 23, 2011, 10:31:39 pm
I assume we faithful buyers who bought the game get a reskin of the ellis cap. Seems the most likely thing Valve would do.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Enzo on June 23, 2011, 10:33:48 pm
So I, who bought the game 4 years ago. I get nothing? Wonderful! I love it!

No, you get a really, really boring hat. It's like they just grabbed the most generic rejected hat model off the cutting room floor.

So, y'all are crafting the new weapons? So expensive...
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: kg333 on June 23, 2011, 10:36:06 pm
So I, who bought the game 4 years ago. I get nothing? Wonderful! I love it!

 :-[

The way I view it, TF2 was a freebie in my Half Life 2 pack, so I'm not torn up about it.  Along with that little game called Portal they stuck in there.

I haven't played TF2 since the number of available items exploded to the point where you couldn't reasonably get all items without idling.  I saw they were going in the microtransaction direction and wanted none of it...if I wanted a F2P shooter, I'd go play Battlefield Heroes.  At least they aren't making people pay for both the items and the game at this point.

KG
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Cyahnidde on June 23, 2011, 10:36:38 pm
Thanks, valve. Love you.
/end sarcasm.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Duke 2.0 on June 23, 2011, 10:37:14 pm
So I, who bought the game 4 years ago. I get nothing? Wonderful! I love it!

 :-[
I know right?! If I knew five years ago that after a thousand hours of playing a $10 game they would just up and make it free I wouldn't have bought it in the first place! They have no respect to the loyal gamers who paid good money of $10 to play this! All we get is a hat? It's boring and terrible! Bah!
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Cyahnidde on June 23, 2011, 10:38:27 pm
I was expecting something like a voucher to get 10 things from the shop for free.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Duke 2.0 on June 23, 2011, 10:40:20 pm
 Surely they should give us stuff! After all, we did pay for this game five years ago and are your major source of income! This is betraying us! Betraying us all! All for a bunch of F2P crap! Now a bunch of F2P crap is gonna be added and it'll all suck and Tf2 is ruined.

 I wasted 50 days of my life on this.

Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Cyahnidde on June 23, 2011, 10:45:37 pm
I adore valve and love them a lot for doing this.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Aklyon on June 23, 2011, 10:46:32 pm
theres a bajillion valve tf2 server things in the serverlist now, all with the same ip with different ports.
Did Valve suddenly make semiofficial server things or something?
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Duke 2.0 on June 23, 2011, 10:47:26 pm
 Apparently there are strange weapons now.

 This is new.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Bdthemag on June 23, 2011, 10:48:04 pm
Apparently there are strange weapons now.

 This is new.
What do you mean by strange weapons?
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Duke 2.0 on June 23, 2011, 10:48:58 pm
 Somebody unboxed a 'strange direct hit.'

 I presume it's like strange hats, a cosmetic effect on the weapon.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: mr. macduggan on June 23, 2011, 10:49:25 pm
They could have even swung 1 random unusual hat for each old player. It wouldn't have been hard for them to do. It is even easier than releasing some Proof Of Purchase hat, and a whole lot cooler.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Vibhor on June 23, 2011, 11:46:44 pm
I ned HALP!
Game not install.
It stuck "finishing installation".
HALP!
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Enzo on June 23, 2011, 11:51:20 pm
They could have even swung 1 random unusual hat for each old player. It wouldn't have been hard for them to do. It is even easier than releasing some Proof Of Purchase hat, and a whole lot cooler.

Except that's a horrible financial strategy. People buy keys for an incredibly slim chance of obtaining an unusual hat. I don't know how many people play TF2, hundreds of thousands? One free unusual hat each, and you'd be saturating the market with your most valuable commodity. The sort of people who care about having an unusual hat won't give two shits about them if everyone's got one.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Cthulhu on June 24, 2011, 12:05:35 am
Instead we all get an incredibly shitty Viet Cong looking hat.

Oh well, apparently holiday keys work on regular crates now so I got to paint my alien swarm parasite a color similar to slate.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 24, 2011, 12:27:27 am
5 hours? Not a single drop. New people owning my ass. 25 deaths to 5 kills. Went to 30 deaths and 15 kills. Laggy as hell. No drops. No drops.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Bdthemag on June 24, 2011, 12:37:52 am
5 hours? Not a single drop. New people owning my ass. 25 deaths to 5 kills. Went to 30 deaths and 15 kills. Laggy as hell. No drops. No drops.
Do what I do and make all of my items by profit trading, then trade all of the items away for something else. Rinse wash and repeat.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Metalax on June 24, 2011, 12:51:46 am
Item and craft servers have been up and down so randomly that I haven't been able to play with the two items I managed to craft. Hopefully in a couple of hours after the americans have gone to bed it should stablise a bit.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: KaelGotDwarves on June 24, 2011, 01:02:01 am
Sorry to burst your bubble, but by now most of us should be asleep :P that is if we had day jobs. hahahaha
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Jackrabbit on June 24, 2011, 01:03:39 am
Wow, I'm super pleased with this update. Valve, you are the coolest developers ever. Don't ever stop, you crazy diamonds.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Duke 2.0 on June 24, 2011, 01:04:51 am
Sorry to burst your bubble, but by now most of us should be asleep :P that is if we had day jobs. hahahaha
Two in the morning and zipping around the battlefield~

 New sniper rifle is underwhelming. Usually headshots deal enough damage to kill somebody, or at least weaken them enough to make them easy to take down. This headshot counter just makes you overprotective of some fleeting resource while providing a damage boost you never really needed that goes away very quickly. It needs a buff of some sort.

 Wheras everything else will get nerfed to hell soon.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Cyahnidde on June 24, 2011, 01:09:10 am
Wow, I'm super pleased with this update. Valve, you are the coolest developers ever. Don't ever stop, you crazy diamonds.

I assume you didn't but TF2? It's great for you, but now a lot more noobs, griefers, hackers, and everyone you can think of is playing TF2.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Bitoru on June 24, 2011, 01:11:55 am
1-Log in
2-Play for some minutes
3-??????
4-11 backstabs in one life

IT'S LIKE FREE WEEKENDS, BUT FOREVER
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Jackrabbit on June 24, 2011, 01:17:58 am
Wow, I'm super pleased with this update. Valve, you are the coolest developers ever. Don't ever stop, you crazy diamonds.

I assume you didn't but TF2? It's great for you, but now a lot more noobs, griefers, hackers, and everyone you can think of is playing TF2.

No, I but it about 4 months ago, but the fact that all my friends can play it now too is super awesome. Plus Valve are bringing the game to a wider audience and that's great too. As for griefers and hackers, you don't think Valve didn't think of that? And noobs? Seriously? Grow up. You were new once. To look down upon people cause they're new at the game has always struck me as one of the worst things about the multiplayer scene. It's shameful, childish, and a bunch of other words which are basically my way of dancing around saying shut the hell up and act your age.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Cyahnidde on June 24, 2011, 01:19:33 am
Wow, I'm super pleased with this update. Valve, you are the coolest developers ever. Don't ever stop, you crazy diamonds.

I assume you didn't but TF2? It's great for you, but now a lot more noobs, griefers, hackers, and everyone you can think of is playing TF2.

No, I but it about 4 months ago, but the fact that all my friends can play it now too is super awesome. Plus Valve are bringing the game to a wider audience and that's great too. As for griefers and hackers, you don't think Valve didn't think of that? And noobs? Seriously? Grow up. You were new once. To look down upon people cause they're new at the game has always struck me as one of the worst things about the multiplayer scene. It's shameful, frankly.

I agree about most of the stuff. It would be nice for my friends, who are reluctant to buy it or otherwise are able to play it with me. I didn't mean people who were new about the game being "noobs" maybe I shouldn't have used that word. I'm talking about sore loosers, people who whine, etc.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 24, 2011, 01:19:51 am
By noobs, he means the laggy bastards who insta-kill hit you. Pretty annoying. Also, since the item servers are down, I can't get drops, can't change my weapons, or see my stuff. How much stuff do you think 28 crates will get me.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Jackrabbit on June 24, 2011, 01:21:25 am
Wow, I'm super pleased with this update. Valve, you are the coolest developers ever. Don't ever stop, you crazy diamonds.

I assume you didn't but TF2? It's great for you, but now a lot more noobs, griefers, hackers, and everyone you can think of is playing TF2.

No, I but it about 4 months ago, but the fact that all my friends can play it now too is super awesome. Plus Valve are bringing the game to a wider audience and that's great too. As for griefers and hackers, you don't think Valve didn't think of that? And noobs? Seriously? Grow up. You were new once. To look down upon people cause they're new at the game has always struck me as one of the worst things about the multiplayer scene. It's shameful, frankly.

I agree about most of the stuff. It would be nice for my friends, who are reluctant to buy it or otherwise are able to play it with me. I didn't mean people who were new about the game being "noobs" maybe I shouldn't have used that word. I'm talking about sore loosers, people who whine, etc.

All good, those sort of people are annoying, but it's not a deal-breaker for me. I edited my post a bit because it's a topic that actually makes me really angry, but I'm not directing it at you (at least, not now you've clarified your position). Just that there's people who legitimately take that view and it shits me.

It shits me so much.

e: to be less down, I noticed the rockets in Meet the Medic arc. I wonder if that means anything?

Perhaps this has already been mentioned, but it's an interesting concept. A mortar-bazooka? Could that work?
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Cyahnidde on June 24, 2011, 01:25:35 am
Wow, I'm super pleased with this update. Valve, you are the coolest developers ever. Don't ever stop, you crazy diamonds.

I assume you didn't but TF2? It's great for you, but now a lot more noobs, griefers, hackers, and everyone you can think of is playing TF2.

No, I but it about 4 months ago, but the fact that all my friends can play it now too is super awesome. Plus Valve are bringing the game to a wider audience and that's great too. As for griefers and hackers, you don't think Valve didn't think of that? And noobs? Seriously? Grow up. You were new once. To look down upon people cause they're new at the game has always struck me as one of the worst things about the multiplayer scene. It's shameful, frankly.

I agree about most of the stuff. It would be nice for my friends, who are reluctant to buy it or otherwise are able to play it with me. I didn't mean people who were new about the game being "noobs" maybe I shouldn't have used that word. I'm talking about sore loosers, people who whine, etc.

All good, those sort of people are annoying, but it's not a deal-breaker for me. I edited my post a bit because it's a topic that actually makes me really angry, but I'm not directing it at you (at least, not now you've clarified your position). Just that there's people who legitimately take that view and it shits me.

It shits me so much.

Anyways, It's awesome valve did this. I really just wish we got something more than a hat.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Enzo on June 24, 2011, 01:30:11 am
5 hours? Not a single drop. New people owning my ass. 25 deaths to 5 kills. Went to 30 deaths and 15 kills. Laggy as hell. No drops. No drops.
Do what I do and make all of my items by profit trading, then trade all of the items away for something else. Rinse wash and repeat.

Trade servers are unresponsive too. Dude offered me 5 weapons for a kunai, couldn't even get the trade server to work. Tried 3 times. I don't do a lot of trading, but it seems lucrative to trade off all the weapons involved in crafting the new gear now.

Also, Scout, you're complaining that new players are kicking your ass? Seems like it's hard to blame that one on Valve.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Shadowlord on June 24, 2011, 01:43:13 am
What, you have somewhere to dispose of your crates?

I gave up on selling items (for metal) via tf2items 6 months ago or so - I had put up that I had various items available for scrap metal, and I'd get friend requests, but nobody ever said a word after having their friend request accepted, like they expected me to know who they were and what they wanted or to waste time asking them and waiting for their response, when they could have just said "HI. IN YOUR LISTING THERE IS A VASE WITH THREE FLOWERS. THE THIRD FLOWER IS GREEN. I WOULD LIKE TO BUY IT FOR ONE SCRAP METAL." (Note: Obviously not a real TF2 item) I eventually got irritated at having a bunch of people I didn't know on my friends list, having them not respond to me asking who they were or what they wanted, having no way to simply do a trade easily and quickly without needing to mess with the friends list, etc.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Cthulhu on June 24, 2011, 02:43:21 am
I really want to be optimistic about the free update but I've played enough Global Agenda to know that skill-intensive games going free to play is generally not a good thing.

Also, the crafting server is down, again.

I'm trying to decide whether or not to craft my Brass Beast for a Tomislav.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Duke 2.0 on June 24, 2011, 02:44:02 am
 Yes.

 Get some playtime in before they nerf the shit outta it.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Osmosis Jones on June 24, 2011, 02:55:17 am
By noobs, he means the laggy bastards who insta-kill hit you.

So, snipers?

Also... I doubt they'll give sollies a mortar weapon. Goes too much into demoman territory.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 24, 2011, 02:57:26 am
Spies, scouts, demomen. Anyone how hits me in the face was an instakill. No crits, just a normal hit. Also, these noobs were crazy good. He rocket hopped across the map, wall jumped. I was scout, and he tried to rocket fling himself towards me, so I double jump away. Right before he hits the ground, he turns towards me and rocket jumps. Hits me mid air with his shovel which crits.
DAMN YOU SKILLFUL NOOBS
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Bdthemag on June 24, 2011, 02:59:31 am
Spies, scouts, demomen. Anyone how hits me in the face was an instakill. No crits, just a normal hit. Also, these noobs were crazy good. He rocket hopped across the map, wall jumped. I was scout, and he tried to rocket fling himself towards me, so I double jump away. Right before he hits the ground, he turns towards me and rocket jumps. Hits me mid air with his shovel which crits.
DAMN YOU SKILLFUL NOOBS
Thats an Oxymoron, maybe if your having problems with dying you should improve on the classes you keep getting killed as.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Cthulhu on June 24, 2011, 03:01:22 am
Hopy shit, Tomislav is legendary.  I also got gloves of running urgently, they're giving items out like candy.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 24, 2011, 03:03:02 am
I'm complaining about the fact new people can do that perfectly with standard gear, while not even pros can. And the fact they're all kicking my ass, while I can whoop most Bay12's ass most of the time.
And I haven't got a single drop. Not one.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: MetalSlimeHunt on June 24, 2011, 03:04:24 am
Well, now that I don't have to deal with the issue of online payment for this, it looks like I'm finally in the PC version of TF2. Thank Xenu, the 360 version is like some tiny unescapeable hell compared to this. It even runs fairly well on my horrible computer.

Very cool of Valve to make it free after all of these years, and also very financially devious. Just what I've come to expect from them.

As for the forming controversy over TF2 becoming free: You can complain all you want, but at the end of the day Gabe Newell will still be swimming around in his ocean of 100$ bills.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Deon on June 24, 2011, 03:13:55 am
I wonder why can't I equip items I've got from training. Is it because I've got a free account? :)
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: mattie2009 on June 24, 2011, 03:15:00 am
The medic is awesome.

THIS IS NOT UP FOR DEBATE. (http://www.youtube.com/watch?v=36lSzUMBJnc)
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Cthulhu on June 24, 2011, 03:15:13 am
I'm complaining about the fact new people can do that perfectly with standard gear, while not even pros can. And the fact they're all kicking my ass, while I can whoop most Bay12's ass most of the time.
And I haven't got a single drop. Not one.

Sounds like a problem between the chair and monitor.  I'm not having any issues with superpowered free players.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Max White on June 24, 2011, 03:16:12 am
Quote
You Scouts are gonna love this highly collectible bat that smacks baseballs at the other team, stunning the living crap outta anybody dumb, slow, drunk, mute or Australian enough to get in the way

Heh, awesome. Best line ever!
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Osmosis Jones on June 24, 2011, 03:29:28 am
I'm complaining about the fact new people can do that perfectly with standard gear, while not even pros can. And the fact they're all kicking my ass, while I can whoop most Bay12's ass most of the time.
And I haven't got a single drop. Not one.

... you do realise

a) a lot of pros do use standard gear
b) flying through the air and shovelling you on the way down after doing multiple successful rocket jumps is a pretty good indication he ISN'T a noob
c) if you get owned by "noobs", you are a noob (note lack of quotation marks).
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 24, 2011, 03:31:32 am
He has like, 1 hour of TF2. That's alot of practice in not alot of time. Anyway, I can't change guns, get weapons, craft, until the crafting servers are back up.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Sensei on June 24, 2011, 03:32:47 am
I haven't played in quite a while, I'm trying to decide if this is the best or worst time to get back in...
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Deon on June 24, 2011, 04:07:53 am
Spies, scouts, demomen. Anyone how hits me in the face was an instakill. No crits, just a normal hit. Also, these noobs were crazy good. He rocket hopped across the map, wall jumped. I was scout, and he tried to rocket fling himself towards me, so I double jump away. Right before he hits the ground, he turns towards me and rocket jumps. Hits me mid air with his shovel which crits.
DAMN YOU SKILLFUL NOOBS
Do you realize that rocket jumps were back in Quake and Quake 2? Also, while it's different, skills from the old HL2 deathmatch still work here.

I have nothing to say about instakills though. Haven't seen any yet.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Enzo on June 24, 2011, 04:24:30 am
I haven't played in quite a while, I'm trying to decide if this is the best or worst time to get back in...

Well, I wouldn't recommend it tonight, as the update-rush means all the servers are full, people are dicking around with the new weapons, loadouts are flickering on and off, and crafting and trades aren't working most of the time.

Besides that, people seem to be making this out to be more than it is. There have always been skilled and unskilled players. Free availability shouldn't be a huge paradigm shift in the long term, in the short term it will only result in more beginner level players.

I don't know what the hell The Scout is talking about. Sounds like he's having a bad night and is blaming Free TF2.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: RF on June 24, 2011, 05:01:52 am
Now that's it free, you all have NO EXCUSE not to download Pirates, Vikings and Knights 2 (http://store.steampowered.com/app/17570/). Ask on the DFC what it was like when were all on it for a night. It's fun as hell.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Derekristow on June 24, 2011, 05:59:58 am
I wonder why can't I equip items I've got from training. Is it because I've got a free account? :)
The item servers have gone down in the rush of new / returning players.  No one can change out any of their items.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Jackrabbit on June 24, 2011, 06:02:36 am
That hasn't been the case for like two hours for me at least.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Jar of Jam on June 24, 2011, 06:26:26 am
So, no distinction will be made between those who bought the game and those who downloaded it for free ? It may actually be a good idea.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Blargityblarg on June 24, 2011, 06:28:21 am
There's a distinction; free player's don't get (some?) hats and paid players (from before the update?) all get a hat.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Dr. D on June 24, 2011, 07:22:47 am
I might get this later, join a game, die constantly, and get called a stupid noob.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Shadowlord on June 24, 2011, 07:28:42 am
Actually, it sounds like the Medic will inject you with uber skills so that you can pwn The Scout repeatedly.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: UltraValican on June 24, 2011, 07:46:08 am
Is the game really free to play I saw a rather official looking "meet the medic" and at the end they anounced tf2 would be free to play and I checked steam and it says its free to play now...I'm just checking to verify.

Edit-for morning typos and general laziness, I was in a hurry when i was typing this and for some reason didn't feel like looking up the last few posts please excuse my idiocy. Holy crap I just finished reading this after some coffe....I should stay away from the internet in the morning.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Jackrabbit on June 24, 2011, 07:49:00 am
There was so much wrong with that sentence, and the question you're asking would have been answered if you'd so much as glanced at the last few posts, are you actually being serious or are you making a joke?
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: RF on June 24, 2011, 07:54:40 am
Is the gamer really free to play I saw a rather official looking "meet the medic" and at the end they anounced tf3 would be free to play and I checked steam and it says its free to play now...I'm just checking to verify.

What even.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Shadowlord on June 24, 2011, 08:03:32 am
Is the gamer really free to play ... they anounced tf3 would be free to play and I checked steam and it says its free to play now...

Your temporal modem is glitching. What are you doing on the Internet, anyways? Don't you have an apocalypse to deal with?
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Metalax on June 24, 2011, 10:08:33 am
hmm just played with a few of the new weapons. the heavy has a new bug causing you to move really slowly until you have spun up your gun after spawning.

The demos new sword and shield are great fun charging around everywhere, and you can now charge while underwater.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: breadbocks on June 24, 2011, 10:16:27 am
Just watched MtM. So worth it.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Duke 2.0 on June 24, 2011, 10:19:42 am
The demos new sword and shield are great fun charging around everywhere, and you can now charge while underwater.
In the air, on the ground, underwater, everywhere.

 You are a beast underwater too because the momentum doesn't go away.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: SHAD0Wdump on June 24, 2011, 10:38:11 am
Spoiler: Meet the Medic spoiler (click to show/hide)
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Aklyon on June 24, 2011, 10:53:01 am
So, no distinction will be made between those who bought the game and those who downloaded it for free ? It may actually be a good idea.
Everyone who had something (or just bought the game) Got a meh hat and automatic Premium Account (which is the same as what you had before, if I'm looking at it right (http://www.teamfortress.com/freetoplay/faq.php))
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Nistenf on June 24, 2011, 10:54:31 am
So I got back to this game, had stopped playing some months ago. Any recomendations on getting items, and which ones are good?
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Deon on June 24, 2011, 03:10:32 pm
What are the hats for? Just cool looks?

Also you were talking about a sword and a shield... Are these special items with special effects which you get only when you are premium?
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Akigagak on June 24, 2011, 03:13:42 pm
What are the hats for? Just cool looks?

Also you were talking about a sword and a shield... Are these special items with special effects which you get only when you are premium?

The opposite, actually. The only reason to upgrade is if you want to wear the stupid hats. Free-to-players can still get the weapon drops.

Hell, they're more likely too, what with no hats to swing the RNG to giving them something useless.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Enzo on June 24, 2011, 03:16:47 pm
What are the hats for? Just cool looks?

Also you were talking about a sword and a shield... Are these special items with special effects which you get only when you are premium?

I believe only Premium players have access to hats. And yeah, they have no impact on gameplay. It's just cool to wear a purple pirate hat into battle.

All the weapons, however, are dropped randomly or gained through achievements whether or not you're a Free player. Some drastically alter playstyle, like the Demo's swords and shields, which let you charge and decapitate people at the cost of your stickybombs. Most of the premium players have a lot of weapons already, so it'll take a while for the free players to catch up.

Ninja'd but whatever.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: kilakan on June 24, 2011, 03:20:11 pm
wait so I bought this game 3 months ago and now it's bloody free?  So what do I get for paying the SoB's down at TF2 corp... do free players not get weapon drops or something now?
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Enzo on June 24, 2011, 03:22:40 pm
Man, the two posts directly before yours explain the difference between free and premium. Also, premium players get a really ugly free hat.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Tilla on June 24, 2011, 03:40:44 pm
Spoiler: Meet the Medic spoiler (click to show/hide)

Dude, for months they already had pigeons bursting out of the Scout's gibs on death. This just explains that.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Cthulhu on June 24, 2011, 04:12:11 pm
The game isn't too terribly unbalanced without premium items.  Even the default gear is useful enough for most people, and the achievement weapons you get are mostly good (Except Natascha.  Natascha is lame)

 
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: ExKirby on June 24, 2011, 04:21:11 pm
Back to the update itself, I feel really happy that they've shown secondary weapons some love. Before this update, the only true secondary "weapons" were the Flare Gun, the Scottish Resistance and possibly the Wrangler. Now we're getting some shotguns and pistols, so everything is Ok.

In other news, has anyone been on a Balloon Race? If you haven't, think two blimps-one red, one blue-powered by players standing at the wheel. You ned to get to a Control Point and cap it to get to the next point and cause your opponents delays etc. First balloon to make the lap wins. I find it amusing just as a Brass Beast Heavy just standing by the wheel going ratatatatata and scoring bucketloads of assists. Even funnier when some guy got the soldier to say (using voice) "THIS IS MY FRILLY TRAINING BRA. YOU ARE NOT WELCOME IN MY FRILLY TRAINING BRA." and the Scout going on about Pancakes. Hilarious.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Sensei on June 24, 2011, 04:42:57 pm
Well, it looks like I can still hold my own on the DFC server. In other news, does anyone want a vintage chargin' targe? I have three. So, two up for trade.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Bdthemag on June 24, 2011, 04:52:17 pm
Well, it looks like I can still hold my own on the DFC server. In other news, does anyone want a vintage chargin' targe? I have three. So, two up for trade.
Vintage weapons are worth twice the amount of a normal weapon, so that totals up to one scrap metal :P Now if it was a numbered on that was either 0 or 100 then it would be worth alot.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Duke 2.0 on June 24, 2011, 04:57:20 pm
 I got a bunch of numbered 90 and 80 stuff like the heavy shotgun, the sniper rifle, the heavy fists, some other thing I don't remember. Keepin' them 'till the end of time because screw rare trading.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Greiger on June 24, 2011, 04:58:38 pm
So let me get this straight, the people who bought the game get to use hats...and that's it? 

I absolutely despised the whole concept of the hats.  I have worn Bills hat on occasion because I like the minimalist style, but most of the time I'm wearing the default hat.  So all I get for being a longtime customer is a feature I don't use?   There has to be something more than that.

(P.S. Yes I loved the game before the hats, and before there was umteen million unlockable weapons.  I haven't been playing much lately, not hard to find out why.)
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Dermonster on June 24, 2011, 05:02:57 pm
OH GOD

MEET THE SANDVICH WAS FROM THE BLU SPY'S PERSPECTIVE!
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: PTTG?? on June 24, 2011, 05:20:31 pm
So let me get this straight, the people who bought the game get to use hats...and that's it? 

I absolutely despised the whole concept of the hats.  I have worn Bills hat on occasion because I like the minimalist style, but most of the time I'm wearing the default hat.  So all I get for being a longtime customer is a feature I don't use?   There has to be something more than that.

(P.S. Yes I loved the game before the hats, and before there was umteen million unlockable weapons.  I haven't been playing much lately, not hard to find out why.)

So you're upset... because you didn't get anything for free for the game you don't play anymore?
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Tradanbattlan on June 24, 2011, 05:23:42 pm
OH GOD

MEET THE SANDVICH WAS FROM THE BLU SPY'S PERSPECTIVE!

Oh my god.
Oh
My god
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Vherid on June 24, 2011, 05:28:16 pm
Quote
The Strange quality was introduced alongside the Uber update, available through unboxing a series 19 and onward crate. They have a kill count that shows the total amount of kills obtained with the weapon. The items will have their name changed dependant on how many kills the weapon has. For instance, after getting ten kills the gun will change from 'Strange' to 'Unremarkable'.

That's pretty sick.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Tilla on June 24, 2011, 05:29:13 pm
So let me get this straight, the people who bought the game get to use hats...and that's it? 

I absolutely despised the whole concept of the hats.  I have worn Bills hat on occasion because I like the minimalist style, but most of the time I'm wearing the default hat.  So all I get for being a longtime customer is a feature I don't use?   There has to be something more than that.

(P.S. Yes I loved the game before the hats, and before there was umteen million unlockable weapons.  I haven't been playing much lately, not hard to find out why.)

Translation: Waaaaaaaaaaaaaaaaaaaaaaaaaaaaah
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Vherid on June 24, 2011, 05:30:57 pm
http://wiki.teamfortress.com/wiki/List_of_strange_weapon_ranks
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Greiger on June 24, 2011, 05:34:14 pm
Translation: Waaaaaaaaaaaaaaaaaaaaaaaaaaaaah
So you're upset... because you didn't get anything for free for the game you don't play anymore?
Yea pretty much, after thinking about it it seems kinda silly. 

 It was probably more of a "When I do go back to playing everybody will just think I'm another free to play noob because I'm not wearing any hats."  But even then I still have my shiny badge so I guess that's irrelevant too.

Continue with your regularly scheduled discussing.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Metalax on June 24, 2011, 06:42:42 pm
The primary reason why people would want to have a premium rather than a free to play account is the backpack size. there are now 99 additional weapons including the 7 promo reskins. F2p accounts only have a backpack of 50 slots.

Also as the f2p can't have hats, this also means that they cannot get the set bonuses for most of the weapon sets that include a hat.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Soulwynd on June 24, 2011, 07:10:59 pm
Pft, the set bonuses are meaningless and pretty worthless when compared with the pride you have from wearing a hat.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Cthulhu on June 24, 2011, 07:19:33 pm
I still haven't gotten a single hat that wasn't promotional, and I've got 52 hours under my belt  :c

Everybody's getting cool drops lately but me, all I got was gloves of running urgently (Although I did use them to craft the hibernating bear, which helps mitigate the Tomislav's lower DPS from firerate.)
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Soulwynd on June 24, 2011, 07:29:19 pm
Hat drops are rare like that. But you should be close to your first drop. Other than that, the rate of item drops is one every 50 minutes on average.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Duke 2.0 on June 24, 2011, 07:32:39 pm
 like 1000 hours playtime.

 One class hat for each class, buncha event ones. Spy doesn't have a class hat so he gets stuck with a camerabeard and Gibus for the most ramshackle looking spy out there.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Bdthemag on June 24, 2011, 07:37:16 pm
My favorite hat/misc combo is the Detective Noir and the Liscence to Kill. I look like a hardboiled detective with that setup...
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Soulwynd on June 24, 2011, 09:19:29 pm
I have around 1000 hours and around 40ish hats. I have to recount them.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: mr. macduggan on June 24, 2011, 10:02:25 pm
750 hours here, 20 hats, but I have a v. towering pillar, a voodoo juju, and an attendant, so I'm in good shape quality wise.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Osmosis Jones on June 24, 2011, 10:12:57 pm
240 hrs, 0 dropped hats. A couple from trading etc though.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: mr. macduggan on June 24, 2011, 10:45:33 pm
Actually, I once found 2 hats after one life. I was sooo happy. Then I realized that BOTH HATS WERE HATLESS ENGINEERS. FUUUUUUUUUUUUUUUUUUUUUUu-
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Bdthemag on June 24, 2011, 10:46:07 pm
Actually, I once found 2 hats after one life. I was sooo happy. Then I realized that BOTH HATS WERE HATLESS ENGINEERS. FUUUUUUUUUUUUUUUUUUUUUUu-
Craft them together, hopefully get something that isn't hatless.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: dragonshardz on June 24, 2011, 10:49:10 pm
I get terrible drop rates - for weapons. I could give less than a shit about hats, I want my goddamn weapons.

As for the whole "Hi, you paid for this, here's a hat" thing, I really think that getting a hat, a fucking cosmetic item of no real worth, is kinda a raw deal. I would've preferred each player (who bought the game before the uber update) getting a random rare item instead of/in addition to the hat. As it stands, I really don't think the advantages a paid player has over a free player are worth the $20 I spent to buy this game.

That said, I'll keep playing, because I really enjoy this game. I'd like to see there be more distinct advantages to being a paid player, though. A larger backpack and getting hat drops really doesn't strike as being worth very much. Hell, I'd even accept something like an improved drop rate for items or a better chance of rare items or, hell, maybe free keys for all those crates.

Basically, I'd like to see something of demonstrable worth given to those who bought the game. Not just spent money on items, but actually bought the game. I don't care what it is, but as it stands, hats and a bigger backpack strikes me as a pretty shitty reward for buying the game.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Duke 2.0 on June 24, 2011, 10:58:52 pm
 Your reward for buying the game is over a thousand hours of playtime.

 Unless you bought the game this year, then yeah they probably should have given everyone who bought the game like $10 of store credit.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Shadowlord on June 24, 2011, 11:07:27 pm
Some free keys would have been nice. I don't think I ever did get a holiday key.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Bdthemag on June 24, 2011, 11:08:22 pm
Some free keys would have been nice. I don't think I ever did get a holiday key.
Congradulations! You are this threads 6,000th poster! You are entitled to one free hat from someone in the thread!
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Shadowlord on June 24, 2011, 11:12:16 pm
(http://4.bp.blogspot.com/-GlEuShTOH4A/TcUAslD3jNI/AAAAAAAAB38/X5-u1lvlux4/s1600/drwho6x01xx.png)
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: userpay on June 24, 2011, 11:21:30 pm
Now do you still get hat drops even if you can't wear them if your a free player?

And you guys have any estimates on how long it'll take before the lag is dealt with? Being new to the game I've got no idea how quick they are to deal with issues like that.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Bdthemag on June 24, 2011, 11:29:47 pm
Now do you still get hat drops even if you can't wear them if your a free player?

And you guys have any estimates on how long it'll take before the lag is dealt with? Being new to the game I've got no idea how quick they are to deal with issues like that.
I think that since you can't use them, you can't get them off of drops. But then again you don't see hats drop alot, so its hard to tell.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Cthulhu on June 24, 2011, 11:43:14 pm
Now do you still get hat drops even if you can't wear them if your a free player?

And you guys have any estimates on how long it'll take before the lag is dealt with? Being new to the game I've got no idea how quick they are to deal with issues like that.

You mean like in-game lag?  The game's played on private servers, it's not TF2's fault.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: userpay on June 25, 2011, 12:04:40 am
Now do you still get hat drops even if you can't wear them if your a free player?

And you guys have any estimates on how long it'll take before the lag is dealt with? Being new to the game I've got no idea how quick they are to deal with issues like that.

You mean like in-game lag?  The game's played on private servers, it's not TF2's fault.

Huh, well shows how much I know I suppose. Only been in one online game so far and everyone else was reporting lag to. Maybe it is my computer thats to blame for some of the choppiness if the offline sessions are anything to go by. Though not quite sure why it needs to connect to the servers if its 'offline'...
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Soulwynd on June 25, 2011, 12:05:42 am
Even the Doctor knows hats are everything. (http://www.youtube.com/watch?v=bvWYw0CnuSI)
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Realmfighter on June 25, 2011, 12:06:03 am
I got Natasha in a drop, and then Natasha from the Heavy's second Mile stone.

I was okay with it because I had already turned the first one into a Tomislov by that point.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Bdthemag on June 25, 2011, 12:12:05 am
 Meanwhile at Valve... (http://www.youtube.com/watch?v=_kMdNkAcQx8)
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Enzo on June 25, 2011, 12:57:54 am
Only been in one online game so far and everyone else was reporting lag to. Maybe it is my computer thats to blame for some of the choppiness if the offline sessions are anything to go by.

Well, if it was one time and everyone else noticed it, it's reasonable to blame that specific server. Otherwise, it's possible it's your computer, but TF2 doesn't need anything too high-end to run nicely.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Cthulhu on June 25, 2011, 01:16:59 am
Just got a strange stickybomb launcher.  I'm lukewarm about all this.

Also, I hate vintage items.  I'll never use half this shit but I can't bring myself to craft it.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Duke 2.0 on June 25, 2011, 01:20:31 am
Also, I hate vintage items.  I'll never use half this shit but I can't bring myself to craft it.
It's handy, I'll never accidentally craft all of a version of a weapon, so I'll always have the option of using it.

 But the crafting menu sometimes puts the vintage item at the top of the 'stack', so I have to be on my toes about it.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: MetalSlimeHunt on June 25, 2011, 01:21:54 am
Assuming Valve never creates any more, eventually there be very few vintage items in the game. Keep holding onto them untill then and be envied by all.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Bdthemag on June 25, 2011, 01:25:52 am
If anyone is ever wondering what their items is worth, just ask me and i'll give you a general estimate. Non Vintage hats generally go for 2 Refined, except for the new ones. Vintage ones can go from 2-4 refined depending on the hat. New items can go for alot, from 4-8 refined depending on how cool it is. Weapons go usually for around 1/2 a scrap, Vintage ones can go from 1-2 scrap. New weapons can go for 1-3 reclaimed, depending on the weapon of course. The special items like Earbuds can go for 8ish vintage hats or 20$, and Max's Head can go for ALOT the base price is actually 100$. Whiles Bills hat goes for 4ish vintage hats, or 10$.

So yes, people pay alot of money for virtual items.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: breadbocks on June 25, 2011, 02:26:32 am
I opened my first crate.

I got a strange Chargin Targe.

Not only is Demo my least favorite class, I can't even level the piece of shit up. QQ
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Jackrabbit on June 25, 2011, 02:27:28 am
I originally got a really twingy feeling when I was asked for a genuine portal 2 badge during a trade that happened to be vintage. I then realized I never wore it anyway and didn't need to brag about owning Portal 2 and I traded it, but the fact that it was genuine actually made me pause.

Funny how a few syllables can make me value something over something else even when both have no real value.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Bdthemag on June 25, 2011, 02:29:51 am
I originally got a really twingy feeling when I was asked for a genuine portal 2 badge during a trade that happened to be vintage. I then realized I never wore it anyway and didn't need to brag about owning Portal 2 and I traded it, but the fact that it was genuine actually made me pause.

Funny how a few syllables can make me value something over something else even when both have no real value.
Bah, those weren't even that valuable when they first came out. I got a bunch of them from trading and couldn't get rid of them after for anything good. Everyone bought Portal 2 so everyone had them, therefore its not worth much.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Neyvn on June 25, 2011, 02:37:21 am
Meanwhile at Valve... (http://www.youtube.com/watch?v=_kMdNkAcQx8)
PFFT!!!!
Family looking at me funny...
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Jackrabbit on June 25, 2011, 02:38:36 am
And yet, it was green, and that made me pause.

Same thing when I traded away my genuine Kunai for like three weapons. I paused then too, but I already had three other Kunais from random drops. What difference does a bit of green highlighting make? A lot, for some people, apparently.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Bdthemag on June 25, 2011, 02:39:07 am
Meanwhile at Valve... (http://www.youtube.com/watch?v=_kMdNkAcQx8)
PFFT!!!!
Family looking at me funny...
Yes I know, the merging of both Monty Python and Team Fortress 2 is quite remarkable.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Shadowlord on June 25, 2011, 02:43:20 am
I have portal 2 and I don't have one, because of Valve's policy of "We only give these things to you if you pre-order, and only if you pre-order from us. :D"

I bought it from a real store a few weeks later when it went on sale. Valve never put it on sale at that price, and even if they had, it wouldn't have come with that.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: ExKirby on June 25, 2011, 03:20:08 am
I have portal 2 and I don't have one, because of Valve's policy of "We only give these things to you if you pre-order, and only if you pre-order from us. :D"

I bought it from a real store a few weeks later when it went on sale. Valve never put it on sale at that price, and even if they had, it wouldn't have come with that.
I can prove your point wrong. A while back, when a Sam and Max game was released on Telltale and people pre-ordered there, Steam also put it up on their system with a free gun pair. After a bit, all who ordered on Telltale got the free weapons as well.

So yeah, in that one case, you didn't need to order via Steam.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Shadowlord on June 25, 2011, 03:27:09 am
So yeah, in that one case, you didn't need to order via Steam.

Which doesn't suddenly mean that Valve will give out pre-order bonuses for pre-ordering things from every other store, so my point still stands unless they've been quietly giving them out for anyone and everyone pre-ordering games from Amazon, Gamestop, Best Buy, etc.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Metalax on June 25, 2011, 04:20:10 am

1564 hours and 57 hats here.

I opened my first crate.

I got a strange Chargin Targe.

Not only is Demo my least favorite class, I can't even level the piece of shit up. QQ

sure you can, get charge kills ;-)
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 25, 2011, 08:15:13 am
...How many crates is worth a key?
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Strange guy on June 25, 2011, 09:12:29 am
Crates are pretty much worthless, I think keys go for around 2-3 reclaimed so that's at least 6 scrap or 12 weapons and crates used to go for a weapon to a scrap. No idea what they are worth now, but probably a lot less than a scrap. So the answer is more crates than you can fit in the trading window (unless valve extended it recently, but I don't think they have).
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: breadbocks on June 25, 2011, 09:33:01 am
sure you can, get charge kills ;-)
How?!?! All charging does is send me flying forwards and crit me. It doesn't actually do damage. The kills would go to my melee weapon.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Osmosis Jones on June 25, 2011, 09:38:40 am
If you charge into someone, your shield does a bash. It doesn't do much damage, but its something.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: lordnincompoop on June 25, 2011, 09:51:43 am
Oh, all you people with your fancy new-fangled items. I still run vanilla classes and I like them that way, thank you very much.

And yet, it was green, and that made me pause.

Same thing when I traded away my genuine Kunai for like three weapons. I paused then too, but I already had three other Kunais from random drops. What difference does a bit of green highlighting make? A lot, for some people, apparently.

The very fact that it is differentiated from other weapons is enough for many. O'course, it's not like it'll stab harder or anything.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 25, 2011, 10:06:03 am
Crates are pretty much worthless, I think keys go for around 2-3 reclaimed so that's at least 6 scrap or 12 weapons and crates used to go for a weapon to a scrap. No idea what they are worth now, but probably a lot less than a scrap. So the answer is more crates than you can fit in the trading window (unless valve extended it recently, but I don't think they have).
I have about 3o.... is that enough for a key?
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: RF on June 25, 2011, 10:36:20 am
Scout, what Strange guy is saying is that you'll never have enough chests to trade for a key.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Strange guy on June 25, 2011, 10:46:39 am
I checked the trading part of the TF2 forum to check, and crates are going for between 1/8 of a weapon and 1 scrap while keys have increased to 2 refined. So at least 18 crates and the trading window only has 8 slots.  Directly trading crates for keys just plain won't happen while getting decent amounts for your crates and then trading that for keys is probably more effort than it's worth, and will require a ton of crates.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Osmosis Jones on June 25, 2011, 11:26:00 am
I just crafted me a tomislav. And finally used up my description tag;

Spy backstab with knife. I backstab with boolit.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: mattie2009 on June 25, 2011, 12:05:26 pm
I'm wondering if anyone will get enough kills for a Hale's Own strange weapon.
I have, however, been yet to get a Strange weapon.

A Strange Sandvich would be weird. Level up for Sandviches eaten?
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: userpay on June 25, 2011, 01:16:18 pm
Only been in one online game so far and everyone else was reporting lag to. Maybe it is my computer thats to blame for some of the choppiness if the offline sessions are anything to go by.

Well, if it was one time and everyone else noticed it, it's reasonable to blame that specific server. Otherwise, it's possible it's your computer, but TF2 doesn't need anything too high-end to run nicely.

Well tried a few other games which were laggy, then I stumbled upon one game that was lag free. Thing is only snipers were allowed so I'm not sure if that would have an impact or not. Also don't underestimate how old/crappy this computer is.

Also I can confirm that non-payers can in fact wear hats, got a hat from an achievement (the gibs one?) and was wearing it.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 25, 2011, 01:17:30 pm
Level up for healing, to the sandvich.
User, can you craft hats?
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Cthulhu on June 25, 2011, 01:37:47 pm
I'm wondering if anyone will get enough kills for a Hale's Own strange weapon.
I have, however, been yet to get a Strange weapon.

A Strange Sandvich would be weird. Level up for Sandviches eaten?

I have a strange sticky launcher I'll trade you.

That goes for the rest of you too.  Strange sticky launcher.

I also have a strange chargin' targe but you'll need to add a regular targe to the trade.  I kind of need one and I'm not really interested in a strange one.

I want a strange eyelander.  It just fits, you know
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 25, 2011, 01:41:55 pm
I'll take the sticky launcher. http://www.tf2items.com/id/RedAlertFan (http://www.tf2items.com/id/RedAlertFan) Just pick out what you want.
The Rift Well Spun code is yours, if you want. I can't use it.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Cthulhu on June 25, 2011, 01:52:34 pm
I don't want it either.

How about those gunboats?  I'll craft'em into Mantreads and craft those into Ali Baba's Wee Booties.

Remember when Demoman blew stuff up?  Yeah, me neither.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 25, 2011, 01:53:24 pm
I remember. I'll do it. Be on TF2 in a second.
What's your Steam name?
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: breadbocks on June 25, 2011, 01:57:09 pm
He's Cfoofoo on steam, IIRC.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Cthulhu on June 25, 2011, 01:57:36 pm
I think my profile is Muffles.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 25, 2011, 02:01:10 pm
I think my profile is Muffles.
Only Muffles I see is a naked chick. Are you part of the Steam Group?
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Cthulhu on June 25, 2011, 02:05:01 pm
Yes.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 25, 2011, 02:06:12 pm
Yes.
Yes to being the chick, or the group?
What's your steam name?
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Cthulhu on June 25, 2011, 02:07:13 pm
I'm in the group.  Here (http://steamcommunity.com/id/Muffles)
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Duke 2.0 on June 25, 2011, 02:11:28 pm
 This is also a pretty great video. (http://www.youtube.com/watch?v=S19GO3Xgz2w&feature=player_embedded)

 Digging all the good stuff that came from the replay system rework.

 I normally play on the SA servers, last time I went on the DFC server there was a guy who got perfect headshots with the ambassador every time. I'm not gonna fuck around with that.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: YouR_DooM on June 25, 2011, 02:12:50 pm
Do you guys normally play on the DFC server? I just noticed I played a few rounds with Cthulhu earlier ( found out about the server today :D ).
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 25, 2011, 02:16:44 pm
Scheduling an event right now.
It only gets traffic during an event.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: breadbocks on June 25, 2011, 02:19:36 pm
DFC sends messages every now and then saying "TF2 time kthxbai" and that's when I get on.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 25, 2011, 02:21:35 pm
217.163.31.206:27015
Is IP. Join at 3:30 Eastern Time.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: breadbocks on June 25, 2011, 02:31:58 pm
Server is full. QQ
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Cthulhu on June 25, 2011, 02:45:39 pm
I got three buffed healths in a row as katana demoknight.

Killan ev'rbody
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: kilakan on June 25, 2011, 03:16:15 pm
sooo many terrible players now that it's free, I just got 32 points, as a spy, on a king of the hill map, using a kunai, in one life.... I think half my kills were pyros and scouts too.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: userpay on June 25, 2011, 03:32:31 pm
Level up for healing, to the sandvich.
User, can you craft hats?

No idea, I've only got 1 hat and like two weapons so far so I haven't tried yet.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: lordnincompoop on June 25, 2011, 03:39:12 pm
sooo many terrible players now that it's free, I just got 32 points, as a spy, on a king of the hill map, using a kunai, in one life.... I think half my kills were pyros and scouts too.

I was worried about exactly that when I heard the news. I really do hope it'll get better over time.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: breadbocks on June 25, 2011, 03:45:06 pm
No, it's not going to get better. The new players are going to complain that the skilled players "hax" and cheat and get the good players banned.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Thexor on June 25, 2011, 04:08:05 pm
No, it's not going to get better. The new players are going to complain that the skilled players "hax" and cheat and get the good players banned.

Given that almost no server owners fall into the 'new player' category, I think your statement is at best a serious over-generalization. The few servers where moronic admins would ban someone based on hearsay and all-caps-laden accusations are not servers you want to play on anyways.  :P

Moreover, I can all but guarantee that things will improve over time. Just at the moment, everybody out there is trying out TF2 for the first time. As time passes, some of these players will leave; the players that don't leave will, inevitably, improve. And, as with everything, the influx of new players will peter out after a month or two, leaving us yet again with a stable userbase of more-or-less competent players.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: MrWiggles on June 25, 2011, 04:25:46 pm
I never understood the hate on newbs.

Srsly, we all sucked at one time.

How you get better is by playing.

Maybe instead bitching, provide pointers?

And if they're douches. Then fucking rape them.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 25, 2011, 04:31:03 pm
I'm receiving waves after wave of snipers. They may have twitch skills from other games, they still can't hit a scout.
The new people are getting less leet. It's nice to have new people, instead of the all the demo knights everywhere, with 150 kills in one life.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Jackrabbit on June 25, 2011, 04:46:07 pm
The only place I've seen demoknights be really consistently successful is medieval maps, but maybe that's because it's me that's really consistently successful, when I'm on the defense. You can rack up an obscene amount of kills on the final cap if you've got the katana, or someone on your team threw a milk, because every time you hit/kill someone you get health and you can go through them like a lawnmower.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Thexor on June 25, 2011, 05:48:28 pm
Oh, no, on Medieval Demoknights are gods. The only possible competition is a KGB Heavy who gets a lucky crit kill early on, or possibly a really good Sniper.

Seriously: the Katana fully heals you after every kill. The only 'drawback' is instakill vulnerability... and if you're any good with melee, enemy Katana users are just a free full health kit waiting to be grabbed.  ;)

Throw in a shield on top (even better, the new shield and boots!), and you've got a god walking around poorly-equipped, squishy mortals.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Tradanbattlan on June 25, 2011, 05:51:23 pm
Sorry, Thexor, but when it comes to being a knight, none can compete with the Painknight.

The Pain Train crits a hilarious amount, so I often end up critting literally everybody on the point.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Bdthemag on June 25, 2011, 05:54:08 pm
Sorry, Thexor, but when it comes to being a knight, none can compete with the Painknight.

The Pain Train crits a hilarious amount, so I often end up critting literally everybody on the point.
The Pain Train doesn't have a higher chance at critting, unless I missed an update or something. The Pain train sucks because the additional capture rate isn't need, and you take more bullet damage.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Jackrabbit on June 25, 2011, 05:54:57 pm
I do love demoknight, because whilst I'm awful at it, I'm far worse with sticky launchers and it's less frustrating to die as one, because I just zipped across the map and bounced off a heavy with a Brass Beast, how is that not hilarious.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Thexor on June 25, 2011, 06:02:03 pm
Sorry, Thexor, but when it comes to being a knight, none can compete with the Painknight.

The Pain Train crits a hilarious amount, so I often end up critting literally everybody on the point.
The Pain Train doesn't have a higher chance at critting, unless I missed an update or something. The Pain train sucks because the additional capture rate isn't need, and you take more bullet damage.

Also, last I checked, "bullet damage" equals "melee damage". The Pain Train has the standard crit chance (no bonus there), and causes you to take 10% more damage from almost every attack in Medieval Mode, in exchange for a doubled capture rate.

So, no. Demoknight FTW.  :P
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 25, 2011, 06:05:38 pm
Soldier with Buff Banner and katana. Got enough health to avoid 1-hit kill, and can regain health. Once you kill enough people, just activate the buff and watch you and your team mow through them.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Tradanbattlan on June 25, 2011, 06:10:20 pm
Sorry, Thexor, but when it comes to being a knight, none can compete with the Painknight.

The Pain Train crits a hilarious amount, so I often end up critting literally everybody on the point.
The Pain Train doesn't have a higher chance at critting, unless I missed an update or something. The Pain train sucks because the additional capture rate isn't need, and you take more bullet damage.

Also, last I checked, "bullet damage" equals "melee damage". The Pain Train has the standard crit chance (no bonus there), and causes you to take 10% more damage from almost every attack in Medieval Mode, in exchange for a doubled capture rate.

So, no. Demoknight FTW.  :P
Hah, I should take a video for you guys, then. You'd be suprised at how much it seems like the thing crits.

I never even notice the damage increase, be it from bullet or melee, anyways. I'm normally one-shotted or on fire half the  time anyways
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Duke 2.0 on June 25, 2011, 06:36:05 pm
 Yeah, melee attacks will usually kill in less than three hits. 10% ain't gonna make a difference. Go pain train it up no worse than anything else.

 I will vouch for the new sword over the Katana though. Dash everywhere and heal because dropped melee weapons are not picked up by other melee users.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Nilocy on June 25, 2011, 06:39:41 pm
TF2 Server IP changed to 217.163.25.175:27015

Just spamming as many channels as I can.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Neyvn on June 25, 2011, 06:44:13 pm
How to Train your Noobs/Newbs...
MAJOR POINT : WEAR AN EPIC LOOKING HAT!!! It says you know what your doing...

Step one. Pick Engineer
Step two. Build Teleport Entrances at the start paths they SHOULD NOT BE TAKING, Noobs will instinctavily use Teleporters. Naturally Build the exit where they should go.
Step three. Build the Dispenser. Chances are no one is going medic, its up to you to heal.
Step four. Build Sentry
Step five. Now that your set up, COACH Them via voice chat or text chat, sometimes you will be having "I can do it myself" folk who still fail but ignore them...
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Cthulhu on June 25, 2011, 07:26:12 pm
Sometimes I just can't kill a single guy to save my life no matter what class I play.

I fucking hate that.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Duke 2.0 on June 25, 2011, 07:34:23 pm
 Especially frustrating when it's a sniper behind a wall of teammates at all times or somebody with a medic buddy who seems to intentionally make bad decisions in battle just so they stumble upon you and wreck you. Especially as a spy when you run up to a heavy who has been frustrating you who just spotted a team of guys coming in the opposite way, turns around and guns you down before dealing with them.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Cthulhu on June 25, 2011, 07:38:49 pm
I just crafted some stuff I would've rather not crafted (No vintages or anything, just pieces of other recipes I was planning on doing) in the hopes of getting Ali Baba's Wee Booties to make me feel less ragey.

Mantreads need refined metal.  I need 6 more scrap.

Fuck you, everything.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 25, 2011, 07:41:19 pm
I got a refined metal. I'll trade stuff. Link to your backpack?
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Cthulhu on June 25, 2011, 07:42:46 pm
Here (http://www.tf2items.com/id/Muffles)
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Bdthemag on June 25, 2011, 07:44:48 pm
I'll probally start giving away a bunch of free shit once I get back to my computer that has TF2 in it.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 25, 2011, 07:45:53 pm
You don't have much. I'll give you a refined and a targe for your targe. Would ask for something a little more, but you have nothing. At all.
Want stuff.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Cthulhu on June 25, 2011, 07:47:06 pm
I've only got 50-something hours so yeah, my inventory's a little sparse.

But yeah, that sounds like a good trade.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Shadowlord on June 25, 2011, 07:48:52 pm
And now for a musical interlude moderately related to the subject at hand:

♪ I've got a submarine, you've got gasoline, I don't want to talk about wars between nations. ♪ (http://www.youtube.com/watch?v=JcDNilZbZg8)

Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 25, 2011, 07:59:41 pm
Turns out 80% of my stuff isn't tradeable. I'll trade the Winger for any of the new stuff.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Darvi on June 25, 2011, 08:03:46 pm
After hearing(reading?) the rant about it in the chat, I'd rather not.

Nvm that I probably don't have any stuff you'd be interested in.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 25, 2011, 08:06:18 pm
After hearing(reading?) the rant about it in the chat, I'd rather not.

Nvm that I probably don't have any stuff you'd be interested in.
What's your steam name? I dislike all scout secondary weapons, cause I only use the Bonk Energu Drink.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Bdthemag on June 25, 2011, 08:12:23 pm
In my opinion the pistol is the scouts best secondary. First of all without it you are limited to close rang attacks only. Secondly ever take an enemies health down low, and your out of ammo? Just pull out the pistol and take him down. Bonk Energy is only useful when there are alot of engineers, and sentries are practically everywhere.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Jackrabbit on June 25, 2011, 08:17:49 pm
I dunno if the Winger is good or not. I barely ever use my pistol anyway, but it seems fine-tuned for what the pistol was always for in the first place - finishing off retreating enemies.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: YouR_DooM on June 25, 2011, 08:19:59 pm
I know I got pretty much nothing, but anyone interested in swapping something? http://www.tf2items.com/profiles/76561197984397622
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Duke 2.0 on June 25, 2011, 08:20:09 pm
 You have to be a real good shot with rapid-fire weapons, you only get five rapid-fire shots. Works extremely well with the new scatterguns minicrits and the no falloff that comes with it. Imagine five shots at around 20 damage each from across the map.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 25, 2011, 08:22:07 pm
I know I got pretty much nothing, but anyone interested in swapping something? http://www.tf2items.com/profiles/76561197984397622
You got no weapons I want, and you have less then Cthulu. Better luck next time.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Cthulhu on June 25, 2011, 08:37:58 pm
I've got 16 crates of various kinds, and I'm selling them for scrap metal.  Send mea  message or whatever.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: breadbocks on June 25, 2011, 08:50:26 pm
I know I got pretty much nothing, but anyone interested in swapping something? http://www.tf2items.com/profiles/76561197984397622
EEeehhh... I'll trade you either a Shortstop or a Crusader Crossbow for the Southern Hospitality.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: YouR_DooM on June 25, 2011, 09:00:53 pm
Sounds interesting, I'll give you an answer tomorrow ( it's 4 am now ) after some research :)
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: kilakan on June 25, 2011, 09:10:59 pm
http://www.tf2items.com/profiles/76561198008095944?p=4 (http://www.tf2items.com/profiles/76561198008095944?p=4)
here's my backpack, any duplicates are for trade.
I'll trade you a backburner or gunslinger for that bushwhacka

I'd trade you a scottish resistance and a pain train for that The Enforcer

Your_doom
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: YouR_DooM on June 25, 2011, 09:26:42 pm
I admit that I have no idea how much the stuff is worth, so I'm sorry if I ask for stupid stuff and I hope the DF community isn't scamming me on value :D

I'll trade you a backburner or gunslinger for that bushwhacka

Deal. Man, both items seem cool. I think I'll go with the backburner as I play a ton of pyro. Damn hard choice, uff.

I'd trade you a scottish resistance and a pain train for that The Enforcer

Hmmm, would it be possible to get the axtinguisher instead of the pain train? I still accept the deal, but I'd prefer the axe if possible.

I'll contact you tomorrow ( or today, depending on midnight jokes :D ) for the swap... Thanks.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: kilakan on June 25, 2011, 09:38:45 pm
that sounds great.  Just pm me your steam contact info, my account is.... hard to get to my user name is a mixture of alt+## and a few other things.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 25, 2011, 09:47:20 pm
http://www.tf2items.com/id/RedAlertFan (http://www.tf2items.com/id/RedAlertFan)
Everything except my Vintage, Strange and named items are for trade. Especially the winger.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: mr. macduggan on June 25, 2011, 11:06:01 pm
I have a quick-fix up for trade, preferably for a liberty launcher/tomislav/pursuader if anybody is interested.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: umiman on June 26, 2011, 01:31:48 am
I really can't play engie unless I have my mini sentry. It's so weird.

I also really don't know like 80% of these items. There's just too much to know for a casual player. I can only aim my gun at someone and hope that's the correct response for whatever gear he's equipping.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: The Scout on June 26, 2011, 01:40:01 am
I have a quick-fix up for trade, preferably for a liberty launcher/tomislav/pursuader if anybody is interested.
Too bad I don't haev that stuff.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Bdthemag on June 26, 2011, 01:46:26 am
I really can't play engie unless I have my mini sentry. It's so weird.

I also really don't know like 80% of these items. There's just too much to know for a casual player. I can only aim my gun at someone and hope that's the correct response for whatever gear he's equipping.
Don't worry, they make it fairly obvious. Scout running around only firing two shots every few seconds? Thats a FaN scout. Demoman charing at you with a shield? Charge n' Targe. You'll get used to it.

Also, its awesome being able to finally say this to the surge of new players.

BACK IN MY DAY THE CHARGE N TARGE WAS TEAM COLORED!
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: umiman on June 26, 2011, 01:56:37 am
Back in my day there was only the starting equipment and no hats.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Bdthemag on June 26, 2011, 01:57:23 am
Back in my day there was only the starting equipment and no hats.
Back in my day we had the civilian class.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: breadbocks on June 26, 2011, 02:01:19 am
I really can't play engie unless I have my mini sentry. It's so weird.

I also really don't know like 80% of these items. There's just too much to know for a casual player. I can only aim my gun at someone and hope that's the correct response for whatever gear he's equipping.
Don't worry, they make it fairly obvious. Scout running around only firing two shots every few seconds? Thats a FaN scout. Demoman charing at you with a shield? Charge n' Targe. You'll get used to it.
Actually, 2 shots is equally likely a popper.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Jackrabbit on June 26, 2011, 02:03:54 am
The only real difference between it and the popper as far as I see is the longer the scout runs the more dangerous he is, but his weapon glows when he's guaranteed to crit you anyway so it's not like visual threat identification is any harder.

And the basic idea stays the same: don't let scouts get close.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: YouR_DooM on June 26, 2011, 09:36:31 am
a Crusader Crossbow for the Southern Hospitality

Deal.


edit: traded the soda popper.

I'm YouR_DooM in the steam group btw
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: YouR_DooM on June 26, 2011, 01:31:18 pm
FEEEEEEAR MEEEEEEE!

Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: userpay on June 26, 2011, 01:33:41 pm
I should probably mention that my steam username is the same as here.

And methinks I've narrowed down my lag issues to map size, still attempting some tweaks on my end to make things run smoother. Does anyone have tweaks they use to get better FPS?
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: USEC_OFFICER on June 26, 2011, 01:33:54 pm
You missed three people to dominate. For shame.[/sarcasm]

Still, damn sweet, especially considering that you were an engineer on the attacking side instead of the defending side.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Metalax on June 26, 2011, 01:34:38 pm
FEEEEEEAR MEEEEEEE!
Spoiler (click to show/hide)
Heh that was one of my best runs as spy for a long time. All the new people don't really pay attention for spies and most don't realise what the dead ringer does.  :P
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: YouR_DooM on June 26, 2011, 01:42:30 pm
Really liking the DFC server. Finally fun peoplz and no bots.

Also, mini-turret ftw :D
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Greiger on June 26, 2011, 01:58:26 pm
...I still had a higher score than you :P    because we all know score is the only important factor.

I saw ya userpay, you do lag really really REALLY hard it seems.  Maybe your firewall dosn't like TF2?
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Darvi on June 26, 2011, 02:01:49 pm
FEEEEEEAR MEEEEEEE!

Spoiler (click to show/hide)
You... uh.. what... Org? What's the guy doing there?
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: userpay on June 26, 2011, 02:38:13 pm
...I still had a higher score than you :P    because we all know score is the only important factor.

I saw ya userpay, you do lag really really REALLY hard it seems.  Maybe your firewall dosn't like TF2?

I don't think its that. Theres been one server where I've had no lag (out of at least a dozen servers I've tried so far) at all and that server you could only play as sniper and the maps were smaller. I'm thinking tonight or tomorrow I'll finish going misc clean up on my computer and try disabling Norton before playing.
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Akigagak on June 26, 2011, 02:53:02 pm
FEEEEEEAR MEEEEEEE!

Spoiler (click to show/hide)
You... uh.. what... Org? What's the guy doing there?

It's the DFC server?
Title: Re: Team Fortress 2: Über update! "Danke, Dummkopfs!"
Post by: Metalax on June 26, 2011, 03:00:37 pm
As people seem to be putting up what they have for trade, I'll put up mine.

Backpack: http://www.tf2items.com/id/metalax (http://www.tf2items.com/id/metalax)

Contact me at: http://steamcommunity.com/id/metalax (http://steamcommunity.com/id/metalax)

Everything on the first page and all the crates on the second are up for trade.

I'm looking for the weapons on this list for use in crafting the new weapons. Kunai, L'Etranger, Homewrecker, Bonk, FAN, Bushwacker, GRU, Flaregun, Crossbow, Milk, Jarate x6. I'l swap these for any of the regular weapons on the first page.

The vintage weapons are for any 3 random weapons, the tomislav is for 2 reclaimed or 1 reclaimed and 3-4 of the weapons on my looking for list, the splendid shield for 1 reclaimed and 2 scrap.

Name tags and paints are 1 reclaimed each, the duel game is 1 scrap.

The officers ushanka is for pretty much any other hat that I don't already have or 2 refined.

Crates are 8 for 1 scrap.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: The Scout on June 26, 2011, 03:55:09 pm
Got a Homewrecker and the crossbow. Normal weapons on the first page? Could I get that Tomislav for both, seeing you have another?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Myroc on June 26, 2011, 04:06:22 pm
I'll offer a Detonator for a Name Tag and a reclaimed.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Shadowlord on June 26, 2011, 04:19:31 pm
Personally, what I have available for trade right now are mainly older things, which might be useful for new players, but not the newer things since I haven't played in months (until this update came out):
http://www.tf2items.com/id/trafalgar

And some vintage weapons on page 2. I'd be willing to trade stuff on pages 1-2 for anything I don't have, or for metal (let's say 2 scrap per non-vintage item, since I expect the value has gone up due to the influx of new players who don't have many items yet).

(The stuff on page 3-6 are not for trade.)

At this time I have available:
(2) The scotsman's skullcutter
The wrangler
Gloves of running urgently
L'Etranger
The Razorback
The Sandman
The Equalizer
The Eyelander
The Direct Hit
(4) The Vintage Razorback
The Vintage Scottish Resistance
(2) The Vintage Direct Hit
Vintage Bonk! Atomic Punch
The Vintage Sandvich
Vintage Frontier Justice
(9) Supply Crates from series 1, series 2, series 4, and apparently a series 18.

... Of course if you have a free account there's no way to trade with you, I suppose.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Metalax on June 26, 2011, 04:39:32 pm
Got a Homewrecker and the crossbow. Normal weapons on the first page? Could I get that Tomislav for both, seeing you have another?

The tomislav is 2 reclaimed(or 1 reclaimed and 3-4 of the weapons on my looking for list). Didn't explain myself very well, by normal weapons I meant pre uber update weapons sorry.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Greiger on June 26, 2011, 04:40:48 pm
Well since everybody else is...

http://www.tf2items.com/profiles/76561197989969030

I have a bunch of old vintage items mostly.  Looking for some stuff for the pyro or soldier mostly.  Theres some molten axe that sets people on fire for the pyro that is of particular interest to me.

Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Aklyon on June 26, 2011, 05:20:56 pm
Might as well post mine here too.

http://www.tf2items.com/id/aklyonx

I don't have much, but my friend gave me the token after he found out there wasn't any a sniper hats he wanted.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: dragonshardz on June 26, 2011, 05:26:30 pm
This (http://www.tf2items.com/id/dragonshardz) is my backpack. Everything on the first page is available for trade.

Spoiler: Trade Item Summary (click to show/hide)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Nistenf on June 26, 2011, 05:53:14 pm
I want a backburner and I have almost nothing to trade.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: MagmaDeath on June 26, 2011, 06:29:29 pm
http://www.tf2items.com/id/rogunz
I also have basically nothing to trade,
Axetinquisher, Vita saw, buff banner, description tag, and a #21 crate.
But yeah, if anyone wants any of that, feel free to trade me.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Neyvn on June 26, 2011, 07:57:12 pm
What is the Bay12 Tag??? Any problems with me throwing it on???
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Cthulhu on June 26, 2011, 07:59:01 pm
I got sick of trying to make the Booties so I figured 2.50 was cheap compared to the health costs from raging about it all the time so I bought them.

Since the minimum steam funds thing is 5.00 I also bought a key for one of these chests I have lying around.

Strange minigun.

Fuck yes.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Astral on June 26, 2011, 08:00:11 pm
I'm mad that I crafted away all my backburners when they were useless.

Now they're fairly viable. I play pyro a lot too.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: dogstile on June 26, 2011, 10:16:28 pm
Yeah, i'm in fan of the new players. I just used the quickjoin feature (OMFG THEY ADDED THAT WHEN?) and completely dominated with the pyro. All those new soldiers are so vulnerable to flares and airblasts.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: HLBeta on June 26, 2011, 10:20:48 pm
I grow increasingly annoyed by the climbing crafting costs of new weapons. At least it's not much of a problem this time around since there aren't any items I feel a pressing need to own. The new spy revolver is tempting, but I love my ambassador too much to give it up. That loyal gun has destroyed more razorback-ing snipers than I care to count.

Spoiler: Trading stuff (click to show/hide)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: breadbocks on June 26, 2011, 10:35:02 pm
See, the problem with the cancer that is killing /b/ TF2 is that they are on your team. I've played a dozen rounds where I got fucked over by newfags only playing spy, soldier, and heavy. All of which are completely useless without support.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Aklyon on June 26, 2011, 10:36:56 pm
I have not seen very many engies among the newbs.
Well, more metal for me I suppose.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: ToonyMan on June 26, 2011, 10:38:38 pm
See, the problem with the cancer that is killing /b/ TF2 is that they are on your team. I've played a dozen rounds where I got fucked over by newfags only playing spy, soldier, and heavy. All of which are completely useless without support.
Those same "odds" are on the enemy team as well.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: breadbocks on June 26, 2011, 10:40:40 pm
I've seen one newbie play engie. Or at least try to. He kept asking "How i pluy sentry?!?!" and all of us who knew our shit were shouting over eachother in voicechat "PLAY THE GODDAMN TUTORIALS!"
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Bdthemag on June 26, 2011, 10:41:17 pm
The new players will eventually get better, unless they're alot stupider then I think they are.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: ToonyMan on June 26, 2011, 10:47:14 pm
I'm actually getting pissed off at people bitching about any amount of new players trying out TF2.  They're just playing the game since it's available to them now for free.  I know I would want to play it to see if I enjoyed it.  They don't choose to go on your team specifically that's just your damn imagination and the 'new' way to blame people for your inability to cope with loss.  If I really had a problem playing with this "huge influx" of new people I would just lay low for a week and cool the fuck down.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Greiger on June 26, 2011, 10:52:43 pm
At least partially thanks to them the Bay12 server is the busiest I've seen in some time.  I'm not complaining about them.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Bdthemag on June 26, 2011, 10:52:57 pm
I'm actually getting pissed off at people bitching about any amount of new players trying out TF2.  They're just playing the game since it's available to them now for free.  I know I would want to play it to see if I enjoyed it.  They don't choose to go on your team specifically that's just your damn imagination and the 'new' way to blame people for your inability to cope with loss.  If I really had a problem playing with this "huge influx" of new people I would just lay low for a week and cool the fuck down.
Theres a difference between new people, and the extremely stupid new people. Im sure they're mainly talking about the ones that go "hurp derp who needs a tutorial?" and go around acting like a generally dumbass.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Patchouli on June 26, 2011, 11:14:24 pm
I am so bad at this game.

I score low even against bots.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: mr. macduggan on June 26, 2011, 11:18:08 pm
Ok, so I have an extra liberty launcher and I'm looking for either a tomislav or a persian pursuader. If you have a detonator, I'll also think about that. materials for making a pursuader are also welcome.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Patchouli on June 26, 2011, 11:21:34 pm
I have a Persian Persuader. I don't really use Demoman, so I'm up for trading it. I've never traded, but it shouldn't be too difficult to figure out.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: breadbocks on June 26, 2011, 11:24:12 pm
I'm still waiting on Engies to get a massive update again.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Bdthemag on June 26, 2011, 11:26:16 pm
I'm still waiting on Engies to get a massive update again.
Have fun waiting for that.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Shadowlord on June 26, 2011, 11:52:17 pm
See, the problem with the cancer that is killing /b/ TF2 is that they are on your team. I've played a dozen rounds where I got fucked over by newfags only playing spy, soldier, and heavy. All of which are completely useless without support.

Virtually anyone playing spy isn't contributing as effectively to the team as they could be if they were playing another class, whether they're new or not. As for soldiers, with a Direct Hit you can gib almost everyone you meet from the enemy team as long as they don't get close enough to cut your head off with a half-zatoichi (Reaching melee tends to be fatal, especially if you keep using the Direct Hit). The only other thing that'll stop you will be coming up against an equally powerful enemy backed by a medic, when you don't have one, or a level 3 turret (A demoman, a clever engineer with a wrangler (depending on the placement of the enemy turret), or a regular rocket launcher would work better against a level 3 turret unless you can shoot it from outside its range).

Of course, said newbies would have to acquire a Direct Hit and super fast aiming skills to do that. I was doing it yesterday, but I've played for a couple years on and off.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: mr. macduggan on June 27, 2011, 12:08:10 am
Never mind about the pursuader, I got myself one. It's so bad, but so good...  :P
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Metalax on June 27, 2011, 12:56:31 am
Virtually anyone playing spy isn't contributing as effectively to the team as they could be if they were playing another class, whether they're new or not.

I'd have to say I disagree with that. There are many times when playing as a spy can be vastly more effective at breaking a deadlock. It is true however that you do need to be able to recognise when being a spy is not going to work and actually change class, although the same is true of pretty much all the classes.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: umiman on June 27, 2011, 12:59:41 am
Spy is awesome. A good spy can singlehandedly hold up and redirect fire from many players, forcing them to allocate resources into deflecting the actions of just one player. If a spy can make a medic and a pyro run around trying to find him for a few minutes, that's a few minutes where people are not getting healed and teammates are not getting roasted.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Vertigon on June 27, 2011, 01:07:51 am
I'm perfectly willing to say that I jumped on the F2P train when it arrived at the station, and if you rage at me for a being a sucky noob (I am), I'm most likely going to laugh at you. Also when I've actually had some sleep, I'll link my backpack. I have like 3 hours and virtually no items, but if you want anything I have I'll give it to you. I don't really want anything in return, that's just not how I roll.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: PTTG?? on June 27, 2011, 01:09:06 am
Allow me to sum up some sentiments so we can get them out of the way:

"Oh no! People who haven't played TF2 before are bad at it! This will permanently destroy TF2!"

If your post could be summed up to be something like the above, think for a bit before you post it.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Cthulhu on June 27, 2011, 01:21:49 am
It's not bad.

If you want to see a game where bad players ruin games, play Global Agenda.  All matches are 10 on 10 so when you have two or three recons on your team acting like fuck-ups you can feel it.

It's always recons too.  They run around with swords trying to melee people and getting their asses killed over and over.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: dragonshardz on June 27, 2011, 02:59:49 am
Isn't the whole point of recons to be sneaky-sneaky? That's what I got from the description of the class at chargen.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: YouR_DooM on June 27, 2011, 03:38:24 am
I still got the backscratcher and the Southern Conf Thingy Wrench I'd like to get rid of. I'd love either a Direct Hit, a Wrangler, Kritzkrieg, or a cool Heavy Minigun like the Tomislav.

Anyone Interested?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Siquo on June 27, 2011, 03:44:50 am
Compared to me you're all still noobs, so stfu about the noobier-noobs  ;D

Every class is useful, but change classes when what you're doing is not working, that's the best tip there is.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Jackrabbit on June 27, 2011, 03:49:05 am
Yeah, when you're having one of those days where you can't kill a single dude, try out every class, switch up a bit. I remember one time I hadn't gotten a single kill in fifteen minutes and I switched to heavy, a class I hadn't played in about two weeks and mowed down five people in a corridor before getting ubered and completely blunting a major push.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Siquo on June 27, 2011, 04:12:41 am
Exactly. Also, try to pick classes nobody is playing. Sometimes it's because that class is totally useless in the current stage of the current map, but more often than not you're supporting the team by playing something different. Even if it's not enforced, just pretend there's a 2 player cap per class.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Jackrabbit on June 27, 2011, 06:15:20 am
I'd disagree there. It's courteous, I know, but if you want to play a class, play the class. It is all about fun, after all.

And of course, given the way the game works, if there's too many people in one class, it's usually not fun to play it, so it all evens out.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Dsarker on June 27, 2011, 06:20:10 am
Anyone had problems on 2fort with aimbotting snipers? Last game I was in, I would run out the back entrance, as scout, get to the ledge, jump, and before I had finished the first jump, I was headshotted. Went out again, bottom layer. Got out the door and bam, dead.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Jackrabbit on June 27, 2011, 06:27:25 am
I get hit as a scout all the time by snipers in 2fort, I'm sure you were just unlucky.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Siquo on June 27, 2011, 06:30:50 am
It is all about fun, after all.
True dat. All classes are fun, though. I even play a sniper now and then, nowadays. Really useful necessary in the Hightower end-game, for instance.
I've played heavy a lot lately, and although I rack up insane amounts of kills, I kind of get bored with him. Now I often play classes I suck at, for fun, until my team actually starts losing the game.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Dsarker on June 27, 2011, 06:55:07 am
I get hit as a scout all the time by snipers in 2fort, I'm sure you were just unlucky.

Oh, no. Sniping scouts is relatively easy....with your scope on full. This guy was running around and head shotting us. Repeatedly.

I eventually resorted to using a spy to go out and backstab him. Cloaked in room, ran out. Before I jumped off the ledge I had been killed.


EDIT: another pertinent detail. He was getting achievements left right and centre at the time. The starting ones in particular.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Bdthemag on June 27, 2011, 08:38:11 am
Anyone had problems on 2fort with aimbotting snipers? Last game I was in, I would run out the back entrance, as scout, get to the ledge, jump, and before I had finished the first jump, I was headshotted. Went out again, bottom layer. Got out the door and bam, dead.
Oh I see your problem, your playing on 2fort.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Neyvn on June 27, 2011, 08:42:16 am
You know, the new images that appear on the main menu are nice, but the way the Sniper is holding his Rifle up to his eye and the fact he wears Sunnies would mean he should have an eye full of glass on the first shot. The scope would backlash, smashing the glasses and yeah... It should be held higher (as in his arm positioning and a little bit further away from his eye...
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Siquo on June 27, 2011, 08:44:41 am
You know, the new images that appear on the main menu are nice, but the way the Sniper is holding his Rifle up to his eye and the fact he wears Sunnies would mean he should have an eye full of glass on the first shot. The scope would backlash, smashing the glasses and yeah... It should be held higher (as in his arm positioning and a little bit further away from his eye...
Will someone blow this realist up?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Dsarker on June 27, 2011, 08:57:44 am
Anyone had problems on 2fort with aimbotting snipers? Last game I was in, I would run out the back entrance, as scout, get to the ledge, jump, and before I had finished the first jump, I was headshotted. Went out again, bottom layer. Got out the door and bam, dead.
Oh I see your problem, your playing on 2fort.

I have a choice. 2fort (with aimbots) or non 2fort, in which case I die to snipers in melee. Because of the 300-400 ping.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Aklyon on June 27, 2011, 09:39:20 am
Anyone had problems on 2fort with aimbotting snipers? Last game I was in, I would run out the back entrance, as scout, get to the ledge, jump, and before I had finished the first jump, I was headshotted. Went out again, bottom layer. Got out the door and bam, dead.
Oh I see your problem, your playing on 2fort.

I have a choice. 2fort (with aimbots) or non 2fort, in which case I die to snipers in melee. Because of the 300-400 ping.
Have you tried looking for a less distant server?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: The Scout on June 27, 2011, 09:41:31 am
I'm perfectly willing to say that I jumped on the F2P train when it arrived at the station, and if you rage at me for a being a sucky noob (I am), I'm most likely going to laugh at you. Also when I've actually had some sleep, I'll link my backpack. I have like 3 hours and virtually no items, but if you want anything I have I'll give it to you. I don't really want anything in return, that's just not how I roll.
I don't care, I have some items I want gone.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Neyvn on June 27, 2011, 10:18:05 am
Ok that was a bull game just then... Red was on their last, everyone seemed to be going sniper or engie (myself included) and they sneak in after removing the main guarding Sentry. We kill the carrier, suddenly everyone on blue goes laggy and we take damage and the red team are moving around freely....

Sigh...
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Siquo on June 27, 2011, 10:26:50 am
Sometimes admins are bad losers. This stuff sometimes happened on the DFC server, although it's been pretty cool lately.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Rakonas on June 27, 2011, 10:45:48 am
I'm perfectly willing to say that I jumped on the F2P train when it arrived at the station, and if you rage at me for a being a sucky noob (I am), I'm most likely going to laugh at you. Also when I've actually had some sleep, I'll link my backpack. I have like 3 hours and virtually no items, but if you want anything I have I'll give it to you. I don't really want anything in return, that's just not how I roll.
I don't care, I have some items I want gone.
Such as?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Cthulhu on June 27, 2011, 11:37:25 am
Isn't the whole point of recons to be sneaky-sneaky? That's what I got from the description of the class at chargen.

As a recon, you have three(four) jobs you can do.  Two of them are useful and when done well make you a credit to the team.  One(two) of them makes you a liability and marks you as a noob.  Unfortunately neither of the useful jobs gets you a high player kill count so most free players don't want to use them.

Sniping is useful for the team as long as you focus on buildings.  A good sniper can disrupt an engi nest before the engi can react (Or just kill him and then break the nest).  If you focus on killing other players, sniping becomes less useful.  Killing robots isn't much fun but with only ten people on your team if you're not contributing to the effort it's going to hurt the team.

Bombing is also useful, and lots of fun.  Bomb engi nests, bomb the control point, I killed the entire enemy team once by dropping a stun bomb and poison bomb on the point.  It's harder than sniping and until you're higher level you won't do as well, plus you spend a lot of time waiting for your cooldowns.

Melee is not useful.  You won't do well.  Even if you kick ass at it you're probably going to have 4 or 5 kills by the end of the game and the team will suffer for it.

Unfortunately, all the free players get on there and want to be Naruto so in the 10-29 PvP you'll usually have four or five recons on your team and they're all running around trying to swordfight and you've pretty much already lost.  A lot of the time they don't even realize they take damage when you block them and you can just hold down the right mouse button while they kill themselves.  That or they go sniper and just plink away at well-supported assaults on the point and they may as well not be doing anything.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: PTTG?? on June 27, 2011, 11:43:01 am
Are you still talking about TF2?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Bdthemag on June 27, 2011, 11:44:00 am
Are you still talking about TF2?
He was talking about Global Agenda.

Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Aklyon on June 27, 2011, 11:46:35 am
Are you still talking about TF2?
He was talking about Global Agenda.
in relation to its worse free-to-play newbs than TF2 has.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: breadbocks on June 27, 2011, 11:55:58 am
Virtually anyone playing spy isn't contributing as effectively to the team as they could be if they were playing another class, whether they're new or not.

I'd have to say I disagree with that. There are many times when playing as a spy can be vastly more effective at breaking a deadlock. It is true however that you do need to be able to recognise when being a spy is not going to work and actually change class, although the same is true of pretty much all the classes.
Key phrase: A spy. There is only ever use for 2 spies, one on each team. Spies are the one class where you have to know what you're doing to not be a hindrance to your team. Every other class can deal damage by pointing at the general direction of the target and clicking. Do that as a spy, and you're mown down in a few seconds. There is never, ever a reason for spy to be capped out, and more often than not, it should be empty. Spy has situational usefulness, and only someone who knows what he's doing can actually take advantage of that.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Sensei on June 27, 2011, 12:04:48 pm
C'est moi! Watch out, engies and medics.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: userpay on June 27, 2011, 12:28:54 pm
Is there anywhere I can download low-res versions of the primary maps or something?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Bdthemag on June 27, 2011, 12:37:43 pm
Is there anywhere I can download low-res versions of the primary maps or something?
Look around on Facepunch, theres also some retro skin packs which will really make your game run fast.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: YouR_DooM on June 27, 2011, 12:49:30 pm
C'est moi! Watch out, engies and medics.

(http://files.sharenator.com/Challenge_accepted_RE_Red_pancake-s400x300-128675-580.jpg)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Tyler6498 on June 27, 2011, 01:12:03 pm
Virtually anyone playing spy isn't contributing as effectively to the team as they could be if they were playing another class, whether they're new or not.

I'd have to say I disagree with that. There are many times when playing as a spy can be vastly more effective at breaking a deadlock. It is true however that you do need to be able to recognise when being a spy is not going to work and actually change class, although the same is true of pretty much all the classes.
Key phrase: A spy. There is only ever use for 2 spies, one on each team. Spies are the one class where you have to know what you're doing to not be a hindrance to your team. Every other class can deal damage by pointing at the general direction of the target and clicking. Do that as a spy, and you're mown down in a few seconds. There is never, ever a reason for spy to be capped out, and more often than not, it should be empty. Spy has situational usefulness, and only someone who knows what he's doing can actually take advantage of that.

But for someone to actually become useful as a spy it requires practice, same for really any other class including Pyro (Go ahead and rage to what I just said, but the only reason would be the fact that you die to them a lot.) I've clocked 90 hours on spy so far and learned how to use all sorts of tactics and I can usually get in the top 3 players of the round as Spy. Now 2Fort...for some reason I can't play that as a Spy.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: userpay on June 27, 2011, 01:36:40 pm
Is there anywhere I can download low-res versions of the primary maps or something?
Look around on Facepunch, theres also some retro skin packs which will really make your game run fast.

Well I haven't seen anything about skin packs just yet but I keep seeing stuff about Chris' FPS Configs. Trying to figure it out as it doesn't seem exactly clear how to implement it but I think I just found a video that should describe how to use it so heres hoping.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: breadbocks on June 27, 2011, 02:00:36 pm
Virtually anyone playing spy isn't contributing as effectively to the team as they could be if they were playing another class, whether they're new or not.

I'd have to say I disagree with that. There are many times when playing as a spy can be vastly more effective at breaking a deadlock. It is true however that you do need to be able to recognise when being a spy is not going to work and actually change class, although the same is true of pretty much all the classes.
Key phrase: A spy. There is only ever use for 2 spies, one on each team. Spies are the one class where you have to know what you're doing to not be a hindrance to your team. Every other class can deal damage by pointing at the general direction of the target and clicking. Do that as a spy, and you're mown down in a few seconds. There is never, ever a reason for spy to be capped out, and more often than not, it should be empty. Spy has situational usefulness, and only someone who knows what he's doing can actually take advantage of that.

But for someone to actually become useful as a spy it requires practice, same for really any other class including Pyro (Go ahead and rage to what I just said, but the only reason would be the fact that you die to them a lot.) I've clocked 90 hours on spy so far and learned how to use all sorts of tactics and I can usually get in the top 3 players of the round as Spy. Now 2Fort...for some reason I can't play that as a Spy.
There are numerous ways to practice as a spy without fucking your team over.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: dogstile on June 27, 2011, 02:03:57 pm
So yeah, i've found that some servers are kicking players who aren't wearing the proof of purchase hat.

Then booting me because I was all "its only on my pyro and i'm not switching to prove your insecurity's, stfu". Its funny because I was doing better than all the proof of purchase noobs.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: warhammer651 on June 27, 2011, 02:27:27 pm
my pack, for any interested parties

http://www.tf2items.com/profiles/76561197999819204?p=1 (http://www.tf2items.com/profiles/76561197999819204?p=1)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: USEC_OFFICER on June 27, 2011, 02:44:51 pm
Virtually anyone playing spy isn't contributing as effectively to the team as they could be if they were playing another class, whether they're new or not.

I'd have to say I disagree with that. There are many times when playing as a spy can be vastly more effective at breaking a deadlock. It is true however that you do need to be able to recognise when being a spy is not going to work and actually change class, although the same is true of pretty much all the classes.
Key phrase: A spy. There is only ever use for 2 spies, one on each team. Spies are the one class where you have to know what you're doing to not be a hindrance to your team. Every other class can deal damage by pointing at the general direction of the target and clicking. Do that as a spy, and you're mown down in a few seconds. There is never, ever a reason for spy to be capped out, and more often than not, it should be empty. Spy has situational usefulness, and only someone who knows what he's doing can actually take advantage of that.

But for someone to actually become useful as a spy it requires practice, same for really any other class including Pyro (Go ahead and rage to what I just said, but the only reason would be the fact that you die to them a lot.) I've clocked 90 hours on spy so far and learned how to use all sorts of tactics and I can usually get in the top 3 players of the round as Spy. Now 2Fort...for some reason I can't play that as a Spy.
There are numerous ways to practice as a spy without fucking your team over.
Such as...
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Bdthemag on June 27, 2011, 03:10:02 pm
So yeah, i've found that some servers are kicking players who aren't wearing the proof of purchase hat.

Then booting me because I was all "its only on my pyro and i'm not switching to prove your insecurity's, stfu". Its funny because I was doing better than all the proof of purchase noobs.
Same thing happened when the halo's came out, then the earbuds, don't worry that fad will go away in a few weeks.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: userpay on June 27, 2011, 03:26:01 pm
Is there anywhere I can download low-res versions of the primary maps or something?
Look around on Facepunch, theres also some retro skin packs which will really make your game run fast.

Well I haven't seen anything about skin packs just yet but I keep seeing stuff about Chris' FPS Configs. Trying to figure it out as it doesn't seem exactly clear how to implement it but I think I just found a video that should describe how to use it so heres hoping.

Success! I'm playing with next to no lag though the environment is now rainbows. Oh well at least I can play now.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Dsarker on June 27, 2011, 04:16:11 pm
Anyone had problems on 2fort with aimbotting snipers? Last game I was in, I would run out the back entrance, as scout, get to the ledge, jump, and before I had finished the first jump, I was headshotted. Went out again, bottom layer. Got out the door and bam, dead.
Oh I see your problem, your playing on 2fort.

I have a choice. 2fort (with aimbots) or non 2fort, in which case I die to snipers in melee. Because of the 300-400 ping.
Have you tried looking for a less distant server?

ALL the less distant servers run 2fort. I have, on my favourites, all the ones with less than 100 ping. They ALL have 2fort running ATM.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Shadowlord on June 27, 2011, 04:36:20 pm
I don't know where you are, but for me:

(http://content.screencast.com/users/Trafalgar/folders/Jing/media/5115d88a-691a-4cb7-9545-cf2ca25034d8/2011-06-27_1735.png)

Edit: UberM0nk3y's Jungle? I don't even remember that one.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Dermonster on June 27, 2011, 04:38:56 pm
I use the Halolz server most of the time.

It's the only one I know that allows Micspam and yes I like it.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Duke 2.0 on June 27, 2011, 05:28:46 pm
 Penny Arcade and Fugworld servers are pretty nice as well. Everything seems to be full ever since the update though.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: PTTG?? on June 27, 2011, 05:50:40 pm
...except the B12 server...
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Dsarker on June 27, 2011, 06:37:10 pm
I don't know where you are, but for me:

(http://content.screencast.com/users/Trafalgar/folders/Jing/media/5115d88a-691a-4cb7-9545-cf2ca25034d8/2011-06-27_1735.png)

Edit: UberM0nk3y's Jungle? I don't even remember that one.


Try looking for all the ones in Australia.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Aklyon on June 27, 2011, 06:44:05 pm
Reddit has an australian tf2 section, (http://www.reddit.com/r/tf2au) have you checked there?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: Dsarker on June 27, 2011, 06:46:32 pm
Reddit has an australian tf2 section, (http://www.reddit.com/r/tf2au) have you checked there?

Latest one that mentions a server says it's down.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Cthulhu on June 27, 2011, 07:25:14 pm
It's been so long since I've seen a friendly medic I'm starting to forget what it feels like to be healed.

Good thing I can keel kowards without one, ha ha!  In related news, my Minigun is almost at 500 keels.

It's not much, but everything on page 1 is up for trade (http://www.tf2items.com/id/Muffles#)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: dragonshardz on June 27, 2011, 07:50:21 pm
It's been so long since I've seen a friendly medic I'm starting to forget what it feels like to be healed.

Good thing I can keel kowards without one, ha ha!  In related news, my Minigun is almost at 500 keels.

It's not much, but everything on page 1 is up for trade (http://www.tf2items.com/id/Muffles#)

What would you like for that Tomislav? I've got some Heavy gloves you don't seem to have - KGB and Fists of Steel. I also have some other things you might like.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Cthulhu on June 27, 2011, 07:54:09 pm
Can you link your inventory?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: dragonshardz on June 27, 2011, 07:59:20 pm
Can you link your inventory?
This (http://www.tf2items.com/id/dragonshardz) is my backpack. Everything on the first page is available for trade.

Spoiler: Trade Item Summary (click to show/hide)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PTTG?? on June 27, 2011, 08:06:58 pm
All hands on deck! Get on TF2!
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: MagmaDeath on June 27, 2011, 08:32:43 pm
http://www.tf2items.com/id/rogunz (http://www.tf2items.com/id/rogunz)
I also have basically nothing to trade,
Stuff on the first page is for trade, for pretty much anything.
The team captain looks amazing, if anyone has it.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: DarkerDark on June 27, 2011, 08:36:53 pm
All hands on deck! Get on TF2!

Joined in as Mama Burger, played medic for a bit and then switched to soldier because there just wasn't enough people playing tonight. Was that Fuslix guy (I think that was his name) a Bay 12 forum goer? I didn't like the way he kept killing me.  :P
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Cthulhu on June 27, 2011, 08:42:59 pm
It's been so long since I've seen a friendly medic I'm starting to forget what it feels like to be healed.

Good thing I can keel kowards without one, ha ha!  In related news, my Minigun is almost at 500 keels.

It's not much, but everything on page 1 is up for trade (http://www.tf2items.com/id/Muffles#)

Winger, Tomislav, and two Dueling Minigames for your Enforcer and Strange Targe?

Sure.

Fun times, a guy named Rising or something like that said I was terrible and his mom was better than me.  Next round I killed him over and over
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on June 27, 2011, 08:46:14 pm
Still wanting to trade my Winger away.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Shadowlord on June 27, 2011, 08:49:07 pm
All hands on deck! Get on TF2!

Server is empty and running an older version of the game.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Soulwynd on June 27, 2011, 09:22:22 pm
This vid showed up in the TF2 blog, you guys probably have seen it, but it's really well made. I like it.

http://www.youtube.com/watch?v=S19GO3Xgz2w
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Bdthemag on June 27, 2011, 09:30:54 pm
This vid showed up in the TF2 blog, you guys probably have seen it, but it's really well made. I like it.

http://www.youtube.com/watch?v=S19GO3Xgz2w
That video is fucking awesome.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Cthulhu on June 27, 2011, 10:12:32 pm
Been playing single player trying to improve my scout skills.

Two things make this very hard:

No wait, three.

1.  I'm not very good at scout.  He's too fast for me to properly handle.  I got a decent grip on it after a while but it was still frustrating because...

2.  Demomen are impossible in single player.  They're too good at aiming, and they're too stupid to not just point blank you with grenades, killing both of you.

3.  Also, as you'll probably know if you've played with me, I fucking hate scouts, so much.  It's all I can manage not to run straight into their guns just to watch a scout die.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Shadowlord on June 27, 2011, 10:23:05 pm
Scouts die really easily. If you ask me, there are certain maps that they tend to excel on, particularly intelligence-capturing maps, and they work better when there are less players. I don't usually play them except on those maps when it's possible to rush to the intelligence and back, otherwise they're just too squishy. Some people seem to like playing them, though. They are fast enough to harass an individual by jumping out of cover, shooting them with their scattergun, and jumping back into cover, and repeatedly doing this as long as the individual doesn't have backup. In practice, you tend not to have people all alone like this for long enough to do that, and it doesn't really serve the mission objectives anyways.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Bdthemag on June 27, 2011, 10:25:27 pm
1. I suggest downloading some jump maps, they're basically obstacle courses for scouts. Should help with your handling.

2. The problem is TF2 bots are practically dead on with their accuracy, most players won't be able to get in a quick shot to kill you. Scouts are actually meant to be a counter against demo's.

3. See scouts aren't suppose to rush them head on, to start out kinda stay back and only attack enemies from the side or from behind. With practice you should be able to be okay with him.

Scout's may not seem good in pubs, but they really shine in competitive matches. I gotta give you guys a link for a really awesome video of a guy playing scout...
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Soulwynd on June 27, 2011, 11:13:08 pm
Scouts are generally good against everyone, except pyro.

They're also good to break the medic+heavy combo as well.

Now, the trick with the scout is:
You don't want people facing you. Ever. If you're far away, your dodging only means a slight movement. Scouts should jump onto people and constantly make them do 180 turns to try to face you, jump over their heads, shoot, do it again. You also shouldn't be going into groups of more than 2 people unless you have backup. Furthermore, when you pick an area to attack someone, make sure there aren't other people watching your assault, because then they can spam-kill you.

As for the weapons:
Original Scattergun - This weapon is specially good when approaching targets. It has a nice tight arc of fire, so if they suddenly face you, you can shoot and dodge. Plus like the shottie, you can reload shot by shot.

FaN & that new shootie - This is the ambush weapon. Run up to someone's back or side and shoot them once and then while they're in the war, do the second shot. It's insta kill for most light classes, doing around 200hp of damage with both shots. Worthless when far away, so hold tight to that pistol for a missed second shot or people trying to get to you.

Shortstop - This is the mid range weapon. Has the tightest arc and shoots less pellets with each bullet. With this thing you can pretty much ditch the pistol and use some of the fun drinks and the mad milk. Note that it does slightly less damage than the scattergun, but shoots faster and reloads 4 bullets at once, so take that in consideration. This is great for popping hurt heavies out while behind some cover, being able to do around 160hp of damage with the four shots at mid range.



Ps. I'm only a good scout in 5 point CPs for some reason, so if what I said doesn't work in PLs, you know why.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Tradanbattlan on June 27, 2011, 11:26:12 pm
Is it just me or is everyone complaining about Demo's new set?

I have no trouble dealing with Aladdemos at all, but everyone's buttaching that everything is a direct update new sword is OP, etc.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Bdthemag on June 27, 2011, 11:28:05 pm
Yeah Scouts are a bit weak on Payload maps, its hard to plan offence with him since there's rocket spam everywhere. I personally like to play defensive scout on payload maps.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Thexor on June 27, 2011, 11:30:20 pm
Scouts are generally good against everyone, except pyro.

Wait wait wait, what? Scouts border on a hard counter versus Pyros - keep your distance (which is easy thanks to your speed), and you can pistol them to death without fear of serious retaliation. I mean, sure, they can scratch you with their shotgun, but unless they get you with two successive flares (in which case, dodge more!) or you're unlucky enough to start the battle already within flamethrower range, it's a pretty easy battle.

Compare with Soldiers, who only need to aim near you to damage you (seriously, in competitive play Soldiers are the main defense against Scouts). Or an alert Heavy, especially one of those Natasha Heavies (or the new Tomislaw, which gives you almost no time to retreat before they're wound up and cutting you down) - if you aren't at point-blank ambush range before they spot you, you're toast.  :o




Is it just me or is everyone complaining about Demo's new set?

I have no trouble dealing with Aladdemos at all, but everyone's buttaching that everything is a direct update new sword is OP, etc.

Eh, my only complaint is that it's basically a straight upgrade to the previous Demoknight setup - the shield gives up a tiny defensive increase (which was only really useful against 3 classes anyways) for a serious usage boost, and the sword is a huge help in survivability/charge strength and carries basically no drawback (especially if you don't have any ammo-using weapons!). Despite that, melee Demos are pretty weak outside of Medieval mode - it's just that they're less weak than they used to be.  :P
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Flying Carcass on June 27, 2011, 11:48:39 pm
I kind of want the new demo set. Looks fun!  :P

On a side note, its a good idea for scouts to know where the nearest escape route is and where there are med kits.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Cthulhu on June 28, 2011, 12:17:08 am
Demoknights dominate Medieval mode but I don't think I've ever seen one do well in regular gameplay.  At least, I've never seen one being kredit to team.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Soulwynd on June 28, 2011, 12:57:34 am
Scouts are generally good against everyone, except pyro.

Wait wait wait, what? Scouts border on a hard counter versus Pyros - keep your distance (which is easy thanks to your speed), and you can pistol them to death without fear of serious retaliation. I mean, sure, they can scratch you with their shotgun, but unless they get you with two successive flares (in which case, dodge more!) or you're unlucky enough to start the battle already within flamethrower range, it's a pretty easy battle.

Compare with Soldiers, who only need to aim near you to damage you (seriously, in competitive play Soldiers are the main defense against Scouts). Or an alert Heavy, especially one of those Natasha Heavies (or the new Tomislaw, which gives you almost no time to retreat before they're wound up and cutting you down) - if you aren't at point-blank ambush range before they spot you, you're toast.  :o
I believe I play against harder pyros than you do. Most of the pyros I know break your double jump and you're hanging in air. Even if you're at the limit of their air blast, which gives them enough time to shot gun you out of the air.

I suppose that if you use the shortstop, you're at an advantage as far as range goes, otherwise the scratch you mention goes both sides and the scout has less hp than the pyro, so he's not at any advantage. Plus I've never seen any of those pyros give you any pistol opportunities. They're all ambush and only stick to tight places with enough turns and cover, they burn people and run before they can react, usually taking one or two along.

Then again, I play in a server where some competitive players go to and that sort of shapes your experience a bit, pub pyros are probably much easier for the scout than I've experienced. Soldiers rarely spam the ground  there to kill a scout, as they're more worried about not dying or wasting hp. They usually just shotgun you back then rocket when you're about to land or in middle air. Otherwise, soldiers at long range are really easy to dodge.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Bdthemag on June 28, 2011, 01:45:20 am
Actually im pretty sure the Shortstop has the same range as the scattergun, since its a pistol it makes it feel like your shooting farther :P
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Soulwynd on June 28, 2011, 02:28:38 am
Nope. It has a tighter cone, fires less pellets, shares the same ammo as the pistol (which is why you should use one of the drinks or the milk as secondary) and each pellet does twice damage of the scattergun.

This means the deadcenter damage of the shortstop is 12 while for the scattergun is 6. The scattergun fires 10 pellets and the shortstop fires 4 (one on center and 3 random). The scattergun does more damage up close, but the shortstop retains a bit more damage on mid-long distance.

I normally use it with the crit-a-cola. You will be doing around 40-60 damage at mid range per precise shot with it. Not only that, but the shortstop fires 25% faster, which means you can fire 8 times before the minicrits wear out.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Siquo on June 28, 2011, 02:40:38 am
Played scout on... "Well", I think, and that went... well. Stay close to health, and have lots of corners and preferably "roundabouts" to run around and attack in the back. I didn't play him as often, but with the new influx of crappy engi's, it's fun again. Engi's (well, their sentries) really are the bane of scouts.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Metalax on June 28, 2011, 04:31:37 am
Just updated the DFC server, get back to killing.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Siquo on June 28, 2011, 04:51:24 am
Will it be getting/does it now have replay-functionality? And new/updated maps?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: RF on June 28, 2011, 05:26:32 am
What should I do with my various genuine items? What should I be asking for them etc?

My backpack. (http://www.tf2items.com/id/R-F)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Enzo on June 28, 2011, 05:53:15 am
So is anyone else enjoying the free-player rush more than they should?

I just got 14 backstabs in one life. I'm not even a particularly good spy. It seems new players don't know that it is advisable to turn around every so often, and apparently many of them don't understand how YER works. I know I shouldn't but I'm loving it.

Also, since everyone else is doing it, I'll post some trading garbage. If any new players (or otherwise, I guess) want one of my doubles (http://www.tf2items.com/profiles/76561198025348865), I'll trade it straight across for another weapon, because I'm cool like that and I'll turn it all into metal anyways. Items I'll trade include:

Spoiler (click to show/hide)

Also, I want Color # 2-whatever, the light purple one, if anyone has one of those.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: dragonshardz on June 28, 2011, 06:07:47 am
kinseti: How does Brass Beast, Dead Ringer, Direct Hit, Boston Basher, Dead Ringer, Your Eternal Reward, and Degreaser in exchange for all my duplicate items (http://www.tf2items.com/id/dragonshardz) sound?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Siquo on June 28, 2011, 06:09:48 am
So is anyone else enjoying the free-player rush more than they should?
Yep :) Although killing people-you-know is more satisfying, and people-you-know-are-good is even better.

I enjoy Soldier vs soldier duels with Benzene, for instance, or scout vs scout with... whatshisname. And killing anyone who tries to be a spy, serves them right (Jakarra, Richard).
Killing snipers who can't snipe, is just... almost dishonourable. It feels too easy.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Enzo on June 28, 2011, 06:12:43 am
kinseti: How does Brass Beast, Dead Ringer, Direct Hit, Boston Basher, Dead Ringer, Your Eternal Reward, and Degreaser in exchange for all my duplicate items (http://www.tf2items.com/id/dragonshardz) sound?

Sure, but you said Dead Ringer twice, and you don't want the Boston Basher. Trust me it's awful. My steam name's the same as my forum name, and I'm online for another couple minutes so add me.

Killing snipers who can't snipe, is just... almost dishonourable. It feels too easy.

After playing on an 8-man team with 3 snipers who couldn't snipe I lost all my sympathy.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Jackrabbit on June 28, 2011, 06:16:24 am
I hate the Boston Basher so much.

(SO MUCH)

Anyway, I just accidentally went on an American server and daamn do you people talk more than Australian servers. It was so much fun just talking shit the entire round. Highlight:
Other Player 1: "How do I get a sword for the demoman?"
Me: "Fill Gabe Newall's pool with money.
Other Player 1: "Why would he have a pool?"
Other Player 2: "So he can breach."
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Duke 2.0 on June 28, 2011, 06:23:36 am
 I think some servers are chattier than others, nothing too much about nationality unless foreign languages are involved like people speaking Australian.

 I like using the Boston Basher but I never get any kills with it. I even have a habit of whacking my victim twice and running off to drink crit-a-cola to up the damage and make the victim suddenly really terrified. Much easier to have minicrits with the new scattergun. Although to admit, I have a ton of more fun killing people with the new soldier whip. Rocket them into the air like a pyros airblast and melee them to death. Seems to crit really often too.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: FunctionZero on June 28, 2011, 06:35:35 am
Kinseti, I'm definately up for taking The Half-Zaitoichi off your hands.
I could trade you The Homewrecker and The Chargin Targe.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: RF on June 28, 2011, 07:23:48 am
*snip*

Would you be willing to trade one of those Half-Zatoichi's for a Sandman? Or the Gloves of Running Urgently? Or the Amputator? Or whatever for any of my doubles? I'll trade you two Dead Ringers for any of your items that I don't have, in fact. :p

Also, just because I was on the end of the last page and I still need advice:

What should I do with my various genuine items? What should I be asking for them etc?

My backpack. (http://www.tf2items.com/id/R-F)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Dsarker on June 28, 2011, 07:29:32 am
If you have any sniper gear, i'd be happy to take it off your hands :P
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Siquo on June 28, 2011, 07:32:03 am
Hmm, could we divide this into a "TF2 trade"-thread, and a thread for people who actually play the game?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Dsarker on June 28, 2011, 07:32:54 am
Because the two are quite obviously for different groups of people :P
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: RF on June 28, 2011, 07:33:22 am
Hmm, could we divide this into a "TF2 trade"-thread, and a thread for people who actually play the game?

And get people annoyed that "TF2 is taking over the forums" or some shit? No, I don't think so. This is directly relevant to the game, anyway.

If you have any sniper gear, i'd be happy to take it off your hands :P

I could give you a jarate and a huntsman, I guess, but that's about all I have.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Dsarker on June 28, 2011, 07:35:15 am
I have a jarate (a vintage one, even) but I'd be happy to try out the huntsman for a bit. Anyone used it much and can recommend it?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: tomas1297 on June 28, 2011, 07:40:18 am
Anyone used it much and can recommend it?
It's epic and I feel bad for switching Huntsman + Jarate to the piss sniper (what'sthename) and the SMG.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: RF on June 28, 2011, 07:40:41 am
I have a jarate (a vintage one, even) but I'd be happy to try out the huntsman for a bit. Anyone used it much and can recommend it?

It's alright. It can absolutely slaughter people if you use it right / are any good with it. If you suck with it, though, it is the worst weapon ever.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Dsarker on June 28, 2011, 07:47:20 am
I might have to try it out then. What do you want for it?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Siquo on June 28, 2011, 07:55:29 am
This is directly relevant to the game, anyway.
IMNSHO, it's not. Unless you're playing it as a hat-simulator.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: RF on June 28, 2011, 08:24:17 am
I might have to try it out then. What do you want for it?

I was going to give it for free, but let's see your inventory? :p

This is directly relevant to the game, anyway.
IMNSHO, it's not. Unless you're playing it as a hat-simulator.

Despite the fact we're trading weapons which are used to kill each other / do loadouts? Yeeeah, okay.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Dsarker on June 28, 2011, 08:36:42 am
http://tf2b.com/76561198006989136


And isn't TF2 meant to be a hat simulator?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: RF on June 28, 2011, 08:56:39 am
http://tf2b.com/76561198006989136

Are you willing to trade the KGBs/Battalion's Back Up? (Preferably Killer Gloves of Boxing.)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Dsarker on June 28, 2011, 08:57:14 am
Sure. I don't use either of then :P
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: LASD on June 28, 2011, 09:00:04 am
Hmm, could we divide this into a "TF2 trade"-thread, and a thread for people who actually play the game?
Actually, there already exists a thread like that (http://www.bay12forums.com/smf/index.php?topic=67343.0), but I didn't want to be a curmudgeonly OP and point at the first post and demand people start trading in the trading thread (http://www.bay12forums.com/smf/index.php?topic=67343.0). There is a benefit of seeing only trade things in that thread and not having them be pushed out of the latest page by game discussion and as a result, more trading might actually ensue.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Dsarker on June 28, 2011, 09:04:16 am
Missed your message at the end of the trade, RF  :P
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Siquo on June 28, 2011, 09:15:02 am
Despite the fact we're trading weapons which are used to kill each other / do loadouts? Yeeeah, okay.
It is why there are dedicated trade servers, and you get kicked for tradespam, in TF2. So why not here? :)

Anyway, OP pointed out there already was a thread for that, thanks. Also, check out the Tournament thread (http://www.bay12forums.com/smf/index.php?topic=87552), I think they still need people.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Cthulhu on June 28, 2011, 11:21:41 am
I changed my mind about the free update.  Every doomsayer is right.  Right now the DFC server has five spies and three snipers on one team.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: RF on June 28, 2011, 11:29:36 am
I changed my mind about the free update.  Every doomsayer is right.  Right now the DFC server has five spies and three snipers on one team.

This is truth.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mattie2009 on June 28, 2011, 11:30:11 am
Vintage Jarate = Cold Piss

also, noobsnipers and noobspies are the worst.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Rakonas on June 28, 2011, 11:30:58 am
I changed my mind about the free update.  Every doomsayer is right.  Right now the DFC server has five spies and three snipers on one team.

This is truth.
Spies can actually be very useful, though, and I often only see only two. I always see at least 3 snipers though.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update ""Let's do dis."
Post by: PTTG?? on June 28, 2011, 11:34:02 am
Allow me to sum up some sentiments so we can get them out of the way:

"Oh no! People who haven't played TF2 before are bad at it! This will permanently destroy TF2!"

If your post could be summed up to be something like the above, think for a bit before you post it.

I changed my mind about the free update.  Every doomsayer is right.  Right now the DFC server has five spies and three snipers on one team.

This is truth.

ಠ_ಠ
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Bdthemag on June 28, 2011, 11:40:17 am
Here's my Backpack, hats are on page three. But you'll have to give me a good offer on them or you'll have to kill me to get them :P Feel free to add me on steam, my steam ID is Bdthemag.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Dsarker on June 28, 2011, 11:44:13 am
Here's my Backpack, hats are on page three. But you'll have to give me a good offer on them or you'll have to kill me to get them :P Feel free to add me on steam, my steam ID is Bdthemag.


....You realise you just told Bay 12 that if they killed you they could get all your hats?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Bdthemag on June 28, 2011, 11:45:18 am
Here's my Backpack, hats are on page three. But you'll have to give me a good offer on them or you'll have to kill me to get them :P Feel free to add me on steam, my steam ID is Bdthemag.


....You realise you just told Bay 12 that if they killed you they could get all your hats?
Good luck getting past my traps, mwhahahahahah.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Cthulhu on June 28, 2011, 12:26:16 pm
I really want to believe in a beautiful past where everything was always as bad as it is now, and I truly believe things will get better once the noobtide recedes, but it's hard to look at the past as anything but a rainbow field of competent players when everything I see now is nightmares.

I really feel like I get the pathos of the tea party now.

On the bright side, I traded my spare Tomislav for an atomizer.  Fuck I'm maneuverable now.  I'm like greased lightning if Thor were on an ounce of meth.

Not htat it matters, this is one of those days where no matter what class I play I can't do shit for shit.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on June 28, 2011, 02:04:45 pm
Here's my Backpack, hats are on page three. But you'll have to give me a good offer on them or you'll have to kill me to get them :P Feel free to add me on steam, my steam ID is Bdthemag.
(http://files.sharenator.com/challenge_accepted_RE_Artificial_Fears_remake_of_Legend_of_Zelda_songs-s325x265-191454.png)
RUN FROM THE SCOUT. But scouts are the hard coutner to anything, unless it has splash damage. And sentries. But even then, throw a baseball and hope it hits one. Easy kill.
Also, crit balls give the longest stun at any range and do 45 dmg. If a ball bounces off and hits another enemy, it'll stun them depending on how far away it is. Since crits stun, you can stun an entire group of enemies. Or be like me, and use it to insta kill injured people.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Bdthemag on June 28, 2011, 02:10:24 pm
Wait, I forgot to post my backpack link *facepalm* http://www.tf2items.com/profiles/76561198021840056
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: DJ on June 28, 2011, 02:20:41 pm
I changed my mind about the free update.  Every doomsayer is right.  Right now the DFC server has five spies and three snipers on one team.
Don't hate on all us freeloaders. I'm mostly playing Pyro, Scout or Demoman on DFC server, though I did play a couple of sniper and spy rounds to break the monotony. And I suck as Scout so I'm not really useful when I play that either, but it's the most fun class and I'll keep playing it badly until I get better.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Darvi on June 28, 2011, 02:30:17 pm
But scouts are the hard coutner to anything, unless it has splash damage. And sentries. But even then, throw a baseball and hope it hits one. Easy kill.
Fuck yes. If I had that baseball I'd be even better off as a scout. But alas, I am stuck punching people in the face with fish for maximum hilarity.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Bdthemag on June 28, 2011, 02:35:39 pm
But scouts are the hard coutner to anything, unless it has splash damage. And sentries. But even then, throw a baseball and hope it hits one. Easy kill.
Fuck yes. If I had that baseball I'd be even better off as a scout. But alas, I am stuck punching people in the face with fish for maximum hilarity.
Darvi, I could change that actually.... Quick add me as a friend!
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: DJ on June 28, 2011, 02:41:39 pm
You know, I noticed that I do a lot worse with Scout at DFC than random servers. Might be that I'm just making up excuses for sucking, but I get the impression that DFC tends to have claustrophobic maps.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Darvi on June 28, 2011, 02:45:43 pm
Tha's weird. in the DFC server I manage to become one of the top players of the game including several dominations, whereas on random maps I tend to be cannon fodder more than anything.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Rakonas on June 28, 2011, 02:47:52 pm
Personally I also tend to do horribly on DFC. In random servers if I'm playing spy I can get good 10-backstab lives, while on DFC I feel lucky to get 1 kill per 10 deaths.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: DJ on June 28, 2011, 02:49:28 pm
It's a class thing I reckon. I seem to do better with Demoman on DFC. And I do just fine with spy on random servers, but can't get a single friggin backstab at DFC (I really should switch back from Your Eternal Reward).
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: dragonshardz on June 28, 2011, 02:59:21 pm
kinseti: How does Brass Beast, Dead Ringer, Direct Hit, Boston Basher, Dead Ringer, Your Eternal Reward, and Degreaser in exchange for all my duplicate items (http://www.tf2items.com/id/dragonshardz) sound?

Sure, but you said Dead Ringer twice, and you don't want the Boston Basher. Trust me it's awful. My steam name's the same as my forum name, and I'm online for another couple minutes so add me.

Killing snipers who can't snipe, is just... almost dishonourable. It feels too easy.

After playing on an 8-man team with 3 snipers who couldn't snipe I lost all my sympathy.

'Pologies. Wrote that while very tired. I'll add you here in a second.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: DJ on June 28, 2011, 03:02:18 pm
Now that you reminded me with that quote, does *anyone* use Boston Basher effectively? I kinda just swing wildly with the standard bat because I'm moving too fast to aim, which obviously doesn't work with the Basher. And I can't slow down either, because a scout that's not running and jumping is a dead scout.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Soulwynd on June 28, 2011, 03:04:19 pm
Scout + pocket medic... Good luck with that. :P
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on June 28, 2011, 03:08:31 pm
I used to use it to jump. Now... all I have is the Winger.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Bdthemag on June 28, 2011, 03:22:54 pm
Now that you reminded me with that quote, does *anyone* use Boston Basher effectively? I kinda just swing wildly with the standard bat because I'm moving too fast to aim, which obviously doesn't work with the Basher. And I can't slow down either, because a scout that's not running and jumping is a dead scout.
I actually like the boston basher to some extent. I never just wildly flail the bat around, and the Boston Basher can kill a low health retreating enemy pretty fast.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Enzo on June 28, 2011, 03:25:00 pm
Hmm, could we divide this into a "TF2 trade"-thread, and a thread for people who actually play the game?
Actually, there already exists a thread like that (http://www.bay12forums.com/smf/index.php?topic=67343.0), but I didn't want to be a curmudgeonly OP and point at the first post and demand people start trading in the trading thread (http://www.bay12forums.com/smf/index.php?topic=67343.0). There is a benefit of seeing only trade things in that thread and not having them be pushed out of the latest page by game discussion and as a result, more trading might actually ensue.

Actually, I'm going to go practice some necromancy right now. Using the trade thread makes sense, to split up the sudden influx of trade and non-trade discussion going on.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Realmfighter on June 28, 2011, 03:26:31 pm
I've never been good with melee weapons, because do you know how hard it is to stay pointed at a enemy while your running and jumping about like a spastic?

Pretty damn hard.

(I run about like a spastic in every class, outside of the Heavy, but who the fuck get in punching range of a heavy, and why wouldn't I just shred them with minigun bullets?)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Duke 2.0 on June 28, 2011, 03:53:42 pm
 The Basher works out because of the bleed damage. You only need to smack them once or twice when they are not looking and retreat. My old strategy would be to run off around a corner and drink some Crit Cola to slightly increase the damage dealt at no threat to me. It'll never be as effective as just shooting them with a scattergun, but it's just a fun thing to do and to display your skill.

 Much like the new sniper rifle. There really isn't any upside or downside, it's just a fun little minigame to play with yourself.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Siquo on June 28, 2011, 04:37:16 pm
We already got the fish for that. Totally useless humiliation.

Finally tried the short-stop today. I think I'll keep it. Now to dump the handgun because it's kinda superfluous.

Also I hate playing the heavy. Mowing down entire armies of noob like I'm some kind of god just feels like I'm cheating, or something. I'm going to QUIT. Spy is a lot more fun nowadays, though, I suck at spy but the new people often suck more.

DJ, you're doing ok, for a new guy. BDthemag, yes I'm from B12.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Darvi on June 28, 2011, 04:39:29 pm
We already got the fish for that. Totally useless humiliation.
You call it useless, I call it hilarious.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Bdthemag on June 28, 2011, 04:46:17 pm
We already got the fish for that. Totally useless humiliation.

Finally tried the short-stop today. I think I'll keep it. Now to dump the handgun because it's kinda superfluous.

Also I hate playing the heavy. Mowing down entire armies of noob like I'm some kind of god just feels like I'm cheating, or something. I'm going to QUIT. Spy is a lot more fun nowadays, though, I suck at spy but the new people often suck more.

DJ, you're doing ok, for a new guy. BDthemag, yes I'm from B12.
Heheheh, I had a memory lapse.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Siquo on June 28, 2011, 04:47:03 pm
We already got the fish for that. Totally useless humiliation.
You call it useless, I call it hilarious.
Oh, it is, it is. I feel so cool, making fish kills.  8)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Greiger on June 28, 2011, 04:49:08 pm
The Fish kill is nothing compared to my FRYING PAN OF TRUTH!! *bong*

...frying pan really needs something like the fish kill when you kill folks...
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Bdthemag on June 28, 2011, 04:50:52 pm
The Fish kill is nothing compared to my FRYING PAN OF TRUTH!! *bong*

...frying pan really needs something like the fish kill when you kill folks...
The frying pan is also a must have for any Demopan.

Stout Shako 2 Refined.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on June 28, 2011, 04:55:36 pm
What does the new scout item set do?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Thexor on June 28, 2011, 05:09:02 pm
What does the new scout item set do?

None of the new item sets have any effect. I really don't know why they register as item sets in the first place - either Valve planned for them to have set bonuses and changed their minds at the last moment, or they'll be adding set bonuses at some point in the future. Or, heck, maybe they just included an 'item set' to give players a guaranteed way to craft the new items: 4 refined + weapon from the set = the set hat. (Unless you're a Spy, in which case it's either the hat or the rose. I can only imagine the terror of owning one of the two items and spending 4 refined for a 50% chance of getting the other!)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Doctor on June 28, 2011, 05:27:06 pm
Which you then trade to someone who is in the mirror opposite situation of you.

Rose for hat, hat for rose. :I
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: RF on June 28, 2011, 06:14:17 pm
I have discovered I am god damn terrible at scout. Terrible beyond belief.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on June 28, 2011, 06:19:45 pm
I'm actually pretty bad at getting kills as scout. The way I play it, just keep pestering. They can't kill your heavy/medic pair if they have to run over to point B so you don't get the cap. This tactic is especially effective if you take the time in Steel to take out the sentry guns they have pointed at E, and then hop on over.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Soulwynd on June 28, 2011, 06:23:04 pm
Getting a lot of kills with the scout is somewhat like chainstabbing with the spy. Takes a mix of skill and luck. Neither of which I possess. I mostly work on getting medics and lone people as the scout, plus helping cap.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Duke 2.0 on June 28, 2011, 07:07:32 pm
 I can dodge like a scout just fine, but it's impossible to shoot accurately when doing the crazy jumps needed to survive.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Soulwynd on June 28, 2011, 07:44:38 pm
The trick I've found is that instead of using your mouse to aim, use your movement to aim. Place your crosshair in a place you know the enemy will cross if you jump on a certain direction, then shoot as soon as that happens.

I also use this with the sniper a lot. Instead of moving the mouse, I strafe for fine adjustments to the aim. Very very effective with the huntsman. At least for me.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Yodamaster on June 28, 2011, 07:48:11 pm
The trick I've found is that instead of using your mouse to aim, use your movement to aim. Place your crosshair in a place you know the enemy will cross if you jump on a certain direction, then shoot as soon as that happens.

I also use this with the sniper a lot. Instead of moving the mouse, I strafe for fine adjustments to the aim. Very very effective with the huntsman. At least for me.

Huntsman /=/ sniping, per say.

It's more strategic guessing.  :P
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Enzo on June 28, 2011, 07:50:15 pm
I have basically given up dealing any meaningful damage as a scout. I just can't aim while moving that fast. Basically I only switch scout when the point capture bonus is a priority, CTF maps, or for shits and giggles.

Huntsman > sniping

I agree!
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Soulwynd on June 28, 2011, 07:57:47 pm
Oh, I said the sniper, not sniping. As in, it's a weapon the sniper has and the technique works with both the rifle and the huntsman. To be fair, it works with pretty much any weapon if the target is far or if you have a high speed and the target is close. Doesn't really work with the heavy, of course.


You guys should find a server running the MGE mod. It has 4 (if I remember well) training courses. One of them is specific for the scout jumping.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: kilakan on June 28, 2011, 08:08:59 pm
wow the new scout items work amazing together.  The shotguns mini-crits carry over to other weapons too, aka melee and pistols.  So you can get the hype, but then use it in melee for INSANE DAMAGE!
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on June 28, 2011, 08:20:11 pm
Scouts new bat does insane damage? BULLSHIT.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Soulwynd on June 28, 2011, 08:22:57 pm
Yeah, the new bat is for people that don't melee.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Cthulhu on June 28, 2011, 08:32:34 pm
That's why I got rid of it.  The Winger is good with the new scattergun too, but I'm not using htat yet so I traded it off.

Still have the atomizer for trade though.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on June 28, 2011, 08:36:32 pm
That's why I got rid of it.  The Winger is good with the new scattergun too, but I'm not using htat yet so I traded it off.

Still have the atomizer for trade though.
Would you trade for a shortstop?

EDIT: Hurp, this isn't the trade thread.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Cthulhu on June 28, 2011, 08:39:32 pm
Yes I would.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PsyberianHusky on June 28, 2011, 10:06:39 pm
now the trick with scout is to bind "Uguu~~" to "k" so your opponents are distracted by anime.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Doctor on June 28, 2011, 10:18:24 pm
Totes works, yo.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Tradanbattlan on June 28, 2011, 10:18:49 pm
The trick to playing Scout is to use marijuana shortly before playing. Chances are you'll hit more if you're not concentrating.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on June 28, 2011, 10:21:03 pm
now the trick with scout is to bind "Uguu~~" to "k" so your opponents are distracted by anime.
You're nuke? Hehe. I was so tempted to Teamkill you.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on June 28, 2011, 10:21:56 pm
now the trick with scout is to bind "Uguu~~" to "k" so your opponents are distracted by anime.
You're nuke? Hehe. I was so tempted to Teamkill you.
Explain.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PsyberianHusky on June 28, 2011, 10:23:35 pm
now the trick with scout is to bind "Uguu~~" to "k" so your opponents are distracted by anime.
You're nuke? Hehe. I was so tempted to Teamkill you.
Cause I am the bomb.
Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Duke 2.0 on June 28, 2011, 10:36:24 pm
 Update. Demo wave dashing removed.

 A damn shame.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PsyberianHusky on June 28, 2011, 10:38:49 pm
Update. Demo wave dashing removed.

 A damn shame.
Bawww TF 2 is like brawl now
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on June 28, 2011, 10:41:48 pm
Update. Demo wave dashing removed.

 A damn shame.
What?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Metalax on June 28, 2011, 10:55:55 pm
from the tf2 wiki as the patch notes don't seem to have appeared on the steam news page yet

Quote
Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)

    Reduced CPU usage for idle servers

Team Fortress 2

    Fixed a case where CritBoost effects were being removed from players being healed.
    Fixed a problem with Arena mode first blood CritBoost not removing itself at the correct time.
    Fixed a bug where Demomen kept their leftover charge amount when self-aborting charges (you'll still keep leftovers when stopped by enemy airblasts)
    Fixed the problem that was causing Strange Demoman shields to not accumulate kills.
    Fixed a bug where the Reserve Shooter would minicrit against swimming targets.
    Tomislav spin-up reduction has been reduced from 75% to 40% (so it now spins-up slower)
    Made the Jumper's Jeepcap and Pocket Medic craft-able.
    Updated the bot navigation files for several maps.
    Added an entry for "Call Vote" to the Options->Keyboard Settings, so you can bind a key to it.
    Updated the gamehaptics file:
        Added/Refined recoil/draw/crit/reload forces for all of the new weapons in the Uber Update.
        Refined all Rocket Launcher Forces recoil forces to feel more true to recoil animation.
        Tuned Brass Beast recoil to have less of an impact on your aiming reticle.

Undocumented Changes

    Added the Refreshing Summer Cooler

Update. Demo wave dashing removed.

 A damn shame.
What?

I think this is refering to the removal of the demo keeping unexpended charge when you stop it early by attacking.

Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Soulwynd on June 28, 2011, 11:01:27 pm
They're in there, but they are from a couple days ago.

I played yesterday and I was still able to retain demo-charge with tiny charges just to catch up.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Metalax on June 28, 2011, 11:02:53 pm
Yes I'm refering to the update that just happened a couple of hours ago. Just tested and no longer retain the charge.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: SHAD0Wdump on June 28, 2011, 11:13:00 pm
Good, really was insane when they could do that.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Cthulhu on June 28, 2011, 11:18:30 pm
Damn, I thought that was a feature.  Good thing I'm done demoknighting anyway.  It was fun but it's not exactly good for your team.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Duke 2.0 on June 28, 2011, 11:29:38 pm
Good, really was insane when they could do that.
Insanely great. The Subclass was almost viable.

Quote
Made the Jumper's Jeepcap and Pocket Medic craft-able.
Quote
Made the Pocket Medic craft-able.
Quote
Pocket Medic craft-able.

!!!

Brb whoring myself out for crafting supplies.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on June 28, 2011, 11:35:39 pm
Good, really was insane when they could do that.
Insanely great. The Subclass was almost viable.

Quote
Made the Jumper's Jeepcap and Pocket Medic craft-able.
Quote
Made the Pocket Medic craft-able.
Quote
Pocket Medic craft-able.

!!!

Brb whoring myself out for crafting supplies.
WHAT'S IT DO. TELL ME. IS IT SELF HEALING?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Tradanbattlan on June 28, 2011, 11:45:11 pm
Another astounding round with the Pain Train. I managed to wipe the point of 5 people on Harvest.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Soulwynd on June 28, 2011, 11:46:55 pm
Nothing. It's a cute misc item for the heavy. It's a medic toy in his pocket.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Duke 2.0 on June 29, 2011, 12:03:25 am
Nothing. It's a cute misc item for the heavy. It's a medic toy in his pocket.
GOTTAHAVEITGOTTAHAVEITGOTTAHAVEIT
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Cthulhu on June 29, 2011, 12:20:12 am
I just somehow came across articles about "serious competitive TF2"

Oh my goodness, these people must hate having fun.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PTTG?? on June 29, 2011, 12:24:06 am
I just somehow came across articles about "serious competitive TF2"

Oh my goodness, these people must hate having fun.

I wonder what hats they wear.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Bdthemag on June 29, 2011, 12:25:14 am
I just somehow came across articles about "serious competitive TF2"

Oh my goodness, these people must hate having fun.

I wonder what hats they wear.
Normal ones, trust me I checked.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Jackrabbit on June 29, 2011, 01:34:49 am
I love Medieval mode, solely because I always end up on top of the leaderboard somehow.

It's that final point, I swear. Nobody seems to realize that any weapon that gives a health bonus when people die makes you completely unstoppable.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on June 29, 2011, 01:36:52 am
Heavy. KGB, sandvich. You can't be instakilled, and you can mow through. Pick up health kits from your dead enemies and throw your sandvich down and eat it for a quick boost.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Flying Carcass on June 29, 2011, 02:38:13 am
You know what's cathartic?

Incinerating 2 spies disguised as one's pyro within 10 seconds of each other.  ;D

Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Dsarker on June 29, 2011, 02:40:12 am
Even more so is wrangling a turret into blowing them up when they try to sap your stuff.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Cthulhu on June 29, 2011, 02:53:10 am
You know what's cathartic?

Incinerating 2 spies disguised as one's pyro within 10 seconds of each other.  ;D

I like jumping out from cover, launching an arrow, ducking away, and then hearing the thwack of it hitting my chosen target in the head.  HuntsMANN is a real weapon, no pussy rifles for me.

Also shredding scouts as a heavy.  I don't like scouts (Though I'm getting better about that as I get better at playing scouts.)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: LASD on June 29, 2011, 03:12:15 am
Damn, I thought that was a feature.  Good thing I'm done demoknighting anyway.  It was fun but it's not exactly good for your team.
I actually thought that was a feature of Ali Baba's Booties. Aww. No more top 3 as an Ali Baba Frying Pan Demoknight,
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Jackrabbit on June 29, 2011, 04:25:00 am
Damn, I thought that was a feature.  Good thing I'm done demoknighting anyway.  It was fun but it's not exactly good for your team.
I actually thought that was a feature of Ali Baba's Booties. Aww. No more top 3 as an Ali Baba Frying Pan Demoknight,
Yeah, that made me unstoppable, I did think it was a feature. Damn, I really was getting good at it too.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on June 29, 2011, 04:34:33 am
The problem with the chargin targe; It takes away the sticky launcher. Damn that thing is powerful.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Soulwynd on June 29, 2011, 11:48:01 am
Yup. Only pick the targe if you're actually good with it. The sticky launcher is responsible for 50-75% of all your damage as a demo.

At the very least learn how to kill sentries with pipe bombs to be useful in that aspect as well.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: DJ on June 29, 2011, 12:05:17 pm
Wait, doesn't targe replace the grenade launcher and booties sticky launcher? I'd like to use targe with normal launcher, I much prefer it to sticky bombs because bouncing grenades is where it's at.

On another note, how do I taunt kill with the scout? I did it just fine with huntsman sniper, but when I try to hit g with baseball bat the scout just performs a normal taunt instead of trying to hit someone with his bat.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Soulwynd on June 29, 2011, 12:11:06 pm
Wait, doesn't targe replace the grenade launcher and booties sticky launcher? I'd like to use targe with normal launcher, I much prefer it to sticky bombs because bouncing grenades is where it's at.
Spoken like a true newbie.

And the scout only taunt-kills with the sandman.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Metalax on June 29, 2011, 12:27:00 pm
Wait, doesn't targe replace the grenade launcher and booties sticky launcher? I'd like to use targe with normal launcher, I much prefer it to sticky bombs because bouncing grenades is where it's at.

On another note, how do I taunt kill with the scout? I did it just fine with huntsman sniper, but when I try to hit g with baseball bat the scout just performs a normal taunt instead of trying to hit someone with his bat.

No, targe replaces the stickybomb launcher and the boots replace the grenade launcher.

To do a tuant kill you have to make sure you are using a weapon that actually has one. Some classes only have one weapon that enables taunt kills, others have multiples.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Cthulhu on June 29, 2011, 12:27:27 pm
Wait, doesn't targe replace the grenade launcher and booties sticky launcher? I'd like to use targe with normal launcher, I much prefer it to sticky bombs because bouncing grenades is where it's at.

On another note, how do I taunt kill with the scout? I did it just fine with huntsman sniper, but when I try to hit g with baseball bat the scout just performs a normal taunt instead of trying to hit someone with his bat.

Sticky grenades are what takes the demoman from a black bouncy soldier to an area denying fuck'em'up machine.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Siquo on June 29, 2011, 12:41:36 pm
area denying fuck'em'up machine.
QFT.

It one of my worst classes, but with the highest score. It can yield more kills-per-life than an engy as you're more mobile.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Dermonster on June 29, 2011, 12:42:24 pm
Demopan with the frying pan, shield, glasses, and treasure hat is what makes it god-mode.

 :P
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: umiman on June 29, 2011, 12:42:53 pm
Demo is probably the most versatile class in the game. IMHO, the scariest.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Soulwynd on June 29, 2011, 12:48:18 pm
One of the hardest to master as well.

Unless you just spam in tight maps.

Which is what most people do before switching to scout in open maps.

e_e
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PTTG?? on June 29, 2011, 12:52:32 pm
They should make a meele weapon replacement for the Demo that grants a stat boost instead of attacking. Maybe a couple extra bombs for his vest that explode when he dies.

Then he could have a hypothetical loadout with no actual attacks- the shield, the boots, and the vest.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: DJ on June 29, 2011, 12:53:02 pm
Sticky grenades are what takes the demoman from a black bouncy soldier to an area denying fuck'em'up machine.
That's a boring way to play, though. I like to be on the offensive, blasting apart sentries and heavies.

And damn, if I can't even taunt kill with default bat how will I ever get the achievements to get the sandman? Seriously, scout achievements are freaking impossible, I only have 3 and I have more than double playtime with scout than any other class while having 10+ achievements with some other classes. Oh well, I guess I can go farm some more sniper achievements to get razorback, the class is virtually unplayable without it because it seems like 50% of every team is spies.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on June 29, 2011, 12:53:42 pm
Well, the shield will do alot of damage upon hit, so he can charge and run the hell away, till they die.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: RF on June 29, 2011, 12:54:07 pm
Sticky grenades are what takes the demoman from a black bouncy soldier to an area denying fuck'em'up machine.
That's a boring way to play, though. I like to be on the offensive, blasting apart sentries and heavies.

You still use the sticky grenades for this. You just have to learn to place them properly.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Siquo on June 29, 2011, 12:54:31 pm
That's a boring way to play, though. I like to be on the offensive, blasting apart sentries and heavies.
Well, there's also the dive-bomber. Flies through the air, laying down a carpet-bomb...
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: DJ on June 29, 2011, 12:57:55 pm
Hm, do explosions propagate through walls or what? If not, how can I use stickies against sentries behind corners?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on June 29, 2011, 12:58:54 pm
Shoot them in front of the sentry The blast area is quite large, so it should hit it.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Siquo on June 29, 2011, 12:59:40 pm
Close is close enough. Also, make sure there are at least 3 before detonating, and having a distraction helps.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: DJ on June 29, 2011, 01:00:20 pm
How large are we talking? The sentries I meet tend to be like 5m away from the corner.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on June 29, 2011, 01:01:16 pm
How large are we talking? The sentries I meet tend to be like 5m away from the corner.
Try to look around the corner, and even shoot the stickies on the wall opposite of the sentry. Just get 5 or so stickies near it and it's going down.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: RF on June 29, 2011, 01:01:23 pm
Hm, do explosions propagate through walls or what? If not, how can I use stickies against sentries behind corners?

Shoot it on the floor or on the wall behind the sentry. Just peek around, not enough to get you within LoS of the sentry.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PsyberianHusky on June 29, 2011, 01:11:09 pm
Demo man takes some time to learn what ya can get away with.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: DJ on June 29, 2011, 01:13:40 pm
Hm, so explosions add up instead of overlap? I always assumed you can only get more damage and no more radius from stacking multiple stickies. And radius is like 2m, right?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Soulwynd on June 29, 2011, 01:15:22 pm
The radius is individual to each stickie. Most demos will throw stickies right at your feet to kill you. Some will explode them in middle air on your face.

They're also the easiest way to deal with corner sentries.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Darvi on June 29, 2011, 01:16:14 pm
I found out that I am a surprisingly effective Demoman. Must be in the blood. Son of a Gunn and all that.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on June 29, 2011, 01:27:39 pm
One handy thing for dealing with sentries is that your rockets, grenades, stickies, and huntsman arrows all come out of the right side of your screen and go towards the crosshair. This means that you can sit on the left side of the doorway, put your crosshair on the doorframe itself, and still have your shot hook around the point-blank obstacle. Now, if you only have access to the right side of the door... :\
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: jaxy15 on June 29, 2011, 02:17:14 pm
I'm doing surprisingly good as a soldier now.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: USEC_OFFICER on June 29, 2011, 02:31:14 pm
One handy thing for dealing with sentries is that your rockets, grenades, stickies, and huntsman arrows all come out of the right side of your screen and go towards the crosshair. This means that you can sit on the left side of the doorway, put your crosshair on the doorframe itself, and still have your shot hook around the point-blank obstacle. Now, if you only have access to the right side of the door... :\

Flip view models?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Duke 2.0 on June 29, 2011, 02:46:55 pm
 It's part of the engine, a lot of actors emit their attacks from their right ears.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on June 29, 2011, 03:33:48 pm
Another thing for all of the new players: here are some things which you must set to be successful.
Advanced Options : play hit sound, display damage done, auto reload
Options->Graphics: no motion blur, 90 degree FOV, 70 viewmodel FOV
These things make the game so much easier to play well. Enact them immediately if you haven't already.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Darvi on June 29, 2011, 04:21:44 pm
Another thing for all of the new players: here are some things which you must set to be successful.
Advanced Options : play hit sound, display damage done, auto reload
Options->Graphics: no motion blur, 90 degree FOV, 70 viewmodel FOV
These things make the game so much easier to play well. Enact them immediately if you haven't already.
Wow. I actually have all those :V
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Jackrabbit on June 29, 2011, 04:36:36 pm
I'm utterly useless with stickies, the Scottish Resistance especially.

Hm. Maybe I should make it my goal to get better with it. That could be fun.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Shadowlord on June 29, 2011, 04:42:12 pm
I love the Scottish Resistance. :P

Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Duke 2.0 on June 29, 2011, 04:44:01 pm
 It's a funky thing, and I don't think I'll ever get used to the lack of being able to detonate stickies without seeing them. So many intuition kills.

 Really waxing for the new soldier shotgun. It sounds amazing, but I only have one Frontier Justice to craft with and I used up all my other weapons for scraps.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Soulwynd on June 29, 2011, 04:45:18 pm
There's a certain difference in rhythm between the two. With the regular sticky launcher you can get 2 stickies out before being able to blow them up. With the scottish, you put 3 out due to the faster launching and the slower arming time for the stickies.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Bdthemag on June 29, 2011, 04:46:39 pm
It's a funky thing, and I don't think I'll ever get used to the lack of being able to detonate stickies without seeing them. So many intuition kills.

 Really waxing for the new soldier shotgun. It sounds amazing, but I only have one Frontier Justice to craft with and I used up all my other weapons for scraps.
I have it, its decent not really that useful unless you have quick reflexes and good aim.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PTTG?? on June 29, 2011, 04:51:13 pm
I can't stand the Frontier. When your turret gets killed, you're more than likely going to die immediately anyway... and then you loose all those crits.

Next time I see you online, remind me and I'll give you mine.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Soulwynd on June 29, 2011, 04:55:41 pm
You're playing attack engie wrong then. You should never stand by your turret if you're going attack engie. You have to make the opponent choose between shooting you or the turret and realize the job of your turret is to die, nothing else, just die while you shoot people. Any second they spend shooting your turret is a second you spend shooting them.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PsyberianHusky on June 29, 2011, 05:08:43 pm
I can't stand the Frontier. When your turret gets killed, you're more than likely going to die immediately anyway... and then you loose all those crits.

Next time I see you online, remind me and I'll give you mine.

Yea, I typically ninjaneer a T1 gun,l wait for it to get a couple kills, and then detonate it myself an attack.

That being said, I would advise never using it and a wrangler at the same time because you just have no firepower at that point.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Cthulhu on June 29, 2011, 05:14:02 pm
Yeah, I like the FJ because it looks cool and I have a vintage one so it makes me feel good when I use it but I think I've gotten like...  one kill total off of revenge crits.  Ever.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Darvi on June 29, 2011, 05:16:01 pm
Sooo, I returned to the server and got meself some achievments because nobody was there.

Should I reveal the PW so other guys can play too?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Duke 2.0 on June 29, 2011, 05:25:21 pm
 More often than not I waste revenge crits, but it's a fun little game to play with yourself to accumulate more and more of 'em. Seeing a 10 on your sentry and laughing with glee over how many revenge crits it'll grant is half the fun of that thing.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Darvi on June 29, 2011, 06:40:38 pm
So I was thinking. How about making a training match for all the newbies? Like, team RED is full of experienced players, who do whatever, like setting up sentries, building up überpower and stuff, and team BLU are the newbies, and they get some sort of goal to achieve, depending on their class.

Like, spies and demos gotta try to destroy all the sentries, while the engies gotta try and find any spies RED sends towards them. And of course they'll get all kinds of helpful hints, like "Hit everybody who comes close to you in case he's a spy trying to backstab you"
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Nistenf on June 29, 2011, 06:44:34 pm
I support the idea, and I like blu :P
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Soulwynd on June 29, 2011, 06:46:50 pm
Don't we already have the tutor/trainer/whatever mode for that?

Unless they removed it, you can use in any server that allows spectators. You can point stuff to the newb player like a RTS sort of game.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Darvi on June 29, 2011, 06:48:22 pm
Unfortunately the tutorial only covers 4 classes and even then only the basics. Also I believe that learning by doing is generally more effective.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Aklyon on June 29, 2011, 06:49:30 pm
Don't we already have the tutor/trainer/whatever mode for that?

Unless they removed it, you can use in any server that allows spectators. You can point stuff to the newb player like a RTS sort of game.
You can "Be a coach", with the possibility of a coaching-specific hat if you were really good according to them.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: YouR_DooM on June 29, 2011, 06:49:50 pm
Unfortunately the tutorial only covers 4 classes and even then only the basics. Also I believe that learning by doing is generally more effective.

He means the coach mode, not the tutorial.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Darvi on June 29, 2011, 06:51:28 pm
Oh. That thing. Ya know, that's even better. Then we can have 2 newb teams competing against each other and stuff.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Enzo on June 29, 2011, 06:53:24 pm
Do people actually use coach mode? I've never touched it myself.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: dogstile on June 29, 2011, 06:58:15 pm
Yeah, I like the FJ because it looks cool and I have a vintage one so it makes me feel good when I use it but I think I've gotten like...  one kill total off of revenge crits.  Ever.

Really? That's quite surprising, revenge crits will one shot a spy, severely damage pyros, scouts and snipers and pose a massive threat to everything else. Especially if they've just been fighting your sentry
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Soulwynd on June 29, 2011, 07:07:04 pm
Do people actually use coach mode? I've never touched it myself.
The server I usually play in doesn't allow spec mode.

I don't think people bother with it anymore anyway. :(
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Metalax on June 29, 2011, 07:19:08 pm
The nice thing to do with revenge crits is to grab a friendly medic with an uber and charge right up the middle of their base. If you time it right and other members of your team are supporting you, you can break through their lines and throw down a teleport exit to let your team flank them, or get a sentry up deep inside their territory.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Doctor on June 29, 2011, 07:38:53 pm
A more controlled yet expensive way is two medics, one with kritz and one with the stock uber, and they both charge the same guy.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on June 29, 2011, 08:29:56 pm
I'd be up for a mass coaching session as an experienced player, like Darvi said. We should really get something like that organized.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Soulwynd on June 29, 2011, 08:31:03 pm
Well, I have almost 1000hrs in it, so I can share a few hints.

As long as the server isn't euro or west coast.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on June 29, 2011, 08:32:29 pm
Well, I have almost 1000hrs in it, so I can share a few hints.

As long as the server isn't euro or west coast.
This. Otherwise my ping skyrockets to 900 and I disconnect.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on June 29, 2011, 08:39:58 pm
I might actually be able to host, as long as the server would only be up for a day or two. I have some experience making team fortress 2 servers, but I'd have to host the server from my own computer. I do live in Michigan, by the way, so it should be all right for most of the USA ping-wise. My friend from Chicago gets about 45 ping, so I think it would work.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Cthulhu on June 29, 2011, 09:39:40 pm
I've decided I'm going to practice my scout combat by playing single player on expert mode.  I figure if I can dodge grenades and rockets from unreal aimbots at close range I can handle anything a human can throw at me.

My first trial went pretty well.  I got 7 kills and 2 deaths in the first round, which is way better than I usually do as scout.  Then again it was Nucleus which is a really scout friendly map from what I've seen.  Scouts can just blitz along those rings, vaporize an unsuspecting pocket medic or whatever, and be gone before anyone knows what happened.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on June 29, 2011, 09:41:55 pm
...I'm sucking today. I play with the bots on Nucleus, and the demoman just murder me. Second I seeo ne, he turns around, and fires a crit nade at me. I can be halfway across the map, and he'll hit me. Adn the snipers... Bloody snipers.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Dsarker on June 29, 2011, 09:46:03 pm
...I'm sucking today. I play with the bots on Nucleus, and the demoman just murder me. Second I seeo ne, he turns around, and fires a crit nade at me. I can be halfway across the map, and he'll hit me. Adn the snipers... Bloody snipers.


Yeah. Bots tend to be amazingly accurate.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on June 29, 2011, 09:50:46 pm
Honestly, now that the update is out, hitting up a server of a "reccomended for all skill levels" rating is far better practice than bots. About 60% of the new players are as new as you are, and you learn the psychology.
that is, if you are new. I sort of assumed you were. If you aren't, the same still holds.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: FunctionZero on June 29, 2011, 10:13:24 pm
Has anyone noticed that Heavies kinda rule on Arena servers? I mean, I'd consider myself average, and I topped that server on every map.
Seriously, it kinda stopped being fun after I had like 30 kills with 4 or so deaths. And being the 1st MVP every round.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Duke 2.0 on June 29, 2011, 10:15:07 pm
 Heavies sorta do that. They dominate scores.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: FunctionZero on June 29, 2011, 10:20:51 pm
Heavies sorta do that. They dominate scores.
I dunno. On other modes they aren't nearly that good, and need a doctor behind to really be 100% efficient.
Here, I could go without a medic and still roleplay a lawnmower.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Thexor on June 29, 2011, 10:51:58 pm
Eh, even without a Medic, it's not tough for a Heavy to go 2:1 or even 3:1. People just don't realize that running headlong into a revved-up minigun is not a winning combination. (Unless you're the fourth guy in a row to try it. And even then, killing the first 3 people keeps my K/D high!  :P )

Protip: Sandvich (and the Steak Sandvich) can be thrown, then stepped on for an instant 150 hp heal. Standing around for 4 seconds for a proper lunch break is suicide; spending 1 second tossing a snack on the ground is nice and quick, and usually 150 hp is all you need to get back in the fight.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Shadowlord on June 29, 2011, 11:10:06 pm
You can also toss it for your medic or another player, if they're expecting it. (If not, they may just miss it)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Thexor on June 29, 2011, 11:33:38 pm
You can also toss it for your medic or another player, if they're expecting it. (If not, they may just miss it)

True. It's always annoying when they miss it, especially if you're on full health and behind enemy lines - you've just left a free health pack for the first person to sneak up behind you.  :-\
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Flying Carcass on June 30, 2011, 12:59:47 am
Anyone know what the refreshing summer cooler is and how to open it?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on June 30, 2011, 01:09:31 am
Probably an event crate. Just wait for an event key for it.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Cthulhu on June 30, 2011, 02:26:42 am
The problem is that heavies rarely drop sandviches so my medics almost never notice them when I drop them.  Since I don't have a mic I just kind of have to wave my gun around in its direction.

Also, I seem to be a rocket/grenade magnet.  Fully half of my deaths as scout are from rockets and grenades that weren't aimed at me.  I turn a corner and bam, dead.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: umiman on June 30, 2011, 02:28:40 am
I think they really need to make the dropped sandvich a lot more noticeable too.

Right now it's not only small, but doesn't have any particularly distinguishable particles to let people know you've dropped one.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on June 30, 2011, 02:31:09 am
The problem is that heavies rarely drop sandviches so my medics almost never notice them when I drop them.  Since I don't have a mic I just kind of have to wave my gun around in its direction.

Also, I seem to be a rocket/grenade magnet.  Fully half of my deaths as scout are from rockets and grenades that weren't aimed at me.  I turn a corner and bam, dead.
Crit grenades and rockets. *turns corner *180 degree turn *crit thing.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Jackrabbit on June 30, 2011, 06:13:30 am
As it turns out, I don't like Ali Babba's Wee Booties. I swear they make it harder to ram people.

I crafted it too. I never did get a chance to try out the Mantreads. Never jumping the gun again on that one, let me tell you.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Osmosis Jones on June 30, 2011, 06:30:50 am
As it turns out, I don't like Ali Babba's Wee Booties. I swear they make it harder to ram people.

I crafted it too. I never did get a chance to try out the Mantreads. Never jumping the gun again on that one, let me tell you.

I see what you did thar.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Jackrabbit on June 30, 2011, 06:45:51 am
Oh wow, that was actually really clever of me.

I just need to do stuff like that consciously and I'll be set.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Aqizzar on June 30, 2011, 07:22:50 am
Welp, I just played TF2 for the first time ever, against bots as pure training.  I figured that not having played a multiplayer shooter in a decade would not have improved my already suck-out-loud skills as a wee teenager.  Bot-training is just bot training after all, but I think I just might love being a Pyro - it fits my "pop out of corners > tag three people > respawn" crackhead-lemming style of FPS gaming quite well.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Duke 2.0 on June 30, 2011, 07:25:57 am
 My god, forums around the world have been speaking of you ever since the Pyro update. The class has sucked ever since then and has been considered limited in abilities to do its intended role as close quarters combat specialist due to you. You are the W+M1. May Valve have mercy on us all.

(And don't forget to check out the servers for Fugworld.com.)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: ToonyMan on June 30, 2011, 08:04:29 am
Haha, I can't picture Aqizzar playing TF2.  I thought TF2 was for 14 year olds.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Korbac on June 30, 2011, 10:02:05 am
Haha, I can't picture Aqizzar playing TF2.  I thought TF2 was for 14 year olds.

Just because it's animated like a Pixar Production, Toony, doesn't mean adults can't play it. XD
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on June 30, 2011, 10:10:51 am
If anyone who is new needs any help, feel free to PM me over the forum.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PTTG?? on June 30, 2011, 10:11:35 am
Haha, I can't picture Aqizzar playing TF2.  I thought TF2 was for 14 year olds.

Didn't you know Aqizzar is Saxton Hale?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on June 30, 2011, 10:25:04 am
My GOD. It's all SO CLEAR NOW. THE CHIN!
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: dogstile on June 30, 2011, 10:28:49 am
I actually love being pyro in arena servers, especially against soldier nubs.

Whats that? You're shooting rockets at me, lemme just *airblast rocket jump* THERE WE GO
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: dragonshardz on June 30, 2011, 10:32:06 am
Has anyone else been having issues with the latest Steam update? The "fixing Steam Cloud sync" one? Every time I restart Steam to install it, all I get is Steam's error sound after about ten seconds.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Duke 2.0 on June 30, 2011, 10:54:52 am
Just because it's animated like a Pixar Production
I started hearing this today and I have no idea why it became a thing.

 And you know what I dislike about the game going F2P? All the new people and the resulting problems associated with it.

 Oh no not that the new people are bad, it's the old people that are terrible. Whining like a bunch of 13-year-old channers who are too immature to handle such an update with class. Urgh.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: RF on June 30, 2011, 11:23:09 am
I just wish they wouldn't all fucking play sniper.

4 snipers on a team on 7 people means we lose.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Myroc on June 30, 2011, 11:28:14 am
Another thing for all of the new players: here are some things which you must set to be successful.
Advanced Options :
play hit sound, display damage done, auto reload
Options->Graphics: no motion blur, 90 degree FOV, 70 viewmodel FOV
These things make the game so much easier to play well. Enact them immediately if you haven't already.

Am I the only one here who absolutely hates this obnoxious and dreadful sound? Informational, yes, but I don't want to risk going deaf everytime I graze someone with my shotgun.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Duke 2.0 on June 30, 2011, 11:29:45 am
 There is no way to know if you hit someone or not without it, unless you pay very careful attention to on-hit numbers. You can also change the pitch of it, as well as changing the pitch depending on how much damage you deal.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: RF on June 30, 2011, 11:42:24 am
I love it, personally. It'd be nice to choose it per class, though. I don't exactly need it when I'm playing heavy or something.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: tomas1297 on June 30, 2011, 11:42:34 am
 Auto-reload is god, especially with the Loch-n-load and the Force-o-nature.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on June 30, 2011, 11:47:48 am
And damn, does that ping piss me off as a pyro. DAT FIRE DAMAGE
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Duke 2.0 on June 30, 2011, 11:48:20 am
 It's wonderful as pyro. Each of those dings is a magical indicator of burning going on.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: tomas1297 on June 30, 2011, 11:48:44 am
It's wonderful as pyro. Each of those dings is a magical indicator of burning going on.
This.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Duke 2.0 on June 30, 2011, 11:54:55 am
 Five people burning at once.

 My god so many dings it's amazing.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: DJ on June 30, 2011, 11:59:25 am
I'm getting lots of double items that I can't trade as a F2P player, and I don't have a credit card. If receiving a gift can make my account premium, I'll give Ali Baba's Wee Booties in exchange for buying me the cheapest item in the store so I can start trading. If not I guess I could share my Steam login info with someone trustworthy so he can make the purchase on my account and send himself the boots.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: ToonyMan on June 30, 2011, 12:01:46 pm
Five people burning at once.
 My god so many dings it's amazing.
It goes from so many dings to a buzz.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on June 30, 2011, 12:02:49 pm
as well as changing the pitch depending on how much damage you deal.
I just realized what this means.

Ode to Joy on the Ambassador, anybody?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: tomas1297 on June 30, 2011, 12:05:57 pm
Five people burning at once.
 My god so many dings it's amazing.
It goes from so many dings to a buzz.
That's why it's beautiful.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Aklyon on June 30, 2011, 12:06:09 pm
So, how do you change it, then?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Duke 2.0 on June 30, 2011, 12:17:46 pm
tf_dingalingaling 1
tf_dingaling_pitchmaxdmg 80
tf_dingaling_pitchmindmg 120
tf_dingaling_volume 0.75
tf_dingaling_wav_override

All relevant commands, with my recommended settings. The wav_override one can change the sound effect to whatever sound you want, so if there are any game hit sounds you like customization is there for the taking.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on June 30, 2011, 12:20:47 pm
Say, a man screaming no u? You could have a *lot* of fun with replays like that. Shoot a guy; "NO U"; Light a guy up; "NO UNUONUONUOONUONOUNUON"
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: tomas1297 on June 30, 2011, 01:16:25 pm
Spoiler: Picture is related. (click to show/hide)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Thexor on June 30, 2011, 01:22:38 pm
Five people burning at once.
 My god so many dings it's amazing.
It goes from so many dings to a buzz.
That's why it's beautiful.

And then somebody coats them all in Jarate, and the dings become minicrits.

Oh gawd, the ear-destroying glory!
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Cthulhu on June 30, 2011, 01:46:05 pm
I love the hit noise as demoman and it also helps a lot with the scout pistol.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PTTG?? on June 30, 2011, 01:55:06 pm
I say replace the sound with the spy decloak noise.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on June 30, 2011, 02:22:04 pm
I actually once set my dingaling to the wilhelm scream. You should have heard me playing heavy. AUGUAUAUUAUGUGUAHAUGHAUHHAUGUAHHAUGHHAUGH!!
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Cthulhu on June 30, 2011, 02:29:27 pm
I say replace the sound with the spy decloak noise.

I would basically just be running around screaming and shooting in every direction.  Back when I PvPed a lot in World of Warcraft I would go into attack mode whenever I heard a similar sound, even in real life.

EDIT:  I gave up trying to get good at scout, and have returned to hating him and everything about him.  It's for my own good.  That rocket magnet thing hasn't stopped and I've lost all good humor about it.  If I turned a corner and got hit with a rocket, or a pyro sprouted out of the ground behind me one more time I was going to have a heart attack.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Shadowlord on June 30, 2011, 03:42:18 pm
I only rarely use the scout myself. The only classes I get killed more often as are sniper and spy.

I'm usually a terrible spy unless the enemy is running around in our base (I got something like 5 or 6 backstabs in a row once when that was going on, without Your Eternal Reward, over half a year ago, and that's pretty much the only time I was ever successful as a spy).

I generally just don't play sniper. If I try to counter-snipe a sniper, I just get sniped. If I try to snipe someone else, I end up just wasting my time. I've had some success with the huntsman in the past, but there's too much luck determining if I hit, and whether I get shot and die, and it's quicker and more effective to be another class using a better weapon instead, or be a medic assisting someone else to kill them.

I tend to do best as demoman, medic, or engineer, but I occasionally switch to other classes as needed (soldier can deliver immense amounts of damage to a single target with the Direct Hit, but is very slow, Pyro can light an entire group on fire and moves fast, or light someone on fire from far away, including snipers, etc).
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Cecilff2 on June 30, 2011, 03:47:54 pm
I say replace the sound with the spy decloak noise.

EDIT:  I gave up trying to get good at scout, and have returned to hating him and everything about him.  It's for my own good.  That rocket magnet thing hasn't stopped and I've lost all good humor about it.  If I turned a corner and got hit with a rocket, or a pyro sprouted out of the ground behind me one more time I was going to have a heart attack.

The key to scout is to of course take routes no one else is taking, and if someone sees you, run away and come back at a dif angle.  There are usually 3-5 different ways into the next "area".  Find one not being used and sneak in behind enemy lines, find someone, approach from side or behind and fire two scattershots, back off and run away(Or pistol them to death).  If it's a heavy, you might be able to jump on their head and bat them to death before they can realize you're actually above them.(Hit indicators don't point up)  If you're no good at that, a quick two shot and run away still helps your team take down the heavy later.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Cthulhu on June 30, 2011, 03:49:04 pm
I can be good at most classes, I've even done really well as scout.  It's just that there's some key to it, some necessary element I need to succeed, and I don't know what the fuck it is.  Sometimes I get nine backstabs in a row.  Sometimes I headshot the flag carrier with a huntsman, and headshot his backup a few seconds later.  Sometimes I blow away a heavy's escort just as the rest of my team is engaging and I'm gone before his gun's spun up.

Other times I can't get a single kill with any class, and enemies seem to sprout out of the ground behind me even when I'm in what should be safe territory.  If I could figure out what makes me good maybe I could be good, but I can't, and once I'm in a rut I can only dig it deeper.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Duke 2.0 on June 30, 2011, 03:51:24 pm
 Some maps don't really provide alternate routes. Badwater has a few side paths but there are long stretches of solid hallway that make it difficult to attack some spots. It's sorta my major weakness as a player, my mindset is always set on flanking and attacking from a different angle from the main force. This leads to many multiple enemy team members facing me at once, which is always a losing situation. Good mindset for Spy, Pyro and Scout, but a lot of grief to be had with several maps.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on June 30, 2011, 03:55:49 pm
Duke, you're thinking about it wrong. Having multiple people on you as a scout is a good thing. Every person on you is one less person to get in the way of your heavy/medic team. If you can get just one person following you around and away from the main traffic, you've spent a good death.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: userpay on June 30, 2011, 04:54:47 pm
Just a heads up, some guy by the username ^8N^8O(more letters, numbers, and ^'s than I cared to copy down as I had to get off not long after anyway) might have been using cheats on the DFC server. I was getting pyro'd by him from across the map and through a few walls if the kill cam was anything to go by. Not to mention at least once I definitely got a solid look around me when I was getting flamed and noone was there.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Darvi on June 30, 2011, 04:56:02 pm
I second that. Dude got deveral kills on me that were impossible to get, such as shooting through walls and stuff.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Jackrabbit on June 30, 2011, 04:57:46 pm
For the cross map kills, that sounds like the flare gun. Through walls might make sense if there was a corner, cause there's a second delay between the kill and the cam.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Duke 2.0 on June 30, 2011, 04:59:34 pm
 If you are standing still somebody moving also has a second lead on you, so if you are standing still around a corner somebody walking around it will seem like they are shooting you before they crossed the corner.

 I think I already said how corners are my greatest enemy in this game.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on June 30, 2011, 05:00:20 pm
The kill icon probably begged to differ.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Darvi on June 30, 2011, 05:01:00 pm
No corner (except for the two wall kind, and he was on the other side), and definitively flamethrowers. Also, sentries don't move, so that kill must've been through the floor too.

Not sure if it was him though, but I was on a few maps with him and got some very suspicious deaths.



Like this:

  lm
K

Where m is me, l and _ are the walls and K was the killer.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PTTG?? on June 30, 2011, 05:21:55 pm
I'd hang him just for having that name.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: FunctionZero on June 30, 2011, 05:22:46 pm
Can someone give me the IP of the DFC server?
I have one under favorites, but I think it may be a wrong one, since it is completely empty around 90% of the time.


EDIT: Noticed the GameTracker link in The Scout's sig, and yeah, it seems I did have a wrong one.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on June 30, 2011, 05:24:36 pm
If I had any admin power over the server, I would check it out. Alas I don't, so I'll warn Nil.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Darvi on June 30, 2011, 05:29:30 pm
217.163.25.175:27015

Ye're welcome.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: FunctionZero on June 30, 2011, 05:34:20 pm
Can someone give me the IP of the DFC server?
I have one under favorites, but I think it may be a wrong one, since it is completely empty around 90% of the time.


EDIT: Noticed the GameTracker link in The Scout's sig, and yeah, it seems I did have a wrong one.
217.163.25.175:27015

Ye're welcome.
Or it seems I had the right one. Didn't know there were more servers.
Guess I'm just not on Steam at the right time and that's why it's always empty.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Metalax on June 30, 2011, 05:34:28 pm
The current server address is 217.163.25.175:27015

It's been pretty busy most of the time since the last update, although with the steam summer games competition going on a lot of people are going to be playing other games to get the tickets so it might be quieter for the next 10 days.

Also if you suspect someone is cheating like that throw a message to me or one of the admins of the DFC group, I think everyone who is a group admin is also a server admin. We can come on and check it out.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on June 30, 2011, 05:35:21 pm
The current server address is 217.163.25.175:27015

It's been pretty busy most of the time since the last update, although with the steam summer games competition going on a lot of people are going to be playing other games to get the tickets so it might be quieter for the next 10 days.

Also if you suspect someone is cheating like that throw a message to me or one of the admins of the DFC group, I think everyone who is a group admin is also a server admin. We can come on and check it out.
I'm not. And my only purpose of being admin is for TF2 events.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Darvi on June 30, 2011, 05:37:38 pm
Maybe you should change your sig though.

The picture I mean.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on June 30, 2011, 05:38:45 pm
Maybe you should change your sig though.

The picture I mean.
I see no picture. How do I see the picture?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Darvi on June 30, 2011, 05:40:21 pm
Spoiler: This picture (click to show/hide)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on June 30, 2011, 05:41:56 pm
Durr
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: FunctionZero on June 30, 2011, 05:43:07 pm
Maybe you should change your sig though.

The picture I mean.
I see no picture. How do I see the picture?
Profile Settings / Look and Layout / Show images within post signatures (images in profile and PM signatures are always shown)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on June 30, 2011, 05:44:58 pm
Tell me when the hacker is on, and I'll scream at Nil to fix it.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: userpay on June 30, 2011, 05:47:50 pm
For the cross map kills, that sounds like the flare gun. Through walls might make sense if there was a corner, cause there's a second delay between the kill and the cam.

It was clearly through walls going by the motion of the kill cam. For me it was going somewhere near/in the enemies spawn point.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on June 30, 2011, 06:27:24 pm
Hey guys, I got myself a strange rocket launcher and a description tag. What should I describe it as?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on June 30, 2011, 06:29:38 pm
Hey guys, I got myself a strange rocket launcher and a description tag. What should I describe it as?
Your deaths.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Greiger on June 30, 2011, 06:50:24 pm
"Menaces with spikes of rope reed cloth."
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on June 30, 2011, 06:51:29 pm
I was specifically thinking I wanted to describe it as something along the lines of "It has lots of kills and you are the latest one." without being an asshole about it.
Ex (not using it, wording is no good): "Another tally mark for today. What a good day it has been."
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: dragonshardz on June 30, 2011, 06:54:46 pm
"Another chalk mark on the pavement."
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: lordnincompoop on June 30, 2011, 06:57:26 pm
"Another death to be counted amongst the many thousands before it."
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Thexor on June 30, 2011, 06:58:44 pm
"The Rocket Launcher strikes you in the head. The severed part flies off in an arc!"

Sorta like that?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on June 30, 2011, 07:07:53 pm
Alright, I did get it described. "I'm starting to run out of room for any more tally marks on this thing"
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Greiger on June 30, 2011, 07:49:38 pm
I should probably get one of those for my rocket launcher.

"100% chance to fire a crocket.  Except when it doesn't."
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on June 30, 2011, 08:04:17 pm
Don't even joke about that.

Please.

I beg of you...
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Cthulhu on June 30, 2011, 08:08:29 pm
I'm going call my sniper rifle The Brain Fuckler, with the description "Fouler of heads, mad fuckler of thoughts."

Maybe I'll wait until I get the bazaar bargain for that though.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: RF on June 30, 2011, 08:09:06 pm
How abouyt something simple?

"Another one bites the dust."
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Darvi on June 30, 2011, 08:16:02 pm
"Brotip: Don't step on the glowy balls."
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on June 30, 2011, 08:32:37 pm
RF, I like it, but it's already described. Maybe in the future I'll describe my strange shotgun "another one bites the dust." All I need is a tag.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: RF on June 30, 2011, 09:09:57 pm
Is it just me, or does Valve's item team not really get itemisation? (At least for certain classes.)

The tomislav is currently, in my opinion, still pretty OP. They gave it a significant nerf for obvious reasons, but the very reason it's OP is the same reason (or, rather, the opposite end of the same spectrum) of why the other two miniguns barely get used except in specific situations. Spin up time, man. It's a really significant part of the heavy's kit and slow spin up times generally mean death for the heavy.

It's the same with some of the older items, obviously, (lol blutsauger, what were they thinking?) but I think their obvious lack of knowledge on the heavy's issues cause some balance issues. Maybe if they replace slower spin up times with something that didn't guarantee death for an unprepared heavy, the game would have a bit more variety in heavy loadout.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on June 30, 2011, 09:12:00 pm
You don't understand the Blutsauger? Watch it crit and mow down wave after wave of enemies and heal you. Then ubersaw someone, then blutsauger to get health back.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: RF on June 30, 2011, 09:53:43 pm
You don't understand the Blutsauger? Watch it crit and mow down wave after wave of enemies and heal you. Then ubersaw someone, then blutsauger to get health back.

Whilst the medic would be far more effective using their ubergun instead. Sure, it's an option if all your support dies, but it's still a pretty worthless option. Especially since it nerfs your passive regen massively.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Thexor on June 30, 2011, 09:54:20 pm
Blutsauger was, for years, considered horribly OP. Then, the standard Needle Gun was buffed. Now, suddenly, the Blutsauger is horribly weak?

Honestly, the Blutsauger is a perfect example of how unlocks should be done. The Blutsauger is a clear sidegrade - rapid health regeneration in combat, at the cost of minimal health regeneration when not in combat. If Valve managed to get a similar level of balance between all unlocks (preferably without taking two years to do so), I'd be delighted.



The Tomislav was fairly silly for a while, but now it's pretty normal. It revs up faster, sure, but once revved up it suffers from significantly reduced damage. At least Natasha gains a bonus in exchange for its lost damage; once the Tomislav is spun up, it gains no further benefit in exchange for -20% damage. I wouldn't say it's a weak unlock or anything, but it's certainly not significantly overpowered anymore.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PTTG?? on June 30, 2011, 10:01:58 pm
Is it just me, or does Valve's item team not really get itemisation? (At least for certain classes.)

The tomislav is currently, in my opinion, still pretty OP. They gave it a significant nerf for obvious reasons, but the very reason it's OP is the same reason (or, rather, the opposite end of the same spectrum) of why the other two miniguns barely get used except in specific situations. Spin up time, man. It's a really significant part of the heavy's kit and slow spin up times generally mean death for the heavy.

It's the same with some of the older items, obviously, (lol blutsauger, what were they thinking?) but I think their obvious lack of knowledge on the heavy's issues cause some balance issues. Maybe if they replace slower spin up times with something that didn't guarantee death for an unprepared heavy, the game would have a bit more variety in heavy loadout.

Heavy has gun. Is good gun. No one can outsmart Sasha. Only capitalist babies need many guns.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: RF on June 30, 2011, 10:02:41 pm
My point is that, when the medic is using the blutsauger, the medic is not healing. That's all. That's where the issue lies.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on June 30, 2011, 10:05:20 pm
Ah. But when I heal, my healee doesn't protect me. So surprise scout kills me and I waste uber. On the offence, I mow through everything, even sentries(except well placed ones). I can rush in, kill 2 enemies and have an uber, in about 10 seconds. Or I can heal a single person and die. But it seems I'm good with hitting scouts and stuff with melee, so it might be a moot point.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on June 30, 2011, 10:45:13 pm
And I've found the so called hacker. ^2<^9pTsD^2> ^2Khorne
Part of our group. So insult him and follow him around insulting him if you want.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on June 30, 2011, 10:46:30 pm
Yeah, the thing about the tomislav is Sasha actually spins up nearly instantly as is, and the heavy's health more than covers the moment of spinup time. If you can aim your 500 dps in vaguely the right direction at close range, it honestly has no downside. Now, if an unlock boosted my walking speed while firing instead of halving a time at the beginning of fire, I would be all ears.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: MagmaDeath on June 30, 2011, 11:04:41 pm
Yeah, the thing about the tomislav is Sasha actually spins up nearly instantly as is, and the heavy's health more than covers the moment of spinup time. If you can aim your 500 dps in vaguely the right direction at close range, it honestly has no downside. Now, if an unlock boosted my walking speed while firing instead of halving a time at the beginning of fire, I would be all ears.
The think is the tomislav basically completely protects heavy's from scouts.
That spin up time was the way that scouts could kill heavys without getting filled with bullets.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Doctor on June 30, 2011, 11:06:09 pm
Anyone have a cute/funny Name/Description combo? Or a planned one?

I named my Your Eternal Reward "My Suit"/"You got blood on it."

When I told someone that was my plan, they donated a name tag AND a description tag, so I thought that was a good sign.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Osmosis Jones on June 30, 2011, 11:08:46 pm
Yeah, the thing about the tomislav is Sasha actually spins up nearly instantly as is, and the heavy's health more than covers the moment of spinup time. If you can aim your 500 dps in vaguely the right direction at close range, it honestly has no downside. Now, if an unlock boosted my walking speed while firing instead of halving a time at the beginning of fire, I would be all ears.

Tomislav is god. A silent, violent ninja GOD.

As for the speed boost, get a whip soldier. The speed boost applies even when spun up; spinning you move as fast as unspun, unspun you move like a medic :P
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Tradanbattlan on June 30, 2011, 11:12:24 pm
I mainly use the Tomislav because it is always really accurate for some reason.

As for name/description combos,

Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Cthulhu on July 01, 2011, 12:33:26 am
I plan on describing my Wicked Nasty 700-odd kills minigun "Promotes mortuary job growth"
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: dragonshardz on July 01, 2011, 01:52:01 am
"The Rocket Launcher strikes you in the head. The severed part flies off in an arc!"

Sorta like that?

I'm going to use something like that on my ☼Iron Repeating Crossbow☼ (AKA Natascha, since it is the gun which I have gotten the most use out of as Heavy.)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: RF on July 01, 2011, 07:36:55 am
I think, if I get a tag, I'm gonna call my YER "Look Behind You" with a description tag of, "When someone shouts spy, you don't trust team mates." or something. Every time I backstab a froobie, I am helping them out with ADVICE.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PTTG?? on July 01, 2011, 10:23:23 am
The YER allows for some amazing things, assuming you can get behind the enemy lines.

Just as an example, it works amazingly well with heavy-medic teams. The heavy's looking one way, the medic stops healing him, but he's obviously still there...
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: dragonshardz on July 01, 2011, 11:49:11 am
I'm having some trouble with my custom hitsound. "tf_dingaling_wav_override" is apparently an invalid sound, and a 3-second clip I made and named hitsound.wav, placed into the tf/sound/ui directory simply makes the "ding" totally silent.

What am I doing wrong?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Duke 2.0 on July 01, 2011, 11:57:00 am
 I assume you need to place the file in a specific place, but I don't know where that is. You'll have to google it.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: dragonshardz on July 01, 2011, 12:06:02 pm
I assume you need to place the file in a specific place, but I don't know where that is. You'll have to google it.
...tf/sound/ui...

My problem is that Instead of getting the sound I want, I'm getting nothing at all.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PTTG?? on July 01, 2011, 12:32:16 pm
Are you using the same format?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: dragonshardz on July 01, 2011, 01:04:17 pm
Fixed it - the sound I'm using is the last 3 seconds of Mind Heist, and it's a very low frequency tone. I just need to set tf_dingaling_volume to at least 5.00 to hear it.

Ah, the sweet symphony of someone being lit aflame by my flamethrower...

DUN-BWAA DUN-BWAA DUN-BWAA DUN-BWAA DUN-BWAA DUN-BWAA DUN-BWAA DUN-BWAA DUN-BWAA
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Cthulhu on July 01, 2011, 01:11:44 pm
And I've found the so called hacker. ^2<^9pTsD^2> ^2Khorne
Part of our group. So insult him and follow him around insulting him if you want.

No it's not.  The guy was ^8N-^8O-^8O-^8N-^8E

And I'm pretty sure he wasn't hacking anyway.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Nilocy on July 01, 2011, 01:52:40 pm
So, what exactly was happening with the hacker dude?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Cthulhu on July 01, 2011, 02:09:25 pm
Not much.  He was just running around, setting people on fire, did make good use of the flaregun, which is probably where the hacking accusations came from.

I didn't see anything that resembled hacking from him.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: DJ on July 01, 2011, 02:16:00 pm
Yeah, I thought that was just flare gun.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: SHAD0Wdump on July 01, 2011, 02:44:16 pm
And I've found the so called hacker. ^2<^9pTsD^2> ^2Khorne
Part of our group. So insult him and follow him around insulting him if you want.

No it's not.  The guy was ^8N-^8O-^8O-^8N-^8E

And I'm pretty sure he wasn't hacking anyway.
I've actually been seeing several of these people with names like that as I play on the valve servers. Makes me wonder.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Siquo on July 01, 2011, 02:53:35 pm
He was a decent pyro when I saw him, but if he was cheating he did it really badly :)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: RF on July 01, 2011, 04:18:02 pm
Anyone opened one of those Refreshing Summer Coolers and have any idea what's inside?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Bdthemag on July 01, 2011, 04:20:10 pm
Anyone opened one of those Refreshing Summer Coolers and have any idea what's inside?
Im pretty sure these are even crates. For example last Christmas everyone started finding Festive Crates, then valve announced that everyone would be getting one free key for these crates. So yeah, we'll probally be getting a key for them on July 4th.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on July 01, 2011, 04:29:11 pm
Yeah, did you read the message? "This can't be opened by a normal key".
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: RF on July 01, 2011, 04:32:11 pm
I thought the patch today said the keys were being introduced in the store?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Cthulhu on July 01, 2011, 04:33:09 pm
Yes, there are keys in the store for 2.50.  Anyone gonna buy one?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Shadowlord on July 01, 2011, 04:59:37 pm
Anyone opened one of those Refreshing Summer Coolers and have any idea what's inside?
Im pretty sure these are even crates. For example last Christmas everyone started finding Festive Crates, then valve announced that everyone would be getting one free key for these crates. So yeah, we'll probally be getting a key for them on July 4th.

Didn't play during christmas because I was busy, didn't get a festive crate, never got a christmasey key either as far as I remember.

Been playing on and off, haven't gotten a Refreshing Summer Cooler.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PTTG?? on July 01, 2011, 05:03:28 pm
They have mostly hats and other decorative items.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Shadowlord on July 01, 2011, 05:22:53 pm
You have to buy a key to open them?

(http://knol.google.com/k/-/-/1m38742kj1jp7/7l6orf/emoticon-0173-middlefinger.png)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Cthulhu on July 01, 2011, 05:57:32 pm
They'll probably give out a free key to each person on the fourth of July or so.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Darvi on July 01, 2011, 06:02:34 pm
Valve is like a drug dealer. Give out free samples and watch as the cash runs in as people keep spending for more.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on July 01, 2011, 06:10:11 pm
No, they make cash in volume. I need to dig up that page from OOTS for this. Or perhaps it was Anti-Heroes. I can't even remember anymore.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Cthulhu on July 01, 2011, 06:21:04 pm
I sprung for a key.  Got a Tam o'Shanter hat.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: FunctionZero on July 01, 2011, 06:47:01 pm
Quote from: TF2 Blog
Note: The Scout is shown equipped with TWO miscellaneous slot items. We realize this is currently IMPOSSIBLE. After firing the artist responsible, we are now working on making that artist's vision a reality. (http://www.teamfortress.com/post.php?id=5770)
Guess we're getting some more slots, guise.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 01, 2011, 07:23:53 pm
Hrm. Extra Slots. This means I need to get a Whiskered Gentleman pronto to go with my stockbroker's scarf...
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: userpay on July 01, 2011, 07:27:25 pm
And I've found the so called hacker. ^2<^9pTsD^2> ^2Khorne
Part of our group. So insult him and follow him around insulting him if you want.

No it's not.  The guy was ^8N-^8O-^8O-^8N-^8E

And I'm pretty sure he wasn't hacking anyway.

*shrugs* Pretty sure of what I saw but as I recall the server isn't replay enabled so its impossible really to go back and look at the situation.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Tradanbattlan on July 01, 2011, 09:41:12 pm
Heavy gets an Ork mask.

He can now WAAAAGH properly.

Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Cthulhu on July 01, 2011, 10:22:30 pm
I will trade the fuck out of that, if anyone has one.  Name what you want and I will get it for you.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: ToonyMan on July 01, 2011, 10:23:35 pm
When do the summer coolers expire?  I got one really quickly somehow and I'll give it to anybody here if they want, maybe give me a scrap in return if you're nice.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: FunctionZero on July 01, 2011, 10:24:08 pm
When do the summer coolers expire?  I got one really quickly somehow and I'll give it to anybody here if they want, maybe give me a scrap in return if you're nice.
11th July.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: userpay on July 01, 2011, 11:06:42 pm
...I want that mask.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on July 01, 2011, 11:22:30 pm
Damnit. I spent 5 bucks and got a spy suit and a heavy Hard Top. >:I
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Cthulhu on July 01, 2011, 11:42:39 pm
I got it.  I got the metal jaw.  Fuck yes, I can die happy now.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on July 01, 2011, 11:51:06 pm
What would it take to get you to give it up?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Cthulhu on July 02, 2011, 12:06:28 am
Everything.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Bdthemag on July 02, 2011, 12:07:09 am
Trust me, they are going to be worth a hell of alot of stuff. And by a hell of alot I mean a HELL OF ALOT. So Cthulu don't ever give it away, ever.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on July 02, 2011, 12:22:02 am
I'm waiting for the free key.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Bdthemag on July 02, 2011, 12:23:34 am
I'm waiting for the free key.
Same thing happened on Christmas, the key was for sale but no one got it yet. Then we got it, wait for July 4th. But if its really full of awesome hats/misc items I suspect there won't be any free keys D:
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on July 02, 2011, 12:26:37 am
Not all of it's awesome. Only the jaw. :'(
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Bdthemag on July 02, 2011, 12:37:36 am
In an unrelated note, if there are any new players out there with a free account I can coach you as long as you give me the coaching hat say thanks!
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: MagmaDeath on July 02, 2011, 12:39:03 am
yesyesyesyesyes
I GOT THE JAW.
also the sultan hat #95.
Someone really wanted a detective noir.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: dragonshardz on July 02, 2011, 01:06:12 am
I got traded a Summer Cooler for some of my misc items. I'm not buying a facking key for it.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Enzo on July 02, 2011, 01:10:08 am
Does anyone else have the foreboding feeling that the new TF2 business model will revolve around releasing increasingly ridiculous hats and item skins as LIMITED TIME OFFERS? We just got a golfclub that can decapitate people, a mailboxtinguisher, and a shoe-on-head Pyro hat.

Or maybe I'm just reading too far into this. But given the amount of people who seem to be buying keys, I think it's working. I'll probably just trade mine.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Bdthemag on July 02, 2011, 01:11:32 am
I got traded a Summer Cooler for some of my misc items. I'm not buying a facking key for it.
Sorry to say this, but you just got scammed.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on July 02, 2011, 01:13:57 am
I've so far sunk 10 dollars in, and in 3-5 business days, I'll have sunk that same amount again into it. 15 of those dollars will be on summer keys. Yeah, it's working.

Also, if someone is willing to give away their coolers for free, I'll take em.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: RF on July 02, 2011, 03:12:09 am
Where are you all seeing the items you can get from these Coolers?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Enzo on July 02, 2011, 03:16:36 am
Where are you all seeing the items you can get from these Coolers?

http://wiki.teamfortress.com/wiki/Supply_crates#Series_.2322_-_Refreshing_Summer_Cooler (http://wiki.teamfortress.com/wiki/Supply_crates#Series_.2322_-_Refreshing_Summer_Cooler)

TF wiki is surprisingly informative.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: RF on July 02, 2011, 03:22:01 am
Where are you all seeing the items you can get from these Coolers?
http://wiki.teamfortress.com/wiki/Supply_crates#Series_.2322_-_Refreshing_Summer_Cooler (http://wiki.teamfortress.com/wiki/Supply_crates#Series_.2322_-_Refreshing_Summer_Cooler)

TF wiki is surprisingly informative.

Series #22 - Refreshing Summer Cooler

Added in the June 28, 2011 Patch. These particular crates cannot be opened with the normal Mann Co. Supply Crate Key.

All I'm seeing on this page.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: LASD on July 02, 2011, 03:28:12 am
Huh, I see a table with all the possible items, which looks something like this:

Code: [Select]
In-game description Drop rate* Estimated drop rate**
Big Steel Jaw of Summer Fun -% -%
Copper's Hard Top -% -%
Nessie's Nine Iron -% -%
Postal Pummeler -% -%
Prairie Heel Biters -% -%
Rogue's Col Roule -% -%
Security Shades -% -%
Stately Steel Toe -% -%
Tam O' Shanter -% -%
Or an Exceedingly Rare Special Item! -% -%

When comparing this to the other series, I see how Valve is making it far more lucrative than any other crates.

Wait, what the hell, Series #20 has Rocket Launchers and Shotguns as drops? Are those always strange varieties or can you get an absolutely useless drop?

EDIT: Guess I should read what it says, all the weapons are indeed the strange variety.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on July 02, 2011, 05:45:09 am
Goddamnit. I opened two crates and I got the two most boring items possible. FFS.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mattie2009 on July 02, 2011, 08:44:30 am
So, basically this
http://www.vgcats.com/comics/?strip_id=300 (http://www.vgcats.com/comics/?strip_id=300)
only instead of regular crates it's THEMED *waves hands in the air* crates.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Cthulhu on July 02, 2011, 09:50:54 am
A good comic writer could have made that joke without taking an hour of my time.

But yeah, judging by the items in these crates I have a feeling there aren't going to be any free keys.  That last free key was a Christmas present, remember.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 02, 2011, 04:21:11 pm
I laughed for about a minute at that picture of Gaben. I was seriously not expecting that.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PTTG?? on July 02, 2011, 04:26:47 pm
+1 month.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 02, 2011, 04:28:31 pm
Honestly, I think they should take a month before they release ANYTHING. I'm a bit overloaded as it is with the new team fortress 2 content.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: dragonshardz on July 02, 2011, 04:35:33 pm
I got traded a Summer Cooler for some of my misc items. I'm not buying a facking key for it.
Sorry to say this, but you just got scammed.

Meh. It was a random misc item I had no use for and that the guy needed. I got a Soda Popper too, so it wasn't a total loss.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 02, 2011, 09:38:12 pm
I would be willing to bet that we will get a key, so everybody should have one cooler handy.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Bdthemag on July 02, 2011, 09:41:46 pm
I would be willing to bet that we will get a key, so everybody should have one cooler handy.
Im doubting this now after seeing the contents of the crate. Its not like Valve to give away keys to a crate which has alot of awesome stuff in it.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 02, 2011, 10:20:03 pm
Well, if no key arrives on the 4th of July, I will still consider getting one on the 10th, right before it expires. I mean, they don't get any more expensive, and I only plan on getting one.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: jaxy15 on July 03, 2011, 02:07:16 pm
Okay, guys, what's going on?
My favorite games don't appear and the non-favorites take a pretty long time to load. And I can't even play them because they're apparently not responding.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: LASD on July 03, 2011, 02:08:53 pm
Yeah, Steam seems to be having some problems. Guess they weren't prepared for a Sunday with 3,5 million people logged on.

Especially annoying if you just had to get a new hard drive and are in the process of reinstalling most of your games. ARHG.

EDIT: Humm, changing the download location to Siberia seems to have done the trick.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Cthulhu on July 03, 2011, 02:45:35 pm
Man, Valve always underestimates response to the shit they do.  Every time there's an event their servers explode.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Shadowlord on July 03, 2011, 03:19:22 pm
I would be willing to bet that we will get a key, so everybody should have one cooler handy.
Im doubting this now after seeing the contents of the crate. Its not like Valve to give away keys to a crate which has alot of awesome stuff in it.

What part of that list was awesome?  ???
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Cthulhu on July 03, 2011, 03:23:40 pm
Heavy's Iron Jaw, Spy Suit, there's a lot of cool stuff in this update and if they give us all free keys they're going to make the new stuff less of a commodity.

I also doubt we'll be seeing any free keys here.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on July 03, 2011, 04:58:04 pm
The spy's turtleneck is lame. That is all I have to say on the matter.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Bdthemag on July 03, 2011, 06:23:34 pm
The spy's turtleneck is lame. That is all I have to say on the matter.
I think its awesome.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on July 03, 2011, 06:30:34 pm
The spy's turtleneck is lame. That is all I have to say on the matter.
I think its awesome.
I got it, and the lame-er Copper Hard Top, and have seen it is literally just changing the shirt under it to be smooth and have a higher collar. It is lame.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Bdthemag on July 03, 2011, 06:31:33 pm
The spy's turtleneck is lame. That is all I have to say on the matter.
I think its awesome.
I got it, and the lame-er Copper Hard Top, and have seen it is literally just changing the shirt under it to be smooth and have a higher collar. It is lame.
Feel free to give it to me if you don't like it :P
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 03, 2011, 10:59:44 pm
I'm still gonna hold out. I have some faith that we'll get a key. It's a nice way for them to welcome all of their new users who undoubtedly found coolers.
If we don't get one, and I don't blow the 10$ in my steam account on the sale, I may still buy one.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: userpay on July 03, 2011, 11:39:53 pm
Just tossing it out there but I'm still looking for that iron jaw for heavy, I've got that Copper Hat if anyone's interested.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Neyvn on July 04, 2011, 12:34:23 am
Ok.... Kinda Creepy....

When did that Shoe on Pyro's head thing come out??? Cause....

http://www.nerfnow.com/comic/534

This was posted around June the 29th...
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: jaxy15 on July 04, 2011, 04:08:13 am
Oh god, what the hell happened now?
TF2 can't connect to the damn item server.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Metalax on July 04, 2011, 06:59:45 am
It happens occasionally if there is too much load or if they are doing maintenence on the servers. It is usually back up fairly shortly.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Shadowlord on July 04, 2011, 07:06:07 am
I call it "ragequit time." If it is only happening on one server, I quit and find a server where it is working, or restart TF2, or do something else if it won't work at all.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 04, 2011, 11:18:50 am
Neveyn, your link just crashed my computer TWICE IN A ROW.  >:(  Oh well, I get the idea.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on July 05, 2011, 08:24:29 pm
Has anybody been having trouble launching this recently? It's been getting stuck on the "Preparing to launch Team Fortress 2..." window. When I try launching it from the steamapps folder, I get the error "Setup file 'gameinfo.txt" doesn't exist in subdirectory 'hl2'. Check your -game parameter or VCONFIG setting."
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: FunctionZero on July 05, 2011, 08:27:40 pm
Has anybody been having trouble launching this recently? It's been getting stuck on the "Preparing to launch Team Fortress 2..." window. When I try launching it from the steamapps folder, I get the error "Setup file 'gameinfo.txt" doesn't exist in subdirectory 'hl2'. Check your -game parameter or VCONFIG setting."
Try going into Team Fortress 2 Properties / Local Files / Verify Integrity of Game Cache.

EDIT: Also, you can't launch the HL2 engine directly. Must be done from Steam. Might work with the "-game 440" parameter, but probably not.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Cthulhu on July 05, 2011, 08:29:42 pm
Neveyn, your link just crashed my computer TWICE IN A ROW.  >:(  Oh well, I get the idea.

Be thankful, nerfnow is a terrible comic.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on July 05, 2011, 08:31:20 pm
No free keys? FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUuu.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: FunctionZero on July 05, 2011, 08:35:31 pm
Be thankful, nerfnow is a terrible comic.
I'd quite disagree. Every webcomic is terrible, NerfNow still tends to be one of the better ones.

I am curious, what makes it a terrible comic?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Glowcat on July 05, 2011, 08:53:20 pm
No free keys? FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUuu.

Anybody giving away coolers then?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on July 05, 2011, 09:01:28 pm
Has anybody been having trouble launching this recently? It's been getting stuck on the "Preparing to launch Team Fortress 2..." window. When I try launching it from the steamapps folder, I get the error "Setup file 'gameinfo.txt" doesn't exist in subdirectory 'hl2'. Check your -game parameter or VCONFIG setting."
Try going into Team Fortress 2 Properties / Local Files / Verify Integrity of Game Cache.

EDIT: Also, you can't launch the HL2 engine directly. Must be done from Steam. Might work with the "-game 440" parameter, but probably not.
Still isn't working. I also tried defragging it. This is really annoying.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Shadowlord on July 05, 2011, 09:06:22 pm
I've still not seen a cooler as a drop; I've only played ... 9.8 hours in the last two weeks, however.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: FunctionZero on July 05, 2011, 09:07:57 pm
Has anybody been having trouble launching this recently? It's been getting stuck on the "Preparing to launch Team Fortress 2..." window. When I try launching it from the steamapps folder, I get the error "Setup file 'gameinfo.txt" doesn't exist in subdirectory 'hl2'. Check your -game parameter or VCONFIG setting."
Try going into Team Fortress 2 Properties / Local Files / Verify Integrity of Game Cache.

EDIT: Also, you can't launch the HL2 engine directly. Must be done from Steam. Might work with the "-game 440" parameter, but probably not.
Still isn't working. I also tried defragging it. This is really annoying.
As a final solution, a modified Steam like GreenLuma should help. It should force through any connections to Steam server. And you should still be able to play on servers, since you have a
valid Steam ID.

Dunno about the risks and the legality of it, so I wouldn't really reccomend it.

Oh yeah, try changing your local Steam server. Might help.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: dragonshardz on July 05, 2011, 09:10:59 pm
No free keys? FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUuu.

Anybody giving away coolers then?

You can have mine if you want 'em.

I also have been unable to launch TF2. I don't even get an error, it just sits there at the preparing to launch screen for five minutes. In fact, none of my Source engine games are launching at all.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: FunctionZero on July 05, 2011, 09:26:55 pm
I also have been unable to launch TF2. I don't even get an error, it just sits there at the preparing to launch screen for five minutes. In fact, none of my Source engine games are launching at all.
TF2's working fine here. My guess is still on some broken Steam servers.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: 3 on July 05, 2011, 09:45:02 pm
You can have mine if you want 'em.

Ooh, can I have one? I'm Threevil on Steam.

I had the "hangs on preparing to launch screen" issue a couple of days ago but it seems rebooting sorted it out. I think I'd suspect it being due to something on the server end as well.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Bdthemag on July 09, 2011, 04:59:52 am
Well Fuck, I was scammed recently. The guy took most of my hats when it was supposed to be a hats for game deal, guess thats what I get for not being careful.

Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: dragonshardz on July 09, 2011, 07:05:41 am
You can have mine if you want 'em.

Ooh, can I have one? I'm Threevil on Steam.

I had the "hangs on preparing to launch screen" issue a couple of days ago but it seems rebooting sorted it out. I think I'd suspect it being due to something on the server end as well.

You can have both of them, if you like. I'll take any spare weapons that I don't currently have.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: RF on July 09, 2011, 07:07:31 am
Well Fuck, I was scammed recently. The guy took most of my hats when it was supposed to be a hats for game deal, guess thats what I get for not being careful.

No offence but...

You REALLY fell for that?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: kilakan on July 09, 2011, 09:20:09 am
Well Fuck, I was scammed recently. The guy took most of my hats when it was supposed to be a hats for game deal, guess thats what I get for not being careful.
I don't think you can even consider that a scam.... that was just really stupid.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: 3 on July 09, 2011, 10:59:09 am
You can have both of them, if you like. I'll take any spare weapons that I don't currently have.

You can take your pick from the Force-A-Nature, Vita-Saw or Family Business. (I suppose this conversation should really be in the trading thread, but meh)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Strange guy on July 09, 2011, 11:18:57 am
There are quite a few legitimate TF2 items for things outside trades- like the $2500 or whatever it was unusual... So I wouldn't say it's stupid, just something you should be very careful of. Stupid would be falling for "Give me all your hats and I will paint them" with someone you don't know. Apparently there's an opening crates version of this as well, but crates are mostly worthless so I wouldn't care.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: dragonshardz on July 09, 2011, 04:11:40 pm
You can have both of them, if you like. I'll take any spare weapons that I don't currently have.

You can take your pick from the Force-A-Nature, Vita-Saw or Family Business. (I suppose this conversation should really be in the trading thread, but meh)

I'll take the Family Business, please and thanks. I'll add you here in a mo.

EDIT: Mind linking me to your profile? The only Threevil I can find hasn't logged on for 1088 days, according to Steam.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Bdthemag on July 09, 2011, 05:20:29 pm
Well Fuck, I was scammed recently. The guy took most of my hats when it was supposed to be a hats for game deal, guess thats what I get for not being careful.
I don't think you can even consider that a scam.... that was just really stupid.
Actually people do those deals all of the time. There's even a constantly updated scammer database and he wasn't in it, its not like im just walking up to random people asking them.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: umiman on July 09, 2011, 05:49:20 pm
Well Fuck, I was scammed recently. The guy took most of my hats when it was supposed to be a hats for game deal, guess thats what I get for not being careful.
I don't think you can even consider that a scam.... that was just really stupid.
Actually people do those deals all of the time. There's even a constantly updated scammer database and he wasn't in it, its not like im just walking up to random people asking them.
How do you think people get added to that list?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 09, 2011, 10:57:57 pm
Hey Bay12, I have a friend who recently picked up TF2 as a Free-To-Play game. He has no access to a steam wallet, but I have some money lying around. I tried to find some way to gift him a premium account, but while I could give him another game to increase his steam privileges, I can't seem to give him something to upgrade his tf2 account now that the game itself is free. A gift from the Mann Co store would not authenticate the account. Is there some way around this? If not, what's the cheapest, best game that I can gift him so that he can use all of the steam features if not all the TF2 ones?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Bdthemag on July 09, 2011, 11:05:41 pm
Hey Bay12, I have a friend who recently picked up TF2 as a Free-To-Play game. He has no access to a steam wallet, but I have some money lying around. I tried to find some way to gift him a premium account, but while I could give him another game to increase his steam privileges, I can't seem to give him something to upgrade his tf2 account now that the game itself is free. A gift from the Mann Co store would not authenticate the account. Is there some way around this? If not, what's the cheapest, best game that I can gift him so that he can use all of the steam features if not all the TF2 ones?
You could gift him one of the games from the Penny Arcade Adventures series, the first one is $1.20.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 09, 2011, 11:14:36 pm
One other important distinction: He's using a mac. That rules out like 75% of all the games on the market.


EDIT: Actually, would buying him the whole Orange Box not only give him all the other games, but also upgrade his TF2? Hrmmm..... I might have to send an email to customer support about that. It's a bit vague at the moment.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on July 09, 2011, 11:20:05 pm
I'd say just transfer 5 dollars (The minimum) into his steam wallet by going to the shop in TF2 and clicking checkout. Then he can get a couple keys in TF2, which gives the premium DLC for TF2, which should give him a full account.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 09, 2011, 11:31:22 pm
Yeah, maybe I'll just do that. It's a bit of a pain, because I don't actually have a credit card of my own, being 16 and all... I would have to pay someone who does have access in cash for the transaction, which is not exactly something I want to do very often. I sent a message to steam support, and we'll see whether getting the Orange Box is a good idea. I mean, you can't go wrong with gifting Portal and Half-Life 2 and the episodes. It's just that the premium accounts cost so little and if there was the infrastructure to do what I want, I would be happier just buying one thing with the meager $25 in my account.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on July 09, 2011, 11:41:18 pm
Ah. Well, Both Osmos and VVVVVV are wondeful games and both are at 2.50 right now. Osmos is a game where you're a circle and you eat smaller circles by shooting little jets of yourself to propel yourself towards them, and is an excellent relaxing tool. VVVVVV (Count em, 6 Vs.) is a cute little platformer with funky physics. There's a demo lying around somewhere if you want to try it.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 09, 2011, 11:55:19 pm
Ok, well I bought him just HL2. It's only 6.50 and the value for the money is excellent. He'll be able to use all of the steam account stuff now just fine; gifting allows you to send messages/access steam features that you don't get as a F2Player.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Dsarker on July 10, 2011, 03:15:51 am
I now have three summer coolers. Anyone need them/want them?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Shadowlord on July 10, 2011, 03:41:05 am
Just how much have you been playing, haha?

I play from time to time, and almost nothing drops. Sure as hell not a summer cooler. Which I wouldn't buy a key to open anyways. So that would be a waste of time. :P
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Dsarker on July 10, 2011, 03:59:33 am
Yeah. It's actually annoying, I'd rather get another weapon I already have than a summer crate.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Enzo on July 10, 2011, 04:44:10 am
Yeah. It's actually annoying, I'd rather get another weapon I already have than a summer crate.

Crates are on a different drop clock than other items, so it's not like you're getting a crate instead of anything, it's just a crate.

I decided to open a summer cooler and got the item I wanted the least. Lesson learned : never open crates.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on July 10, 2011, 04:51:20 am
I've opened 4 coolers now. And the horrible thing?

I'm about to open one more.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Dsarker on July 10, 2011, 04:55:09 am
If you want to open three more, just ask on the DFC group chat.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on July 10, 2011, 04:58:42 am
HAHA! I just got the Jaw. I can now die happy!
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Dsarker on July 10, 2011, 05:00:07 am
That's the only one I'd want  :P
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on July 10, 2011, 05:02:09 am
It's the only one anybody wants.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Astral on July 10, 2011, 05:50:01 am
I dunno. Shoe on head for the pyro is something I wanted.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: RF on July 10, 2011, 06:45:51 am
I dunno. Shoe on head for the pyro is something I wanted.

Which is something I have.

Let's take it to the trading thread or add me on Steam, please.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: 3 on July 10, 2011, 07:14:26 am
EDIT: Mind linking me to your profile? The only Threevil I can find hasn't logged on for 1088 days, according to Steam.

Yeah, sorry. Steam keeps confusing me with the weird way it handles aliases. Looks like you've accepted my friend request anyway.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 10, 2011, 01:52:47 pm
I only opened one cooler, and I got the jaw.  :P :P :P
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: RF on July 11, 2011, 03:41:25 am
I've got my Jaw. And now I want a name tag so I can call one of my guns "MORE DAKKA". :D
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: GaxkangtheUnbound on July 11, 2011, 06:31:23 am
Lucky for me, I had a lot of leftover weapons. I pretty much broke 'em all down and made them into a shortstop and enforcer. Now, to find that Bonk!. . .
P.S: My alias is Honey Badger (Might be confused with others, though).
P.S.S:Too many summer coolers!
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Blargityblarg on July 11, 2011, 08:11:35 am
I only opened one cooler, and I got the jaw.  :P :P :P

Likewise. Shit was reasonably cash.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 11, 2011, 12:38:17 pm
I've got my Jaw. And now I want a name tag so I can call one of my guns "MORE DAKKA". :D
What are you thinking? Name them ALL "MORE DAKKA" and describe them "DAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKA"
That should do the trick...
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Shadowlord on July 11, 2011, 02:23:33 pm
I have two extra bonk drinks. I've been saving them for a very long time in case I ever happened to find a batter's helm with which to make a bonk helm.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Dermonster on July 11, 2011, 02:28:25 pm
Found a bonk helm the other day ^.^

Was in top 20 of moments of day.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Jackrabbit on July 11, 2011, 06:53:36 pm
What exactly does it do?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Bdthemag on July 11, 2011, 06:54:12 pm
What exactly does it do?
You wear it on your head and it looks awesome.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Jackrabbit on July 11, 2011, 07:11:43 pm
Ah yes. I assumed since it's craftable in a different manner than other hats it was somehow important.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Dermonster on July 11, 2011, 07:24:38 pm
Nope, it's just craftable with logic instead of just metal that inexplicably clothifies in great mass.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: GaxkangtheUnbound on July 12, 2011, 08:47:54 am
Nope, it's just craftable with logic instead of just metal that inexplicably clothifies in great mass.
It's still unknown as to how you get the plastic tubes, though.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on July 12, 2011, 09:32:17 am
The tubes... is the plastic coming from the holes to put the tube through. Yeah, that's it.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: dragnar on July 12, 2011, 10:53:20 am
Nope, it's just craftable with logic instead of just metal that inexplicably clothifies in great mass.
Not to mention that that metal was mineralfied from large numbers of sandwiches.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Dermonster on July 12, 2011, 11:25:18 am
It also magically allows you to take off your hat. (http://tvtropes.org/pmwiki/pmwiki.php/Main/YouHaveResearchedBreathing)

It also gives fro's and hair.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PTTG?? on July 12, 2011, 02:56:22 pm
The "circle the wagons" achievement, awarded for repairing 50k damage to ally's buildings, is the least common one, aside from the movie achievements.

If you're in a game with a fellow engineer, help him out. One thing worth considering is that you can pass though allied buildings, but not you own.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on July 12, 2011, 03:02:19 pm
The "circle the wagons" achievement, awarded for repairing 50k damage to ally's buildings, is the least common one, aside from the movie achievements.

If you're in a game with a fellow engineer, help him out. One thing worth considering is that you can pass though allied buildings, but not you own.
I've caught more than one spy being unable to walk through buildings. :))
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Jackrabbit on July 12, 2011, 03:10:12 pm
I'm starting to have dreams about TF2. I was playing a engineer kitted out to be a good assault class for some reason.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Duke 2.0 on July 12, 2011, 03:32:34 pm
The "circle the wagons" achievement, awarded for repairing 50k damage to ally's buildings, is the least common one, aside from the movie achievements.

If you're in a game with a fellow engineer, help him out. One thing worth considering is that you can pass though allied buildings, but not you own.
I've caught more than one spy being unable to walk through buildings. :))
Is there a doorway to your engineer nest that You can't always have your eye on? Place the dispenser so that spies either cannot enter or have to jump over it. They can always just destroy it, but that will warn you of a spy or some class sneaking by that way so you can prepare for it.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on July 12, 2011, 03:39:57 pm
You of course run into the problem of not being able to leave, if for some reason you need to, and there's the other problem of  good places to camp out don't have only one way in, because otherwise your sentry is being useless.
It doesn't work for my playstyle anyways, because I set my stuff down next to another engy's and bust out my FJ and go shooting.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PTTG?? on July 12, 2011, 03:51:38 pm
You of course run into the problem of not being able to leave, if for some reason you need to, and there's the other problem of  good places to camp out don't have only one way in, because otherwise your sentry is being useless.
It doesn't work for my playstyle anyways, because I set my stuff down next to another engy's and bust out my FJ and go shooting.

You do know you can climb over stuff by jump-crouching, like in Half-life?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on July 12, 2011, 03:56:20 pm
I'm starting to have dreams about TF2. I was playing a engineer kitted out to be a good assault class for some reason.
That's normal. Then you get crazy stuff.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on July 12, 2011, 04:14:05 pm
You of course run into the problem of not being able to leave, if for some reason you need to, and there's the other problem of  good places to camp out don't have only one way in, because otherwise your sentry is being useless.
It doesn't work for my playstyle anyways, because I set my stuff down next to another engy's and bust out my FJ and go shooting.

You do know you can climb over stuff by jump-crouching, like in Half-life?
Yeah, but it's a bitch in low ceiling places. And if there's only one way in/out, odds are it has a low ceiling.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Darion on July 12, 2011, 05:47:40 pm
Is there a way to erase only a class statistic? I want to clean just the scout, not my entire...
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Doctor on July 12, 2011, 07:21:42 pm
There is no way.

Besides, might as well erase it all. After a while it gets clogged with your BEST EVER scores with everyone, instead of your averages.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Shadowlord on July 12, 2011, 07:28:57 pm
And your "I was all alone and pushed a cart to the end of the level by myself, and got the maximum points possible" scores.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: SHAD0Wdump on July 12, 2011, 07:32:35 pm
Does clearing that data remove the time spent playing each class as well? I kinda don't want to remove that.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on July 12, 2011, 07:34:11 pm
Does clearing that data remove the time spent playing each class as well? I kinda don't want to remove that.
No.
How hard is hosting a TF2 server for 2 people? Do certain ports have to be open?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 12, 2011, 10:07:08 pm
I've hosted 2 person TF2 servers. YES, port 27015 needs to be open. Also, follow this tutorial, it all works perfectly, once you figure out what you're doing....
http://forums.srcds.com/viewtopic/5439 (http://forums.srcds.com/viewtopic/5439)
adding sourcemod and stuff is a bit tricky, but not hard to figure out over time and fast to do once you know how.


In other news, I recently picked up the sniper as a class I play. All of a sudden today I start getting 10-15 headshots in one life. It's so much fun to be finally able to aim and win sniper duels for a change.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Jackrabbit on July 12, 2011, 10:23:48 pm
I can't. Mostly it's latency, but I also twitch like a bastard, all the time. Sometimes I jump when I've the perfect shot lined up. Actually, that's all the time.

A large number of the shots seem to hit people in the throat though. Maybe I need to start compensating.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Flying Carcass on July 12, 2011, 10:28:46 pm
This tf2 machinima video made me laugh.

http://www.youtube.com/watch?v=2UtjqYGeUjU&NR=1&feature=fvwp
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 13, 2011, 09:30:36 am
Jackrabbit, I've found that the best way to get headshots is to do a horizontal sweep that begins at head level and try to stop on their head. The beauty of this is if you overshoot with your cursor, you can still click on their heads en route. It's sort of all or nothing (few bodyshots) but it works nicely for me.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on July 13, 2011, 10:02:25 pm
Does anybody have a good lefty key set-up? WADS is kinda awkward.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on July 13, 2011, 10:12:18 pm
Does anybody have a good lefty key set-up? WADS is kinda awkward.
Is your mouse on the left side?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: FunctionZero on July 13, 2011, 11:08:04 pm
Does anybody have a good lefty key set-up? WADS is kinda awkward.
I'm not really a lefty, but I've always used the mouse with my left hand. Dunno why.

Anyway, what I have, and feel really comfortable with, is on numpad: 5 2 1 3 as WSAD, respectably, 0 for crouch, 6 for jump and some other misc keys around that.
You should have plenty space to allocate all.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on July 13, 2011, 11:11:04 pm
Does anybody have a good lefty key set-up? WADS is kinda awkward.
Is your mouse on the left side?
Yeah, thus the problem. I'm more or less ambidextrous, but my right hand has to get angled weirdly to press the movement keys, and I can't reach the other keys at all. :-\
Does anybody have a good lefty key set-up? WADS is kinda awkward.
I'm not really a lefty, but I've always used the mouse with my left hand. Dunno why.

Anyway, what I have, and feel really comfortable with, is on numpad: 5 2 1 3 as WSAD, respectably, 0 for crouch, 6 for jump and some other misc keys around that.
You should have plenty space to allocate all.
That would work, but I don't have a numpad. Standard laptop keyboard.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on July 13, 2011, 11:11:45 pm
Arrow keys?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on July 13, 2011, 11:13:04 pm
Couldn't get the number keys, for Engie or Spy.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: FunctionZero on July 13, 2011, 11:13:44 pm
Does anybody have a good lefty key set-up? WADS is kinda awkward.
I'm not really a lefty, but I've always used the mouse with my left hand. Dunno why.

Anyway, what I have, and feel really comfortable with, is on numpad: 5 2 1 3 as WSAD, respectably, 0 for crouch, 6 for jump and some other misc keys around that.
You should have plenty space to allocate all.
That would work, but I don't have a numpad. Standard laptop keyboard.
That's a downer then. I've got a wide 17.3 laptop, so mine has numpad.

I dunno then. Short of buying an external keyboard, it would be pretty hard to play.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Thexor on July 14, 2011, 01:37:23 am
You might be able to use something like IJKL; not quite as far to the right as the arrow keys, but it's still more convenient than trying to contort your right hand onto WASD. You'll have to remap everything, obviously, but at least you'll have easy access to at least as many keys as WASD provides.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Jackrabbit on July 15, 2011, 10:00:34 pm
Yeah, what Scout said. Surely the arrow keys are perfectly situated for a lefty?

Jackrabbit, I've found that the best way to get headshots is to do a horizontal sweep that begins at head level and try to stop on their head. The beauty of this is if you overshoot with your cursor, you can still click on their heads en route. It's sort of all or nothing (few bodyshots) but it works nicely for me.

I'll give it a shot, but I am so twitchy I can't pull off smooth movements with the mouse.

Maybe I'll mess with the sensitivity in offline mode and see what works.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 15, 2011, 11:27:47 pm
Yeah, I use a fairly low sensitivity (about 6 inches for a full 360 degree turn) and if you set your pivot for your hand lower down your arm it works wonders. Suddenly every target is twice as big  ;D
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on July 15, 2011, 11:29:25 pm
Suddenly, I want to see what would happen if you used a joystick instead of a mouse.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Bdthemag on July 15, 2011, 11:55:02 pm
I play scout alot and I play alot better as him with an extremely high sensitivity, I find its actually the only sensitivity I can play well on for any class.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on July 16, 2011, 12:40:43 am
Soda Popper, Bonk/Winger, and the sandman. Keep jumping around and pelting them with bullets.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Jackrabbit on July 16, 2011, 06:24:36 am
Soda Popper, Bonk/Winger, and the sandman. Keep jumping around and pelting them with bullets.

I actually just tried this setup today and it is really, really good.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on July 16, 2011, 06:57:44 am
Yeah, the popper was my second drop. I've adored it ever since.

That Crit-a-cola? Fuck that piece of shit. =Y
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: kilakan on July 16, 2011, 09:05:24 am
That Crit-a-cola? Fuck that piece of shit. =Y
LE GASP!  Crit a cola lets you fucking rape with the scattergun, you just have to position yourself behind the enemy, so you can shoot them in the back, kill them, and escape towards your team.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on July 16, 2011, 09:43:03 am
Not when my Popper is a faster recharge. All I do is charge it up and right before it goes off, swap to my secondary or atomizer. I'm actually trying to get a winger too, because those things are the bomb.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: DJ on July 16, 2011, 09:50:59 am
Dammit, why is DFC server either completely full or completely empty every time I want to play?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Nilocy on July 19, 2011, 12:31:24 am
http://forums.steampowered.com/forums/showthread.php?t=2004689 oh ho ho
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Tradanbattlan on July 19, 2011, 12:37:03 am
http://forums.steampowered.com/forums/showthread.php?t=2004689 oh ho ho
Pyro's secret moon mission using monkeys backfired horribly went south, decides to use jet fuel in flamethrowers instead.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Jackrabbit on July 19, 2011, 12:53:04 am
Valve, you have this knack for making me excited.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on July 19, 2011, 12:53:14 am
We need more rocket types.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: lurtze1 on July 19, 2011, 03:10:04 am
We need more everything :P.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: FunctionZero on July 19, 2011, 03:28:28 am
Only RED rockets? Valve, I am dissapoint.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PTTG?? on July 19, 2011, 09:52:22 am
Quote
Burden of the State
Level 35 Cape

25% more damage received
20% less damage done to nearby allies

Medics that are healing you are 'nearby'.

In one fell swoop, this makes heavies the core of an attack, not solo raiders. It allows them to continue to protect pocket medics (while giving the medics more injuries to heal). It would look awesome- a team-colored cape with a hammer and sickle on it. It would also accentuate the heavy's role as giant meat wall, taking damage for the players behind and around him.

It also makes pocket medics by-proxy more helpful to allies, keeping them healthy by keeping the source of a handsome damage reduction alive.

Much like the buff banner, it is a Team before Me item that rewards interaction with teammates and penalizes lone wolfing.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Siquo on July 19, 2011, 09:54:17 am
The engy gets a remote-controlled robot monkey, somewhat like the RC-car from COD:BO, but it can just do melee damage. Upside: it can double jump and is very fast. Downside is that while controlling it your char is vulnerable to attack.

Now that I thought of it, I want this so bad.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PTTG?? on July 19, 2011, 10:05:31 am
So the engie can change class to the scout, but can also be randomly killed by surprise and doesn't have guns?

Ok, so well he can still build his dispenser and teleporter, but this would probably replace the sentry.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Siquo on July 19, 2011, 10:08:17 am
So the engie can change class to the scout, but can also be randomly killed by surprise and doesn't have guns?

Ok, so well he can still build his dispenser and teleporter, but this would probably replace the sentry.
I'd say it replaces the shotgun, that's a significant disadvantage. Jumping around as a crazy monkey sure beats base-camping.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Strange guy on July 19, 2011, 10:11:20 am
Wasn't there something about Mann Co. sending monkeys to space waaaaaaay back when? Soldier update, maybe? Or Engineer? It was on one of those newspaper things.

That was this. (http://www.teamfortress.com/war/saxtonhale/poopyjoe.htm)

It's already served it's purpose of hinting at the equalizer and the eyelander, but perhaps we'll see larate next update. Or Vladimir Bananas as a boss for the raid mode that people claimed was coming long ago. Probably irrelevant though.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 19, 2011, 10:49:07 am
I admit I was wondering why nothing changed in the changelog when this update went live.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PTTG?? on July 19, 2011, 11:22:12 am
Team Vrs. Hale mode. It's coming.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: sluissa on July 19, 2011, 12:24:51 pm
The engy gets a remote-controlled robot monkey, somewhat like the RC-car from COD:BO, but it can just do melee damage. Upside: it can double jump and is very fast. Downside is that while controlling it your char is vulnerable to attack.

Now that I thought of it, I want this so bad.

Just change class to the scout. If you've got enough time to mess with that as an engy, you're doing it wrong.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Darvi on July 19, 2011, 12:28:14 pm
Team Vrs. Hale mode. It's coming.
Doesn't that already exist? I could swear that I killed a few people as Hale.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 19, 2011, 01:14:45 pm
yeah, but it's only a mod, not an official gamemode. Also, I don't really see how that goes with rockets...  :-\
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: FunctionZero on July 19, 2011, 02:36:07 pm
I wouldn't think that Saxton Hale would believe in rockets anyways. He'd build a ladder to the moon or something instead.

If he did, though, rocket-crash-landing entrances would be a truly smashing way to get around.
Reminds me of that picture with a guy riding a nuke.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PTTG?? on July 19, 2011, 02:45:30 pm
I wouldn't think that Saxton Hale would believe in rockets anyways. He'd build a ladder to the moon or something instead.

If he did, though, rocket-crash-landing entrances would be a truly smashing way to get around.

Don't be rediculous. He'd use rockets- TO BUILD A LADDER!
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: DarkerDark on July 19, 2011, 03:04:23 pm
What if scientists cloned Saxton Hale for the sole purpose of stuffing him into a rocket and shooting him off into space to explore distant planets? Who else would be better to face the challenges of potentially hostile planets than the world's manliest man, Saxton Hale? I'm willing to bet the man can survive the vacuum of space! He could certainly survive a crash landing.

Say that these rockets never made it into space, and instead, they came hurtling back down to Earth. The Saxton Hale clone climbs out of the wreckage, and not knowing any place that isn't Australia, believes that he is truly on an alien world. Imagine his surprise when he sees not only the mercenaries from RED, but also the mercenaries from BLU rushing in to retrieve him. This can only lead him to believe that the aliens have hit him with some sort of jedi-mind-trick, and that the friendly mercenaries aren't really mercenaries at all, but hostile aliens looking to take him back to their sinister laboratories for dissection! He was never issued a tin-foil hat to protect against mind control, after all.

Cue Saxton Hale mode, as the mercenaries from both teams try to bring down a clone hell-bent on destroying all "alien" life on Earth.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 19, 2011, 10:10:17 pm
Yeah, I do bet it's the new gamemode. I was wondering why they left arena out of the "play now" browser. Funny, that. Maybe the new mode will be similar to arena...
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: FunctionZero on July 20, 2011, 01:55:49 am
Why must you be so horrifying, Team Fortress 2? (http://youtu.be/tcOUeoiYwIg)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 20, 2011, 01:07:36 pm
Since the uber update, I've randomly gained 40 ping on every server, making it about 110 at the minimum. This sucks SO HARD.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Metalax on July 20, 2011, 08:09:53 pm
A new weapons pack just got released
http://www.teamfortress.com/post.php?id=5887 (http://www.teamfortress.com/post.php?id=5887)

ray guns...
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Enzo on July 20, 2011, 08:10:56 pm
Holy crap soldier has lazorz.

Yessssss
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: USEC_OFFICER on July 20, 2011, 08:14:24 pm
Oh. I thought that the rockets would have something more spectacular and important to do with them (Like Half-Life 3 or Meet the Pyro). Oh well. At least the new weapons look overpowered useful.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Bdthemag on July 20, 2011, 08:23:19 pm
Valve seems to be constantly jumping the Shark with every update, I mean lazer guns are cool. But do we really need more soldier items?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on July 20, 2011, 08:24:16 pm
No ammo is such a killer perk. Both are for soldier, right?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Bdthemag on July 20, 2011, 08:24:57 pm
No ammo is such a killer perk. Both are for soldier, right?
Yes, you didn't seem to get the memo that all future updates would be focused on the soldier :P
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: GaxkangtheUnbound on July 20, 2011, 08:26:28 pm
Disabling structures? It's like a mini sapper.
I sure hope this replaces the rocket launcher, and that the lasers aren't instant.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Enzo on July 20, 2011, 08:31:11 pm
Disabling structures? It's like a mini sapper.
I sure hope this replaces the rocket launcher, and that the lasers aren't instant.

It's a pretty Launcher-shaped weapon, I figure you're right on both counts.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on July 20, 2011, 08:33:39 pm
Cow Wrangler seems to be rocket, thus forcing the Bison to be shotgun.

I smell incoming nerfs.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Metalax on July 20, 2011, 08:41:35 pm
Oh dear lord the new launcher is fun!  ;D both single and charged shots which set people on fire.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on July 20, 2011, 08:45:45 pm
Oh dear lord the new launcher is fun!  ;D both single and charged shots which set people on fire.
How did you get it so fast?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: GaxkangtheUnbound on July 20, 2011, 08:47:32 pm
Oh dear lord the new launcher is fun!  ;D both single and charged shots which set people on fire.
How did you get it so fast?
Purchased?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: HLBeta on July 20, 2011, 08:55:29 pm
I finally start getting good at engineer and then this... this pops up. THIS CLASS IS ALREADY IMPOTENT! WHY MUST VALVE PUBLISH SAPPER ROCKETS?  :'(

And what's with the non-reflectable note on the alt shotgun? I thought shotgun pellets couldn't be reflected anyway.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Dsarker on July 20, 2011, 09:05:41 pm
Presumably...not YET
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on July 20, 2011, 09:06:43 pm
Yeah, Engie is in the dumps now more than ever. God damnit.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Metalax on July 20, 2011, 09:07:19 pm
Oh dear lord the new launcher is fun!  ;D both single and charged shots which set people on fire.
How did you get it so fast?
crafted. the launcher is blackbox + reclaimed, the raygun is battalions backup + reclaimed.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 20, 2011, 09:19:27 pm
I have the new shotgun. It shoots out a sort of bubble burst that hits 3 times, each for 20 damage. The thing is, this burst travels somewhere between the speed of a direct hit rocket and an arrow, so it's sort of viable at long range and will always do pretty good damage. However, at close range, it's totally inferior to the shotgun's superior damage/fire rate.
Has anybody else gained 50 ping from the uber update on? Every server I've joined seems to be unplayable....
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Enzo on July 20, 2011, 09:20:21 pm
And what's with the non-reflectable note on the alt shotgun? I thought shotgun pellets couldn't be reflected anyway.

Because it specifies that it shoots projectiles, all others of which (rockets, bombs, arrows, flares, sandman balls) can be reflected.

Oh dear lord the new launcher is fun!  ;D both single and charged shots which set people on fire.
How did you get it so fast?
crafted. the launcher is blackbox + reclaimed, the raygun is battalions backup + reclaimed.

Woohoo! My 4 Battalions Backup's just went up in value.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Aklyon on July 20, 2011, 09:23:42 pm
Goddamnit Valve, stop making Engineer worse, thats the only class I really like to play.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PTTG?? on July 20, 2011, 09:24:18 pm
PEW PEW PEW!
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Soulwynd on July 20, 2011, 09:24:52 pm
Then the engineer gets a super update... Then everyone complains engies are OP...

Such is the cycle of TF2.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on July 20, 2011, 09:30:03 pm
No, Valve clearly hates Engies. They're never getting an update again.


Also, Team Fortress Pew sets you on fire.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PsyberianHusky on July 20, 2011, 09:32:22 pm
Soldier is my main class, and favorite character, but yea, he gets has a TON of items.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Aklyon on July 20, 2011, 09:37:11 pm
I'm agreeing with breadbocks here.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 20, 2011, 09:43:14 pm
Has anybody else gained 50 ping with this latest update? I can't seem to play on any servers well....  :-\
I love the game, but I may never play it if it doesn't perform well...
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Enzo on July 20, 2011, 10:46:55 pm
Has anybody else gained 50 ping with this latest update? I can't seem to play on any servers well....  :-\
I love the game, but I may never play it if it doesn't perform well...

I only noticed slightly higher slowdown, but one or two people on the server were complaining about massive lagspike glitching.

In related news, about 4 people on each team were using the new soldier launcher. Maybe I should wait a few more hours between a weapon release and playing from now on. The floating kills are also very distracting.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Nilocy on July 20, 2011, 10:49:18 pm
I love the new rocket laser launcher pulse wave cannon thing.

Its what TF2s been missing all these years : D
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on July 20, 2011, 10:53:44 pm
What, a way to make Engies worse?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 20, 2011, 11:03:41 pm
Actually, I think this gun nerfs the soldier versus engineer. While a soldier can disable a sentry for 4 seconds, it's REALLY hard to get charged up so that you can fire at the sentry without getting torn up by it first ( you move SO slow when charging up) and furthermore, this gun does like 10 damage a shot to a sentry gun. No really, any soldier using this gun without excellent teamwork won't be able to take down a sentry. A team that coordinated would have no trouble taking it down in the first place. So, while I think that versus everything else it's op, I actually think this is a buff in disguise for engineer. Any soldier using this becomes a free kill instead of the guy who can kill your level 3 in two hits.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Soulwynd on July 21, 2011, 12:39:53 am
Yeah, this gun is only meant to counter distracted long range wrangled engies.

It's fun tho, the pacing is somewhat different, thanks to the pistol and the charged shots lets you use some different strategies.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: RF on July 21, 2011, 01:33:14 am
What do you need to craft Cow Mangler / Righteous Bison?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on July 21, 2011, 01:34:31 am
12 weapons you can dump, a battalion's backup, and a black bocks.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on July 21, 2011, 02:51:40 am
So awesome. Rocket jumping and juggling has never been easier. Sucks on sentries. Your best bet is to disable and melee.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: jaxy15 on July 21, 2011, 03:24:44 am
I just crafted a cow mangler.
Boy, it sure is awesome watching a bunch of enemies disintegrate.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Jackrabbit on July 21, 2011, 05:05:48 am
I just died to both these new guns more than I care to admit. But, like all TF2 weapons, this has only made me want to own one.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PTTG?? on July 21, 2011, 09:47:39 am
It's way too visually distracting. Anyway, if anyone needs an interesting sci-fi weapon, wouldn't it be the Engie anyway?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 21, 2011, 10:34:12 am
I wonder if the other two rockets will open into other packs... I took a look at the ray gun manufacturer's website, and their other guns also look very easy to put into TF2.
http://www.drgrordborts.com/dr-grordbort-s-infallible-aether-oscillators-where-science-meets-violence/ (http://www.drgrordborts.com/dr-grordbort-s-infallible-aether-oscillators-where-science-meets-violence/)
look at the bar on the right side of the page. These look exactly like TF2 weapons...
Actually, the hint on their website (they identified the Grocket!) is only for one ship, not three... pity.
Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Axil on July 21, 2011, 11:58:11 am
I kind of wish they would have included a melee weapon that turned metal into some nice boost, would've fit nicely together with the other two weapons.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Sensei on July 21, 2011, 12:00:39 pm
Of course they want you to buy this.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PTTG?? on July 21, 2011, 12:41:53 pm
Actually, why not a wrench that builds faster when you have more metal, but gets half as much metal from all sources?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: GaxkangtheUnbound on July 21, 2011, 03:45:09 pm
These laser guns are having the same hype as other item updates, and suffice to say, it's no different.
Plus, the laser blasts are particle intensive. If you don't have a really good computer, you'll lag to death.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Dsarker on July 21, 2011, 04:38:29 pm
Actually, why not a wrench that builds faster when you have more metal, but gets half as much metal from all sources?


Maybe a different bonus.

amount of metal you have is percentage of normal speed you build.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on July 21, 2011, 04:48:34 pm
Ugh, no. I don't want to be building half speed when I throw down a turret.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on July 21, 2011, 04:49:32 pm
Full metal is 200%
Half is regular
No metal is... no repairing?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on July 21, 2011, 04:50:54 pm
Well, I meant less than normal speed, but it'd be less than 3/4 speed, which would be horrid.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: SHAD0Wdump on July 21, 2011, 04:51:36 pm
Ugh, no. I don't want to be building half speed when I throw down a turret.
Good point, Maybe it should calculate the build speed of a particular object the moment before it is placed. This would affect the natural build rate and enhanced build rate by wrenching it.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Jackrabbit on July 21, 2011, 04:53:14 pm
These laser guns are having the same hype as other item updates, and suffice to say, it's no different.
Plus, the laser blasts are particle intensive. If you don't have a really good computer, you'll lag to death.

Hopefully they'll add an option to turn that down on your end. Other than that problem, I really like these guns.

Full metal is 200%
Half is regular
No metal is... no repairing?

I see nothing worthwhile in this. To get the benefit the Engie'd have to build near a metal source and go after it the moment he places his construction, cause the metal cost for a turret would take him below half metal.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PTTG?? on July 21, 2011, 04:58:20 pm
Ugh, no. I don't want to be building half speed when I throw down a turret.
Good point, Maybe it should calculate the build speed of a particular object the moment before it is placed. This would affect the natural build rate and enhanced build rate by wrenching it.

On the contrary, the turret would start setting up at normal rate, then you could either stay and wrench it into postion at 50% speed, or you could go grab some metal to fill back up and go at 200% speed.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Glowcat on July 21, 2011, 05:02:25 pm
Maybe they could begin adding more tricks to the Engineers toolbox such as proper minefields (too demo? how about exploding decoys?), Tesla coil stations, ubercharge dispensers, or that monkey robot thing.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PTTG?? on July 21, 2011, 05:36:01 pm
The Late Update:

Critspencer:
Dispenser Replacement
-50% Health rate
-50% Metal frequency
Metal dispenses give +20% Crit rate for all randomly critting weapons.

(Every time it ticks over with more metal or ammo, it gives everyone a short boost. If it runs out of ammo, it has to recharge to give more crits too)

Big Rig:
Dispenser Replacement
-50% Building health
3x Ammo and health broadcast range

(Opens up nests and lets engies be more helpful at holding points out in the open, by letting them put dispensers farther from the action.)

Prairie Dog Hunter:
Turret Replacement
x4 Detection and firing range
Cannot change pitch (only fires level with ground)

(Exellent at covering wide areas, but terrible about tall ones.)

Dum-dum:
Turret Replacement
-25% Gun damage
+50% Gun pushback
-100% Rocket damage
+Rockets stun

(It's really, really stupid, but it's something to help keep ubers at bay)

Double Header:
Teleporter Replacement
+ Works both ways
- Sparkles are not team colored for spies.

(Perfect for gravel pit defense.)

Getta Move On:
Teleporter Replacement:
- Not a teleporter
+ "Entrance" doubles speed for short time.
+ "Exit" provides powerful vertical jump similar to rocket jump.

(Allows engie to do some things a teleporter can't, while losing some uniquely teleporter abilities.)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Bordellimies on July 21, 2011, 05:47:06 pm
http://www.youtube.com/watch?v=-635sRZwIPo&feature=feedu (http://www.youtube.com/watch?v=-635sRZwIPo&feature=feedu)

My new favorite TF2 YTP.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Duke 2.0 on July 21, 2011, 05:49:39 pm
 I liked the idea of a slow firing arcing bomb launching turret. It would detect all enemy classes in its zone of influence, but would do a ballistics check to see if it could actually reach them first. If it could then it fires a projectile that does around the damage of a demo pipe with a double blast radius. Firing rate would be reduced, and each level would add another launching tube that allows it to fire more times before the reload time of the tubes takes effect.

 The idea is a turret that denies open areas and can fire over obstacles. It would lack the DPS of the normal turret for better burst damage and safer placement locations. Completely useless indoors, unless Valve figures out a way of placing buildings on walls and ceilings. Only problem I can foresee is calculating trajectories and determining if it can hit a player or not. And the usual balance issues with maps, placement and burst damage, but whaever on that balance is not as important as fun nowadays.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 21, 2011, 06:06:08 pm
These are all just made up right? This is not a real update, correct? It definitely looks like one...
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: USEC_OFFICER on July 21, 2011, 06:17:34 pm
These are all just made up right? This is not a real update, correct? It definitely looks like one...

They are 100% fake.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: SHAD0Wdump on July 21, 2011, 06:28:51 pm
Getta Move On:
Teleporter Replacement:
- Not a teleporter
+ "Entrance" doubles speed for short time.
+ "Exit" provides powerful vertical jump similar to rocket jump.
You don't know how much I'd use this.

It's so hard keeping a teleporter pair up and functional all the time except in the most linear of maps.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on July 21, 2011, 06:34:21 pm
Double speed= SCOUT: WEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Duke 2.0 on July 21, 2011, 06:46:53 pm
 A soldier with his riding crop and a GRU heavy are gonna have some fun with that.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 21, 2011, 06:50:17 pm
Sentry guns already have an insane amount of knockback on them. Knockback AND a stun bonus would be SO BAD for EVERYONE. That would become the natascha of turrets. "less damage but an inescapable situation"
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PTTG?? on July 21, 2011, 06:50:56 pm
Double speed= SCOUT: WEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

I kinda like the idea of a Bonk'd scout running over the accelerator and exploding.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Dsarker on July 21, 2011, 07:15:08 pm
What about a simple charged stun turret? Higher levels equal either longer stunning time or quicker recharge.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Enzo on July 21, 2011, 07:19:33 pm
Getta Move On:
Teleporter Replacement:
- Not a teleporter
+ "Entrance" doubles speed for short time.
+ "Exit" provides powerful vertical jump similar to rocket jump.

As if dispenser-jumping Engies couldn't reach enough annoying places already. Most of that stuff sounds cool though. I hope the Engie does get some more varied gear. People may say it'll take away what makes the Engie who he is, but it's not like it's not happening to all the other classes already. Demoknights, Quickfixes, Huntsmans (men?)...

Force Field Generator:
Dispenser Replacement:
+ Damage Reduction to all allies and friendly buildings in range.
  (Radius and DR amount varies by Upgrade Level)
- Ammo and metal dispenses at -75% normal rate.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Duke 2.0 on July 21, 2011, 07:21:07 pm
 I think Valve has learned from the eternity of bitching over the Natacha that messing with movement control of other players is a no-no, with only the Pyro being able to pull it off because hes the pyro, gotta throw that guy a bone.

 Messing with their friction, however, has not been messed with.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 21, 2011, 08:56:45 pm
I mean, the pyro can't control the movement of someone as much as even a soldier can. It's just a version of explosive knockback that does no damage...
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Cthulhu on July 21, 2011, 09:05:21 pm
You've got some ridiculous shit in that post.  4x range is insane, even for a gun that can't shoot up.  As mentioned above the dum-dum is bullshit and will make people hate everything in the world.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: ECrownofFire on July 21, 2011, 09:15:08 pm
The Double Header probably needs a tiny bit more of a negative. Like "10% more time to charge". Not huge, because teleing both ways would be rather rarely used.

Prairie Dog Hunter is just stupid, should be 50% more and "very limited" movement up and down.

Big Rig is fine, might need slightly smaller range.

Critspencer is kind of hilarious, but it'd be great to have.

If the Dum-dum is to be used at all, it should have reduced fire speed in addition to even less damage than you already have.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: breadbocks on July 21, 2011, 09:24:11 pm
The Dum-Dum should be only rockets, but auto level 3.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Doctor on July 21, 2011, 10:24:41 pm
Tele'ing both ways would mean you don't need a dispenser on the front lines, just a teleporter, since they can go back to the re-supply closet easily.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PTTG?? on July 21, 2011, 10:58:02 pm
Tele'ing both ways would mean you don't need a dispenser on the front lines, just a teleporter, since they can go back to the re-supply closet easily.

Maaaybe. Maybe teleporting itself can take more time? short enough so it doesn't matter on one trip, but taking two or more trips means you start to spend a lot of time waiting.

Anyway, while a dispenser lets you stay in place wrenching everything into shape, you'd have to leave the teleporter vulnerable to get more metal.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Shadowlord on July 21, 2011, 11:05:39 pm
You'd already be spending more time waiting, since the teleporter would be backed up by people going both ways twice.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: kg333 on July 22, 2011, 12:00:49 am
When the hell did these damn laser rockets show up?  They disable turrets and I swear every soldier on the server I was playing had one.  Made life as an engie very difficult.  :(

KG
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Enzo on July 22, 2011, 12:15:13 am
I swear every soldier on the server I was playing had one.

I played a 12-per-team server with 8 Soldiers on my team tonight.

It was one of the biggest class imbalances I have ever seen, and was actually pretty fun. Half their team went Pyro just to airblast the shit out of us.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 22, 2011, 12:26:05 am
To be honest, if I had to pick one class to have too many of, I'd probably pick soldier.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: ECrownofFire on July 22, 2011, 12:26:58 am
To be honest, if I had to pick one class to have too many of, I'd probably pick soldier.
For hilariousness I'd pick spy though. I'd like to see a server that forced everyone to be spies.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Enzo on July 22, 2011, 12:33:41 am
To be honest, if I had to pick one class to have too many of, I'd probably pick soldier.
For hilariousness I'd pick spy though. I'd like to see a server that forced everyone to be spies.

I'm reminded of a game on DFC. "Alright, everybody go spy." A couple people didn't play along. They got backstabbed a lot. That was fun too. I think we should have some 1 Class Only matches on the server C:
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 22, 2011, 12:34:48 am
Yeah, that's always fun. It's all fun and games until there are 12 heavies revved at your spawnroom door, and your whole team is snipers...
 :'(
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Enzo on July 22, 2011, 12:47:45 am
Yeah, that's always fun. It's all fun and games until there are 12 heavies revved at your spawnroom door, and your whole team is snipers...
 :'(

I meant both teams playing the same class. Heavy vs. Heavy would probably be the least interesting matchup, but many of the other matches would be great fun. Medic vs. Medic anyone?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Dsarker on July 22, 2011, 12:59:00 am
Heavy vs Heavy, all melee, no respawns.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 22, 2011, 01:00:17 am
sniper versus sniper would be ... interesting.
Pyro vs Pyro, only backburner would be the most funny way to do it.
engineer versus engineer, I don't even know what would happen here if you made everybody use the gunslinger. The wrench would be too stalematey.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Sensei on July 22, 2011, 01:04:49 am
To be honest, if I had to pick one class to have too many of, I'd probably pick soldier.
For hilariousness I'd pick spy though. I'd like to see a server that forced everyone to be spies.
I would disguise myself as a heavy on my own team.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: RF on July 22, 2011, 01:29:23 am
Since we're all doing weapon ideas...

"Flight of Icarus"
Pyro Secondary Weapon
Whenever an enemy is hit by the flares shot by this gun, they are launched into the air. At the top of their flight arc, they catch fire.
-100% damage on hit.
4x slower reload speed.

It'd allow pyros to catch up to enemies over open ground and it'd just be cool and thematically awesome.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Thexor on July 22, 2011, 01:32:01 am
Team fortress 2 is multiplayer team warfare game. It is good game for the people who like fighting. I like this game very much.

Oh, hey, a spambot that bothers to read the thread's subject line before posting. At this rate, they'll soon be able to converse at the level of Youtube comments and political debates.

(Apologies if you're a human, but seriously, 4 posts that are all "Such-and-such game is X. It is good game."?)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Sensei on July 22, 2011, 01:42:50 am
The signature link is an ad, I'm reporting this fool.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Glowcat on July 22, 2011, 03:20:14 am
For Engie Sentry-Replacements, who about instead of a stun gun they can launch oil barrels which slick up the ground so players slide across it, but/plus the oil slicks can be ignited by pyros to cause massive flame damage.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: RF on July 22, 2011, 03:22:44 am
For Engie Sentry-Replacements, who about instead of a stun gun they can launch oil barrels which slick up the ground so players slide across it, but/plus the oil slicks can be ignited by pyros to cause massive flame damage.

Better off giving engies a replacement for the pistol instead of this. Jar of Oil? :p
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Siquo on July 22, 2011, 03:23:10 am
I tried a different server, as all my favourites were full.

Wow, players are BAD. Having a point total twice that of the next ranked player, all the time, isn't a game anymore, it's humiliating for me.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on July 22, 2011, 03:49:38 am
The new laser guns are awesome. One of my friends has bad ping, and his computer is crap. Fire it a few times, and he couldn't even move. Then he turned the graphics down and owned my ass.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: 3 on July 22, 2011, 04:15:59 am
Wow, players are BAD. Having a point total twice that of the next ranked player, all the time, isn't a game anymore, it's humiliating for me.

When I started playing (shortly after the game went free, so not long ago), and hadn't played a multiplayer FPS in years, I was consistently getting in the top three on random pub servers... and I was thinking how that couldn't possibly be right. How are people so bad at this? It's bizarre.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Flying Carcass on July 22, 2011, 06:26:56 am
Wow, players are BAD. Having a point total twice that of the next ranked player, all the time, isn't a game anymore, it's humiliating for me.

When I started playing (shortly after the game went free, so not long ago), and hadn't played a multiplayer FPS in years, I was consistently getting in the top three on random pub servers... and I was thinking how that couldn't possibly be right. How are people so bad at this? It's bizarre.

Its because a lot of the newer players want to be "teh uber" sniper or spy, but neglect to realize that one needs to be able to aim with the sniper and one needs to be inconspicuous with the spy. I've been in a number of teams where half the team was comprised of snipers, and the other half primarily of spies (and vice versa).
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Siquo on July 22, 2011, 06:57:28 am
Yeah, spies and snipers are abundant.
OTOH, playing as a spy, I was able to kill off the entire opposite team around the cart, one by one.
Playing as a scout noone was able to hit me.
Playing as a demo I was lobbing grenades left and right and people were just walking into them, it seemed.

There's a tipping point where it stops being an ego boost and I start feeling sorry for people.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Shadowlord on July 22, 2011, 07:30:29 am
and then you start to doubt that they're really people at all, and think "They behave exactly the same every time they respawn... They never say anything... They run right in the line of fire..."
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Siquo on July 22, 2011, 07:58:46 am
Did you know that actual real stupidity is really hard to program? Making bots act like these clowns is no mean feat.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: RF on July 22, 2011, 07:59:25 am
and then you start to doubt that they're really people at all, and think "They behave exactly the same every time they respawn... They never say anything... They run right in the line of fire..."

And then you realise we exist in the generation that doesn't want to learn the game and just wants to be "teh uber" instantly.

There's the issue. They refuse to learn from their mistakes because it's THE GAME'S FAULT that they keep dying, not their's.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: LASD on July 22, 2011, 08:47:30 am
Wow, players are BAD. Having a point total twice that of the next ranked player, all the time, isn't a game anymore, it's humiliating for me.
Yeah, it kind of bothers me when I get to the top of the team playing a Frying Pan Demoknight. Or it would if I weren't busy laughing myself silly with all the "KLANG"'s landed on unsuspecting people coming from behind corners.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: 3 on July 22, 2011, 08:50:25 am
I suppose the thing is that TF2 is such a - wait for it - team-based game and there's so much synergy between each of the classes that the simplest changes in a team can affect the entire round. I can be playing in a relatively mediocre fashion and not be able to get anything done - somehow my opponents always have slightly too much health, they're slightly too close, etc. - but as soon as one person on my team switches classes, it creates an opening and things immediately get easier. There wasn't any input on my end, but the actions of one person make a... "cascade" of sorts and it all falls into place.

On the subject, I had someone call the opposing team a "no-skill noob team" because it had something like 3 heavies and 3 pyros. He was losing. Protip: If you're losing to W+Mouse1, that's nobody's fault but your own. Not really an uncommon occurance in FPS culture, sure, but...

Enough rambling. I have now witnessed the wonder of the Soda Popper firsthand. Harass, circle, twoshot medic/engie/sniper, retreat with pistol for a cool 200+ damage, repeat.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Siquo on July 22, 2011, 09:50:13 am
The Mackarel is still way cooler than the frying pan. :)

I'm still doubting about that soda popper. It's very cool, but I'll use it when I get sick of my short stop, which isn't anytime soon. *pewpewpewpew*
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: GaxkangtheUnbound on July 22, 2011, 10:33:18 am
It's silly how easily a demoknight falls to a Tomislav.
119 kills, 28 deaths, in about 30 minutes
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Cthulhu on July 22, 2011, 12:00:00 pm
I don't think I've died to demoknights as heavy more than three or four times.  I've come to love seeing them run at me.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Doctor on July 22, 2011, 01:42:49 pm
Anyone play on a match where there were 3 medics and three spies?

I did that last week, I was a medic.

We won.

Wut.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PTTG?? on July 22, 2011, 02:00:17 pm
Anyone play on a match where there were 3 medics and three spies?

I did that last week, I was a medic.

We won.

Wut.

If this was arena, then it makes some sense. Medics regenerate.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Doctor on July 22, 2011, 02:25:40 pm
Nope, cp_dustbowl.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Duke 2.0 on July 22, 2011, 04:51:28 pm
 More medics that dont die is always more better for the team. If they all keep somewhat back and are not sniped then their team has a huge advantage.

 Im also sorry, but anybody who describes Pyro as W+M1 automatically sounds like an enormous tool to me. It never existed and completely fucked up Pyro balance. See> Eualizer, Demoknight. Shoot. Them. With anything really.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PTTG?? on July 22, 2011, 04:56:12 pm
I've played a few rounds of Vs. Saxton Hale mode. It can be a lot of fun, but I can never find a server with less than 1000 ms ping.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Jackrabbit on July 22, 2011, 08:42:20 pm
The Mackarel is still way cooler than the frying pan. :)

I'm still doubting about that soda popper. It's very cool, but I'll use it when I get sick of my short stop, which isn't anytime soon. *pewpewpewpew*

It's actually surprisingly useful. If you pair it with the Winger, then you can do 21+ damage at medium range and 100+ at close, with each shot.

That said, yeah, love my Short Stop. Biggest problem with Scout is I'm always running out of shells and having to reload, and then shooting during the reloading and forgetting to check how many shells I have left. Soooo many perfect shots, wasted.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: MaximumZero on July 23, 2011, 12:43:52 am
Okay, so I have an odd proposition. How would I go about setting up a long-term server for TF2 while not actively playing it? For you guys, of course.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Aklyon on July 23, 2011, 12:45:53 am
Okay, so I have an odd proposition. How would I go about setting up a long-term server for TF2 while not actively playing it? For you guys, of course.
You could try asking Kael or whoever runs the DFC server.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Thexor on July 23, 2011, 01:02:36 am
Okay, so I have an odd proposition. How would I go about setting up a long-term server for TF2 while not actively playing it? For you guys, of course.

Short answer? Download the server client, open up your ports, and run it. Volia, instant server!

Long answer? Unless you've got a lot of bandwidth (protip: if you don't know, you don't.) and a fair bit of memory, running a server for more than a few people will probably be impossible without severe lag. You can rent a server, of course, but now we're talking a considerable amount of money (and trust me, it's pretty much impossible to accumulate enough donations to keep it afloat. I know a lot of servers that have tried that, with poor results.  :'( ).

Honestly? I'm of the opinion that it's easier to find some other server and crash on it. Sure, you don't get admin powers, but there's plenty of tomfoolery that can be had without on-demand noclip and the like. Moreover, you avoid all the headaches involved in maintaining a server - paying for sufficient bandwidth, rebooting it when it crashes, updating it when Valve decides to add two new weapons and 5000 particle effects...  ;)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: MaximumZero on July 23, 2011, 01:56:40 am
Okay, so I have an odd proposition. How would I go about setting up a long-term server for TF2 while not actively playing it? For you guys, of course.

Short answer? Download the server client, open up your ports, and run it. Volia, instant server!

Long answer? Unless you've got a lot of bandwidth (protip: if you don't know, you don't.) and a fair bit of memory, running a server for more than a few people will probably be impossible without severe lag. You can rent a server, of course, but now we're talking a considerable amount of money (and trust me, it's pretty much impossible to accumulate enough donations to keep it afloat. I know a lot of servers that have tried that, with poor results.  :'( ).

Honestly? I'm of the opinion that it's easier to find some other server and crash on it. Sure, you don't get admin powers, but there's plenty of tomfoolery that can be had without on-demand noclip and the like. Moreover, you avoid all the headaches involved in maintaining a server - paying for sufficient bandwidth, rebooting it when it crashes, updating it when Valve decides to add two new weapons and 5000 particle effects...  ;)

Welp, I seem to have all the power and bandwidth necessary to run a server, but am currently too derptarded to figure it out. Hopefully some sleep will cure that, and I'll have it up and running for you guys soon.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: 3 on July 23, 2011, 07:43:34 am
Im also sorry, but anybody who describes Pyro as W+M1 automatically sounds like an enormous tool to me. It never existed and completely fucked up Pyro balance. See> Eualizer, Demoknight. Shoot. Them. With anything really.

My point exactly. I wasn't trying to say that W+M1 is a valid tactic, only that that the guy seemed to think it wasn't only valid but overpowered.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Jackrabbit on July 23, 2011, 08:46:48 am
It works in very specific cases, but only then and not very well.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 23, 2011, 11:30:57 am
Im also sorry, but anybody who describes Pyro as W+M1 automatically sounds like an enormous tool to me. It never existed and completely fucked up Pyro balance. See> Eualizer, Demoknight. Shoot. Them. With anything really.

My point exactly. I wasn't trying to say that W+M1 is a valid tactic, only that that the guy seemed to think it wasn't only valid but overpowered.
Yeah, I main pyro, and liberal use of the degreaser/shotgun/axetinguisher is as viable as a good scout for close range combat (at least in pubs) because worst-case scenario, you have a scattergun that does -25% damage along with the incredibly powerful puff/sting/airblast/afterburn versatility and a bunch more health. If you play it less like pyro and more like scout, it's easy to be hugely successful. I personally consider the shotgun to be my primary, my axe to be my finishing move/ambush, and my degreaser is really just for utility purposes.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on July 23, 2011, 12:05:47 pm
I treat my flare gun like my main, my Backburner is secondary, and my Rake is last. Also, bear claws + steak is awesome in arena. The rake is just crazy.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Thexor on July 23, 2011, 01:25:40 pm
I treat my flare gun like my main, my Backburner is secondary, and my Rake is last. Also, bear claws + steak is awesome in arena. The rake is just crazy.

I would worship the bear claws if the darn things didn't fill up half the screen. Turning off viewmodels helps... but I like having viewmodels on other weapons (where they don't block the whole screen!). Decisions, decisions...  >:(
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: RF on July 23, 2011, 01:28:45 pm
I think the pyro class should just have a complete overhaul, to be honest. Napalm flamethrowers would be great.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Siquo on July 23, 2011, 01:31:06 pm
Pyro is fine, really.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: MaximumZero on July 23, 2011, 01:34:13 pm
Update: So, because I am a tard, I don't know if I'll be hosting TF2 any time soon. Not until I get another PC, anyway. The one I have is plenty powerful enough, and according to most of the internet, I should be able to host about 40 players with my current bandwidth, but it never occurred to me that I wouldn't be able to host and play at the same time.  :-[ I apologize if I got any hopes up.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Doctor on July 23, 2011, 01:35:30 pm
Napalm Flamethrower?

Area Denial would be a great change for the pyro, who's all about the ambush right now.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 23, 2011, 01:39:31 pm
I actually managed to host and play at the same time on my laptop, and it all functioned fine. Just follow this tutorial to do it right.
http://forums.srcds.com/viewtopic/5439 (http://forums.srcds.com/viewtopic/5439)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: MaximumZero on July 23, 2011, 01:54:11 pm
I actually managed to host and play at the same time on my laptop, and it all functioned fine. Just follow this tutorial to do it right.
http://forums.srcds.com/viewtopic/5439 (http://forums.srcds.com/viewtopic/5439)

Schweet. Gonna test that out later tonight.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 23, 2011, 02:28:03 pm
probably won't work long-term, but if all you want to do is get a server up every once in a while it should do fine.
Keeping one shortcut on your desktop to update, and one to run the server is optimal.
Also, you have to open a port, and figuring out which one is a total pain. Just saying. So, basically, it's a HUGE PAIN to get it set up the first time, then it is PAINLESS from there on to forever ( no reinstalls for updates)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Aklyon on July 23, 2011, 03:05:09 pm
Napalm Flamethrower?

Area Denial would be a great change for the pyro, who's all about the ambush right now.
But Area denial is Engy's job and partly Demoman's. Why have three denires?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PTTG?? on July 23, 2011, 04:41:38 pm
Napalm Flamethrower?

Area Denial would be a great change for the pyro, who's all about the ambush right now.
But Area denial is Engy's job and partly Demoman's. Why have three denires?

Well, the engie takes a while to set up, but lasts forever. The demo takes a few seconds, and it lasts his whole life or until used. The napalm would be very fast, but only last for a second or two.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Aklyon on July 23, 2011, 05:42:46 pm
That does sound like it could be useful.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: SHAD0Wdump on July 23, 2011, 05:46:49 pm
Just tried the Righteous Bison out (Cow mangler doesn't seem 'differant' enough for me, besides, I don't have a spare black box), and I really like it. Blows through everything, but has not nearly as good reliability on targets that move, and in 1v1 situations the shotgun trumps it easily.

I think I'll be using it for a while. It's just that much fun.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on July 23, 2011, 05:50:48 pm
I hate my Cow Mangler now. A charged blast can't even kill an engy on a direct hit. All it's good for is to disable a sentry, then run forward and melee it to death. If it doesn't mow you down.
Primary fire, is really good though. It does about the same dmg as the rocket launcher, despite the -10% dmg. It's 5 shots and unlimited ammo make it better overall. But sentries....
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Jackrabbit on July 23, 2011, 05:52:29 pm
I think the pyro class should just have a complete overhaul, to be honest. Napalm flamethrowers would be great.

What is a napalm flamethrower? Something that sets the area alight? Each class would need a way to get rid of it, because there's nothing exciting about waiting for flames to die down.

Also, why do you think pyros need a complete overhaul?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Bdthemag on July 23, 2011, 08:09:03 pm
I think the pyro class should just have a complete overhaul, to be honest. Napalm flamethrowers would be great.

What is a napalm flamethrower? Something that sets the area alight? Each class would need a way to get rid of it, because there's nothing exciting about waiting for flames to die down.

Also, why do you think pyros need a complete overhaul?
Pyro's have been pretty underpowered, ever since a few people on SPUF complained about getting killed by pyro's alot Valve reduced his overall DPS by ALOT.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Enzo on July 23, 2011, 08:30:03 pm
Pyro's not underpowered, it's just that most people don't bother to play it properly. At mid to long range you have to realize that every other class outmatches you*, but you can easily take out an opponent, or cripple a large group, if you get the drop on them. Plus, you can protect teammates from stickies and rockets, airblast people off carts/points/the map itself, spycheck...

*Unless you are one of those weird people with superhuman flaregun skills.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Flying Carcass on July 23, 2011, 08:45:08 pm
The flare gun can be used as a ghetto sniping device.  :P
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Shadowlord on July 23, 2011, 09:51:27 pm
I love to use it on snipers, and to repeatedly flare the same heavy for massive damage, and the detonator kicks it up a notch since you can ignite people who are behind cover if you time it well and if it cooperates.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: MaximumZero on July 23, 2011, 11:43:50 pm
probably won't work long-term, but if all you want to do is get a server up every once in a while it should do fine.
Keeping one shortcut on your desktop to update, and one to run the server is optimal.
Also, you have to open a port, and figuring out which one is a total pain. Just saying. So, basically, it's a HUGE PAIN to get it set up the first time, then it is PAINLESS from there on to forever ( no reinstalls for updates)

This is exactly what I want. So, sounds good. I'll begin the long, awkward process of actually getting this set up, then.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: 3 on July 24, 2011, 03:43:38 am
Further tales from within the breach: Medics and pyros chase friendly spies around waving their melee weapons whilst being shot by members of the opposing team, usually unto death. A player gloats about being the top of his team while playing as scout, "the weakest class in the game, second to medic". One medic refuses to heal me until he's shot me, run through me, and hit me with his bonesaw, despite me being wounded, fast, able to double-jump, and actively dodging incoming rockets. Bumrushing pyros marauder in packs and a spy attempts to run through an enemy sentry while cloaked, only to bounce off, confusedly decloak, and start shooting, while his friends stare into their cigarette cases in the spawn. Players walk into the same sticky trap five times in a single round and I'm accused of hacking. Later, an actual cheater turns up, but he's disappointing being nothing more than a speedhacked heavy. As such, we kill him and win anyway. Later still, a player complains about how he "can't kick here", swears at us every time he loses, and soon ragequits.

Despite being reminded of the state of the internet as a whole, the entire scenario brought on a perverse smile.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Dsarker on July 24, 2011, 03:59:23 am
Further tales from within the breach: Medics and pyros chase friendly spies around waving their melee weapons whilst being shot by members of the opposing team, usually unto death. A player gloats about being the top of his team while playing as scout, "the weakest class in the game, second to medic". One medic refuses to heal me until he's shot me, run through me, and hit me with his bonesaw, despite me being wounded, fast, able to double-jump, and actively dodging incoming rockets. Bumrushing pyros marauder in packs and a spy attempts to run through an enemy sentry while cloaked, only to bounce off, confusedly decloak, and start shooting, while his friends stare into their cigarette cases in the spawn. Players walk into the same sticky trap five times in a single round and I'm accused of hacking. Later, an actual cheater turns up, but he's disappointing being nothing more than a speedhacked heavy. As such, we kill him and win anyway. Later still, a player complains about how he "can't kick here", swears at us every time he loses, and soon ragequits.

Despite being reminded of the state of the internet as a whole, the entire scenario brought on a perverse smile.

Remember to either tell them to get back to farmville, or when you finish playing, to say "This is getting boring. Time to go back to Farmville!"
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Jackrabbit on July 24, 2011, 06:57:54 am
Yesterday I spent the entire evening on a Cyberpunk server with no gravity listening to absolutely hilarious radio skits over mic.

Also I got the crit-a-cola. Damn I love the crit-a-cola.

e: also, I die to pyros all. The. Time. They come out of nowhere, burn the shit outta me and run, it's amazingly annoying but I guess that's their job. I also enjoy a lot of success as the pyro, so I don't see where you're coming from.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: FunctionZero on July 24, 2011, 07:54:23 am
Further tales from within the breach: Medics and pyros chase friendly spies around waving their melee weapons whilst being shot by members of the opposing team, usually unto death. A player gloats about being the top of his team while playing as scout, "the weakest class in the game, second to medic". One medic refuses to heal me until he's shot me, run through me, and hit me with his bonesaw, despite me being wounded, fast, able to double-jump, and actively dodging incoming rockets. Bumrushing pyros marauder in packs and a spy attempts to run through an enemy sentry while cloaked, only to bounce off, confusedly decloak, and start shooting, while his friends stare into their cigarette cases in the spawn. Players walk into the same sticky trap five times in a single round and I'm accused of hacking. Later, an actual cheater turns up, but he's disappointing being nothing more than a speedhacked heavy. As such, we kill him and win anyway. Later still, a player complains about how he "can't kick here", swears at us every time he loses, and soon ragequits.

Despite being reminded of the state of the internet as a whole, the entire scenario brought on a perverse smile.

I get this all the time at Valve's official servers. Well, not THAT severe, but it comes pretty close.

My worst play though was being on RED at Goldrush payload. Half my team was engies, and they just kept upgrading their stuff at the spawn while the opposing team casually pushed the cart forward. Yeah, we lost in the end.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Duke 2.0 on July 24, 2011, 08:08:25 am
 The primary problem with Pyro is that everything he has other classes do a lot better. Even soldier is better at being versatile, so whatever specific reason one would want to use the Pyro is easily trumped. Only thing he excells at is DoT damage, which maxes at 60 damage. No other class does anything close, but no other class really cares. There is also Airblast but one could argue that rockets and stickies can knock people around at any range without putting their classes into optimal firing range.

 Ambushing is incredibly effective on most classes, even Heavy with a normal minigun. Saying Pyro does well there is like saying Pyro does well on opponents with 10 hp. Well yeah I guess he does. Doesnt mean anything.

 All the Pyro needs is something to help either Mobility and\or survivability. Pyro suffered from the same problem as Demoknights since they first came out, stuck with a close range weapon with no damage dealt beyond it. Adding more damage is frustrating to deal with as a victim as you want time to react, even in an ambush situation. They just need some tool to use in order to reach close range or position themselves so range doesnt matter. They need something only their class can do, not general sneaking around and knowing opponents movement patterns that any class can do.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 24, 2011, 10:28:58 am
This is why I'm an advocate of using the shotgun. To be honest, the scout has no real long range weapon either, but has mobility. The pyro has no long range weapon AND no mobility, but DOES have more health and utility. Utility = airblasting people and projectiles, putting out fire, setting fire, axing people to their instakill doom, etc.
So for a mobility cost and perhaps 25 percent less damage from scout (by using the shotgun instead of the scattergun) , you can get a flamethrower, 50 hp, and an instakill axetinguisher, as well as the ever-awesome airblast ability.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Duke 2.0 on July 24, 2011, 11:36:11 am
 No scout would ever trade their speed and double jump for 50 hp. Ever. Its the only reason their class works. Mobility is a huge perk that is incredibly powerful, its why changes in move speed are usually within 10% of the next tier. Any more and its strength would be overwhelming.

 I recognize the utility of the airblast and the survivability it grants the Pyro is amazing, but it has reached its max strength before people call for nerfs and it doesnt solve the problem of reaching the only range where that weapon can deal damage. It also does not justify having a secondary weapon that several other classes have the exact same version of being used as your primary damage dealer. Im cool with the idea of a classes secondary weapon dealing more damage than their primary, but it needs to be stronger than the secondaries other classes have.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 24, 2011, 01:46:14 pm
And that's where the degreaser comes in. The wepon heckling you can do is absolutely stunning. You can airblast a demoman or whatever, then instaswitch to a 90 damage meatshot. Other classes (besides scout) can't always be using their shotgun on demand- it takes time to switch to it. The degreaser/shotgun/axetinguisher set is the only viable set for pyro, but it does work pretty well imo. I generally can get 3-4 kills per death (before f2p, too) and that's far better than I do as scout (not pretending to be good at scout though).
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Siquo on July 24, 2011, 03:58:12 pm
Yeah afer trying everything out I re-stopped at the beforementioned combo, except now I can MAIL THEM HOME. Ha :)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Shadowlord on July 24, 2011, 04:06:34 pm
Later, an actual cheater turns up, but he's disappointing being nothing more than a speedhacked heavy. As such, we kill him and win anyway.

Now looking forward to being accused of being a speedhacking heavy when I next log on with my Gloves of Running Urgently (http://wiki.teamfortress.com/wiki/Gloves_of_Running_Urgently).
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Duke 2.0 on July 24, 2011, 04:10:04 pm
Later, an actual cheater turns up, but he's disappointing being nothing more than a speedhacked heavy. As such, we kill him and win anyway.

Now looking forward to being accused of being a speedhacking heavy when I next log on with my Gloves of Running Urgently (http://wiki.teamfortress.com/wiki/Gloves_of_Running_Urgently).
Nah, just get a soldier with the diciplinary action behind you. Its amazing how fast you can go as a heavy with that and the GRU.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 24, 2011, 09:07:07 pm
Yeah afer trying everything out I re-stopped at the beforementioned combo, except now I can MAIL THEM HOME. Ha :)
Yeah, I would try to get a mailbox of my very own, but my axetinguisher is already named The Clearcutter and it's described THWACK!. That makes me too happy to switch to the reskin.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on July 24, 2011, 09:25:19 pm
My favorite scout set: Soda Popper, Crit-A-Cola, and the Fan O War. You can get continuous mini-crits, and allow your team to do it too.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: SHAD0Wdump on July 24, 2011, 09:47:05 pm
My favorite scout set: Soda Popper, Crit-A-Cola, and the Fan O War. You can get continuous mini-crits, and allow your team to do it too.
I have three sets...

Current Favorite:
-FaN
-Mad Milk
-Candy Cane
 High survivability behind enemy lines. If I'm ever hurt mildly, I just kill some sniper or something and pick up the health. More seriously and I try to nail someone with the milk while retreating and spraying them on the way to a health pack to increase the odds of my escape. I can occasionally use the milk to coat objectives as well to aid my team.

Second Favorite:
-Shortstop
-Mad Milk
-Fan o' War
 A much more support oriented scout. With this I can stay in medium range and skirt the edges while looking for opportunities to use the milk, or move in to smack a big threat with the fan and run away. This class definitely can tilt the odds in situations. But is highly dependent on working with the team. Otherwise resorts to fanning someone and shooting them down with the shortstop.

Old Favorite:
-Scattergun
-Bonk
-Holy Mackerel
 Very standard Scout. Lets me do some good old fashioned brawling while even letting me have fun with the fish. But the main reason I go back to this class occasionally is because this is my #1 teleporter hunting kit. I can Bonk behind enemy lines and 4 shot teleporters as well as harass at spawn. Doesn't always work, but can severely ruin the enemy team's momentum.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: MagmaDeath on July 24, 2011, 11:04:18 pm
My favorite scout set: Soda Popper, Crit-A-Cola, and the Fan O War. You can get continuous mini-crits, and allow your team to do it too.
Eh, If I use the soda popper I definitely use a pistol. mini crit pistol shots are amazing.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Shadowlord on July 25, 2011, 01:17:43 am
And crit-a-cola-boosted shortstop headshots can instakill. Of course, you're also in serious danger of being killed yourself.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: SHAD0Wdump on July 25, 2011, 01:26:06 am
And crit-a-cola-boosted shortstop headshots can instakill. Of course, you're also in serious danger of being killed yourself.
Headshots?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Soulwynd on July 25, 2011, 01:39:26 am
I assume he means hitting all 4 pellets. Shortstop fires only four pellets per shot, one in the middle and 3 random. It's a good long range shottie weapon.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Thexor on July 25, 2011, 02:03:29 am
We generally call those "meatshots". Headshot kinda implies hitting the head, which is totally useful in many FPS games but only matters with scoped sniper rifles and the Ambassador in TF2.  :P
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: RF on July 25, 2011, 03:47:08 am
I hate my Cow Mangler now. A charged blast can't even kill an engy on a direct hit. All it's good for is to disable a sentry, then run forward and melee it to death. If it doesn't mow you down.
Primary fire, is really good though. It does about the same dmg as the rocket launcher, despite the -10% dmg. It's 5 shots and unlimited ammo make it better overall. But sentries....

It's ridiculous that they nerfed the Mangler but they still haven't nerfed the (hilariously OP in arena) Persian Persuader or the lolforcer, which I get a ridiculous amount of kills just cloaking up, moving behind the enemy team and shooting them with it.

EDIT: Well, shit. (http://www.youtube.com/watch?v=VeUlxU2qXDk&feature=channel_video_title)

Discussion on the topic. (http://www.reddit.com/r/gaming/comments/iyr59/arg_for_something_new_maybe_from_valve_heres_a/)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Flying Carcass on July 25, 2011, 05:33:55 am
Don't forget the undocumented effect of the cow mangler... THE POLYCOUNTS! THEY LAAAAAAG!
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Jackrabbit on July 25, 2011, 05:57:53 am
Oh, that video stuff is cool. Valve producing a horror game, maybe?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: GaxkangtheUnbound on July 25, 2011, 06:01:19 am
Don't forget the undocumented effect of the cow mangler... THE POLYCOUNTS! THEY LAAAAAAG!
From what I've heard, people are banning the cow mangler because it crashes their server. Could be likely, although the main reason is that people think it's overpowered. A good engi can take care of a mangler soldier easily.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Jackrabbit on July 25, 2011, 08:43:02 am
Wow, I cannot believe I did not notice that http://www.teamfortress.com/meetthedirector/?p=10 this page had previews of Meet The Medic in the background. I am so thick sometimes.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Siquo on July 25, 2011, 09:49:23 am
Uhhh, yeah. Don't worry about it, but don't let it happen again!

In other news, I am annoying scoot, but sentries are even more annoying.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Cecilff2 on July 25, 2011, 11:34:04 am
EDIT: Well, shit. (http://www.youtube.com/watch?v=VeUlxU2qXDk&feature=channel_video_title)

Discussion on the topic. (http://www.reddit.com/r/gaming/comments/iyr59/arg_for_something_new_maybe_from_valve_heres_a/)

I approve.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PTTG?? on July 27, 2011, 02:36:55 pm
Hey so the Medieval update.
The Beginning (http://medieval.tf2mods.net/1_1.html)
The Latest Page (http://medieval.tf2mods.net)

Check it out.

I'm almost certain that many of these files will be added to the game by Valve, complete with some tactical variation. Frankly I think they should usually be worse than the normal equivalent, perhaps with some unique abilities.

Take the Soldier's cannon. I could certainly see it lobbing a big, slow projectile with an arc and maybe have only limited damage but significant knockback if it hits directly. That sounds like a big cannonball.

Then there's the sniper with a new scoped crossbow, which sounds interesting. I guess it'd make an interesting merge of the sniper rifle and the bow. Less arc, more reload time. More range, less maneuverability.

The Medic's non-surgical scissors might do bleeding... but that's overplayed. The mug could be used to splash allies with booze, extinguishing them, although that makes little sense.

The Ribs might be interesting too. The Sandwich perfectly compliments the Minigun+medigun alliance, but is (while nice) not quite as useful in medieval. I'd say that anything that improves his ability to melee fight against the champions of medieval mode would be very good. Something to counter swords in general?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 27, 2011, 03:08:08 pm
Yeah, if they do get added, I hope that they add a payload map for midevial, and also make the new weapons horribly UP, but able to be used in the mostly-melee midevial mode.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: USEC_OFFICER on July 27, 2011, 03:37:28 pm
Heh. Medieval Update. Some of this stuff looks cool, but most of it I probably won't use. Perhaps all of it.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PTTG?? on July 27, 2011, 03:48:50 pm
I'm looking forward to seeing a cannon-soldier fighting a laser-soldier.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: micelus on July 27, 2011, 03:56:07 pm
erm, may i ask what is the point of downloading the models? is it supposed to replace my weapons?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on July 27, 2011, 03:57:18 pm
erm, may i ask what is the point of downloading the models? is it supposed to replace my weapons?
Yes. It changes what the weapons look like.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: micelus on July 27, 2011, 04:01:23 pm
so these aren't actually a preview of new weapons but just a source of new meshes?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: RF on July 27, 2011, 04:13:53 pm
so these aren't actually a preview of new weapons but just a source of new meshes?

You do realise that's what Valve always does, right? They take models off the community and makes them into weapons and hats etc?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: USEC_OFFICER on July 27, 2011, 04:20:41 pm
This 'update' isn't being done by Valve. From what I can tell, the community is doing it out of their own initiative.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Flying Carcass on July 27, 2011, 05:01:36 pm
So there I was, playing PL_Upward as a scout when I suddenly came face-to-face with a demoman whilst going over the tunnel (the one after the first checkpoint). After I fired 2 shots, the demoman promptly turned 90 degrees to his left and targe charged off the map. (Nice!  :P )

Remember, friends don't let friends drink and demoman! (This message has been brought to you by S.A.D.D. (Scouts Against Drunk Demomanning)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Jackrabbit on July 27, 2011, 05:02:49 pm
You're drunk whilst playing a drunk character?

We need to go deeper.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: dragonshardz on July 27, 2011, 05:06:38 pm
(http://knowyourmeme.com/i/000/063/180/original/We_need_to_go_derper.jpg)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Jackrabbit on July 27, 2011, 05:08:03 pm
"IMMA TAKE YOU TO INCEPTION AND IM GONNA PLANT MY BOOT IN YOUR ASS WHICHSSS YOUR MIND ACTUALLY YOUR GONNA GET MINDASSKICKED"

Hell, I'm recording new Demoman dialogue.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Metalax on July 27, 2011, 10:53:50 pm
Fearless Fortress 2 would like to challenge the DFC to a friendly 5v5 match over on their server tomorrow 28th at 4:00 PM EDT (8pm GMT)

Place - DeRoyalSnipers server. IP Address - 8.2.122.85:27015
Password - FF2 (upper-case)
Teams - Fearless Fortress 2 vs Dwarf Fortress Community.
Rules - Regular server rules apply.
Playing Set - Three Rounds.
Map - Dwarf Fortress Community's choice. (has yet to pick the map)
Playstyle - Non-competitive just-for-fun.
Duration - 30 minutes to 3 hours.

Post a comment up over on the announcment if you want to play and with prefered map. First 5 after I get up tomorrow will comprise the team and I'll post up an event.

http://steamcommunity.com/groups/dwarfortress/announcements/detail/993260932177292130 (http://steamcommunity.com/groups/dwarfortress/announcements/detail/993260932177292130)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Jafferey on July 27, 2011, 11:37:13 pm
I hate how trade servers are the most popular servers??? wth??
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: HLBeta on July 27, 2011, 11:54:49 pm
I hate how trade servers are the most popular servers??? wth??
What part of "The world's most popular war-themed hat simulator" do you not understand?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: micelus on July 28, 2011, 01:23:59 am
so these aren't actually a preview of new weapons but just a source of new meshes?

You do realise that's what Valve always does, right? They take models off the community and makes them into weapons and hats etc?


Oh I wasn't aware they always did it this way. I thought they took the models directly and made them into weapons, didn't know they also posted the models.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Siquo on July 28, 2011, 12:34:14 pm
Fearless Fortress 2 would like to challenge the DFC to a friendly 5v5 match over on their server tomorrow 28th at 4:00 PM EDT (8pm GMT)

Place - DeRoyalSnipers server. IP Address - 8.2.122.85:27015
Password - FF2 (upper-case)
Teams - Fearless Fortress 2 vs Dwarf Fortress Community.
Rules - Regular server rules apply.
Playing Set - Three Rounds.
Map - Dwarf Fortress Community's choice. (has yet to pick the map)
Playstyle - Non-competitive just-for-fun.
Duration - 30 minutes to 3 hours.

Post a comment up over on the announcment if you want to play and with prefered map. First 5 after I get up tomorrow will comprise the team and I'll post up an event.

http://steamcommunity.com/groups/dwarfortress/announcements/detail/993260932177292130 (http://steamcommunity.com/groups/dwarfortress/announcements/detail/993260932177292130)

Ehm, this is in 1.5 hours, and no applications but me?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: FunctionZero on July 28, 2011, 12:39:12 pm
Ehm, this is in 1.5 hours, and no applications but me?
I can be there too. (Is the [DFC] tag necessary?)

That still leaves three needed players though.

Oh hey, there's an event here: http://steamcommunity.com/groups/dwarfortress/announcements/detail/993260932177292130 (http://steamcommunity.com/groups/dwarfortress/announcements/detail/993260932177292130)
Seems we only need one more.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Axil on July 28, 2011, 01:04:12 pm
I'm in, if the space still is unallocated
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: FunctionZero on July 28, 2011, 01:09:45 pm
I'm in, if the space still is unallocated
I think we have 5 apps already. But do spectate, you can drop in if one of us has to go!

Oh yeah, and can someone post here like 15 minutes before the event? I'd prefer not to forget it :P.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Frajic on July 28, 2011, 02:42:00 pm
I'm in, if the space still is unallocated
I think we have 5 apps already. But do spectate, you can drop in if one of us has to go!

Oh yeah, and can someone post here like 15 minutes before the event? I'd prefer not to forget it :P.
Can't be arsed waiting for the 15 minute mark, so here you go.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: FunctionZero on July 28, 2011, 03:05:03 pm
And in the end I was the only one there :P. Well, the server was just restarted for the event, we're playing pl_badwaters.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Frajic on July 28, 2011, 03:06:44 pm
And in the end I was the only one there :P. Well, the server was just restarted for the event, we're playing pl_badwaters.
I WOULD join, but Steam isn't working properly. I've got a ton of issues. I'll see if I can't get it working.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Siquo on July 28, 2011, 03:07:18 pm
Ehm WTH

I'm getting "this game is currently not available" when starting TF2... That's never happened before.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Siquo on July 28, 2011, 03:13:23 pm
Ahaaa it's updating!
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Frajic on July 28, 2011, 03:16:52 pm
And it's FINALLY working. Coming in right now.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Siquo on July 28, 2011, 05:11:25 pm
We rule so hard.

Score ended at 5-4 for them (FF2), but we played the last... what, 4 rounds, with 3 players vs 5 players, and even won with 3 vs 5p.
So they get the victory, we get the honour. :)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: FunctionZero on July 28, 2011, 05:13:45 pm
Yeah, we were definately the underdog there. We really need to repeat this some day.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Siquo on July 28, 2011, 05:18:31 pm
Underdog? We owned them. Losing with 5 vs 3? That's just ridiculous :)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: FunctionZero on July 28, 2011, 05:23:25 pm
Underdog? We owned them. Losing with 5 vs 3? That's just ridiculous :)
Yeah, exactly. I think you don't really know what underdog means. It's that team nobody expects to win, but in the end they do. (Hollywood loves that cliche.)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Siquo on July 28, 2011, 05:27:03 pm
See, that's Hollywood. Messing up your language. The underdog (http://en.wikipedia.org/wiki/Underdog_%28competition%29) is the one you don't expect to win and usually doesn't.

Only in Hollywood they do.

((Also: languages are not alive and nobody is allowed to invent new words or new meanings for old ones unless it's to name something they discovered or invented themselves.))
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: FunctionZero on July 28, 2011, 05:30:10 pm
Well that's what you get when most of your English comes from vidya and movies.

I stand corrected. We still ruled. :P
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Siquo on July 28, 2011, 05:32:03 pm
*High Five*
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Shadowlord on July 28, 2011, 05:54:18 pm
I'd have joined if I hadn't read in a comment on the event that you already had 5.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: FunctionZero on July 28, 2011, 06:09:06 pm
I'd have joined if I hadn't read in a comment on the event that you already had 5.
Yeah, but that comment also said it'd be cool to have some backup if someone doesn't come or needs to go later. :P
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PTTG?? on July 28, 2011, 06:09:55 pm
A sword for the spy in the Medieval update (As well as a wickerwork flamethrower and a few magic wands for the pyro). I guess it'd be great if it acted like a slightly more flexible but less sudden version of the knife... maybe less damage and no backstabs, but higher health and greater attack rate. Also, it still crits when attacking from behind, it's just not an insta-kill, maybe.

A sundial cloak watch, too. For some reason, I rather like it. Maybe it doesn't collect metal and discharges quickly, but provides slight health regeneration? It fits a bandit who attacks, slips into the shadows, and comes back again from a different angle.

Ah, and the branding iron for the pyromancer as well. Of all his melee weapons, the iron seems most appropriate... that or one of the torches. It'd be a great way for him to light things on fire without weird primary weapons.

Can't wait to see if they actually give the engie a buildable.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Siquo on July 28, 2011, 06:12:15 pm
I'd have joined if I hadn't read in a comment on the event that you already had 5.
Yeah, but that comment also said it'd be cool to have some backup if someone doesn't come or needs to go later. :P
And one of those walked in the wrong direction half the time :)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Dsarker on July 28, 2011, 06:14:48 pm
Well, some ideas for the engy buildables.

Barricades, prevent access through an area.
Those arrow igniters, whatever they're called.
Maybe a crossbow could be mounted on the barricade and used to shoot over.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: FunctionZero on July 28, 2011, 06:17:30 pm
Well, some ideas for the engy buildables.

Barricades, prevent access through an area.
Those arrow igniters, whatever they're called.
Maybe a crossbow could be mounted on the barricade and used to shoot over.
Hot Oil pots, nicely cooking up anyone who gets near. (And burnable for massive damage!)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PTTG?? on July 29, 2011, 02:35:00 pm
I've got it. For the engie: a "smith's hammer" which can be right-click thrown. It regenerates like the baseball, and while it's missing, you can't use it even for construction.

It doesn't stun, because people hate stun, but it's a reasonable ranged weapon for the engie. Maybe it can bounce from enemy to enemy. Yeah, I could see that.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Duke 2.0 on July 29, 2011, 02:45:23 pm
 Valve, we gotta go on the level here.

 Combine the razorback and danger shield. Combine the gunboats and mantreads. Combine the solemn vow and vita saw.

 Every single one of those weapons have problems that combining wit each other fixes. Razorback and danger shield are both considered useless compared to jarate and the smg, with the health bonus helping snipers survive shooting spies. Them soldier boots are both weak when you gotta take away the shotgun and the combined ability of taking less jump damage and dealing damage with them opens up a new play style that could never be considered overpowered. The medic weapons arepretty evenly split between less than useful and no downside, so combine them so in order to see enemy health you have less health.

 And also the reserve shooter for pyro. Fuck he already has the axetinguisher a minicrit shotgun won't change the equation that much. It will make the axetinguisher less of an overwhelming choice for pyro melee so theybstart using theother melee weapons.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PsyberianHusky on July 29, 2011, 02:50:29 pm
Oh, I have got it!
For the engineer, an area denial air-blast sentry,
Deflects projectiles automatically(With out aiming) and pushes back players.
Mostly you would throw it up near another sentry.   
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on July 29, 2011, 02:58:49 pm
Oh, I have got it!
For the engineer, an area denial air-blast sentry,
Deflects projectiles automatically(With out aiming) and pushes back players.
Mostly you would throw it up near another sentry.
So the only thing that could kill it would be spies, heavies, and medics.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PsyberianHusky on July 29, 2011, 03:02:10 pm
Oh, I have got it!
For the engineer, an area denial air-blast sentry,
Deflects projectiles automatically(With out aiming) and pushes back players.
Mostly you would throw it up near another sentry.
So the only thing that could kill it would be spies, heavies, and medics.
Bullets, and it would not be 100% effective, It would have a cool down like the pyro's so a projectile class could out-shoot it, but It would would soften the projectile spam.

Think like a mini sentry, not some big healthy building. You would throw one up so you could cap points and move objectives.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Soulwynd on July 29, 2011, 03:05:09 pm
Gunboats is a pain in the ass (http://www.youtube.com/watch?v=TjwgdaVmTDM) as it is. It doesn't need any buffs.

I've been rolled and rolled too many people with gunboats soldiers, kthx. Sacrificing one soldier to kill the enemy medic on a competitive match a valid strategy.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on July 29, 2011, 03:11:24 pm
Gunboats is a pain in the ass (http://www.youtube.com/watch?v=TjwgdaVmTDM) as it is. It doesn't need any buffs.

I've been rolled and rolled too many people with gunboats soldiers, kthx. Sacrificing one soldier to kill the enemy medic on a competitive match a valid strategy.
...I can't even do that. Air shotting people is 100x easier then that.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Soulwynd on July 29, 2011, 03:14:28 pm
What? You tap jump and point behind you...
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on July 29, 2011, 03:17:38 pm
What? You tap jump and point behind you...
The rapid jumping around. That's hard as hell.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Soulwynd on July 29, 2011, 03:55:55 pm
What? You tap jump and point behind you...
The rapid jumping around. That's hard as hell.
What? You tap jump and point behind you...


... Seriously... try it... After a few minutes you will be doing it too.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PsyberianHusky on July 30, 2011, 04:26:43 am
What? You tap jump and point behind you...
The rapid jumping around. That's hard as hell.

Scout, While you are waiting to get a server started just practice rocket jumping, If you can have one on one soldier battles, while waiting, it is all the better.
You will be doing rollouts, and aerials like a champ in no time.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Jackrabbit on July 30, 2011, 06:39:00 am
He's right. I had no idea you could do that before today and I tried it once and instantly got the hang of it.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PsyberianHusky on July 30, 2011, 08:17:11 am
Still, the point stands; Mantreads are a joke.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Metalax on July 30, 2011, 09:38:35 am
Heh latest patch notes,

Quote
Team Fortress 2
- Definitely did not add cheats for upcoming Free-2-Play Invitational Cup.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on July 30, 2011, 12:22:26 pm
Do you know how to airstrafe? That can be a big problem with people's rocket jumps. You can find a lot of good videos on youtube explaining it, and it's SO HELPFUL in every aspect of the game.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Duke 2.0 on July 30, 2011, 12:51:26 pm
Gunboats is a pain in the ass (http://www.youtube.com/watch?v=TjwgdaVmTDM) as it is. It doesn't need any buffs.
Comp balance is a joke, just ban it if this becomes a problem. And remember that while a soldier is shooting at a target he cant really focus on airstraifing onto said moving target for the damage bonus. The knockback resistance would help with the apparent Wrangler problem comp is having.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Soulwynd on July 30, 2011, 02:11:45 pm
Yes well, I play in both comp and pub settings, and even in the pub setting it's a pain in the ass when a skilled soldier gets on. (Or when I'm in a good day.)

I had this day in badlands against comp people where I rolled out like crazy. Then again, the medic was this awesome girl and she would catch me in middle air and boost my health before I rolled out again. So the credit wasn't all mine.

I got my 16 kills streak that day. Rocket launcher + gunboats ftw. It pick that in most map settings. The exceptions are when I'm alone most of the time, then I pick a shottie. If we have sentry problems or grouped up people, then I pick one of the backpacks, depending on the issue we're facing.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: 3 on August 01, 2011, 06:00:13 pm
Had an amusing game on Upward (attacking) with most of the team as Engies. One guy managed to sneak into the enemy base and put a tele there shortly after we took the first cap, letting us wreak havoc around the entrance. Eventually I hauled my level 3 sentry behind cap 2 taking out all the defenders almost immediately, and the round was pretty much set from thereon. Coincidentally, this was the first time I tried playing Engie for a whole game.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Duke 2.0 on August 01, 2011, 06:22:01 pm
 Every time I attack as blu on Gold Rush I try to plant a tele in the tunnel behind red spawn. The rounds where it works are the most amazing thing and both teams congratulate me on the hilarity of the situation.

 I read the official forums from time to time to see the crazy things people suggest. One option was a shotgun for the pyro that has like 300% extra knock back on airborne targets and a good 20% damage reduction. I know restricting movement of players is frustrating and a bad idea, but flying everywhere from knock back seems like fun enough to evade that issue. And I like playing around with nonstandard gameplay elements like gravity, friction, fall damage, damage falloff and map resources like medkits and ammo boxes.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Tradanbattlan on August 01, 2011, 06:40:38 pm
I've always entertained the thought of a reverse flamethrower thats primary fire was a continuous airblast and secondary fire was a close-ranged puff of fire.


Also, map concept that I made at midnight last night.

PL_PIPEDREAM

Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Duke 2.0 on August 01, 2011, 06:56:03 pm
 Make a section where the bomb goes underwater completely and there needs to be fighting underwater and you have gold. And a secret laser in one of the pipes, because let's be honest both sides are trying to develop doomsday weapons.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: FunctionZero on August 01, 2011, 07:01:04 pm
Make a section where the bomb goes underwater completely and there needs to be fighting underwater and you have gold. And a secret laser in one of the pipes, because let's be honest both sides are trying to develop doomsday weapons.
I dunno, might make some classes under/overpowered in that section.

For example, Pyro would be useless, while the Demoman would be even better. (It's hard to dodge grenades in the water and even harder to spot stickies.)
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on August 01, 2011, 07:02:34 pm
There has to hazards on the sides. Pyros can airblast.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PTTG?? on August 01, 2011, 07:33:55 pm
Make a section where the bomb goes underwater completely and there needs to be fighting underwater and you have gold. And a secret laser in one of the pipes, because let's be honest both sides are trying to develop doomsday weapons.
I dunno, might make some classes under/overpowered in that section.

For example, Pyro would be useless, while the Demoman would be even better. (It's hard to dodge grenades in the water and even harder to spot stickies.)

Ah, but that's just the point. Different fields call for different tactics, calling for different weapons.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: FunctionZero on August 01, 2011, 07:38:50 pm
Make a section where the bomb goes underwater completely and there needs to be fighting underwater and you have gold. And a secret laser in one of the pipes, because let's be honest both sides are trying to develop doomsday weapons.
I dunno, might make some classes under/overpowered in that section.

For example, Pyro would be useless, while the Demoman would be even better. (It's hard to dodge grenades in the water and even harder to spot stickies.)

Ah, but that's just the point. Different fields call for different tactics, calling for different weapons.

Sure, but most maps are quite balanced, making for an even playing field for all classes, with many paths for different tactics.

Here, it'd be necessary to take the underwater route because that's where the cart goes. So it isn't really perfect.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: 3 on August 01, 2011, 07:54:59 pm
Wouldn't have to be. You could have an alternate route through another room, allowing either team to flank the other. Obviously the cart wouldn't go through there.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Duke 2.0 on August 01, 2011, 08:06:45 pm
 Vents easily accessible by the attacking team that drop into the room where the defending team jumps into the water to defend the cart. Pyros can always ambush defenders before they enter the water. They never really help with cart pushing anyway.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Dsarker on August 01, 2011, 10:54:39 pm
What about having the water that is hazardous change at random intervals? Could be fun to be trying to ambush an enemy and suddenly your life.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on August 01, 2011, 11:07:47 pm
Or, you could have a control point in the center of the map that electrifies the underwater section if the defense gets control of it, and you could even repeat this a couple times. It would combine control point and payload strategies. The only requirement would be to have a window, so a defender can see everyone in the water get electrocuted when they recap the point in the middle of the push through the lake. Also, on the subject of the water level area, you could always make the water shallow enough to not put out fire like in the sewers of 2fort (but still enough to electrocute your ankles  :P )
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Dsarker on August 02, 2011, 01:24:41 am
Vents easily accessible by the attacking team that drop into the room where the defending team jumps into the water to defend the cart. Pyros can always ambush defenders before they enter the water. They never really help with cart pushing anyway.
Or, you could have a control point in the center of the map that electrifies the underwater section if the defense gets control of it, and you could even repeat this a couple times. It would combine control point and payload strategies. The only requirement would be to have a window, so a defender can see everyone in the water get electrocuted when they recap the point in the middle of the push through the lake. Also, on the subject of the water level area, you could always make the water shallow enough to not put out fire like in the sewers of 2fort (but still enough to electrocute your ankles  :P )

The window has to be shootable through, so the snipers and pyros could do something.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: The Scout on August 02, 2011, 07:18:51 pm
The medieval update broke my TF2. Can't start a match up.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Osmosis Jones on August 02, 2011, 07:21:17 pm
Having actually played a payload level that involves a complete submersion of the cart, I'll say this;

It works, bitches. Look up PL_greatheights (IIRC). The cart goes down a ramp into water, turns right and is fully submerged. At this point, it passes through a short tunnel, then rises up again, another right turn, and out to the cap. In that space have been some of the best battles on the server.

IMO heavies tended to benefit from the water the most; swimming meant grenades and rockets that normally cluster around their feet fell further away, pyros couldnt flare spam, and their slow speed became less of an issue, all while their own bullets were unaffected. The water also made it hard to spot & harry the medics, meaning they could focus on healing others, adding to the heavies' survivability.

Of course, this was all around the time of the WAR! update, so things may be a little different now.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Soulwynd on August 02, 2011, 07:23:40 pm
Yup, I like that map. The underwater part if really fun.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on August 02, 2011, 10:43:09 pm
The midevial update is over; wonder if valve will add the map they made.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: PsyberianHusky on August 03, 2011, 12:58:35 am
Does anyone know hammer well enough to map make?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: mr. macduggan on August 03, 2011, 01:13:07 am
no way man  :D
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Tradanbattlan on August 03, 2011, 01:13:37 am
I could if I didn't lose intrest partway through like I always do.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Flying Carcass on August 04, 2011, 01:04:44 pm
I like the UI of the new Pip Boy promotional item.
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: dragonshardz on August 04, 2011, 01:06:06 pm
Wait. What?
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: Vherid on August 04, 2011, 01:13:31 pm
Pipboy and Anger mask fuck yeah
Title: Re: Team Fortress 2: Goes Free To Play with Uber Update "Let's do dis."
Post by: LASD on August 04, 2011, 01:28:33 pm
Wait. What?
Ton of promo items for QuakeCon apparently.

Original Rocket Launcher from Quake (http://wiki.teamfortress.com/wiki/Original)
A hat from Skyrim (http://wiki.teamfortress.com/wiki/Tamrielic_Relic)
A Sniper headpiece from Brink (http://wiki.teamfortress.com/wiki/Anger)
Pip-Boy from Fallout! WOO! (http://wiki.teamfortress.com/wiki/Pip-Boy)
Wingstick from RAGE (http://wiki.teamfortress.com/wiki/Wingstick)

I really really really want that Pip-Boy. I also expect the ability to wear two misc items to come soon.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Shadowlord on August 04, 2011, 02:32:20 pm
Sweet. By already having New Vegas, I should already have it. :P

Apparently the only way to get the Skyrim hat is to pre-order Skyrim through Steam, though. Last time I checked it wasn't even ON Steam (Apparently they JUST added it).
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Tyler6498 on August 04, 2011, 03:38:35 pm
Just went and had a test run of the pip boy, I love it so much.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Greiger on August 04, 2011, 05:18:08 pm
Hmm.  I want skyrim, and now would be a good time to buy it since my folks are a little worried I have some depression problem because I haven't bought any games recently, (no mom I'm fine, there hasn't been anything interesting released recently) and I do have some spare money floating around.  It might get them off my back.

But I don't know if my computer will run it, and I can't find any system reqs.  Anyone have them handy per chance or does Bethesda not know themselves yet?

EDIT: Found them not official but good enough,
2GB dual core, 3 GB ram, 512 MB graphics card.  I should be able to run it.  Maybe not awesomely and my Graphics card will definitely need to be updated to this decade though.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Shadowlord on August 04, 2011, 05:26:46 pm
Just went and had a test run of the pip boy, I love it so much.

Oddly, I had the opposite reaction.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Tradanbattlan on August 04, 2011, 06:04:33 pm
Hmm.  I want skyrim, and now would be a good time to buy it since my folks are a little worried I have some depression problem because I haven't bought any games recently, (no mom I'm fine, there hasn't been anything interesting released recently) and I do have some spare money floating around.  It might get them off my back.

But I don't know if my computer will run it, and I can't find any system reqs.  Anyone have them handy per chance or does Bethesda not know themselves yet?

EDIT: Found them not official but good enough,
2GB dual core, 3 GB ram, 512 MB graphics card.  I should be able to run it.  Maybe not awesomely and my Graphics card will definitely need to be updated to this decade though.

Dude
are you me?
That's basically exactly my situation, and my computer has the same specs.

Anyways, I'm stoked now that I know my compy can run it.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Nilocy on August 05, 2011, 06:46:26 pm
http://www.youtube.com/watch?v=piZrjDTx2eg

Live action TF2 by corridordigital
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Shadowlord on August 05, 2011, 07:42:17 pm
The amount of video RAM your graphics card has doesn't really tell you how good it actually is.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: MaximumZero on August 05, 2011, 07:50:28 pm
http://www.youtube.com/watch?v=piZrjDTx2eg

Live action TF2 by corridordigital

That is awesome and I thank you for it, ser.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Shadowlord on August 05, 2011, 08:35:05 pm
It looks nice except for the interface, so... no :P
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Greiger on August 05, 2011, 08:43:54 pm
True on the video ram, but the way the card names are set up it's hard to tell what's better than what.  Those numbers often seem pretty arbitrary.  I remember having an ATI card that was something like a Radeon 9500.  With the way the numbers appear to work you'd think that would be like the next generation model currently in development.   

Nope, sucker is probably 10 years old by now.

And while video ram isn't a great indicator on required capability, it's better than nothing.  And it's not hard to figure out that you having a card with 256mb VRAM, when it says you need 512, you will probably have issues.  No matter how kickass your GPU and graphics chipset is.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Flying Carcass on August 05, 2011, 09:07:48 pm
True on the video ram, but the way the card names are set up it's hard to tell what's better than what.  Those numbers often seem pretty arbitrary.  I remember having an ATI card that was something like a Radeon 9500.  With the way the numbers appear to work you'd think that would be like the next generation model currently in development.   



I know, right? I wish they'd just number the cards by the order in which they were released. For cards that are specialized for a particular set of tasks, just toss words at the end of the card name like "professional" or "home edition".
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Shadowlord on August 05, 2011, 09:33:05 pm
TF2 doesn't have super-heavy requirements in general, but since it's free you might as well just try it and see how well it runs and how high you can turn the settings since you're probably way past the requirements (unless you have an old card that came with 512 MB of video ram as a gimmick).

As for the video card names' numbering, it's not too overly complicated, except for when they stop counting in one place and restart somewhere else (and possibly change the number of numbers). What it comes down to tends to be this: No matter how many numbers are in the card's name, the first number always tends to be the generation of the card (e.g. geforce fx 5xxx, geforce 6xxx, 7xxx, 8xxx, 9xxx, and then they jumped to 1xx, 2xx, 3xx, 4xx, 5xx, some of those being specialty cards/chipsets) and the next number indicates how good it is on a scale where a low number (below 5 or 6) is "piece of crap for people who don't know any better", where 6 is "moderate/good", and where 8 or 9 is "top-of-the-line for that generation," except that you still tend to need to look into actual reviews and benchmarks to find out how they actually perform, how big the card is, what kind of power requirements it has, whether it gets really hot, etc, before buying a card.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Siquo on August 06, 2011, 06:17:07 am
http://www.youtube.com/watch?v=piZrjDTx2eg

Live action TF2 by corridordigital

That is awesome and I thank you for it, ser.
Ditto.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Dsarker on August 07, 2011, 02:12:57 am
http://games.on.net/article/12966/Refried_TF2_Across_The_Years
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: GaxkangtheUnbound on August 07, 2011, 08:30:24 am
Just went and had a test run of the pip boy, I love it so much.

Oddly, I had the opposite reaction.

Can I have yours? :U
Unfortunately, Genuine Pip-boys are not able to be traded.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: dragonshardz on August 07, 2011, 12:24:47 pm
I found the Pip-Boy singularly unimpressive. Yeah, I like Fallout, and the whole "Yo dawg, I heard you like Fallout..." thing is good for a chuckle, but a reskin of the Engie's build menu is really not something to get all that worked up over.

I mean, I don't dislike it, but I'm not all that impressed either.

Woo, I've become a jaded gamer. :V
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Thexor on August 07, 2011, 12:49:26 pm
Sure, it's just a reskin of the interface and a near-invisible change to your in-game model.

But you know what? That's still one interface reskin more than most of these silly cosmetic items provide.  :P
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Soulwynd on August 07, 2011, 04:14:49 pm
Ps. I hope all these new preorder/promo items will become dropable or craftable like the ones before them.

>.<
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Jackrabbit on August 07, 2011, 04:25:24 pm
I have not been having an easy time of it on TF2 lately. I guess you shouldn't play TF2 whilst emotionally and physically exhausted but hell, a heavy that plays like he has Alzheimer is actually really funny.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Shadowlord on August 07, 2011, 04:33:34 pm
Honestly, the odds that I'm ever going to craft any hat are virtually zero. There are too many weapons that I'm missing as it is, and I have enough games that actually have a plot or aren't a multiplayer shooter that's never truly interesting, that I'm not playing TF2 enough to be able to craft weapons more than once every 3-6 months anyways, to say nothing of getting enough metal to make a hat.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Jackrabbit on August 07, 2011, 04:36:15 pm
Honestly, the odds that I'm ever going to craft any hat are virtually zero. There are too many weapons that I'm missing as it is, and I have enough games that actually have a plot or aren't a multiplayer shooter that's never truly interesting, that I'm not playing TF2 enough to be able to craft weapons more than once every 3-6 months anyways, to say nothing of getting enough metal to make a hat.

I have crafted three weapons in my whole time playing TF2. Hats are just completely unfeasable and not worth the effort.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Soulwynd on August 07, 2011, 04:57:53 pm
I've crafted about 5 hats... After 1000 hours of gameplay... And I have enough metal to craft another.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: The Scout on August 07, 2011, 07:10:19 pm
Honestly, the odds that I'm ever going to craft any hat are virtually zero. There are too many weapons that I'm missing as it is, and I have enough games that actually have a plot or aren't a multiplayer shooter that's never truly interesting, that I'm not playing TF2 enough to be able to craft weapons more than once every 3-6 months anyways, to say nothing of getting enough metal to make a hat.

I have crafted three weapons in my whole time playing TF2. Hats are just completely unfeasable and not worth the effort.
I crafted 2, got 4 drops, and about 7 promotional hats. 430 hours.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: MaximumZero on August 07, 2011, 09:44:05 pm
I got a hat through sheer luck. ^_^
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: mr. macduggan on August 07, 2011, 09:46:09 pm
I have gained and lost a lot of hats in the last year. My highlights include: With a random 3 refined craft, get ze goggles for the medic, but at level 99. Vintage too. I once found 2 hats after the same life. Imagine my surprise when they were BOTH HATLESS ENGINEERS. It was ok though, because a week before I found a vintage towering pillar of hats and I was pretty pleased with that. I have a couple promotional hats, and I have a black hustler's hallmark, but honestly I don't spend much effort on them. Sometimes, when I get a hat I don't like in some way, I'll try to trade it for another hat that I do like, but I'm not obsessive about it.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: The Scout on August 08, 2011, 09:26:05 am
And the Heavy Steel Jaw just dropped for me. Yay.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: mr. macduggan on August 08, 2011, 09:57:42 am
And the Heavy Steel Jaw just dropped for me. Yay.
I know my jaw would drop if that happened to me  :P
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: MagmaDeath on August 09, 2011, 08:55:33 pm
Oh god the spam this new steam trading can cause.
Paste 100 hats into chat, 100 pictures of that hat pop up.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: The Scout on August 10, 2011, 12:22:12 pm
Heavy bots are horrible on expert. Can't outdamage them at any range, can't kill his medic. Headshots makes the medic uber at that exact second. Stabbing his medic causes him to turn around and mow you down. Stabbing him causes the medic to mow you down, return to spawn, and continue healing that heavy. D: They're just fucking walls of hate and death.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: mr. macduggan on August 10, 2011, 01:11:43 pm
Yeah, all the bots on high levels are skilled in all of the wrong ways. What you want in a training bot is decent strategy but bad aim, instead you get terrible strategy with aimbots. You might as well go to a non-VAC server.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Flying Carcass on August 12, 2011, 12:31:43 am
So there I was, playing PL_Badwater... my entire team was comprised of medics (except for one sniper)... it was glorious!

We won on offense and barely lost of defense.

(And then we switched to no-scope snipers and gunslinger engies... also awesome!)
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Dermonster on August 12, 2011, 01:18:47 am
Won a pair of sweet shades by winning a Heavy boxing tournament ^.^

Nobody could kill me. Even after the tournament and just heavy boxing with all weps instead of fists, I still never lost. Even to a pyro with a rake.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: MaximumZero on August 12, 2011, 01:20:13 am
Augh, stupid not allowing freebie players to trade. Ah, well, maybe one of these days when I get a couple of e-bucks.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: LASD on August 12, 2011, 03:45:52 am
Okay, this video is only inspired by TF2, but still it's really quite amazing.

Mac 'n Cheese (AKA Scout vs. Heavy) (http://vimeo.com/27127177)

I think Valve will soon have two new employees from them Netherlands.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: USEC_OFFICER on August 12, 2011, 03:30:19 pm
Thoughts after seeing video: Heavy and Scout take tag way too seriously.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: 3 on August 14, 2011, 02:29:44 pm
32-player matches on Nucleus go about as well as you'd expect. There's so much congestion that I was just randomly knocking Sandman balls around and at least three quarters of them hit someone. That said, the Sandman works amazingly well on that map in general.

And I crafted a Shortstop... now I know why people love it.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: The Scout on August 14, 2011, 02:34:47 pm
32-player matches on Nucleus go about as well as you'd expect. There's so much congestion that I was just randomly knocking Sandman balls around and at least three quarters of them hit someone. That said, the Sandman works amazingly well on that map in general.

And I crafted a Shortstop... now I know why people love it.
I don't like the shortstop. I like the Soda Popper and the FaN. One for everyone, and the other mostly for heavies.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Duke 2.0 on August 14, 2011, 02:37:02 pm
 The Soda Popper is a beast with the pistol. Imagine a pistol where every shot deals 20 damage. My god. And when I want to mess around it makes minicrit bleed with the Boston Baster a breeze. No more running away to a safe zone, drinking crit a cola and having your opponent take like five more damage than normal.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Siquo on August 14, 2011, 02:45:01 pm
Hm, might try that, never thought of switching with the soda.

Shortstop is just a great spammer on medium-distance maps, I really like it.

Oh and I don't get the whole skill thing to TF2. Most of the time I'm just spamming shit and am suprprised I end up on top of the list.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: 3 on August 14, 2011, 02:51:55 pm
The Soda Popper is a beast with the pistol. Imagine a pistol where every shot deals 20 damage. My god. And when I want to mess around it makes minicrit bleed with the Boston Baster a breeze. No more running away to a safe zone, drinking crit a cola and having your opponent take like five more damage than normal.

That's exactly what I used to do (the Popper + Pistol + melee emphasis combo, not the Cola then immediately die bit), but the way it ended up I wasn't actually ever using the Popper. Alone, it's a Force-A-Nature without its major gimmick and with marginal extra practicality; decent against something you can shoot from a foot away, useless against everything else. There's not even an incentive to use it because the crits build up so long as you're moving. Aside from when you've got crits, the pistol never does enough damage for anything other than mild harassment and taking out unattended sentries (also remember that firing it for anything longer than a half-second makes every shot go wild). As far as my playstyle was concerned, it was a wasted slot.

The shortstop's only apparent weakness is that you can't do as much damage when sneaking up on someone than you can with the regular scatter. I'm doing as much damage as I can with the Direct Hit per shot at medium range, with a hitscan weapon, with a far faster firing speed, and a far faster reload speed...

Current loadout is Shortstop (obviously) + Bonk + Sandman or Basher (depending on map and enemy team composition).
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: The Scout on August 14, 2011, 02:54:46 pm
Well, spamming is good, but someone with actual skill can most of the time still kill you.
I sometimes use the Soda Popper, Crit A Cola, and the Fan O War. Constant mini-crits on demand and anytime. If you're really careful, you can actually kill alot of people.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: SHAD0Wdump on August 14, 2011, 05:38:46 pm
Well, spamming is good, but someone with actual skill can most of the time still kill you.
I sometimes use the Soda Popper, Crit A Cola, and the Fan O War. Constant mini-crits on demand and anytime. If you're really careful, you can actually kill alot of people.
I think I'll try this some time.

Aside from when you've got crits, the pistol never does enough damage for anything other than mild harassment and taking out unattended sentries (also remember that firing it for anything longer than a half-second makes every shot go wild).
I don't tend to like to blatantly disagree with people(anymore at least), but never underestimate the pistol.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: The Scout on August 14, 2011, 05:44:20 pm
Aside from when you've got crits, the pistol never does enough damage for anything other than mild harassment and taking out unattended sentries (also remember that firing it for anything longer than a half-second makes every shot go wild).
I don't tend to like to blatantly disagree with people(anymore at least), but never underestimate the pistol.
Oh god no. I know people who like to run up behind you, and blast you with the Winger. :|
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Duke 2.0 on August 14, 2011, 05:45:33 pm
 You know pyros?

 Pistol fucks up pyros.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Dermonster on August 14, 2011, 05:48:09 pm
So do shotguns.

Saved my soldiers life many a time, that shotgun. Damned M2 Pyros...
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: 3 on August 14, 2011, 05:52:22 pm
I don't underestimate the pistol. As I say, I used to use it a lot. It does a lot of damage at point-blank range (in which case you'll never hit anything faster than a Demo if it's aware of you - and if it's not, you're probably better off using your primary) and does reasonable damage at medium range over time (in which case you're basically obligated to aim and get sniped/flared/generally hit by something nasty).

It's undoubtedly a decent weapon - Valve are smart enough not to create useless filler weapons, which it easily could've been - but there's a reason why it's a secondary.

You know pyros?

Pistol fucks up pyros.

Unless I've been doing something seriously wrong, no, it doesn't, not better than any other hitscan gun. If you're fighting a decent Pyro he's not going to be running straight at you from 50 foot away. If he doesn't have the element of surprise you can back up firing, but then you're talking 100 damage absolutely max from one clip. Just because it's slightly better than the alternatives in this application doesn't make it good.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: The Scout on August 14, 2011, 05:53:54 pm
But you fire it really quickly. And most people will try to catch you. Or you can just shotgun them when they try to run.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Siquo on August 14, 2011, 05:58:24 pm
The gun is good vs bad pyros, but then again EVERY gun is good against bad pyros.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Duke 2.0 on August 14, 2011, 06:00:18 pm
 The point is that you can stay out of their range and deal a good amount of damage. The scattergun is great and all but getting a solid meatshot from that distance becomes difficult. As a scout you pretty much have two avenues of attack, either ambushing somebody and getting meatshots in or staying light on your feet and making sure you stay alive. Even a harassment weapon becomes valuable when you make sure your opponent can't hit you.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Soulwynd on August 14, 2011, 06:02:23 pm
In my opinion, the pistol is a good thing to have when you're in a bind and would have to reload your primary weapon. Same goes for shottie as secondary.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: dragonshardz on August 14, 2011, 06:47:36 pm
Todays' pwnage: I ran up behind a Heavy as a Scout, unloaded both shotgun barrels into the back of his head, reloaded, and then emptied both barrels into his head again.

And he was totally unaware of my actions.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: FunctionZero on August 14, 2011, 07:41:50 pm
Todays' pwnage: I ran up behind a Heavy as a Scout, unloaded both shotgun barrels into the back of his head, reloaded, and then emptied both barrels into his head again.

And he was totally unaware of my actions.
Heavies are often unaware of everything going on behind them.
It's so satisfying to melee those. :P
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: GaxkangtheUnbound on August 14, 2011, 07:42:13 pm
So do shotguns.

Saved my soldiers life many a time, that shotgun. Damned M2 Pyros...
Speaking of M2 Pyros, I actually went on a beautiful reflecting spree one game.
I was dominating this guy just by reflecting his rockets at point blank.
Also, I killed a sniper by reflecting his arrow when I ran around the corner. I swear he smashed his computer, because he left shortly after.

EDIT:Also, heavies are easy to axtinguish.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: The Scout on August 14, 2011, 07:43:09 pm
Todays' pwnage: I ran up behind a Heavy as a Scout, unloaded both shotgun barrels into the back of his head, reloaded, and then emptied both barrels into his head again.

And he was totally unaware of my actions.
Heavies are often unaware of everything going on behind them.
It's so satisfying to melee those. :P
Until you meet one with the Tomislav, Family Business, and the Eviction Notice. They decimate scouts/most other things.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: PTTG?? on August 15, 2011, 10:03:44 am
So do shotguns.

Saved my soldiers life many a time, that shotgun. Damned M2 Pyros...
Speaking of M2 Pyros, I actually went on a beautiful reflecting spree one game.
I was dominating this guy just by reflecting his rockets at point blank.
Also, I killed a sniper by reflecting his arrow when I ran around the corner. I swear he smashed his computer, because he left shortly after.

EDIT:Also, heavies are easy to axtinguish.

What we need is a airblast-only flamethrower.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Myroc on August 15, 2011, 10:09:26 am
I kinda want the pyro to get a Family Business-like shotgun, e.g. something with more ammo. It feels to me that the Heavy is the last person that needs two extra shots for his shotgun.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Siquo on August 15, 2011, 10:19:15 am
Nah, pyro needs a non-weapon support secondary, like the Battalion backup, or the scout drinks, or the jarate.
Something like Oil: splash, whoever is oiled has -10% move speed and gets minicrits from fire-damage for 4 seconds, or something.
Or The AsbestoShield: when charged with rage (with damage), grants a 80% fire-protection for all nearby allies.

I'd like that. I love the pyro but it always feels so solo (so ronery). And I get points nor recognition for airblasting ubers, which is (apart from spychecks) almost the only use the pyro has in team-work.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Duke 2.0 on August 15, 2011, 12:51:08 pm
 I dunno, so far the only strength the pyro has is versatility. And while a support item like the buff banner would be great I don't think consumables would work out too well.

 Also, revert all minigun spinup times to before the patch that reduced them, change Family Business stats to quicker switch and firing speed, give pyro a shotgun with more shots. Perfect.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: FunctionZero on August 15, 2011, 01:50:46 pm
Molotovs?
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: PTTG?? on August 15, 2011, 02:39:57 pm
Molotovs?

How about if he throws the moltov at an ally with a meele weapon out, the meele weapon burns and will ignite foes on hit for a few seconds.

On hitting an enemy or the ground, it ignites things in a radius.

On the other hand, it isn't as long ranged as the flare, and doesn't crit burning targets, or do any damage aside from the burning damage.

It's still pretty potent, and it could set a good pyro up for some serious extinguisher kill streaks, if he gets a group of players all at once. And allies would have a reason to work with him. Plus it could even work for Medieval mode.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Duke 2.0 on August 15, 2011, 02:44:25 pm
 It would just be the weakest part of a flamethrower extended to about mid range with at least a ten second recharge. I dunno. Nothing you can really do with fire from that range. Otherwise you could just use the flamethrower.

 Either fire gets an extra attribute of +15% damage to burn target or a secondary or melee gets that attribute. Pyro becomes a team player and fire is scary. done.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Jackrabbit on August 15, 2011, 03:33:46 pm
I kinda want the pyro to get a Family Business-like shotgun, e.g. something with more ammo. It feels to me that the Heavy is the last person that needs two extra shots for his shotgun.
I was surprised at the complete set involving the Eviction Notice, because both the Tomislav and (rather more so) the shotgun work amazingly well with the KGB.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: mr. macduggan on August 15, 2011, 03:48:30 pm
Yeah, I play pyro a ton, and I have to say the shotgun is great just the way it is. Possibly the only thing that I would like is a damage upgrade, but doing that basically would give the pyro a scattergun. If you use more than 4 shots in an encounter with almost any class, you are going to die anyway.

Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: ECrownofFire on August 15, 2011, 03:49:42 pm
Give Pyro a short charge like the Demoman has with shields, replacing the shotgun. Now he's useful. Even better, make him a fucking jetpack.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Jackrabbit on August 15, 2011, 03:51:15 pm
Pyros seem to me to be best at cutting the balls off a large group of enemies. Provided you can kill their medic or at least hurt him severely, if you manage to set them all on fire and then retreat (or more likely die) then if your teammates are right behind you they cut through them like a hot knife through a scout on fire.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Myroc on August 15, 2011, 03:55:15 pm
Give Pyro a short charge like the Demoman has with shields, replacing the shotgun. Now he's useful. Even better, make him a fucking jetpack.
Or better, a detonator that doesn't suck in granting the Pyro mobility. I thought the entire point of the Detonator in the beta was to give Pyro a rocket jump (although someone may correct me on this since I never actually played the beta) and then they pretty much removed that, which kinda defeats the point.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: ECrownofFire on August 15, 2011, 04:02:20 pm
What pyro really needs is airblast jumps.

Flamethrower
+25% ammo (250 instead of 200)
Airblasts cost 150% more ammo (50 instead of 20, same as Backburner)
Airblasts launch you in the opposite direction you fire them.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: FunctionZero on August 15, 2011, 05:00:53 pm
Latest update borked my game. Anyone else has that?

It seems that right when it goes to load the main menu, it somehow goes windowed and freezes.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: The Scout on August 15, 2011, 05:13:29 pm
Latest update borked my game. Anyone else has that?

It seems that right when it goes to load the main menu, it somehow goes windowed and freezes.
Yeah. It stops after awhile.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: FunctionZero on August 15, 2011, 05:18:48 pm
Latest update borked my game. Anyone else has that?

It seems that right when it goes to load the main menu, it somehow goes windowed and freezes.
Yeah. It stops after awhile.
Time to turn on my "patience mode", then.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: GaxkangtheUnbound on August 15, 2011, 05:29:37 pm
Latest update borked my game. Anyone else has that?

It seems that right when it goes to load the main menu, it somehow goes windowed and freezes.
Yeah. It stops after awhile.
That's weird. Everybody else says that it literally won't continue. According to somebody, the cause of this was to hotfix a rare startup crash. I'm betting there will be a hotfix within the hour.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: FunctionZero on August 15, 2011, 05:57:02 pm
Well, while I'm waiting for this to be fixed ... look what I found!


Original thread (http://forums.steampowered.com/forums/showthread.php?t=1946224), anyways it seems each poster changes something from the previous poster. Looks fun.
The one I posted was the latest change. Yeah, it's insane.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: FunctionZero on August 15, 2011, 06:04:11 pm
According to somebody, the cause of this was to hotfix a rare startup crash.
That'd be according to the official changelog, of course.

And yeah, they did fix it. They fixed it so that the startup crash isn't rare anymore. Heh.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: FunctionZero on August 15, 2011, 06:41:35 pm
TF2 iz fixxx'd. Yay I guess.
(lol triple post)
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: GaxkangtheUnbound on August 15, 2011, 06:55:20 pm
I suppose I'll break this combo of yours.
Anyhow, gift somebody a game for Tf2 items? Sounds inane and absolutely profitable to valve. Still, I could see the value of gifting a $1 game from a steam sale, and getting a hatstack in return(Or something else that's valuable.)
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Dsarker on August 15, 2011, 07:29:13 pm
I need to learn how to rocket jump accurately ::)
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Thexor on August 15, 2011, 07:42:41 pm
I suppose I'll break this combo of yours.
Anyhow, gift somebody a game for Tf2 items? Sounds inane and absolutely profitable to valve. Still, I could see the value of gifting a $1 game from a steam sale, and getting a hatstack in return(Or something else that's valuable.)

*cough* People have been trading TF2 items for games for months now. They've just been doing it through the time-consuming, somewhat-risky means of using third-party transfers, or the incredibly-risky means of trusting the other person. Valve is just adding a secure method.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: FunctionZero on August 15, 2011, 08:01:24 pm
So do acquiring kills on Strange variants actually do anything besides bolster your ego? If not, meh.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Thexor on August 15, 2011, 08:25:43 pm
So do acquiring kills on Strange variants actually do anything besides bolster your ego? If not, meh.

Nope. Given how easily kills can be farmed (can you say "Idle server"?), it'd be terribly broken if weapons gained a bonus with kills. Not to mention that any kind of grind-based weapon leveling system would be utterly idiotic and annoying.

Cosmetic effects based on kill count, maybe, but there's still the issue of "lol I farmed idle kills for 5 hours!!"
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: SHAD0Wdump on August 15, 2011, 08:27:29 pm
I still want to get a shitload of kills on my strange GRUs. That'll be a bigger ego boost than any pansy-ass stickybomb launcher. 0P
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Duke 2.0 on August 15, 2011, 08:30:03 pm
 What I would give for strange Mantreads. No idling, just treading on some mans.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Enzo on August 16, 2011, 03:07:40 am
So do acquiring kills on Strange variants actually do anything besides bolster your ego? If not, meh.

They also annoy and distract other players on the server whenever you level up. There should really be a way to turn that notification off (without disabling every other notification at the same time).
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Siquo on August 16, 2011, 03:43:08 am
Pyros seem to me to be best at cutting the balls off a large group of enemies. Provided you can kill their medic or at least hurt him severely, if you manage to set them all on fire and then retreat (or more likely die) then if your teammates are right behind you they cut through them like a hot knife through a scout on fire.
Yep, this is how you play it. I get most of my kills through "support" kills, that's why I hate medics. They steal my support kills.  :-[
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Dsarker on August 16, 2011, 06:00:38 am
Pyros are also good at stopping ubercharge pairs. Ambush, airblast one or the other away, maybe both, and they've suddenly lost a big advantage. That's what I used to do with pyro on Egypt.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: The Scout on August 17, 2011, 07:10:28 pm
Shortstop just dropped for me. Oh my god, I love it. All I need is the hat.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Tradanbattlan on August 17, 2011, 07:27:28 pm
Shortstop just dropped for me. Oh my god, I love it. All I need is the hat.
I can give you the Milkman if you have gift wrap.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: The Scout on August 18, 2011, 08:35:02 am
Shortstop just dropped for me. Oh my god, I love it. All I need is the hat.
I can give you the Milkman if you have gift wrap.
Deal. What's your Steam name?
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: 3 on August 18, 2011, 08:57:16 am
Shortstop just dropped for me. Oh my god, I love it.

I told you. I told you, and you didn't listen, and look where that got you.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Tradanbattlan on August 18, 2011, 01:54:07 pm
Shortstop just dropped for me. Oh my god, I love it. All I need is the hat.
I can give you the Milkman if you have gift wrap.
Deal. What's your Steam name?
Hakata no Shio. Here's a link. http://steamcommunity.com/id/SCREESCREESCREE (http://steamcommunity.com/id/SCREESCREESCREE)
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Vherid on August 18, 2011, 08:49:17 pm
http://www.teamfortress.com/deus-ex/
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Metalax on August 18, 2011, 08:52:16 pm
http://www.teamfortress.com/deus-ex/ (http://www.teamfortress.com/deus-ex/)

New items, currently obtained from preordering the new deus-ex. The new engy weapons look interesting, as does the new spy gun.

edit: bah ninja'd while I was checking out the new weapons.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Vherid on August 18, 2011, 08:54:12 pm
http://www.teamfortress.com/deus-ex/ (http://www.teamfortress.com/deus-ex/)

New items, currently obtained from preordering the new deus-ex. The new engy weapons look interesting, as does the new spy gun.

edit: bah ninja'd while I was checking out the new weapons.

They are also dropable, craftable, buyable.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Metalax on August 18, 2011, 08:55:47 pm
http://www.teamfortress.com/deus-ex/ (http://www.teamfortress.com/deus-ex/)

New items, currently obtained from preordering the new deus-ex. The new engy weapons look interesting, as does the new spy gun.

edit: bah ninja'd while I was checking out the new weapons.

They are also dropable, craftable, buyable.

Already? Normally the promo items don't become droppable/craftable until after the promo is over.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Bormok, God of Mud on August 18, 2011, 09:06:57 pm
As far as I can remember that only happens when the promo items are cosmetics, such as the Original being just a different looking rocket launcher. When the promo items actually do something new they can be obtained regularly right away.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Vherid on August 18, 2011, 09:07:44 pm
Already crafted the sniper and revolver.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: PsyberianHusky on August 18, 2011, 09:33:02 pm
Still; Engie items!!!!
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: ECrownofFire on August 18, 2011, 10:10:06 pm
Deus Specs.

That pun is really painful.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Enzo on August 18, 2011, 11:17:59 pm
New items are pretty boss, although that new Sniper is going to have me raging hard, I can already see it. Also no metal, can't craft. Guess I'll have to wait.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Vherid on August 18, 2011, 11:23:54 pm
New items are pretty boss, although that new Sniper is going to have me raging hard, I can already see it. Also no metal, can't craft. Guess I'll have to wait.

It's the most amazing thing ever made, some of the shit i pulled with it was disgustingly insane. I'm sure it will make you rage.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Tradanbattlan on August 19, 2011, 12:27:06 am
Guys, that's not important.

The Original is craftable.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Thexor on August 19, 2011, 02:33:44 am
Guys, that's not important.

The Original is craftable.

It is indeed. 2x Scrap Metal + 1x Reclaimed Metal, which I believe makes it the first specific crafting recipe that doesn't need a specific base weapon.

Still, awesome-sound-effects-and-shooting-from-the-centre versus awesome new Deus Ex weapons. Penetrating sniper rifles! Infinite-ammo shotguns! One must prioritize one's acquisitions.  ;)
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Siquo on August 19, 2011, 02:48:06 am
Those engy items... I Want That Widowmaker.

No Reload. At medium/short range you're not going to run out of ammo as long as you make decent meatshots, and/or pickup the weapons of the people you killed. Oh and, No Reload. This this singlehandedly makes the pyro obsolete. Oh and did I mention that it doesn't reload?
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Engineer with a bionic arm!
Post by: Shadowlord on August 19, 2011, 05:42:20 am
And as always, pre-ordering it from Anyone Other Than Steam won't get you the items, and buying it after it releases and reviews come out won't either, which is my major problem with it... I'd prefer to know if the game is any good before buying it, you know?
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: PsyberianHusky on August 19, 2011, 06:16:16 am
Deus Specs.

That pun is really painful.
The puns are augmented!
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: Siquo on August 19, 2011, 06:25:33 am
Deus Specs.

That pun is really painful.
The puns are augmented!
I personally thought it was punny.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Engineer with a bionic arm!
Post by: Myroc on August 19, 2011, 07:31:55 am
I think I'm gonna love the Machina and the Widowmaker. The latter MIGHT be useful with a gunslinger as long as you're rather accurate. Further testing is required.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Engineer with a bionic arm!
Post by: Siquo on August 19, 2011, 07:34:36 am
The widowmaker+gunslinger+a hidden dispenser is going to make me a rampaging uberengy.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Engineer with a bionic arm!
Post by: Myroc on August 19, 2011, 08:00:41 am
No one happens to have a spare Battalion's Backup/Righteous Bison? I don't want to waste ALL of my metal to craft first a Battalion's Backup, then a Righteous Bison, then a Machina.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Engineer with a bionic arm!
Post by: Dsarker on August 19, 2011, 08:15:02 am
I might have a BB. If you're happy to wait for 10-12 hours, I can trade it to you then.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Engineer with a bionic arm!
Post by: PTTG?? on August 19, 2011, 10:08:25 am
Things! For the Engine!
That have no connection to the theme, but still!
Looks pretty nice, and it's good to see the engie get... anything. What does the short circuit mean when it says "damages projectiles and players"? Does it have some kind of anti-rocket capability?

I wouldn't use them both, since they both draw off of metal. I could see the Widowmaker and a pistol, though.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Engineer with a bionic arm!
Post by: Siquo on August 19, 2011, 10:16:46 am
It destroys all projectiles, including stickies.

Projectiles are anything that's not a bullet, so arrows, jarate, flares, stickies, rockets, grenades all count...
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Engineer with a bionic arm!
Post by: ECrownofFire on August 19, 2011, 10:22:39 am
In other words, the Short Circuit makes your sentry-nest pretty much indestructible.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Engineer with a bionic arm!
Post by: jester on August 19, 2011, 10:52:39 am
ive got both the new engi weps and definately havent been impressed, its hard to reliably do over 60 damage with the shottie, so you always end up out of metal, miss 3 times and thats it, you are down your primary wep, and most of you metal.  The normal shottie is more of a killer for me, even pinging at mid range and doing 30 damage is good against most classes.  Big problem with the short circuit is the tiny damage it does (about 5) and the fact that you only get 5 shots unless you are on a dispenser, possibly good for turtle engi, but if a soli catches you out in the open you can maybe stop 1 volley, then the soli is coming at you with full health and again, you have no more metal.  I think I have managed to kill sollis and demos with their own explosives by blowing them up next to them though
  New rifle is good, and seems fairly balanced.  Seen alot of damage done with the new spy gun though.   
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Engineer with a bionic arm!
Post by: Jackrabbit on August 19, 2011, 05:29:15 pm
Man I'm glad I preordered Deus Ex. These things are awesome.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Engineer with a bionic arm!
Post by: dragonshardz on August 19, 2011, 06:23:12 pm
I looked over Deus Ex and want. So much want. The TF2 items are nice too, but oh my god. I want that game. But I don't have $54.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Engineer with a bionic arm!
Post by: Dsarker on August 19, 2011, 07:47:25 pm
Myroc, you want to trade now?
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Engineer with a bionic arm!
Post by: Siquo on August 20, 2011, 02:42:52 am
ive got both the new engi weps and definately havent been impressed, its hard to reliably do over 60 damage with the shottie, so you always end up out of metal, miss 3 times and thats it, you are down your primary wep, and most of you metal.
I concede, it is indeed harder than it looks. However, if you get a few good shots in you can make it last beyond the 6 shots a normal shottie has, and it starts paying off. But the sound. It sounds so much better.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Engineer with a bionic arm!
Post by: PsyberianHusky on August 20, 2011, 03:21:01 am
I looked over Deus Ex and want. So much want. The TF2 items are nice too, but oh my god. I want that game. But I don't have $54.
Considering Ubisoft's record with PC ports, I rather get it on console
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Engineer with a bionic arm!
Post by: Myroc on August 20, 2011, 05:09:46 am
Myroc, you want to trade now?
I'm afraid the offer's expired as I have already found someone who was willing to part with one.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Engineer with a bionic arm!
Post by: Dsarker on August 20, 2011, 06:41:39 am
Good stuff.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Engineer with a bionic arm!
Post by: Shadowlord on August 20, 2011, 06:52:27 am
I looked over Deus Ex and want. So much want. The TF2 items are nice too, but oh my god. I want that game. But I don't have $54.
Considering Ubisoft's record with PC ports, I rather get it on console

What does Ubisoft have to do with anything? DX:HR is made by Eidos Montreal (a subsidiary of Square Enix) and published by Square Enix.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Engineer with a bionic arm!
Post by: PsyberianHusky on August 20, 2011, 08:19:45 am
I looked over Deus Ex and want. So much want. The TF2 items are nice too, but oh my god. I want that game. But I don't have $54.
Considering Ubisoft's record with PC ports, I rather get it on console

What does Ubisoft have to do with anything? DX:HR is made by Eidos Montreal (a subsidiary of Square Enix) and published by Square Enix.
Holy hell, I thought they where the same company for some reason.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Engineer with a bionic arm!
Post by: Jackrabbit on August 20, 2011, 09:08:22 am
It's Deus Ex. I'm not a platform snob, but get it on PC for the feel of the thing.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: PTTG?? on August 20, 2011, 12:34:25 pm
Anyone want to get the new engie shotgun in exchange for some metal or something? I crafted one but frankly I'd rather keep my Strange Shotgun.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: katana on August 20, 2011, 02:16:19 pm
After that new sniper, I'm actually trying to learn how to snipe.

My username is katana098 (pkvx) if anyone wants to add me.  I found a server that was called dwarf fortress players server or something, but it was empty :/
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: USEC_OFFICER on August 20, 2011, 03:01:57 pm
My username is katana098 (pkvx) if anyone wants to add me.  I found a server that was called dwarf fortress players server or something, but it was empty :/

It generally is, but when it isn't... Lots of fun (and FUN).
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: katana on August 20, 2011, 03:36:17 pm
Hm. Any particular time when people are often on?
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Siquo on August 20, 2011, 04:28:36 pm
Sunday evenings. Join the DFC steam group, there's announcements of bored people sometimes.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Enzo on August 20, 2011, 06:19:03 pm
Sunday evenings. Join the DFC steam group, there's announcements of bored people sometimes.

Yeah, definitely join the DFC group (http://steamcommunity.com/groups/dwarfortress) if you haven't. The only times I've found a good crowd on the server are when I get a random event announcement for "Late Night TF2 Party" or somesuch. And yeah, it's great fun.

Last night I was playing on a different server that decided to play a match of Badwater Battle-Medics-only. It reminded me, we really must organize some single-class pickup games on DFC, it's a ton of fun. Everybody was really bad at playing battle-medic too, so it was just pure entertainment.
Title: Re: Team Fortress 2: Free To Play! QuakeCon promos! Engineer with a Pip-Boy!
Post by: The Scout on August 20, 2011, 06:37:09 pm
Shortstop just dropped for me. Oh my god, I love it. All I need is the hat.
I can give you the Milkman if you have gift wrap.
WHY Y NEVER ONLINE? But yeah, I expect a buff for the shotgun. It can do loads of damage, but only at point blank. And that normally means you're dead. I think it'll get a reduction in ammo usage, spread decrease, or more pellets?
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: PsyberianHusky on August 20, 2011, 07:23:33 pm
I would play with you more often if I didn't get such bad lag with the DFC server.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Nilocy on August 20, 2011, 07:31:52 pm
I do try to get the admins of the DFC to put up more TF2 game announcements.

I'm currently in the middle of No-Internet period of my life. Sooooooooo, I won't really be able to play for another week or so.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: dragonshardz on August 20, 2011, 08:40:43 pm
Anyone want to get the new engie shotgun in exchange for some metal or something? I crafted one but frankly I'd rather keep my Strange Shotgun.

I've got some scrap metal and spares.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: GaxkangtheUnbound on August 20, 2011, 08:42:32 pm
After trading a reclaimed metal for a strange ambassador(I didn't have anything I wanted), I got quite a few kills, and crazy headshot kills. Hooray for my lucky ambassador!
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: dageek on August 20, 2011, 11:17:50 pm
The new engineer items don't really seem that useful to me. They use too much metal. Spy revolver is OK, and the sniper rifle is just plain awesome.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: katana on August 21, 2011, 04:35:57 am
Yeah, too bad I suck at sniping >.<

Been trying to practice all of yesterday. What I don't get is how I'm so bad compared to black ops. Not higher-level super advanced trickshots etc., I MEAN SHOOTING A FREAKING HEAVY IN THE HEAD WHILE HE'S CROUCHED AND MOVING SIDEWAYS CONSISTENTLY T.T
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: GaxkangtheUnbound on August 21, 2011, 07:36:12 am
Yeah, too bad I suck at sniping >.<

Been trying to practice all of yesterday. What I don't get is how I'm so bad compared to black ops. Not higher-level super advanced trickshots etc., I MEAN SHOOTING A FREAKING HEAVY IN THE HEAD WHILE HE'S CROUCHED AND MOVING SIDEWAYS CONSISTENTLY T.T
Depending on server latency, you may want to just shoot a little behind/in front of them.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: katana on August 21, 2011, 10:55:53 am
With under 50, do I shoot in front or behind?
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: dageek on August 21, 2011, 04:25:49 pm
Slightly in front.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Enzo on August 21, 2011, 04:54:34 pm
What kind of latency do you need to hit someone by aiming behind them? Negative latency?

Also, my prediction about raeging over the new Sniper Rifle was correct. Played against a sniper who had a 16-1 KD ratio. He was probably annoying to begin with, but that new gun...
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: dragonshardz on August 21, 2011, 05:36:46 pm
I want that damn rifle.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: hemmingjay on August 21, 2011, 06:05:53 pm
i'll be selling all of these Deus Ex items to fund other game purchases. Anyone else doing the same?
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: freeformschooler on August 21, 2011, 09:24:35 pm
So I got my computer and then I installed TF2. I was like, ha, this looks like a pretty dumb and boring game. I was so wrong.

Gentlemen, I have discovered true fun.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: hemmingjay on August 21, 2011, 10:10:12 pm
Yup, I played the original habitually from 1996-2004 and then tf2 since it started. Others may play more than me, but nobody has more fun.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Thexor on August 21, 2011, 10:13:56 pm
Yeah, too bad I suck at sniping >.<

Been trying to practice all of yesterday. What I don't get is how I'm so bad compared to black ops. Not higher-level super advanced trickshots etc., I MEAN SHOOTING A FREAKING HEAVY IN THE HEAD WHILE HE'S CROUCHED AND MOVING SIDEWAYS CONSISTENTLY T.T
Depending on server latency, you may want to just shoot a little behind/in front of them.

The whole point of lag compensation is to eliminate exactly this artefact. Assuming your ping remains constant, you should shoot directly on target; any delay due to latency will be compensated out by the server.

Now, aiming slightly ahead is still a good idea, but not because of technological issues. Rather, humans have slightly delayed reactions; you may think you're shooting with perfect timing, but in fact you're pressing the mouse button a fraction of a second after you think you are. As a result, it's entirely independent of server latency, and entirely dependent on personal skill. If your reticule was over the target's head at the moment you clicked the button, you will hit, irregardless of latency.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Duke 2.0 on August 21, 2011, 10:15:05 pm
The whole point of lag compensation is to eliminate exactly this artefact. Assuming your ping remains constant, you should shoot directly on target; any delay due to latency will be compensated out by the server.
Every "Pro" sniper I have ever seen landing every headshot has hit the air slightly in front of a target. Lag Compensation should solve the issue but it doesn't.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: SHAD0Wdump on August 21, 2011, 10:57:05 pm
Finally managed to get the Sydney Sleeper. At somewhat ridiculous cost but hey... At least it also gave me reason to dump those 4 brass beasts that have been clogging up my inventory.

 Playing the piss sniper set is actually rather fun(Sleeper/Jar/Bushwacka). You aren't instantly lethal to most larger classes, but if your team is even remotely competant they'll clean up the mess for you, and you are INCREDIBLY more lethal against 150 HP or less classes due to the 25% increased charge rate. You also get to be even faster in close combat if you are a ninja.(Which for me is a very on/off sort of thing. 0P )
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: PsyberianHusky on August 22, 2011, 12:21:42 am
Finally managed to get the Sydney Sleeper. At somewhat ridiculous cost but hey... At least it also gave me reason to dump those 4 brass beasts that have been clogging up my inventory.

 Playing the piss sniper set is actually rather fun(Sleeper/Jar/Bushwacka). You aren't instantly lethal to most larger classes, but if your team is even remotely competant they'll clean up the mess for you, and you are INCREDIBLY more lethal against 150 HP or less classes due to the 25% increased charge rate. You also get to be even faster in close combat if you are a ninja.(Which for me is a very on/off sort of thing. 0P )
I feel very bad I scraped a ton of those. I never much liked the sleeper.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: HLBeta on August 22, 2011, 02:43:19 am
I just got the new sniper rifle out of a random drop. I had thought the 15% damage bost was on all shots instead of just fully charged ones, but it is a superb bodyshotting rifle nonetheless. The joy of pulling a double bodyshot kill with a full charge is near orgasmic as a sting of expletives and primal rage issue forth from the other team.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Shadowlord on August 22, 2011, 07:45:04 am
i'll be selling all of these Deus Ex items to fund other game purchases. Anyone else doing the same?

If it were possible to sell items for steam wallet funds, I'd do consider doing that with some of them. But I don't see the use since you can't, and you can buy the entire set of items for $20 in the TF2 store. I'm interested in Skyrim, but I don't see any sensible way to get it through trade without costing someone more money (trading for items with cheaper-priced games) than it would cost to just buy it (not to mention I could never get it solely through trade anyways).
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Cecilff2 on August 22, 2011, 01:44:51 pm
I've been punishing trigger happy pubs as a civ demo lately.  Go demo, and hang out by their spawn, talk to their snipers(Which are usually just fine with me hangin out with them), etc.  You know.  If someone starts shooting at me, I quickswitch to demopan then charge/pan.  So the question is, for this style of play, what should I name my demopan?
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Myroc on August 22, 2011, 02:09:27 pm
The Public Pacifier.

"The #1 cure for aggressive pubs. Apply directly to face."
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Dermonster on August 22, 2011, 02:18:25 pm
In other news, Microphone acquired.

Now I am able to ineffectually yell at everyone while they get themselves and me killed.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: USEC_OFFICER on August 22, 2011, 02:34:20 pm
So I got my computer and then I installed TF2. I was like, ha, this looks like a pretty dumb and boring game. I was so wrong.

Gentlemen, I have discovered true fun.

I know what you mean. I've been playing this since June (Holy shit. Has it really been that long?) and I'm still highly addicted to it. No other game has managed to keep my attention for so long, especially considering that I rarely play multiplayer in any other of my games.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: USEC_OFFICER on August 22, 2011, 03:27:17 pm
Pubstomper wouldn't be bad.

How you do civ demo, anyways?

I've been punishing trigger happy pubs as a civ demo lately.  Go demo, and hang out by their spawn, talk to their snipers(Which are usually just fine with me hangin out with them), etc.  You know.  If someone starts shooting at me, I quickswitch to demopan then charge/pan. So the question is, for this style of play, what should I name my demopan?

I believe he doesn't fight unless someone attacks him first. (I think it stands for civilized demoman.)
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Cecilff2 on August 22, 2011, 03:35:27 pm
Nope, you literally appear to have no weapon until you switch to it.

To do it, turn off respawn after loadout change in advanced options.
Bind a key to the quickswitch option in controls(Not bound by default)

Run up to a supply closet and taunt.  Quickswitch to a different weapon while taunting.  At the end of the taunt you become a civ.(Your previous weapon still shows for you, but will not fire.  You can test if you did it right by trying to fire.)

You appear like this (http://www.youtube.com/watch?v=donxTCh10Zk) to others.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: USEC_OFFICER on August 22, 2011, 03:39:01 pm
Ah. Never mind then (I might do that myself).
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: katana on August 22, 2011, 03:55:51 pm
Yeah, too bad I suck at sniping >.<

Been trying to practice all of yesterday. What I don't get is how I'm so bad compared to black ops. Not higher-level super advanced trickshots etc., I MEAN SHOOTING A FREAKING HEAVY IN THE HEAD WHILE HE'S CROUCHED AND MOVING SIDEWAYS CONSISTENTLY T.T
Depending on server latency, you may want to just shoot a little behind/in front of them.

The whole point of lag compensation is to eliminate exactly this artefact. Assuming your ping remains constant, you should shoot directly on target; any delay due to latency will be compensated out by the server.

Now, aiming slightly ahead is still a good idea, but not because of technological issues. Rather, humans have slightly delayed reactions; you may think you're shooting with perfect timing, but in fact you're pressing the mouse button a fraction of a second after you think you are. As a result, it's entirely independent of server latency, and entirely dependent on personal skill. If your reticule was over the target's head at the moment you clicked the button, you will hit, irregardless of latency.

Except when compensation screws up.

I've been getting better (nothing near a level I'd be proud of, but better) with the sniper, I probably hit generic public match players ~30% of the time, around a quarter of those hits are actually headshots. (Assuming I aim at the target for a headshot, 3/4 of the time it hits). I AM A TERRIBLE SNIPER >:U
Must... Keep... Practicing...
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Enzo on August 22, 2011, 04:47:00 pm
Meh, I've just given up being a competent Sniper...using the rifle. Aggro Frontline Huntsman/Jarate Sniper? Much more my style. Popping around corners and headshotting before they can retaliate, huntspamming chokepoints, Jarateing large groups so your teammates can wipe them out... I don't understand why most people prefer sitting in a corner waiting for headshots.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: GaxkangtheUnbound on August 22, 2011, 06:34:42 pm
One thing I love is quickscoping with the bazaar bargain. That thing seriously has an insane zoom turning ratio.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: USEC_OFFICER on August 24, 2011, 04:43:50 pm
Something must have happened with the TF2 item servers while I was playing today. As a pyro, I couldn't wield my beloved backburner for some reason. Or a regular flame-thrower. The only weapons I could use was a detonator and postal plummer (I still managed to kill a few people with the two).

Has anybody else experienced this today? (or perhaps in the past)
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Siquo on August 24, 2011, 04:45:44 pm
Yeah, that happens sometime.

Got my first 6-stab killstreak today. I suck at spy but this went surprisingly well.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: USEC_OFFICER on August 24, 2011, 04:48:50 pm
Got my first 6-stab killstreak today. I suck at spy but this went surprisingly well.

Please excuse me while I pick up my jaw from the floor.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Siquo on August 24, 2011, 04:52:11 pm
Spy is my least played class next to sniper.

I'm currently experimenting with the conniver and ringer, but I'm not yet getting the hang of it. The trick is to retreat tactically and behave normally, and I'm not too good at that.

YET!
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: 3 on August 24, 2011, 04:58:41 pm
Got my first 6-stab killstreak today. I suck at spy but this went surprisingly well.

Oh, that reminds me: Have the Valve servers gone now or was that just my internet fucking up (I tried playing on the DFC before I noticed anything wrong; bad idea)? If they have, I'll be forced to regularly battle people who can actually play. :(
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Cecilff2 on August 24, 2011, 05:00:26 pm
Spy is my least played class next to sniper.

I'm currently experimenting with the conniver and ringer, but I'm not yet getting the hang of it. The trick is to retreat tactically and behave normally, and I'm not too good at that.

YET!

Retreat behind enemy lines and find an ammo pack.  Try to get your cloak to full or as close as possible.  Disguise as scout, demo, pyro, sniper, or spy.  Mimic behavior, only deploy your DR again if they concentrate on you.(If you get a pyro after you and you get lit, let it burn a little to make your death more convincing)

Spying is much easier when you know all the side passages and little hideouts you can take refuge in.

Also...I noticed they patched the civilian bug.   :(
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Duke 2.0 on August 24, 2011, 05:02:14 pm
 Don't worry about sucking as spy, 70% of it is luck. At best you can learn how to avoid foes and when to attack, but random spychecking, scouts bumping into you as a pyro rounds a corner, heavies spinning around for no reason to mow you down and all sorts of funkiness can really mess you up no matter what skill level you are at. You can remove a percentage or two for the crazier spy maneuvers like jumping backwards over a scout running straight towards you to backstab them or perfecting facestabs, but don't worry too much about dying a lot.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Dsarker on August 24, 2011, 06:00:33 pm
Don't worry about sucking as spy, 70% of it is luck. At best you can learn how to avoid foes and when to attack, but random spychecking, scouts bumping into you as a pyro rounds a corner, heavies spinning around for no reason to mow you down and all sorts of funkiness can really mess you up no matter what skill level you are at. You can remove a percentage or two for the crazier spy maneuvers like jumping backwards over a scout running straight towards you to backstab them or perfecting facestabs, but don't worry too much about dying a lot.

^this.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Shadowlord on August 24, 2011, 07:56:36 pm
Something must have happened with the TF2 item servers while I was playing today. As a pyro, I couldn't wield my beloved backburner for some reason. Or a regular flame-thrower. The only weapons I could use was a detonator and postal plummer (I still managed to kill a few people with the two).

Has anybody else experienced this today? (or perhaps in the past)

Something like that happened to me once in the past, several months ago: all my weapons got stuck on what they were on at the time instead of what usually happens when the servers go wonky.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: TherosPherae on August 28, 2011, 03:12:32 pm
So I recently got a Diamondback as a drop. It is awesome, especially if the enemy team has an engineer using Mini-Sentries.

Sap a couple of sentries being built or just sap a teleporter, kill an engy in his nest from a distance with the pistol crits, go and sap the nest, repeat ad nasuem. It's even more awesome with a Dead Ringer.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Dsarker on August 28, 2011, 04:11:14 pm
Diamondback? What's it do?
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: 3 on August 28, 2011, 04:18:04 pm
Reverse Frontier Justice. Gives you a crit for each building that you destroy or assist via sapper, but only does the same damage as the Ambassador (-15%). It's certainly more practical than the Ambassador with my aiming skills... I'm definitely using it as a main revolver from now on. I can kinda imagine a weird Spy equivalent to the Gunslinger/Justice Engies with the Diamondback/Kunai/Ringer.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Dsarker on August 28, 2011, 04:51:28 pm
Oh, cool.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Siquo on August 28, 2011, 05:56:24 pm
The Original. It... It looks like a dildo. Did we play those games with dildostraponrocketlaunchers for years?

I... I think we did......  :o
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: PsyberianHusky on August 28, 2011, 06:06:18 pm
The Original. It... It looks like a dildo. Did we play those games with dildostraponrocketlaunchers for years?

I... I think we did......  :o
Sometimes a phalic rocketlauncher is just a phalic rocketlancher.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: TherosPherae on August 28, 2011, 06:28:28 pm
The Original. It... It looks like a dildo. Did we play those games with dildostraponrocketlaunchers for years?

I... I think we did......  :o
Sometimes a phalic rocketlauncher is just a phalic rocketlancher.
And sometimes it's gamedevs overcompensating for something. ;)
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: FunctionZero on August 28, 2011, 10:38:01 pm
Quote from: ED on The Original
Game-promoted reskin of the standard Rocket Launcher; looks exactly like the Rocket launcher from Quake. Valve decided to troll, placing the viewmodel at the bottom of the screen, so it looks like you're firing rockets from a massive black dong and fapping while reloading. Valve say it's because that's what it looks like on Quake, but we know that they love the cock really.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Impending Doom on August 31, 2011, 02:03:55 pm
I think this game hates me.

I've had it for about 3 weeks, bought a few things to get premium, and logged 23 hours of game-time.

But I still have yet to see a single drop of any kind. Seriously, even one of those crates would be a welcome sight right about now.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Thexor on August 31, 2011, 02:20:57 pm
...weird. I guess it's possible (though it'd be weird) that new premium accounts have to wait until the next reset period to begin receiving drops. If that's the case, you'll have to wait until Thursday for the drop counter to reset.  :(
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Impending Doom on August 31, 2011, 02:25:08 pm
Two Thursdays have passed since I went premium.  :(
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Levi on August 31, 2011, 02:33:49 pm
Two Thursdays have passed since I went premium.  :(

Valve wants you to spend more money.  Its a big scam I say.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: GaxkangtheUnbound on August 31, 2011, 04:24:51 pm
I went premium after I decided that five bucks was worth it, and my first drop was the sultan's ceremonial.
I have everything BUT the Persian Persuader for that set. It's a shame, too.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Cecilff2 on August 31, 2011, 04:36:12 pm
I've played a good few hours since the last drop reset and haven't received anything new too.  Hope the one today fixes it(Or has it already reset?  Can't remember what time on Wednesday it resets)
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Enzo on August 31, 2011, 04:43:13 pm
Huh, I haven't had any problems with the drops this week. Besides getting shit weapons, I mean.

I think the reset today is in 3 or 4 hours, IIRC.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Thexor on August 31, 2011, 07:06:42 pm
I went premium after I decided that five bucks was worth it, and my first drop was the sultan's ceremonial.
I have everything BUT the Persian Persuader for that set. It's a shame, too.

For what it's worth, the items are technically in a set, but there's no bonus for completing said set. Valve learned their lesson after the first set of hat-dependent set bonuses.  ;D
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Tradanbattlan on August 31, 2011, 07:15:39 pm
Didn't the Medic get a health regen bonus for just having the bow and amputator, though?
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Thexor on August 31, 2011, 09:25:39 pm
Didn't the Medic get a health regen bonus for just having the bow and amputator, though?

It does indeed. Note, however that the Berliner's Bucket Helm (which is included in the Mann Co. package along with the set) is not a required component of said set.

So, we've got the Polycount items, which require a hat to complete a set, and whose sets provide an in-game bonus. We've got the Medieval items, which do not require the matching hats while granting an in-game bonus. And we've got the new items, which require a hat but provide no bonus for completing the set.

Confused yet?  :P
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Dermonster on August 31, 2011, 10:30:01 pm
No, its all pretty clear cut.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Gunner-Chan on August 31, 2011, 11:08:09 pm
All pretty moot when GOD GRENADIERS SOFTCAP.

I don't know why but I just love that hat. I want it so bad~
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: SHAD0Wdump on September 01, 2011, 08:55:58 am
Apparantly there is a guy who plays TF2 with a Guitar Hero controller.

The concept alone is awesome.

EDIT: EVEN BETTER... http://www.youtube.com/watch?v=BfiOmo2jr6M
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Siquo on September 01, 2011, 09:04:19 am
EDIT: EVEN BETTER... http://www.youtube.com/watch?v=BfiOmo2jr6M
This made me laugh :)

That is indeed how you play it.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Kearn on September 01, 2011, 10:29:49 am
my first stun with the sandman was on 2fort

i meant to hit a sniper in the balcony on the battlements from our battlements, but the ball hit the bridge, bounced off one of the posts in the balcony, and hit a soldier on the ground on the head from max stun range and he was instantly sniped
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Impending Doom on September 01, 2011, 11:08:29 am
Finally got my first drops: Sandvich and the Big Earner. Not quite what I was hoping for.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Shadowlord on September 01, 2011, 12:17:08 pm
Sandvich is great!
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Kearn on September 01, 2011, 12:44:46 pm
big earner is good if you need to backstab a priority target and then get away quickly
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Duke 2.0 on September 01, 2011, 12:48:29 pm
 Not as much as you would hope though.

 Sandvich is part of the Heavy Triple Threat, so its always good to have. And a protip: Always drop it. an extra +50% health of your health healed now is much better than +100% of your health healed over several seconds of being a sitting duck.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: 3 on September 01, 2011, 02:32:31 pm
Others seem to suggest using the Big Earner to augment the Ringer. I couldn't disagree more. With the Earner + Invis you can maintain enough cloak to always have an escape option and almost entirely remove disguises from the equation. I guess it's like a reverse YER: More mobility at the cost of survivability if you get caught out.

A few days ago I had my first attempt at taking the Short Circuit seriously and it works amazingly well in the right circumstances. Two dispensers in Dustbowl 3/B's equipment room allows me to almost completely negate the BLUs' counter-spam while protecting my buddy's sentry on the front line. Even better was the fact that the enemy team that match had a clearly coordinated Soldier/Kritz duo whose efforts to flank through the tunnel came to nothing every time.

Here's an idea: Justice/Short Circuit/Gunslinger. The ultimate combat Engie, and still a definite team player.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Cthulhu on September 01, 2011, 03:10:01 pm
What does the short circuit do?

As for spies, I usually go DR/CD+YER, or CD/BE.  I always use my vintage ambassador as my pistol.  Makes razorback snipers a piece-a-piss.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: 3 on September 01, 2011, 03:18:51 pm
Destroys nearby enemy projectiles in a rough arc at the cost of 35 metal. Doesn't need reloading, does bugger-all to players (5 damage).
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Siquo on September 01, 2011, 03:34:48 pm
Others seem to suggest using the Big Earner to augment the Ringer. I couldn't disagree more.
I don't think that's what you meant.

Anyway, I'm still using the dead ringer with connivers kunai, and I like it. I will try the BE for a change.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: 3 on September 01, 2011, 03:47:46 pm
No, seriously. Kunai + Ringer seems like a sensible choice because the priority of the Ringer is harassment while staying alive behind enemy lines. Despite the damage reduction, it's not an effective survival tool unless you either use it rarely enough that your "corpse" isn't constantly spychecked or you have tons of health to spare (in which case using the Ringer isn't unlike using anything else + the Kunai). Running around with 100 health constantly using the Ringer is just going to get you set on fire and you'll have little chance of survival once you do. The alternatives seem that much better, especially as the BE can turn the C&D into an effective choice as opposed to a useless gimmick.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Strange guy on September 01, 2011, 05:17:47 pm
Here's an idea: Justice/Short Circuit/Gunslinger. The ultimate combat Engie, and still a definite team player.

Half clip shotgun, rubbish damage secondary that uses up metal, sentry that is more about support than killing on it's own. I personally wouldn't use the short circuit with the gunslinger, seems like it would only be useful with a sentry to protect and a dispenser to supply you. I'd also be wary about using the justice and gunslinger without a pistol. Still could work, but I wouldn't call it the ultimate combat engie.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Kearn on September 01, 2011, 05:43:29 pm
engineer needs a shotgun that causes bleed effects for 2 seconds
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Bdthemag on September 01, 2011, 05:56:50 pm
engineer needs a shotgun that causes bleed effects for 2 seconds
Yes because what TF2 needs more of are weapons that cause bleeding effects.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Duke 2.0 on September 01, 2011, 06:05:36 pm
 More classes need better afterburn than the Pyro, yes.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Thexor on September 01, 2011, 06:15:08 pm
More classes need better afterburn than the Pyro, yes.

More classes need a weapon that gives you plenty of time to retreat for a dispenser, Medic, or health kit before dying, yes.

Especially since DoT-based damage doesn't stack on successive hits. If the fight continues, I out-damage you and kill you. If the fight ends prematurely, I can retreat and heal before your damage becomes dangerous. Lucky crits are also in the favor of the higher base-damage weapon. I fail to see the downside to more bleed-based weapons... for people who don't use them, at least.  :P
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: ECrownofFire on September 01, 2011, 06:15:55 pm
Hmm, what if the Pyro gained the ability to cauterize bleeding damage?
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Bdthemag on September 01, 2011, 06:29:48 pm
Hmm, what if the Pyro gained the ability to cauterize bleeding damage?
Well, bleeding weapons are already really useless. We don't need another way to heal bleeding.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Tradanbattlan on September 01, 2011, 06:46:34 pm
Pyro welder gun that can root classes in place, nullifying knockback but making them unable to move until unwelded.

There is no way that could go wrong.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Cthulhu on September 01, 2011, 07:32:56 pm
Because knockback is such a huge problem, we need a whole item to negate it.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Tradanbattlan on September 01, 2011, 07:34:11 pm
Because knockback is such a huge problem, we need a whole item to negate it.
(http://media.giantbomb.com/uploads/9/90022/1824995-541px_mantreads_large.png)

Yes, we do.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Duke 2.0 on September 01, 2011, 08:48:58 pm
 Only really for sentries and annoying heavies.

 New pyro weapon. -80% damage. +250% knockback. On miss: Hit yourself, idiot.

 It'll be called the axecellerant.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Osmosis Jones on September 01, 2011, 09:10:17 pm
Only really for sentries and annoying heavies.

 New pyro weapon. -80% damage. +250% knockback. On miss: Hit yourself, idiot.

 It'll be called the axecellerant.

This... so much this. Scout tennis will be the new sport!
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: mr. macduggan on September 01, 2011, 10:05:48 pm
Oh my GOD I want that so bad. Even better, make a new flamethrower with a completely overpowered airblast and flames that barely work.


The WM2


-50% damage
+70% airblast power
-50% airblast cooldown
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Cthulhu on September 01, 2011, 10:27:14 pm
Only really for sentries and annoying heavies.

 New pyro weapon. -80% damage. +250% knockback. On miss: Hit yourself, idiot.

 It'll be called the axecellerant.

That'll be cool, but what happens when pyros start using it to catapult themselves around the map?
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Aklyon on September 01, 2011, 10:28:33 pm
Only really for sentries and annoying heavies.

 New pyro weapon. -80% damage. +250% knockback. On miss: Hit yourself, idiot.

 It'll be called the axecellerant.

That'll be cool, but what happens when pyros start using it to catapult themselves around the map?
The same thing as rocket and sticky jumping.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Duke 2.0 on September 01, 2011, 10:39:37 pm
That'll be cool, but what happens when pyros start using it to catapult themselves around the map?
That is the intended use.

 Because being an ambush class with no advanced movement is just cruel.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Osmosis Jones on September 01, 2011, 10:45:14 pm
Only really for sentries and annoying heavies.

 New pyro weapon. -80% damage. +250% knockback. On miss: Hit yourself, idiot.

 It'll be called the axecellerant.

That'll be cool, but what happens when pyros start using it to catapult themselves around the map?
The same thing as rocket, sticky and detonator jumping.

FTFY
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: mr. macduggan on September 01, 2011, 11:23:30 pm
yeah, in beta you used to be able to bounce up to the battlements of 2fort. It was AWESOME. however, it was overpowered and would take away the sensibility of using my beloved shotgun by being the obvious only choice.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Siquo on September 02, 2011, 03:18:08 am
No, seriously. Kunai + Ringer seems like a sensible choice
I'm getting up to 9 kills per life on some servers. Until at some point 50% of their team goes pyro, then it's no fun anymore.
Or maybe !!FUN!!

I still need to work on my "behave like a player" behaviour. Going for any backside in range, running towards them in a beeline like some deranged nympho asshunter doesn't help my disguise.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Dsarker on September 02, 2011, 07:32:33 am
Lulziest game yet. Enemy team were all noobs. Snipers and spies. We all went spy, just backstabbed the enemy team for fun and profit.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: 3 on September 02, 2011, 01:54:03 pm
Half clip shotgun, rubbish damage secondary that uses up metal, sentry that is more about support than killing on it's own.

The entire point is making an Engie build that defends and supports the team, as opposed to the standard Engie who needs to be defended and supported by everyone else. Without something like the Circuit, the only thing Gunslinger Engies can do of worth is position the mini-sentry as well as they can and hope it picks off some stragglers. The pistol's a safety net; there's no reason why you need to blow all three shots at once (unless you're defending alone or decide to rely on nobody but yourself for some reason, in which cases you're probably going to die no matter what and/or should play a different class). With the SC you can be passively useful on the front lines without having to sit on a dispenser and wrench the gun all day.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: PTTG?? on September 02, 2011, 05:56:47 pm
What we need is a dwarf fortress related unlockable. Perhaps you could get a genuine one by donating to Toady One.

I'm thinking an engie/universal helmet with either a bright red or bright blue Dorf (mechanic or... some kind of generic crafter, I guess) on it, much like three panel soul has for its dwarves. Other potential items would be a bottle of Plump Helmet Brand "Fruit" wine for the Demoman. Oh, maybe a microline mechanism for the engineer's melee slot.

I will make at least one of these things. What sounds good? Something else?
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Aklyon on September 02, 2011, 06:02:35 pm
What shape is a DF mechanism, anyway?
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Tradanbattlan on September 02, 2011, 06:28:36 pm
Obviously what we need is a Dispenser reskin that is a barrel of dwarven ale. It's so dwarven, you get metal in every sip!
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Shadowlord on September 02, 2011, 06:40:53 pm
Ooh yes, a dwarven ale barrel replacement for the dispenser, which could overheal but not give metal, in addition to being HIGHLY EXPLOSIVE when exposed to fire. :P
That could be enabled by replacing the wrench with something else. I'm not sure if I'd go with a mechanism.
Also, perhaps replace the turret with a ballista. Hmm.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: PTTG?? on September 02, 2011, 07:09:01 pm
I could probably do a good looking weapon or hat, but engie buildables are crazy. I like the dispense-barrel idea, but it's out of my reach.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Tradanbattlan on September 02, 2011, 07:39:56 pm
My little brother:

"Umm, so, if there's a jarate and a bottle of milk, how about a throwable item for the Pyro that's a bottle of OIL!"

@ DF item discussion

A gigantic, braided beard for the Engy.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Strange guy on September 03, 2011, 07:05:34 am
There have been suggestions the engineer needs a set for medieval, so some dwarven buildings would be nice.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Dsarker on September 03, 2011, 07:08:42 am
My little brother:

"Umm, so, if there's a jarate and a bottle of milk, how about a throwable item for the Pyro that's a bottle of OIL!"

@ DF item discussion

A gigantic, braided beard for the Engy.


Oil as a trap that sticks to enemies and can be set fire to? Maybe does extra fire damage/doesn't come off in water?


Wait, idea! NAPALM throwable!
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Jackrabbit on September 03, 2011, 08:28:26 am
Yeah, that ideas been suggested before. I think Tom Francis said it best.

"lay down an oil slick and ignite it! Leads to exciting waiting around for the enemy team!"
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Geen on September 03, 2011, 12:16:22 pm
Wow. Heavy only game. Boolet everywhere. Nuff said.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Flying Carcass on September 03, 2011, 02:20:18 pm
A good dwarven TF2 unlockable would be a big beard for the accessory slot.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Blargityblarg on September 03, 2011, 06:36:25 pm
A good dwarven TF2 unlockable would be a big beard for the accessory slot.

I'd personally put it as a melee weapon.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Geen on September 03, 2011, 06:50:56 pm
A sock for heavy melee.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Shadowlord on September 03, 2011, 06:52:28 pm
Throwing crates. (or tables)
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Tradanbattlan on September 03, 2011, 11:40:05 pm
Jar full of Purring Maggots for the Pyro. He thinks they're soooo cute!
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Enzo on September 04, 2011, 01:14:24 am
The Pyro alone could accommodate a DF themed update.

Magma Cannon (Primary)
+25% Damage
-25% Max Ammo
-50% Afterburn time

Slade Warhammer (Melee)
Knockback on hit (equivalent to airblast)
-25% Damage

Pig Tail Sock (Misc)
A sock attached to the side filter of the Pyro's mask.

Sigh. Too bad it'll never happen.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: The Scout on September 04, 2011, 06:13:24 am
The Pyro alone could accommodate a DF themed update.

Magma Cannon (Primary)
+25% Damage
-25% Max Ammo
-50% Afterburn time

Slade Warhammer (Melee)
Knockback on hit (equivalent to airblast)
-25% Damage

Pig Tail Sock (Misc)
A sock attached to the side filter of the Pyro's mask.

Sigh. Too bad it'll never happen.
.... Those are awesome. But Valve would need a model before thinking of using it.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Frajic on September 04, 2011, 12:07:23 pm
The Pyro alone could accommodate a DF themed update.

Magma Cannon (Primary)
+25% Damage
-25% Max Ammo
-50% Afterburn time

Slade Warhammer (Melee)
Knockback on hit (equivalent to airblast)
-25% Damage

Pig Tail Sock (Misc)
A sock attached to the side filter of the Pyro's mask.

Sigh. Too bad it'll never happen.
.... Those are awesome. But Valve would need a model before thinking of using it.
If someone makes the models, it should be easy creating a plugin that lets you use them.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Vactor on September 04, 2011, 09:50:46 pm
No, seriously. Kunai + Ringer seems like a sensible choice
I'm getting up to 9 kills per life on some servers. Until at some point 50% of their team goes pyro, then it's no fun anymore.
Or maybe !!FUN!!

I still need to work on my "behave like a player" behaviour. Going for any backside in range, running towards them in a beeline like some deranged nympho asshunter doesn't help my disguise.

My big trick for "behave like a player" is to run at my target backwards.  People are far less likely to suspect someone who is backpedaling away from, but facing the enemy than they would someone who has their back turned to the enemy. 
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Jackrabbit on September 04, 2011, 11:28:14 pm
Why the kunai? Is it cause a successful kill means you can survive spychecks?

Actually, on that note, do spies bleed if shot? I've heard things that seem to indicate they can but I've never seen a clear indication of a spy whilst shooting him with anything other than a flamethrower.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Duke 2.0 on September 04, 2011, 11:41:23 pm
 Yeah spys bleed when shot while cloaked, and depending on the watch flicker.

 I don't understand the Kunai. In a world where the difference between killing a scout and a soldier is a  second of extra DPS for most classes I don't see how this minor of a situational health buff is helpful. He could have 300 health for all I care, the moment he is found out he's dead.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Jackrabbit on September 05, 2011, 02:12:50 am
No no, not whilst cloaked, whilst disguised. I swear I've seen blood but it's always in situations where I can't tell if it's the spy's blood.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Siquo on September 05, 2011, 03:52:42 am
I don't think there's blood if you shoot a disguised spy.

The kunai is great not just because of the overheal, but the heal. With the dead ringer, it goes like this: Run up, get killed(cloak), get behind the enemy, recharge ringer, stab stab, get hit a few times, recloak, repeat. The kunai is like the demoknights' katana like that: every kill is an insta-heal.

Walking backwards usually means I walk into the enemy, revealing my location. :(
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: justinlee999 on September 05, 2011, 04:13:27 am
If I'm not using the dead ringer, I backpedal. Works best that way
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Duke 2.0 on September 05, 2011, 07:59:45 am
 Still, the downside of having 60 base health seems like you'll get instakilled by a ton of things. Granted he's a light class so that'll happen anyway, but again it just seems like situational survivability at the cost of being significantly weaker the rest of the time.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Siquo on September 05, 2011, 08:19:45 am
It is indeed not a lot of health. A good shotgun blast, or almost anything, will instakill you. Except that the DR fixes that, I think the kunai with anything but the DR is pretty suicidal.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Tradanbattlan on September 05, 2011, 08:58:49 am
...Now I understand the flak I get for using the Kunai with the Cloak and Dagger. I use the C&D to move through brighter areas, then camp behind something and recharge in darker ones, uncloaked so I might be able to stab someone passing by for a quick snack.

Or being a battlespy with the Kunai. I'm not as reckless as I normally am with the Kunai because I recognise that  I'm not as resiliant as a regular spy. It's encouragement not to get hit at all.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: GaxkangtheUnbound on September 05, 2011, 09:01:30 am
I unboxed a strange direct hit yesterday. I almost have the 100 kill milestone already.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Shadowlord on September 05, 2011, 10:58:24 am
I always use either the Direct Hit or the Cow Mangler when I'm playing soldier. The Mangler is good for bombardment and firing at entrances when defending a base; The direct hit, of course, is excellent for doing massive damage to anyone who gets struck by it.

I need to make or get a righteous bison.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Tyler6498 on September 05, 2011, 11:00:54 am
The DH eats face but nobody uses it because they'd rather have the noob tube. :U

I guess the comments about the kunai make me suicidal, since I've a strange one I use and I loathe the DR. The fact that getting hit = death makes me less likely to get hit, so I guess it works.

My strange kunai is Positively Inhumane and I use it with the Invisibility watch. Another thing that makes this knife pretty awesome is how when you stab an engineer, you get 180 hp to act like insurance when sapping his sentry! This knife taught me how to do this pretty much 95% of the time with the normal knife in only a matter of a day. YER taught me how to use my cloak more efficiently and how to rely on things like stairstabs and leaping stabs. I use the normal knife a majority of the time BUT I find all the knifes useful in a way to get better as being pitted with a different situation of survival would teach me how to survive differently, and the training mixes with any knife.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Shadowlord on September 05, 2011, 11:22:16 am
Those knives taught you to play better? Huh. They just got me killed more, which led me to note that I wasn't helping the team at all by being killed repeatedly, leading me to switch back to a useful class. :P
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Duke 2.0 on September 05, 2011, 12:53:30 pm
Spoiler (click to show/hide)
That gun had a crack?

 I still maintain my comment from a few pages back about spy play being 70% luck. It's unfortunate that Pyro also has a similar amount to his gameplay. Soldier is odd because I think he has the least random chance that can fuck him up. He can rocket jump or Equalizer dash out of most unfavorable situations that would be hopeless for any other class.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: mr. macduggan on September 05, 2011, 01:00:12 pm
Pyro is not luck based if you abuse your shotgun. It's about 70% of the power of a scattergun and is not to be trifled with. Also, airblast can help you survive even if you turn a corner into a spun-up heavy by pushing him back long enough to let you retreat. I cannot recommend the degreaser/shotgun/axtinguisher loadout more strongly.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Duke 2.0 on September 05, 2011, 01:02:38 pm
 Actually, yeah, airblast alone removes a good 20-30% of the bullshit deaths by being able to toss the offending corner heavy back around the corner. Shotgun does not change the numbers.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Siquo on September 05, 2011, 05:24:00 pm
I still maintain my comment from a few pages back about spy play being 70% luck. It's unfortunate that Pyro also has a similar amount to his gameplay.
Nonsense. Those two especially require a "get behind enemy lines" strategy. Knowing the map is 70% for these.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Enzo on September 05, 2011, 05:44:01 pm
Tangentially related spy anecdote. Last night I was playing spy and saw an enemy soldier shuffle out of spawn. No one else was around so I decided to tail him. A fraction of a second before I enter backstab range he rocket jumps, with a random crit, and instagibs me. Do not even tell me playing spy doesn't depend on luck.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Duke 2.0 on September 05, 2011, 05:58:01 pm
Nonsense. Those two especially require a "get behind enemy lines" strategy. Knowing the map is 70% for these.
The spy yes, he does require getting behind people and has tools for this job. He still dies a lot to bullshit. Like rocket jumping soldiers yeah. Or a pyro turning a corner the moment you go around it, or a heavy turning around to gun you down for no reason, or the moment you chose to uncloak somebody turns a corner and spots you.

 Pyro has no tools for getting behind enemy lines(And don't give me the health/speed ratio bullshit again), although he does have a tool for controlling enemy movement that requires him to be in the range where all other classes out-DPS him.

 They are well-designed classes with excellent balance and all that, but there is no way to work around bad luck. It's sorta true for every game really, you never know if an entire enemy team is just around the corner or have the tools for dealing with it. I think some classes just have an easy time putting the blame on these random events instead of skill.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: mr. macduggan on September 05, 2011, 06:14:08 pm
With degreaser/axetinguisher there is no reason to be doing less than 250 damage per second unless it's an opposing pyro. Then you use shotgun for them with about 140-180 dps. of course, heavies do >500 dps at point blank, but that's what airblast is for. Sentries are a simple no-go for this loadout though.


EDIT: ALSO- listening to the game audio, watching kill notifications, and trying to know which positions and portions of the map are "held but vacant" "held and occupied by passers by" "held by a standing force" or "held with a sentry gun" will save you a TON of deaths. If you see corpses, that should be a sign. If you hear bullets, that's a sign too. TF2 actually does a pretty good job with map awareness if you try hard.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Enzo on September 05, 2011, 06:18:17 pm
I'm tired of all this "pryo's are underpowered" crap I keep hearing.

Could an underpowered class do this? (http://www.youtube.com/watch?v=2_RUT5POO5k&feature=related)

Really I just wanted to post that video.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Duke 2.0 on September 05, 2011, 06:24:29 pm
I'm tired of all this "pryo's are underpowered" crap I keep hearing.
You are gonna keep hearing it, no video is gonna change it. The W+M1 video supposedly caused a lot of the nerfs that happened, so I hope one isn't used as evidence again.

(The video is pretty cool though.)
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: MrWiggles on September 05, 2011, 06:54:09 pm
The pryo isn't underpowered. I play pyro primarily, well, if you look at my hours of play, solely just about.

And the class is great, if you use him right. Thats the key word there, use him right. My load out is Flamethrower, Detonator, and Homewrecker.

I'm an agressive offensive pyro, who knows how to use his airblast for defense and support.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: hemmingjay on September 05, 2011, 08:25:48 pm
I am a pretty good pyro, consistently score 10-18 per life. I use the backburner exclusively and know how and where to ambush. Sometimes I will just harass the enemy just before my team makes a big push so they are all healing while we stroll deep into their territory. Properly used I think the 3 man of heavy-medic-pyro is unstoppable.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Enzo on September 05, 2011, 08:38:02 pm
Upon conducting further research into the Pyro's complete gamebreaking overpoweredness, I have compiled more video evidence (http://www.youtube.com/watch?v=cFl6SzGmoo0) that may be of interest.

Pyro's actually one of my lesser-played-classes, but in the right situations switching to Pyro can have amazing results.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: ToonyMan on September 05, 2011, 08:50:20 pm
more video evidence (http://www.youtube.com/watch?v=cFl6SzGmoo0)
You deserve every view.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Siquo on September 06, 2011, 02:50:32 am
The spy yes, he does require getting behind people and has tools for this job. He still dies a lot to bullshit. Like rocket jumping soldiers yeah. Or a pyro turning a corner the moment you go around it, or a heavy turning around to gun you down for no reason, or the moment you chose to uncloak somebody turns a corner and spots you.
So does every other class. Being aware of your surroundings before you decloak for instance might help you a bit. Places where soldiers rocket jump are pretty known as well.

Quote
Pyro has no tools for getting behind enemy lines(And don't give me the health/speed ratio bullshit again),
No, therefore: know thy mappe.

A lot of detour routes are hardly ever used and usually have a lot of corners, making them ideal for the pyro to get behind or flank the enemy bulk. Once the emeny knows that trick (and put up a sentry there), do something else for a little while and return to the trick when they get bored of waiting for you again. Adapting to your enemy's movements is key.

I vehemently disagree that luck is a greater factor in these two classes than in any other class. That would mean I have an extraordinary amount of luck, and that's just very improbable... ;)
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Jackrabbit on September 06, 2011, 03:25:11 am
Yeah, you can usually figure out ahead of time what route the enemy are using to get to you. If they're using a teleporter, there's even less chance they'll take any other route, leaving you free to move around. I agree with Siquo, get to know the map and most of the time you're laughing.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: mr. macduggan on September 06, 2011, 08:39:01 pm
This tutorial for pyro explains my playstyle exactly. http://www.youtube.com/watch?v=n46_txgQF2I&list=FLncoUoEY-2aNpf8s37w7AoQ&index=8&feature=plpp (http://www.youtube.com/watch?v=n46_txgQF2I&list=FLncoUoEY-2aNpf8s37w7AoQ&index=8&feature=plpp)
(sorry I don't know how to condense the link like kinseti, but this sums up my playstyle well)
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Duke 2.0 on September 06, 2011, 08:56:17 pm
So does every other class. Being aware of your surroundings before you decloak for instance might help you a bit. Places where soldiers rocket jump are pretty known as well.
Standing here for a minute, observing enemy movement from a corner. Seems a huge respawn wave just passed, nobody around, seems like a safe time to decloak and there is no information indicating this is a bad ti-
 Oh, just as you clicked the button a soldier rounds the corner. GG. And there are no "Rocket jump spots" They can be used for a ton of different things from very much anywhere. If a soldier just wants to cover some distance real fast they can do it with no higher ledges in sight. Unless you limit 'smart' spy play to only narrow hallways.

No, therefore: know thy mappe.

A lot of detour routes are hardly ever used and usually have a lot of corners, making them ideal for the pyro to get behind or flank the enemy bulk. Once the emeny knows that trick (and put up a sentry there), do something else for a little while and return to the trick when they get bored of waiting for you again. Adapting to your enemy's movements is key.
It all depends on the map and again, luck. Some maps are terribly designed for ambush classes. You will have one main path and if you are lucky an alternative path that separates from the main one a little bit before joining back with it. And everyone knows the maps, so everyone knows the ambush positions.
 And the usual issue of other ambush classes taking the second of two possible paths, or a heavy deciding to be an ambush class because he is far more suited for it.

 I have no way of quantifying enemy player skill without it being immensely douchey and insulting, but that is a good possibility.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: mr. macduggan on September 06, 2011, 09:08:35 pm
Yeah, the main problem I have with pyro (which you can clearly see I'm an advocate of) is that if there is a map like Badwater where there aren't many alternate routes, I have to play defense (even for the offensive team, just picking off stragglers into our territory). For that reason, I much prefer to play on open maps like KOTH, CTF, or CP because there truly are different routes. And anyway, A good pyro should be able to beat most classes in a straight up fight. To be honest, lately I've been winning most duels versus heavies with my axetinguisher by strafing around their side while attacking. Demoknights are easy to kill, snipers/spies/medics are sitting ducks, soldiers and demomen are a situational match, but if you can reflect/engage in a tight space/surprise them, they will go down. Engineers wall a pyro without an ubercharge, and often even when the pyro has one, though, so you really can't do direct assault.
SO YEAH. It works for me for certain. Versus a heavy you should be able to set him alight and axe him once by the time he's done spinning up, then you just have to live long enough to hit him again. The degreaser multiplies your dps by amazing amounts in quick encounters like that.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: MrWiggles on September 07, 2011, 04:53:25 am
Yeah, the main problem I have with pyro (which you can clearly see I'm an advocate of) is that if there is a map like Badwater where there aren't many alternate routes, I have to play defense (even for the offensive team, just picking off stragglers into our territory). For that reason, I much prefer to play on open maps like KOTH, CTF, or CP because there truly are different routes. And anyway, A good pyro should be able to beat most classes in a straight up fight. To be honest, lately I've been winning most duels versus heavies with my axetinguisher by strafing around their side while attacking. Demoknights are easy to kill, snipers/spies/medics are sitting ducks, soldiers and demomen are a situational match, but if you can reflect/engage in a tight space/surprise them, they will go down. Engineers wall a pyro without an ubercharge, and often even when the pyro has one, though, so you really can't do direct assault.
SO YEAH. It works for me for certain. Versus a heavy you should be able to set him alight and axe him once by the time he's done spinning up, then you just have to live long enough to hit him again. The degreaser multiplies your dps by amazing amounts in quick encounters like that.

I agree that Badwater doesnt have a lot of alternative routes, but the pyro can make use of all of them quite effectively. When I play on Badwater, I never feel the urge to play defensively. A favor tactic of mine when the cart is on the roof (when offensive) is leap from the roof onto the enemies below. When defensive, a single pyro can effectively hold the roof fairly well, with its limited number of entrances, and the airblast. When the cart is moving down the freaken large ramp, I'll often be keeping the cart steady in position, even if its a sucide run, using my air blast to beat down the defensive line. If I know there are snipers, I'll start to harasses them with my dentator, I try to make sure that the side corner is free of engy shenanigans.

Now, open maps, are kinda meh for my style.  Since the Pyro is close fighter, the open map is a disadvantage to him. I find myself, lacking a focus to charge, like in Thunder Mountain. The enemies are harder to know where they are.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: mr. macduggan on September 07, 2011, 05:58:51 am
While I agree that open maps are bad for pyro, choke points are worse. I still enjoy playing badwater servers if I choose my battles, but the thing about koth etc is that you retain freedom of movement. There's nowhere on the map that spells instant death for you.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: PTTG?? on September 07, 2011, 09:51:24 am
Well, a pyro that is actually hiding in a choke point is in his natural habitat. Nothing better than having swarms of enemies turn a blind corner into your flames.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Nilocy on September 07, 2011, 02:31:37 pm
Does anyone know if theres a file that the inbuilt TF2 map vote chooses maps from? The DFC server seems to only choose community maps now a days :/
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Duke 2.0 on September 07, 2011, 02:40:17 pm
Well, a pyro that is actually hiding in a choke point is in his natural habitat. Nothing better than having swarms of enemies turn a blind corner into your flames.
And then proceed to kill you with no means of escape. Except killing everyone. Good luck with that. If it's like the first point of Thunder Mountain then you might get away with an airblast, but soldiers and demomen could still likely blow you up before you can escape.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Siquo on September 07, 2011, 02:46:36 pm
Well, a pyro that is actually hiding in a choke point is in his natural habitat.
Common misconception. The natural habitat of a pyro is right behind the main force of the enemy, just before they want to make their push.

Oh god I love those scenes. Fire all around you and everyone's so confused that you can even get a few mailbox hits in before you're killed. After that you get a support kill for everyone else because your team thought it'd be nice to rack up some kills in a field of half-dead enemies. Oh... the glory...  8)
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Duke 2.0 on September 07, 2011, 02:53:15 pm
 I dunno, I think a pyro works well either supporting your own team in various ways or roaming and picking off solo targets in hallways. He has powerful tools for working with multiple targets and hurting everything around him, but he's just so squishy at that range and lacks any tools for making up for that. And airblast can only really deal with one opponent 100% of the time, you cannot deal with two soldiers or demomen at once unless you got lucky and a reflected projectile crits them both.

 I think I would have more respect for airblast if it made any damn sense. Does it have a minimum range? Only way I can explain videos of people airblasting projectiles in ways that have killed me countless times. I have pulled off the "Kill somebody behind me with an airblast" thing, but front airblasts seem to be chance-based.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Siquo on September 07, 2011, 03:06:28 pm
Airblasts are completely luck-based, just like the entire class.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Thexor on September 07, 2011, 04:59:43 pm
Airblasts are completely luck-based, just like the entire class.

Wait, what? Luck-based as in, trying to time them? The people who play on Dodgeball servers beg to differ - if you can see the rocket coming, it's possible to reflect. Even at close range - most soldiers will fire as fast as possible, so you can learn the time between shots and reflect shots that would normally be too close to hit.

Do you mean aiming whatever you reflect? It's just like aiming a normal rocket. Heck, if you really know what you're doing, it's possible to rocket-jump with reflected rockets (seriously, don't try this at home until you're pretty confident), which works surprisingly well.

Or do you mean when airblasting people into the air? Completely luck-independent; heavy classes don't move as far, walls stop their movement.


So, really: How are airblasts luck-based? I mean, sure, if you have no clue how to time them, they're luck-based; same with every other weapon in the game, when you're unskilled with them. Headshots, pipe bomb hits, rockets - half the game is 'luck-based' if you haven't yet figured out how to use it properly.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Siquo on September 07, 2011, 05:06:40 pm
Sorry, that statement needed a sarcasm sign.
I really try never to be sarcastic, again :(

But... if you would have read the entire conversation (or at least 13 posts) before that one post, you'd have noticed.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: mr. macduggan on September 07, 2011, 05:12:10 pm
yeah. The real power of airblast lies in being able to say "no. you can't go through that doorway. I'd rather axe you instead. Have fun careening into a corner and dying!" The projectile reflect is a welcome, but hard-to-master bonus.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Thexor on September 07, 2011, 05:46:21 pm
Sorry, that statement needed a sarcasm sign.
I really try never to be sarcastic, again :(

But... if you would have read the entire conversation (or at least 13 posts) before that one post, you'd have noticed.

Eh, sorry. I'm not so good at spotting text-sarcasm, and couldn't remember which side of the debate you were on.  :-[
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: HLBeta on September 07, 2011, 06:13:58 pm
I'm just sick of ambushing soldiers and demomen, getting a few backburner crits before having them whip around and kill us both with a rocket/grenade. That frustrates me to no end. I go and WORK for my kills only to have this guy wreck the whole thing in ONE CLICK.

That aside, I still think that making pyros immune to close-range damage ramp-up is a great idea. It should permit them to be a bit more agressive in their supposed area of excellence without totally wrecking balance.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Tyler6498 on September 08, 2011, 03:51:46 pm
Decided to pop up a video of me playing spy since no one's defended the spy on the topic at hand. I don't think I'm the greatest spy ever but I enjoy playing spy and find it to be a real benefit to the team if done in a non greedy fashion...although I will admit my revolver skill was LACKING that match.

http://www.youtube.com/watch?v=3m1gjUDYZD0&feature=channel_video_title

End match details: 8v8, roughly 6:30 minutes, 15 kills, 1 assist, 1 capture, 1 life
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Siquo on September 08, 2011, 04:30:22 pm
Funny how you also get the spy vs spy effect: If the top-killer of a team is a spy, suddenly people on both teams start playing spy as well :)
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Duke 2.0 on September 08, 2011, 04:34:24 pm
Even at close range - most soldiers will fire as fast as possible, so you can learn the time between shots and reflect shots that would normally be too close to hit.
Unless there is lag on their end, or they have slow reaction times, or other latency shenanigans. There are general timings and feelings to follow when trying this, but they are easily made useless by stuff most people suffer from.

 I will admit that I have not ever figured out the correct airblast timing for a projectile heading straight towards me, and every video I have seen of it being done was from the same zone where I always fail. There is a bit of a sore side there. Everything else is legit.

 Airblasting people is fine and dandy until they suddenly realize in a zen-like moment, my god, I just need to shoot them. Only really works when you are taking advantage of cover and corners to keep them away from having a good LoS on you. Unless it's a corner of a hallway then they just turn the corner again and shoot you as you are halfway towards an escape.

 One can be successful as a Pyro when the powers that be work in your favor, where pretty much any class can work well. But in every situation I see the Pyro go into he survives because the other players failed to either aim, react to the situation or the foe was already at a disadvantage. Every time I attempt an ambush it is weak due to inherent weaknesses with the class which other ambushing classes don't have.

 Honestly, just let him have a class-based advanced mobility jump. Like an airblast jump. It's a pyro, having them be able to ascend a ledge is not a problem. Him jumping over the battlefield isn't a problem wither because he is completely harmless when in the air and at half health when he lands. This is like giving the Scout the Brass Beast: It doesn't matter that it's a minigun on a scout, it has enough downsides that synergize with his other weaknesses to make it not a problem for anybody.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Tyler6498 on September 08, 2011, 04:46:07 pm
Funny how you also get the spy vs spy effect: If the top-killer of a team is a spy, suddenly people on both teams start playing spy as well :)

Yeah there team started with no spies and by the last 30 seconds there team had 4.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: FunctionZero on September 08, 2011, 04:50:23 pm
Funny how you also get the spy vs spy effect: If the top-killer of a team is a spy, suddenly people on both teams start playing spy as well :)

Yeah there team started with no spies and by the last 30 seconds there team had 4.

Where?
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Aklyon on September 08, 2011, 04:54:01 pm
Funny how you also get the spy vs spy effect: If the top-killer of a team is a spy, suddenly people on both teams start playing spy as well :)

Yeah there team started with no spies and by the last 30 seconds there team had 4.

Where?
Over there, of course!
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: PTTG?? on September 08, 2011, 04:55:32 pm
I wouldn't give a scout a brass beast, but the detonator really should grant blast-jumping.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: USEC_OFFICER on September 08, 2011, 06:05:37 pm
Gah. Played a match recently where I got three kills in a row as a sniper, yet the server didn't allow me to record replays. If you're wondering why making three kills in a row is so impressive to me, it is because I did it with a sniper rifle. And without using the scope (ie scopeless). Gah.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Siquo on September 09, 2011, 03:40:58 am
Funny how you also get the spy vs spy effect: If the top-killer of a team is a spy, suddenly people on both teams start playing spy as well :)

Yeah there team started with no spies and by the last 30 seconds there team had 4.
When they should have gone pyro.  ::) Of course, it's always fun to go pyro yourself when they all go spy :)

Team-playing means (at the very least) adapting to both your own team and the opposing team...
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Jackrabbit on September 09, 2011, 08:36:15 am
Of course, I always maintain that if you're doing badly in all the classes you're picking for the sake of your team, you're justified in picking a class that you just have fun playing.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Siquo on September 09, 2011, 08:42:35 am
Or if you're winning anyway and you're at the top of your team, you have to play your worst class.

If I ever play a sniper, I'm actually mocking you.  ;)
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Jackrabbit on September 09, 2011, 08:47:17 am
Oh God yes. Fucking snipers, how do they work? Seriously, I've tried everything, lowering sensitivity, graphics, all the tips and tricks.

I guess I just really suck at playing sniper.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: ToonyMan on September 09, 2011, 09:12:19 am
When I'm playing one day and I find myself sucking really hard I usually decide it's a good time to try a class I haven't played in a while.  For some reason that always works for me.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: FunctionZero on September 09, 2011, 09:48:54 am
Oh God yes. Fucking snipers, how do they work? Seriously, I've tried everything, lowering sensitivity, graphics, all the tips and tricks.

I guess I just really suck at playing sniper.
Try moving yourself instead of moving your mouse. Line up the height, then move yourself for aiming. Needs a bit of practice, but it definitely works.

You could also go as a Huntsman sniper. Huntsmans are great if you suck at aiming. (Like me, heh.)
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Siquo on September 09, 2011, 09:56:37 am
I even suck at huntsman. Repeated bodyshots will eventually kill someone, though.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Cecilff2 on September 09, 2011, 09:57:46 am
Gah. Played a match recently where I got three kills in a row as a sniper, yet the server didn't allow me to record replays. If you're wondering why making three kills in a row is so impressive to me, it is because I did it with a sniper rifle. And without using the scope (ie scopeless). Gah.

Wish I had been on a replay server during a turbine match once.  Had a kritz medic healing me as sniper.  Suddenly he pops uber...on me.(I'm guessing he was trolling)  I run out into the main area and noscope 2 scouts, a spy, a soldier, a demoman, and then chase down a scout after the uber runs out and noscope him too.  The medic was literally laughing after that.  "I really didn't expect that to work at all"
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Duke 2.0 on September 09, 2011, 10:50:26 am
 Sniper is another one of those things where I watch videos of skilled people play and suddenly feel bad about the class. Apparently you are supposed to aim in front of a head to get it.

 Of course I tend to be somewhat unlucky about that when people inexplicably stop before running into the sniper dot.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Myroc on September 09, 2011, 11:02:31 am
Heads are so mainstream. A fully charged bodyshot is enough to kill most of the weaker classes (including those delicious medics, most of the time), and anything that survives with the possible exception of a heavy is going to seriously reconsider his actions. This is why the sydney sleeper is awesome. Not only does it charge up faster, as an insult to injury you apply jarate to everyone you hit this way as well.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Cecilff2 on September 09, 2011, 11:13:52 am
Yep, the playstyles are a little different.  I like both for different reasons.

For sydney I like to get a lot more charge built before I fire(Unless the enemy is pressing down, in which case I jarate them and backpeddle doing noscope shots as I run back to team).  You can bodyshot most classes 1 hit.  And two shot the rest with a quick scope and fire.(Heavies have no chance)

I find regular rifle to be better suited for mobility though(If you can headshot well enough).  Find your target, scope, shoot, 150 damage, move on.  I rarely ever wait for charge on it unless I'm pinned down or there's a heavy medic pair where I can't get at the medic(I'll probably only get to 60-70% charge nonetheless before I fire, your teammates can usually take him out quick after the 300 or so damage you deal there).

Huntsman is similar except even more aggressive.

I still miss maybe 50-60% of the time with regular rifle, but I just remain fairly quick between shots and usually get them the second time.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Errol on September 10, 2011, 01:18:30 pm
This just in: Full medic teams are awesome!
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Strange guy on September 10, 2011, 02:33:28 pm
I found some TF2 inpired music a while ago, I guess I might as well give you alink. (http://www.muziboo.com/Hamsters/music/)

Anyway I've been back to playing TF2 after a bit of break, I got the soda popper by random drop and was keen to trying it out, but it doesn't work how it thought it would. You just have to hope the period you have minicrits in matches when you are fighting, I thought the minicrits would only start when firing. I'll still give it a bit more of a go, I did pretty decently with it especially considering I'm poor at scout and my low fame rate. Also crafted the Righteous Bison, it's a fun weapon, but the shotgun is hitscan and can deal lots of damage. Not sure it really compares.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Flying Carcass on September 10, 2011, 02:43:32 pm
This just in: Full medic teams are awesome!

I know, right?  :)

Quote
Anyway I've been back to playing TF2 after a bit of break, I got the soda popper by random drop and was keen to trying it out, but it doesn't work how it thought it would. You just have to hope the period you have minicrits in matches when you are fighting, I thought the minicrits would only start when firing.

You can control when you get the mini crits by keeping an eye on the hype bar. When it is close to maxing, switch to another weapon (such as the pistol) to keep the hype bar from maxing. Pull the popper out when you need to shoot, finish the hype, and then shoot. Hype won't decrease while the soda popper is put away, so by doing this one can effectively choose when to crit.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: USEC_OFFICER on September 10, 2011, 02:57:29 pm
This just in: Full medic teams are awesome!

You know what is equally as awesome? Full Spy teams. I literally giggled for the entire time I was playing.

Actually full X teams are awesome no matter what class is X. The DFC server should have more games like that.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Duke 2.0 on September 10, 2011, 03:14:31 pm
 Full soldier teams on attack/defend maps is rather brutal. A massive concave of soldiers all firing into the blue spawn.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: The Scout on September 10, 2011, 03:21:32 pm
Full soldier teams on attack/defend maps is rather brutal. A massive concave of soldiers all firing into the blue spawn.
...Or a bunch of soldiers with the buffing stuff. That would suck to have mini-critting healing almost invincible soldiers rush in.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Shadowlord on September 10, 2011, 06:15:04 pm
I still want to see a full huntsman-sniper team all lined up and raining arrows at the enemy one day.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: PsyberianHusky on September 10, 2011, 06:53:59 pm
This just in: Full medic teams are awesome!

I know, right?  :)

Quote
Anyway I've been back to playing TF2 after a bit of break, I got the soda popper by random drop and was keen to trying it out, but it doesn't work how it thought it would. You just have to hope the period you have minicrits in matches when you are fighting, I thought the minicrits would only start when firing.

You can control when you get the mini crits by keeping an eye on the hype bar. When it is close to maxing, switch to another weapon (such as the pistol) to keep the hype bar from maxing. Pull the popper out when you need to shoot, finish the hype, and then shoot. Hype won't decrease while the soda popper is put away, so by doing this one can effectively choose when to crit.
You can switch weapons when you hit the crits, so you can switch to pistol and harass from range with impunity.
I have fairly reliably taken out weaken'd heavies this way.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: mr. macduggan on September 10, 2011, 11:19:13 pm
OUR ARROWS WILL BLOCK OUT THE SUN!

Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: GaxkangtheUnbound on September 11, 2011, 08:00:51 am
I love the Machina. While I haven't gotten any multi-kills yet, I'm dominating the battlements because of my effective countersniping tactics of run-and-gun.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Osmosis Jones on September 12, 2011, 03:23:46 am
I still want to see a full huntsman-sniper team all lined up and raining arrows at the enemy one day.

We did that on our server once, bar one single Pyro; he set all the arrows on fire :P Good times, good times. (I still missed every single thing I shot an arrow at though :P )
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: PTTG?? on September 12, 2011, 11:09:38 pm
Hold the Austrailium

Two teams, one bar of Austrailium. Sharing is a lost art.

In this game mode, a special item- the titular Bar of Pure Austrailium- is placed on the map. It may be in a specific central location, or else in some random place along the middle.

If you pick up the Bar, it replaces your weapons and items for as long as you carry it. Class abilities, such as medic regeneration and double jumping, still work, but active abilities, like demo charges and detonations or spy cloaking, do not. Additionally, you are slowed by a small margin (5%?).

It is possible to swing the bar as a melee weapon (some classes swing faster or do more damage with it than others, and it causes the "midas" effect), and right-clicking causes you to throw the bar. Scouts can barely toss it; heavies can hurl it a significant distance (hold right to charge). This is used to pass the bar to a teammate, or at least to get your hands free to use your gun.

Pure Austrailium reacts poorly to ubercharges. The Medigun's built-in safeguards* prevent you from ubering Bar carriers. Perhaps the Kritz works normally; after all, running around criting everyone in the vicinity into solid gold would be interesting to say the least.

There is one last thing about the Bar; holding it will gradually turn you into solid gold. You must drop or throw it to a teammate within thirty seconds or else suffer goldification yourself.

Here our options vary:

Variation 1:
Your goal is to carry the Bar to a single, central "forge" and stand in front of it for 30-60 seconds without dying; throwing the bar to a teammate does not reset the counter. The central forge is some distance from the similarly central starting point of the Bar. Map design will have to be somewhat elaborate.

Pros: Hard to fortify the forge AND grab the Bar
Cons: If one side gets the bar and the other camps the forge, the game could drag on

Variation 2:
Your goal is to carry the Bar back to your team's "forge" and stand in front of it for 30-60 seconds without dying; throwing the bar to a teammate** does not reset the counter.

Pros: Nigh-impossible to camp the Bar or the Forge, games are fast
Cons: Game will most likely be decided by a medic/scout rush.

Variation 3:
As long as someone on your team is holding the bar, your teams three-minute timer counts down. First team to reach 0 wins.

Pros: Game is focused on the bar, nothing else. Maximum duration is capped at an action-packed 6 minutes.
Cons: Possible, with poor map design, for a scout or other mobile class to grab the bar and hide somewhere innaccessable.

Variation 4: As long as anyone is holding the bar, a five-minute timer counts down. Whatever team holds the bar at THAT MOMENT wins.
Pros: As V3.
Cons: Much like V3. Possible that the longer game time may allow the losing team a better chance to find and eliminate the hiding scout.

*Ha
**While there is a 1~2-second delay during which only allies may pick up the bar, disguised spies can intercept it. This drops their disguise, naturally.

PPS: Engies may not use the bar to repair. That said, a solid gold sentry has to be worth somethin'.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Enzo on September 12, 2011, 11:55:35 pm
Hold the Austrailium

Variation 3 seems the most fun. Reminds me of Rambo Mode in Soldat. There is a bow. The person that holds the bow is Rambo. The person who is Rambo the longest wins. The bow is dropped when Rambo is killed. The bow is an awesome weapon, but it makes you a target for every other player on the map. I guess it's quite a bit different with the team dynamic, but that's just what I thought of.

Also, got a Strange Kunai. A while back I traded away my old kunai because I thought it sucked, but I've since learned to use the Dead Ringer effectively, and the Kunai is awesome with DR.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: GaxkangtheUnbound on September 18, 2011, 07:26:21 pm
Resurrection spell activate!
Anyhow, this is tf2-related, since the sniper from DotA 2 quotes the TF2 sniper a crapton.
http://www.youtube.com/watch?v=-CNZ9gfsyA4&feature=channel_video_title
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Necro910 on September 18, 2011, 07:33:27 pm
Hold the Austrailium

Two teams, one bar of Austrailium. Sharing is a lost art.

In this game mode, a special item- the titular Bar of Pure Austrailium- is placed on the map. It may be in a specific central location, or else in some random place along the middle.

If you pick up the Bar, it replaces your weapons and items for as long as you carry it. Class abilities, such as medic regeneration and double jumping, still work, but active abilities, like demo charges and detonations or spy cloaking, do not. Additionally, you are slowed by a small margin (5%?).

It is possible to swing the bar as a melee weapon (some classes swing faster or do more damage with it than others, and it causes the "midas" effect), and right-clicking causes you to throw the bar. Scouts can barely toss it; heavies can hurl it a significant distance (hold right to charge). This is used to pass the bar to a teammate, or at least to get your hands free to use your gun.

Pure Austrailium reacts poorly to ubercharges. The Medigun's built-in safeguards* prevent you from ubering Bar carriers. Perhaps the Kritz works normally; after all, running around criting everyone in the vicinity into solid gold would be interesting to say the least.

There is one last thing about the Bar; holding it will gradually turn you into solid gold. You must drop or throw it to a teammate within thirty seconds or else suffer goldification yourself.

Here our options vary:

Variation 1:
Your goal is to carry the Bar to a single, central "forge" and stand in front of it for 30-60 seconds without dying; throwing the bar to a teammate does not reset the counter. The central forge is some distance from the similarly central starting point of the Bar. Map design will have to be somewhat elaborate.

Pros: Hard to fortify the forge AND grab the Bar
Cons: If one side gets the bar and the other camps the forge, the game could drag on

Variation 2:
Your goal is to carry the Bar back to your team's "forge" and stand in front of it for 30-60 seconds without dying; throwing the bar to a teammate** does not reset the counter.

Pros: Nigh-impossible to camp the Bar or the Forge, games are fast
Cons: Game will most likely be decided by a medic/scout rush.

Variation 3:
As long as someone on your team is holding the bar, your teams three-minute timer counts down. First team to reach 0 wins.

Pros: Game is focused on the bar, nothing else. Maximum duration is capped at an action-packed 6 minutes.
Cons: Possible, with poor map design, for a scout or other mobile class to grab the bar and hide somewhere innaccessable.

Variation 4: As long as anyone is holding the bar, a five-minute timer counts down. Whatever team holds the bar at THAT MOMENT wins.
Pros: As V3.
Cons: Much like V3. Possible that the longer game time may allow the losing team a better chance to find and eliminate the hiding scout.

*Ha
**While there is a 1~2-second delay during which only allies may pick up the bar, disguised spies can intercept it. This drops their disguise, naturally.

PPS: Engies may not use the bar to repair. That said, a solid gold sentry has to be worth somethin'.
I like variation 1 or 2, but especially 1. It doesn't matter TOO much if the game drags on (Moar items and kills for evarybody!), and I personally would like the assault type strategies NATURALLY developing.

One problem is that the heavy could take the australium and hurl it onto the roof of a building not even a scout could reach. This could be fixed by a 30 second respawn, if the australium bar is not taken.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Flying Carcass on September 18, 2011, 08:22:37 pm
Is it possible to get a strange rocket jumper?  :P
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Thexor on September 18, 2011, 08:26:49 pm
Is it possible to get a strange rocket jumper?  :P

The wiki says no, (http://wiki.teamfortress.com/wiki/Item_quality_distribution#Strange) sadly.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: MrWiggles on September 18, 2011, 09:29:34 pm
I want a strange flame thrower to track my kills on my primary class.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Bdthemag on September 18, 2011, 10:01:18 pm
I like the Australium mode idea, I think to fix some issues of scout/medic's rushing the bar the forge should be where the enemy team spawns.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: ECrownofFire on September 18, 2011, 10:39:29 pm
I like the Australium mode idea, I think to fix some issues of scout/medic's rushing the bar the forge should be where the enemy team spawns.
So basically a reverse CTF?
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Dsarker on September 19, 2011, 03:12:58 am
I like the Australium mode idea, I think to fix some issues of scout/medic's rushing the bar the forge should be where the enemy team spawns.
So basically a reverse CTF?
That would be a really fun mode.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Enzo on September 19, 2011, 03:38:45 am
Reminds me of this custom map (http://wiki.teamfortress.com/wiki/Deliverance) where a colourless intel is at the center of the map, and must be carried into the enemy base. It's pretty fun once you figure out what the heck is going on.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: MrWiggles on September 19, 2011, 11:31:30 pm
Where can I play this game mode?
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: King_of_the_weasels on September 20, 2011, 07:56:54 am
So yeah I just got into team fortress so I'd definitely like to actually play with people who I'd play with more then once, no one's on the server though so either it's old, or no one's on.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: MrWiggles on September 20, 2011, 08:01:58 am
I play nearly daily. If you want you can have my steam account.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: King_of_the_weasels on September 20, 2011, 08:03:38 am
I play nearly daily. If you want you can have my steam account.

You mean like adding you as friend, and obviously not here take my account. Right?


Anyway steam tag is Mahtan Elensar
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Shadowlord on September 20, 2011, 12:39:10 pm
I play nearly daily. If you want you can have my steam account.

Yeah, that's pretty illegal. Tally ho.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Darion on September 20, 2011, 05:59:33 pm
Why do when i look to where there are some players i get a fps drop?
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Thexor on September 20, 2011, 08:34:32 pm
Why do when i look to where there are some players i get a fps drop?

A guess? Horribly unoptimized models. Many new hats and weapons, in particular, have insane polygon counts (and no LOD models, so they continue to consume thousands of polygons even at long distances).

You can 'fix' it by lowering your graphics settings, assuming they'll go any lower. If they won't, consider downgrading to DX8, which makes the game look pretty darn ugly but further improves FPS. If that still doesn't work, do a Google search for "TF2 FPS scripts" or something along those lines - there exist scripts that can lower your graphics quality even lower than the standard presets (along with other subtle optimizations), giving even more speed.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Duke 2.0 on September 20, 2011, 10:09:17 pm
 Valve, just grant us a Nohat mode. No purely cosmetic items are used, reskins are replaced by their original item, the usual stuff.

 And the models in this game play kinda funky when they fill most of your screen. I remember once time as a sniper i was looking down an alley when a soldier walked in front of me and my scope saw through his launcher. Game lagged for five seconds from that.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: mr. macduggan on September 24, 2011, 10:48:28 am
Okay, so I have a scripting question if anybody can help me with it.
I want my sniper rifle to be invisible, but my jarate/smg to be visible, as well as my kukiri. I use the scroll wheel for weapon changes, with 'q' always bound to melee.
How can I make just this one weapon be invisible? I know how to make every weapon disappear, but making just one do that is a challenge.

Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Thexor on September 24, 2011, 02:13:52 pm
Valve, just grant us a Nohat mode. No purely cosmetic items are used, reskins are replaced by their original item, the usual stuff.

Actually... it only removes hats, and I've never tested it, but in theory this is mostly what you want. (http://forums.steampowered.com/forums/showthread.php?p=24233177)

The only immediate issue I can see is that 'default' hats (like the Soldier's helmet) won't be restored, so you'll see lots of Soldiers (and probably Snipers) running around bald.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Jar of Jam on September 26, 2011, 04:36:04 pm
Apparently a huge 1-year-Mannconomy-aniversary update has been pushed live before time, but folks managed to catch a glimpse of it and told us about the glory that is the big pile of content that is coming our way - http://www.reddit.com/r/tf2/comments/ks66x/huge_tf2_schema_update/
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Enzo on September 26, 2011, 05:27:51 pm
The Demo gets a new item set! :D

It's another Melee set. :<
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: PTTG?? on September 27, 2011, 10:01:01 am
I bet the scout's "backwards cap" is a scumbag steve hat.

Edit, I might as well ask here too, anyone interested in selling Skyrim for some stuff from my backpack? (http://www.tf2items.com/id/glight) I have an unusual and a Pocket Medic!
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Enzo on September 30, 2011, 02:34:51 am
So, I opened TF2 tonight and had an item notification.
Spoiler (click to show/hide)

I bet the scout's "backwards cap" is a scumbag steve hat.

I just realized Backwards Cap is a possible pun on the Back-Cap maneuver. Mind = Blown. Also, aren't we overdue for this update now?
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: PTTG?? on September 30, 2011, 10:04:42 am
It's probably going to be Halloween.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Shadowlord on September 30, 2011, 10:29:43 am
I started it yesterday or the day before and it gave me a frying pan and ellis' cap. I thought those were only for people who had pre-ordered L4D2 or something.

Edit: Correction, got the two hats mixed up, since they're both L4D [person]'s hats that I don't care about.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: klingon13524 on September 30, 2011, 12:30:22 pm
I started it yesterday or the day before and it gave me a frying pan and bill's cap. I thought those were only for people who had pre-ordered L4D2 or something.
I'll give you an ellis' AND a scrap for that bill's. That's a hat, AND a scrap for just a hat! PM me if you are interested!
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Shadowlord on September 30, 2011, 01:18:22 pm
Apparently it gave me an Ellis' Cap, not a Bill's Hat. *shrugs*

I don't really care about either one and haven't really played TF2 much at all in a good while.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Tyler6498 on September 30, 2011, 09:03:39 pm
So, I opened TF2 tonight and had an item notification.
Spoiler (click to show/hide)

I bet the scout's "backwards cap" is a scumbag steve hat.

I just realized Backwards Cap is a possible pun on the Back-Cap maneuver. Mind = Blown. Also, aren't we overdue for this update now?

I am quite very jelly about your find.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Strange guy on October 01, 2011, 09:58:02 am
It looks like the tomislav is getting nerfed, and the flamethrower buffed (but the unlocks stay about the same). Currently they are in the beta (along with a shortstop nerf, reserve shooter for pyro and widowmaker buff), and hopefully they will soon be in the main game. They are also introducing 2 miscs at once and loadout presets. Looks like there could be a good update coming up.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: USEC_OFFICER on October 01, 2011, 06:33:53 pm
reserve shooter for pyro and widowmaker buff

Sounds awesome. Finally, an alternative shotgun for the pyro. I know that the regular shotgun is good, but the detonator's long-range capabilities always seem better suited to my play-style. Having a Degreaser as your primary can only increase the butthurt.

Also, the widowmaker totally needed the buff. At least in my opinion. (Mind you I have actually used the weapon...)
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: ECrownofFire on October 02, 2011, 09:11:57 pm
Reserve Shooter for Pyro plus Degreaser? As if you really needed FASTER weapon switch.

Of course, I'm definitely still going to try it out.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: USEC_OFFICER on October 02, 2011, 09:49:26 pm
Reserve Shooter for Pyro plus Degreaser? As if you really needed FASTER weapon switch.

I'm assuming no faster weapon switch on the reserve shooter, just the mini-crits. Valve can't be that stupid, can they?
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Duke 2.0 on October 02, 2011, 10:01:22 pm
 You know how you can't really notice the faster weapon switch on the RS on the soldier, the only effects taking effect during weapon switch-heavy play? And how pyros don't really utilize their faster weapon switch all the time, instead keeping one weapon for a few seconds until another is needed? The extra 15% is not a problem at all. Such small switch increases only work with weapons that have long fire times and long switch times. A Degreaser pyro has neither.

 I dunno if I gave my analysis on this change yet, but here it is again if that's the case. The pyro already has two weapons that provide increased damage in specific situations, the Axetinguisher and the Flaregun. One has more raw power while the other one has more range, but both lack flexibility and versatility. The flaregun has great ranged capabilities and can deal a good bit of damage, but is very slow to use and can't deal with more than one threat at a time. The Axetinguisher is pretty much the same, exchanging range for killing your enemy before they realize you are there. Even less capable of dealing with multiple threats because you die so fast at that range.

 The Reserve Shooter exchanges both extreme range and raw power for increased versatility. It is much more capable of dealing with a multitude of situations and threats a Pyro has, like scouts kiting like the little bastards they are, or rocket jumping soldiers, or anything they just airblasted. It won't do as much damage as either weapon in their optimal range but deals a decent amount in most ranges, no real weak spots.

 The Pyro still has a major weakness to multiple targets with the smaller clip. Airblast can control crowds and help you escape unfortunate situations like that, but you won't have any firepower to deal with any followers.(Do note the irony of the word fire in that sentence)
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: PsyberianHusky on October 02, 2011, 11:48:20 pm
Well what about airblasting and Reserve shooting?
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Shadowlord on October 03, 2011, 12:18:26 am
The degreaser is quite useful with the axtinguisher, though.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Duke 2.0 on October 03, 2011, 12:25:26 am
Well what about airblasting and Reserve shooting?
My analysis is based around the idea that utilizing the RS is about as easy as utilizing all the other pyro weapons that receive a situational damage buff. It may be a bit trickier, you can only damage them in the second and a half they are in the air from a single airblast as opposed to afterburn duration. Multiple airblasts can make a single opponent stay in the air for like three seconds, but this also makes the pyro very easy to kill.

 The faster fire rate when compared to the flaregun does not apply due to the smaller window where the damage bonus applies. You might get an extra shot or two off if you are quick, but at the range you airblast people at the falloff and pellet spread equalizes the damage. Getting in close while your opponent is in the air somehow will deal a good deal more damage than the flaregun crits, but not as much as the axetinguisher.

 I really should get the specific numbers, I only remember the general range they follow in comparison to eachother.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Werdna on October 04, 2011, 04:43:02 pm
If they are buffing the flamethrower (I assume damage), then I'm not quite sure that Degreaser+Axetinguisher is going to outshine Backburner and the option to do something else in the melee slot?  I can't see myself ditching the Flaregun for Reserve Shooter either, the value of having something that can deal damage at both medium and long range is too great.  Shotgun damage just tails off too quick at range even with crits.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Enzo on October 04, 2011, 05:20:52 pm
If they are buffing the flamethrower (I assume damage), then I'm not quite sure that Degreaser+Axetinguisher is going to outshine Backburner and the option to do something else in the melee slot?

The Flamethrower is (maybe) getting a buff, not the Backburner. The beta is giving the flamethrower the +10% damage bonus that the Backburner already has, rendering their base damages the same and the Backburner unchanged.

It also has the Degreaser with no afterburn penalty and -10% damage. If they do that Degreaser+Axetinguisher is only going to be better, because you'll have full afterburn to take out anyone who escapes your axe blows.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: PsyberianHusky on October 04, 2011, 05:55:21 pm
If they are buffing the flamethrower (I assume damage), then I'm not quite sure that Degreaser+Axetinguisher is going to outshine Backburner and the option to do something else in the melee slot?

The Flamethrower is (maybe) getting a buff, not the Backburner. The beta is giving the flamethrower the +10% damage bonus that the Backburner already has, rendering their base damages the same and the Backburner unchanged.

It also has the Degreaser with no afterburn penalty and -10% damage. If they do that Degreaser+Axetinguisher is only going to be better, because you'll have full afterburn to take out anyone who escapes your axe blows.
I am glad pyros are getting looked at.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Bdthemag on October 04, 2011, 10:12:02 pm
If they are buffing the flamethrower (I assume damage), then I'm not quite sure that Degreaser+Axetinguisher is going to outshine Backburner and the option to do something else in the melee slot?

The Flamethrower is (maybe) getting a buff, not the Backburner. The beta is giving the flamethrower the +10% damage bonus that the Backburner already has, rendering their base damages the same and the Backburner unchanged.

It also has the Degreaser with no afterburn penalty and -10% damage. If they do that Degreaser+Axetinguisher is only going to be better, because you'll have full afterburn to take out anyone who escapes your axe blows.
I am glad pyros are getting looked at.
And this is the part where the people who think the Pyro isn't underpowered come in...
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Jackrabbit on October 05, 2011, 03:57:46 am
My only issue with the Pyro is I swear to fucking God the flames hit you they hit you this is bullshit.

Other than that, I'm a very casual player so I never notice it if the Pyro isn't.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Strange guy on October 05, 2011, 04:35:51 am
And this is the part where the people who think the Pyro isn't underpowered come in...

Since the backburner keeps the same stats, and the degreaser loses 1% flame damage for a third more afterburn damage you'd have to think the flamethrower isn't underpowered, not just the pyro, to disagree with this.

It's weird how on the SPUF many people talked about how happy they were when the backburner lost it's 10% more damage then the flamethrower, but didn't complain when it was later revealed to be staying the same in terms of damage.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: PTTG?? on October 05, 2011, 09:39:45 am
Why is the demo such a melee-favored class by the devs? The pyro is the real close-in fighter. Outside of medieval mode, he's the one most likely to get melee kills.

I don't know about you, but with a shield charge or some other special ability, the Pyro would be scary.

EDIT: I take that back, if you had a shield charge, you'd be scary too.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Cecilff2 on October 05, 2011, 09:46:54 am
Why is the demo such a melee-favored class by the devs? The pyro is the real close-in fighter. Outside of medieval mode, he's the one most likely to get melee kills.

I don't know about you, but with a shield charge or some other special ability, the Pyro would be scary.

Or if the airblast could be used as a rocket jump technique.(That isn't dependant on actual rockets)
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Myroc on October 05, 2011, 10:13:15 am
Or if they actually kept the flare jump on the detonator.

I absolutely refuse to call that two-inch nudge a flare jump.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Duke 2.0 on October 05, 2011, 05:11:05 pm
 Unlocks were made apparently to create less versatile weapons that change up how the class is played. Many unlocks also fill in a weakness in the class at the cost of another different weakness. That would explain all the bullshit with the Demo.

 The detonator was apparently never made to grant a junp, so they nerfed it outside of beta. Really, Pyro just need a class-based movement buff and not anything from an unlock. At this point I would be okay with all the flamethrowers losing 10-15% damage so long as the Pyro got a small airblast jump at the cost of extra ammo.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: MrWiggles on October 05, 2011, 05:35:16 pm
Why is the demo such a melee-favored class by the devs? The pyro is the real close-in fighter. Outside of medieval mode, he's the one most likely to get melee kills.

I don't know about you, but with a shield charge or some other special ability, the Pyro would be scary.

EDIT: I take that back, if you had a shield charge, you'd be scary too.

I wouldnt be in favor of seeing the Pyro with a melle weapon, something liken to a DemoKnight. The Pyro is a close in fighter, but he's also an area affect fighter. That area affect is where a good part of the pyro strength comes in. Ambush, and light all the fuckers on fire.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: The Scout on October 05, 2011, 06:55:01 pm
Why is the demo such a melee-favored class by the devs? The pyro is the real close-in fighter. Outside of medieval mode, he's the one most likely to get melee kills.

I don't know about you, but with a shield charge or some other special ability, the Pyro would be scary.

EDIT: I take that back, if you had a shield charge, you'd be scary too.

I wouldnt be in favor of seeing the Pyro with a melle weapon, something liken to a DemoKnight. The Pyro is a close in fighter, but he's also an area affect fighter. That area affect is where a good part of the pyro strength comes in. Ambush, and light all the fuckers on fire.
Demoknight is scary. Imagine a soldier with the Targe. Rocket jump, targe in mid air, then insta-kill you with their katana. Or Heavy...
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Duke 2.0 on October 05, 2011, 07:25:49 pm
 I think the sticky jumper is far more powerful mobility tool than the charge. That vertical freedom allows for better ambushing, and doesn't come with the usual WAAAAUUUAAAAAAGGHGHAAAAAA roar. Now I just need to craft one and become the best demopan out there.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: mr. macduggan on October 05, 2011, 07:42:56 pm
It's suprisingly tricky to get right. However, if you have a persian persuader it works perfectly, as the secondary stickyjumper ammo is very large and can jump you as many times as you need before you die. Even just 16 grenades is plenty to use, as long as you don't spam and actually aim for most of your life.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Shadowlord on October 05, 2011, 08:18:22 pm
Did they un-nerf the sticky jumper but not the rocket jumper? I crafted the rocket jumper ages ago before they nerfed them both, but never crafted the sticky jumper. :S
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Enzo on October 05, 2011, 08:23:40 pm
It's suprisingly tricky to get right. However, if you have a persian persuader it works perfectly, as the secondary stickyjumper ammo is very large and can jump you as many times as you need before you die. Even just 16 grenades is plenty to use, as long as you don't spam and actually aim for most of your life.

I've been trying out this loadout for a while and it is awesome. Stickyjump -> Grenade spam from overhead -> Land behind them -> Decapitations. That maneuver will never stop being cool. Also, enough Stickies will basically teleport you across the map so you can ambush from behind. Not really as deadly as the vanilla loadout, but super fun.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: HailFire on October 12, 2011, 04:40:20 pm
I wouldnt be in favor of seeing the Pyro with a melle weapon, something liken to a DemoKnight. The Pyro is a close in fighter, but he's also an area affect fighter. That area affect is where a good part of the pyro strength comes in. Ambush, and light all the fuckers on fire.

Just so you know, the Sharpened Volcano Fragment makes Pyros beastly in Medieval Mode.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Duke 2.0 on October 12, 2011, 05:16:42 pm
One Pyro with the volcano fragment, one pyro with the axetinguisher.

Ultimate teamwork.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Repulsion on October 12, 2011, 05:21:05 pm
One Pyro with the volcano fragment, one pyro with the axetinguisher.

Ultimate teamwork.
And a Scout with the sun-on-a-stick.

Ultimate-r teamwork.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: HailFire on October 12, 2011, 05:22:10 pm
One Pyro with the volcano fragment, one pyro with the axetinguisher.

Ultimate teamwork.

Exactly.

And even if they don't have very many good weapons for medieval mode, they're still faster and have more health than the average demoknight- you've just got to watch out for charges and their slightly better reach (plus, you take a lot less damage from fire arrows).

Fakeedit: How many people do you need to kill a guy?  :P
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Dsarker on October 12, 2011, 07:52:10 pm
One Pyro with the volcano fragment, one pyro with the axetinguisher.

Ultimate teamwork.

Exactly.

And even if they don't have very many good weapons for medieval mode, they're still faster and have more health than the average demoknight- you've just got to watch out for charges and their slightly better reach (plus, you take a lot less damage from fire arrows).

Fakeedit: How many people do you need to kill a guy?  :P

People get auto ubers if you don't have at least three guys attacking him!


Hmmm....ubers on medieval mode....
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Karnewarrior on October 12, 2011, 09:19:40 pm
2fort is ruined for me until someone can get a strategy for getting around sentries in that courtyard area you need to go through to get to the intel. Put the sentry in the right spot and it's nigh impossible to get the intel, leaving the rest of the team to  blast through the enemy base.

Spies are the only cure right now, and a good engie can hold the position indefinitely.


I sort of feel proud because I helped spread the strategy, sort of feel angry because I helped spread the strategy.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: umiman on October 12, 2011, 09:20:50 pm
Demomen.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Osmosis Jones on October 12, 2011, 09:38:59 pm
Teamwork.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Duke 2.0 on October 12, 2011, 09:52:11 pm
 Granted all of those are viable methods of preventing the sentries from being hit.

 The best plan I can think of is multiple soldiers/dempos hitting the sniper deck and hole in the ceiling of the main entrance at the same time. Clear out the spawn room and head down the spiral path.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Enzo on October 12, 2011, 09:52:34 pm
2fort is ruined for me because it's awful.

The courtyard sentries are easier to destroy or get around (you can even take the other route to the basement) than one in the corner of the intel room. Two sentries, in opposite corners, and two attentive Engies and you've got the defense locked down.

Unrelated: I decided to craft a bunch of stuff the other day. I got a Towering Pillar of Hats, the Made Man (Misc. Rose for Spy), and the Purity Fist (Misc Robot Arm for Heavy). I have all the luck. All of it.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Duke 2.0 on October 12, 2011, 09:56:27 pm
 The intel room can be simple due to the lack of space and simple geometry. Get an uber demo in there and nothing is leading alive. The courtyard is much more difficult to mess with.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: MrWiggles on October 12, 2011, 09:59:18 pm
The intel room can be simple due to the lack of space and simple geometry. Get an uber demo in there and nothing is leading alive. The courtyard is much more difficult to mess with.

The courtyard, with a well placed sentry, that covers the entrance from the sniper platform, and the courtyard with a an attentive engy, is hardish.

If there one sentry, its not terribly difficult to attack the sentry, where it wont attack you. The engy can repair the sentry, to a point, but he needs support to hold off, a medic team. Medic+pyro, medic+heavy, will wear down the engy ability to repair.

Doubly so, if the engy uses the dispenser as a block for the spawn room stairs down to intel.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Thexor on October 12, 2011, 10:05:34 pm
Bleh, 2fort is awful, not just because of Sentry positions, but because of plain old map design.

You have to go through the entire team (likely including several Sentries) to reach the intel.

By the time you grab the intel, their entire team has respawned (even if you're not playing on an instant respawn map - which most 2fort servers are!). And the only way out is right past their spawn.

In other words, you basically have to kill the entire enemy team twice to make a capture. And both times, you have to break through narrow, defensible chokepoints (either at the top of the spiral staircase (which is literally right in front of their spawn), or at the courtyard stairway). Yeah, no; at least Turbine gives you a chance.  :P
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Flying Carcass on October 12, 2011, 10:09:16 pm
How to win at 2Fort: Half the team needs to go sniper and line the balcony, sniping off the enemy snipers who have done the same. Meanwhile, the non-snipers need to stream into the enemy base one-at-a-time. Once a steady stream of sacrifices to the level 3 sentry is established, ? ? ?, thus winning the match.

Edit: Oh yeah, and no one go medic. Its a useless class in 2fort.


 :P
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Thexor on October 12, 2011, 10:16:30 pm
How to win at 2Fort: Half the team needs to go sniper and line the balcony, sniping off the enemy snipers who have done the same. Meanwhile, the non-snipers need to stream into the enemy base one-at-a-time. Once a steady stream of sacrifices to the level 3 sentry is established, ? ? ?, thus winning the match.

Edit: Oh yeah, and no one go medic. Its a useless class in 2fort.


 :P

A strategy taken to heart by 90% of all 2fort players.  :P


When the remaining 10% captures the flag, the 90% celebrate as though they were responsible; when the remaining 10% is brutally out-numbered and mowed down by sentries, the 90% criticize them for 'being bad' and dying.  ::)
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: MrWiggles on October 12, 2011, 11:24:40 pm
Turbine's worse than 2fort in my mind. The absolute campfests set up on Turbine become unbelievably frustrating.

I havent experience a lot of camping on Turbine.


Anyone else playing cp_orange?

I remember that map from a few years ago, and I really liked it a lot. But the modern ones, have lower gravity, and the rtd mods, which I find distracting. Though, its an excellent sniper map. A good sniper is god on that map.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: PsyberianHusky on October 13, 2011, 05:20:36 am
Turbine's worse than 2fort in my mind. The absolute campfests set up on Turbine become unbelievably frustrating.

I havent experience a lot of camping on Turbine.


Anyone else playing cp_orange?

I remember that map from a few years ago, and I really liked it a lot. But the modern ones, have lower gravity, and the rtd mods, which I find distracting. Though, its an excellent sniper map. A good sniper is god on that map.
I think much of it is sentry spam in the intel room The tight hallways are easy to keep locked down so it often takes a well planned uber to push.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: MrWiggles on October 13, 2011, 05:43:14 am
Turbine's worse than 2fort in my mind. The absolute campfests set up on Turbine become unbelievably frustrating.

I havent experience a lot of camping on Turbine.


Anyone else playing cp_orange?

I remember that map from a few years ago, and I really liked it a lot. But the modern ones, have lower gravity, and the rtd mods, which I find distracting. Though, its an excellent sniper map. A good sniper is god on that map.
I think much of it is sentry spam in the intel room The tight hallways are easy to keep locked down so it often takes a well planned uber to push.

That, I have experience, but that seems to be par for the course on CTF maps. Beside, its insurmountable. It is called /TEAM/ Fortress. Even though most game, its functional anarchy.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: PsyberianHusky on October 13, 2011, 06:29:21 am
Turbine's worse than 2fort in my mind. The absolute campfests set up on Turbine become unbelievably frustrating.

I havent experience a lot of camping on Turbine.


Anyone else playing cp_orange?

I remember that map from a few years ago, and I really liked it a lot. But the modern ones, have lower gravity, and the rtd mods, which I find distracting. Though, its an excellent sniper map. A good sniper is god on that map.
I think much of it is sentry spam in the intel room The tight hallways are easy to keep locked down so it often takes a well planned uber to push.

That, I have experience, but that seems to be par for the course on CTF maps. Beside, its insurmountable. It is called /TEAM/ Fortress. Even though most game, its functional anarchy.
If the alt path wasn't though the spawn it would be a lot better.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Cecilff2 on October 13, 2011, 09:03:42 am
The courtyard, with a well placed sentry, that covers the entrance from the sniper platform, and the courtyard with a an attentive engy, is hardish.

If there one sentry, its not terribly difficult to attack the sentry, where it wont attack you. The engy can repair the sentry, to a point, but he needs support to hold off, a medic team. Medic+pyro, medic+heavy, will wear down the engy ability to repair.

Doubly so, if the engy uses the dispenser as a block for the spawn room stairs down to intel.

The engy shouldn't be repairing unless there's a decent sized team attacking and he has support.  He should be attacking.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: PTTG?? on October 13, 2011, 09:58:07 am
I really want to play a TC map. Or even just CP_Steel. What happened to those?
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: mr. macduggan on October 13, 2011, 04:50:58 pm
There does need to be a new TC map. I agree.

Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Duke 2.0 on October 13, 2011, 04:55:37 pm
The engy shouldn't be repairing unless there's a decent sized team attacking and he has support.  He should be attacking.
It's a hard situation to deal with. If you die in the attack your sentry is open game for various classes edging it. Your sentry doesn't really have that much health and a close-range heavy can tank the DPS and dish it out better than the sentry unless an engineer prolongs its life for another second. And you never know if a medium-sized team is about to round a corner, wipe you away and take down your sentry no problem.

 If you see somebiody edging it from a corner then go for it, but actively attacking is not such a hot idea. BLU engineers need to keep the forward teleporter working and RED need to keep the area denied. Both strive for survivability and maintaining good support for your team to provide good support for you.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Karnewarrior on October 13, 2011, 05:00:40 pm
The engy shouldn't be repairing unless there's a decent sized team attacking and he has support.  He should be attacking.
It's a hard situation to deal with. If you die in the attack your sentry is open game for various classes edging it. Your sentry doesn't really have that much health and a close-range heavy can tank the DPS and dish it out better than the sentry unless an engineer prolongs its life for another second. And you never know if a medium-sized team is about to round a corner, wipe you away and take down your sentry no problem.

 If you see somebiody edging it from a corner then go for it, but actively attacking is not such a hot idea. BLU engineers need to keep the forward teleporter working and RED need to keep the area denied. Both strive for survivability and maintaining good support for your team to provide good support for you.
Great, now if we could get the players to understand that...
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Metalax on October 13, 2011, 06:33:10 pm
Update just went up
http://www.teamfortress.com/manniversary/ (http://www.teamfortress.com/manniversary/)
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: HailFire on October 13, 2011, 06:50:58 pm
Welp, TF2 just crashed on me for the first time ever when I was trying out a gullywash server

fuckin' lag spikes
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Duke 2.0 on October 13, 2011, 06:54:39 pm
Welp, TF2 just crashed on me for the first time ever when I was trying out a gullywash server

fuckin' lag spikes
Yeah, it's crashing a lot for me too.

 Every five minutes, flip a coin. If heads, massive lag spike for ten seconds. If tails, crash.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Metalax on October 13, 2011, 07:05:54 pm
Hmmm... I've been having similar problems in killing floor over the past day. It may be something to do with steam rather than just tf2. Still waiting on the update to download so I can check it out myself.

Edit: and my first run on the new map laggs out then crashes within 2 minutes.  :(
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Repulsion on October 13, 2011, 09:23:37 pm
What is territorial control even about?
KOTH with multiple points?
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Metalax on October 13, 2011, 09:30:06 pm
Second update just out, supposedly fixed some of the crash/lag bugs from the earlier update.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Tradanbattlan on October 13, 2011, 10:08:51 pm
What is territorial control even about?
KOTH with multiple points?
Territorial Control is a bunch of two-cp 'sections' inside of a larger map. Depending on what point is capped when, the routes available change. Hydro has 6 'territories,' two of those being RED and BLU bases. When either team only has their 'base' territory left, they are forced to defend their last point and cannot cap the other team's.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: HailFire on October 13, 2011, 11:06:09 pm
Second update just out, supposedly fixed some of the crash/lag bugs from the earlier update.

Didn't fix it hard enough.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: NobodyPro on October 14, 2011, 01:42:22 am
Steam Workshop is already filled with trolls, wankers and 12yo's. Plenty of great models too, it just needs a report function.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Enzo on October 14, 2011, 02:40:13 am
Hats everywhere! Loadout presets! Multiple Misc Items! Replay Slowmo! And, uh...Gullywash. Cool!

Hopefully the crashes are ironed out quickly.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: PTTG?? on October 14, 2011, 02:19:24 pm
Also, you can now trade things for things in the store! Remember; one refined metal is worth US$1.33. Or maybe it's 1&1/3 refined metal is one dollar...

So, if you're trading, it's worthwhile to check the store prices now; if you can get it for $8, then you shouldn't need to spend 15 refined on it.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: HailFire on October 14, 2011, 02:23:16 pm
Item server's fixed, by the way.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Duke 2.0 on October 14, 2011, 02:27:33 pm
Quote from: Update
All items purchased in the store can be used for crafting and can be traded after a few days

I NEED A STICKY JUMPER NOW.  :o
It was reverted because Valve didn't realize you could buy a bunch of hats, craft them and make a profit on the current market prices for various hats.

And people already bought a ton of stuff to do just that before the reversion. Like, people bitching after dumping $10 on ten batters hems or something.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: PTTG?? on October 14, 2011, 11:59:29 pm
I got me some strange fists! Cost me the most well-spent refined I've ever spent.

Now, to get the properly gore-spattered.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Metalax on October 15, 2011, 07:50:18 am
Another patch to revert-revert the craftability of the hats purchased during those few hours when they were craftable. Also apparently fixes some more of the random crashes people were having after the recent patch.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Bdthemag on October 16, 2011, 02:41:59 am
And then we get a patch to revert-revert-rever the craftability, then we get a second patch to revert-revert-revert-revert it. Its a vicious cycle that never ends.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: klingon13524 on October 16, 2011, 03:38:24 am
I got me some strange fists! Cost me the most well-spent refined I've ever spent.

Now, to get the properly gore-spattered.
Try a trade server. Or maybe a melee only one. Or a melee only trade server.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Enzo on October 16, 2011, 03:52:47 am
Try a trade server.

But then you'd have to live with yourself knowing you're a phony. My Wicked Nasty Kunai is all legit, thanks.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Tradanbattlan on October 16, 2011, 04:04:03 am
Try a trade server.

But then you'd have to live with yourself knowing you're a phony. My Wicked Nasty Kunai is all legit, thanks.

What he said. My Pain Train didn't get Face Melting by attackin' vegetables.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: dragonshardz on October 16, 2011, 01:54:08 pm
Does anyone want crates? I have lots of crates.

EDIT: So I had an idea for a new Heavy set.

The Tesla Pack - the main weapon would be Tesla's Traveling Turret. It'd look, in first person view, similar to four Tomislav barrels arranged around the crosshair, kinda like the gun on an X-Wing. It'd look to other players like Heavy has two big laser guns mounted on his shoulders and two at roughly the same level as the normal guns. When not firing, the gun would be pointed up at an angle and Heavy would move at 90% normal speed, cuz it'd be big and heavy. When firing or deploying (right-click), Heavy would move at about 50% speed. The bullets would be crackling with energy, and a crit would have the same effect as the steampunk guns Soldier uses. The Secondary would be Tesla's ThunderStick - basically, a shotgun that shoots a could of electrically-charged steel pellets. Melee would be a retexture of the Fists of Steel, with the addition of some electrical FX and damage. The hat would be a single Tesla coil perched atop Heavy's head, and naturally, everything else would have Tesla coils on it too. The set bonus would remove the speed restrictions from the Traveling Turret.

Thoughts? I'd like to make this for the Steam Workshop at some point.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Osmosis Jones on October 16, 2011, 10:30:32 pm
Does anyone want crates? I have lots of crates.

EDIT: So I had an idea for a new Heavy set.

The Tesla Pack - the main weapon would be Tesla's Traveling Turret. It'd look, in first person view, similar to four Tomislav barrels arranged around the crosshair, kinda like the gun on an X-Wing. It'd look to other players like Heavy has two big laser guns mounted on his shoulders and two at roughly the same level as the normal guns. When not firing, the gun would be pointed up at an angle and Heavy would move at 90% normal speed, cuz it'd be big and heavy. When firing or deploying (right-click), Heavy would move at about 50% speed. The bullets would be crackling with energy, and a crit would have the same effect as the steampunk guns Soldier uses. The Secondary would be Tesla's ThunderStick - basically, a shotgun that shoots a could of electrically-charged steel pellets. Melee would be a retexture of the Fists of Steel, with the addition of some electrical FX and damage. The hat would be a single Tesla coil perched atop Heavy's head, and naturally, everything else would have Tesla coils on it too. The set bonus would remove the speed restrictions from the Traveling Turret.

Thoughts? I'd like to make this for the Steam Workshop at some point.

Sounds pretty weird speed wise, unless you meant 50% of the existing spin up speed. Maybe make him stationary when shooting?
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: ECrownofFire on October 16, 2011, 10:33:01 pm
Traveling Turret sounds interesting, but I think one Brass Beast is enough :P
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: PsyberianHusky on October 16, 2011, 10:59:36 pm
Make an Elmer Fudd style double barrel shotgun.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Osmosis Jones on October 16, 2011, 11:02:30 pm
Then go face down a team of scouts all wearing Max's severed head :P
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Tyler6498 on October 16, 2011, 11:17:30 pm
Decided that since the double misc item is now possible that I'd show a combo I'm quite in love with on my spy.

I no longer have to choose! Noh Mercy is a misc item now!

http://cloud.steampowered.com/ugc/595825477978980999/FFF2A7BF0BA25B706747D8F5A238E28A5DE12435/
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: dragonshardz on October 17, 2011, 12:23:07 am
Does anyone want crates? I have lots of crates.

EDIT: So I had an idea for a new Heavy set.

The Tesla Pack - the main weapon would be Tesla's Traveling Turret. It'd look, in first person view, similar to four Tomislav barrels arranged around the crosshair, kinda like the gun on an X-Wing. It'd look to other players like Heavy has two big laser guns mounted on his shoulders and two at roughly the same level as the normal guns. When not firing, the gun would be pointed up at an angle and Heavy would move at 90% normal speed, cuz it'd be big and heavy. When firing or deploying (right-click), Heavy would move at about 50% speed. The bullets would be crackling with energy, and a crit would have the same effect as the steampunk guns Soldier uses. The Secondary would be Tesla's ThunderStick - basically, a shotgun that shoots a could of electrically-charged steel pellets. Melee would be a retexture of the Fists of Steel, with the addition of some electrical FX and damage. The hat would be a single Tesla coil perched atop Heavy's head, and naturally, everything else would have Tesla coils on it too. The set bonus would remove the speed restrictions from the Traveling Turret.

Thoughts? I'd like to make this for the Steam Workshop at some point.

Sounds pretty weird speed wise, unless you meant 50% of the existing spin up speed. Maybe make him stationary when shooting?

Nah, I mean that when Heavy is firing, he can only move at 50% of his usual speed. As in, it takes him twice as long to cover ten units when shooting than it does when he's not. I'm poking at making him stationary when shooting. It'd have to be balanced - I think insanely high damage output or an effect similar to burning, but with electricity, would be a fair tradeoff for being made stationary when shooting.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Osmosis Jones on October 17, 2011, 12:38:31 am
The thing is, he moves at <50% when he has the regular gun revved up (around 48%). This gun is heavy enough that it slows him when he isn't using it, yet he moves faster than normal when he is... thats why it seems weird.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: dragonshardz on October 17, 2011, 12:46:25 am
It's just a number I threw out there, really. The idea is that this is a man-portable TURRET, which would make Heavy much less mobile.

100% Speed for Heavy = Speed when he is walking around with the stock Minigun, not shooting.

90% Speed = Heavy walking around wearing the Traveling Turret, not shooting, whether or not it's the active weapon.

So, okay, I see what you're getting at. Maybe something more like 30% of that 90%? So, for example, if he moves 10 units/sec just carrying the stock Minigun, then he'd move at 9 units/sec carrying the Traveling Turret, and he'd move at 2.7 units/sec when shooting the traveling turret, which is a good bit slower than 4.8 units/sec when shooting the stock Minigun.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Thexor on October 17, 2011, 01:52:19 am
Mmm, the thing is, the Brass Beast (http://wiki.teamfortress.com/wiki/Brass_beast) already deals increased damage in exchange for slower movement speed. You're changing it slightly (a small movement penalty when not revved up), but for the most part it's very similar - higher damage in exchange for slower movement speed.

It's a neat idea for a Brass Beast reskin, but I'd suggest you change it up a little bit if you want it to be a unique weapon.


(Also, while I'm wiki-diving: movement speed. (http://wiki.teamfortress.com/wiki/Speed#Speed) The standard minigun lets you move at 37% forward speed when revved. Compared to the Heavy's default movement speed of 77%, that's ~48% of normal speed, as Osmosis said. The Brass Beast slows you to 14.67% movement speed, bringing you to ~20% normal movement speed. Your suggestion is for movement at 27% normal speed, right between the Beast and the standard gun.)
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Dsarker on October 17, 2011, 02:45:35 am
Mmm, the thing is, the Brass Beast (http://wiki.teamfortress.com/wiki/Brass_beast) already deals increased damage in exchange for slower movement speed. You're changing it slightly (a small movement penalty when not revved up), but for the most part it's very similar - higher damage in exchange for slower movement speed.

It's a neat idea for a Brass Beast reskin, but I'd suggest you change it up a little bit if you want it to be a unique weapon.


(Also, while I'm wiki-diving: movement speed. (http://wiki.teamfortress.com/wiki/Speed#Speed) The standard minigun lets you move at 37% forward speed when revved. Compared to the Heavy's default movement speed of 77%, that's ~48% of normal speed, as Osmosis said. The Brass Beast slows you to 14.67% movement speed, bringing you to ~20% normal movement speed. Your suggestion is for movement at 27% normal speed, right between the Beast and the standard gun.)

Okay. Lower damage (maybe), remove crits, have it have a small stun on engy buildings, infinite ammo but lower lots of ammo (so maybe 50 shots instead of 200, say?), and a reload.

Or you could have it have infinite ammo, but they take a load period and can't move while loading or firing, and once you move you have to load again. What do you think?
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: ECrownofFire on October 17, 2011, 02:48:01 am
I'd like to see a minigun for the heavy that has an increased ammo count.

Oh, and one that he can rev up and stay at a higher speed.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Dsarker on October 17, 2011, 03:07:00 am
This one is the heavy's answer to Sentry Guns.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Osmosis Jones on October 17, 2011, 03:22:37 am
If you want a fast heavy, befriend a soldier with the disciplinary action. The buff continues even when spun up, and the maneuverability is insanely effective.

I'm liking the cross between righteous bison and brass, here's my idea;

You get unlimited ammo, a small chain lightening effect (anyone within say a sticky splash of the person in the beam gets 15% of the damage too) and the ability to shut down sentries while locked onto them.

The downside is a slower movement speed, longer spin up, (or stationary when firing but normal spin up), and your shot is an extremely high visibility team coloured lighting arc. If you really want to have fun, make it so that you don't get natural crits, but can chain heavies; one tesla cannon shoots a another tesla heavy (friend OR foe maybe?) and the 2nd heavy shoots at 175% damage, a 3rd at 250%, maybe up to a max of 4 (325%).
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: dragonshardz on October 17, 2011, 03:53:33 am
I'm just playing with ideas right now. And yeah, the idea for his main is basically a cross between Righteous Bison, a Sentry Turret, and the Brass Beast. To sum up OJ's idea:

Unlimited ammo (via natural ammo regen), small team-colored chain lightning effect/splash, sentry shutdown ability when locked (maybe make the shotgun a targeting array of some sort?), EXTREMELY slow movement speed (perhaps make it so you can deploy/undeploy the weapon by switching to melee - you can move faster, but you sacrifice the ability to shoot immediately), normal spin-up (charge) time, stationary when firing, shot is supa-high visibility team-color lightning bolt effect.

What would be most fun with crits, IMO: Crits vs. non-heavy classes have a chance to disintegrate; crits vs. heavies boost that heavies damage output by 175%/250%/325%, max "chain" length is 4, affects friend or foe.

So basically, when you got the drop, you'd actually get a free-to-open crate, which would give you Tesla's Traveling Turret, Tesla Targeting Array, and Tesla Quick-Transport Tool - main, secondary, and melee slots, respectively.

Okay, I need to get working on this like, now.

TF2-style list of +/-:

TESLA'S TRAVELING TURRET

Unlimited ammo
Crits have x% chance to disintegrate vs. Non-Heavy
Crits give proportional boost to damage output of targeted Heavy
15% Splash Damage
20-second stun vs. Buildables

Speed reduced to 20% when deployed*
Cannot move when firing

*IE, you move as fast as a Heavy spinning the Brass Beast when NOT firing.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: ECrownofFire on October 17, 2011, 04:47:18 am
I'd slap down a speed penalty when not deployed, some kind of reloading thing, and the stun needs to be way shorter too.

And the disintegrate/damage output thing to anybody that doesn't have the traveling turret (including other heavies).

Ooh, this thing gave me an idea for a heavy thing too...
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Dsarker on October 17, 2011, 04:56:35 am
It's versus the turrets and (maybe) the teleporters.

And it's very slow when not deployed.
Title: Heavy Turret
Post by: MrWiggles on October 17, 2011, 06:11:15 am
I dont think you're going far enough with the Turret idea.

We have the medic buddy concept. Lets make an Engy Buddy concept.

Engy can heal up to normal health, no overheal, engy can replinish ammo. Immune to head shots. Backstabs still happen. Dispensers can give ammo, but cant heal.

When revved up, can move around.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Tyler6498 on October 17, 2011, 07:33:04 am
Also, you can now trade things for things in the store! Remember; one refined metal is worth US$1.33. Or maybe it's 1&1/3 refined metal is one dollar...

So, if you're trading, it's worthwhile to check the store prices now; if you can get it for $8, then you shouldn't need to spend 15 refined on it.

Do you mean trade our items to get items in the store? If so, how? I've been looking around for how and I'm starting to think I misinterpreted this message.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Metalax on October 17, 2011, 08:34:44 am
Also, you can now trade things for things in the store! Remember; one refined metal is worth US$1.33. Or maybe it's 1&1/3 refined metal is one dollar...

So, if you're trading, it's worthwhile to check the store prices now; if you can get it for $8, then you shouldn't need to spend 15 refined on it.

Do you mean trade our items to get items in the store? If so, how? I've been looking around for how and I'm starting to think I misinterpreted this message.

Previously items bought from the store have been untradeable so the actual price in the store has not necessarily been the equivalent price that people have been trading for it. 1 refined metal has held fairly steady at around an equivalent of $0.80, so look at what the item is costing in the store, work out how many refined metal that is equivelent to and don't trade with people who are asking for much more than that.
Title: Re: Team Fortress 2: Free To Play! Deus Ex promos! Heavy with a bionic arm!
Post by: Shadowlord on October 17, 2011, 11:57:47 am
Also, you can now trade things for things in the store! Remember; one refined metal is worth US$1.33. Or maybe it's 1&1/3 refined metal is one dollar...

So, if you're trading, it's worthwhile to check the store prices now; if you can get it for $8, then you shouldn't need to spend 15 refined on it.

Do you mean trade our items to get items in the store? If so, how? I've been looking around for how and I'm starting to think I misinterpreted this message.

Valve reverted that, so, no, you can't.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: dragonshardz on October 17, 2011, 12:51:01 pm
I'd slap down a speed penalty when not deployed, some kind of reloading thing, and the stun needs to be way shorter too.

And the disintegrate/damage output thing to anybody that doesn't have the traveling turret (including other heavies).

Ooh, this thing gave me an idea for a heavy thing too...

All good ideas, except the speed penalty. You're already moving at the same speed as a Brass Beast Heavy who is spinning his minigun when you're not firing. The deploy/undeploy mechanic is a tradeoff - you can run around deployed all the time and be slow, or deploy, shoot, and undeploy, but that takes time - thus, you sacrifice mobility for firepower and vice versa.

I dont think you're going far enough with the Turret idea.

We have the medic buddy concept. Lets make an Engy Buddy concept.

Engy can heal up to normal health, no overheal, engy can replinish ammo. Immune to head shots. Backstabs still happen. Dispensers can give ammo, but cant heal.

When revved up, can move around.

The Traveling Turret idea is a sort of Engy Buddy thing. But the entire point is that when revved up or shooting, you CAN'T move. You can turn in place, but forward motion = no. The only part I have a problem with is dispensers not healing. But at this point, I think that adding any additional bonuses will make the weapon unbalanced. As it is, the balance is pretty damn precarious as-is, even with the mobility-firepower tradeoff.

TESLA'S TRAVELING TURRET

Unlimited ammo
Crits have 15% chance of disintegrating anyone not wearing this weapon
Crits give proportional, chainable damage output boost to players wearing this weapon.
15% Splash Damage
10-second stun vs. Buildables

Speed reduced to 20% when deployed*
Cannot move when firing
Must wait for ammo to fully regenerate from 0

*IE, you move as fast as a Heavy spinning the Brass Beast when NOT firing.

Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: PTTG?? on October 17, 2011, 02:17:15 pm
You can still trade items from the store, but not craft with them.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Tyler6498 on October 18, 2011, 05:43:44 pm
http://tf2wiki.net/wiki/Demoman

So I was looking at the demoman's wiki page and noticed that his motto was changed to "watermelon is sho good"
=/ Usually I only see these childish changes on wikipedia.

EDIT: Almost passed this change "Niglet DeGroot" *Rolls eyes*
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Dsarker on October 18, 2011, 05:47:41 pm
Yes. That's disgraceful.

It should be something like "Waetermelon is tae good stuff, ye ken!". He's a scotsman.

Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: umiman on October 18, 2011, 05:49:28 pm
Oh? This is what greeted me when I went to the wiki:
Quote
A Nigger-swilling, monster-bothering Nigger expert from the Scottish highlands, the Nigger (real name Tavish DeGroot) is one of the more versatile members of the team. Though his weapons lack pinpoint long-range accuracy, the Nigger is a powerful, if unpredictable, asset and can hold his own in just about any situation. He is a master of the explosive, excelling at indirect mid-range combat. Armed with his Grenade launcher and Sticky bombs, the Nigger uses his only good eye and knowledge of the surrounding environment for well timed detonations that send enemies skyward, often in several pieces. The Nigger, as his name implies, eating watermelons, bouncing his balls around corners to wreak havoc on enemy sentry gun emplacements while remaining safely out of sight. His sticky cum are a perfect tool for area denial, keeping opponents away from any carts, control points and intelligence cases he deems off-limits. His weapons are some of the most powerful, but also the most situational. He requires more thought and swift decision-making than other classes, especially when lining up his Charges and planting sticky cum. Recent updates to the Nigger have upgraded his role to being a melee specialist, capable of wielding a variety of melee weapons compared to every other class in-game.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Tyler6498 on October 18, 2011, 05:51:03 pm
Oh? This is what greeted me when I went to the wiki:
Quote
A Nigger-swilling, monster-bothering Nigger expert from the Scottish highlands, the Nigger (real name Tavish DeGroot) is one of the more versatile members of the team. Though his weapons lack pinpoint long-range accuracy, the Nigger is a powerful, if unpredictable, asset and can hold his own in just about any situation. He is a master of the explosive, excelling at indirect mid-range combat. Armed with his Grenade launcher and Sticky bombs, the Nigger uses his only good eye and knowledge of the surrounding environment for well timed detonations that send enemies skyward, often in several pieces. The Nigger, as his name implies, eating watermelons, bouncing his balls around corners to wreak havoc on enemy sentry gun emplacements while remaining safely out of sight. His sticky cum are a perfect tool for area denial, keeping opponents away from any carts, control points and intelligence cases he deems off-limits. His weapons are some of the most powerful, but also the most situational. He requires more thought and swift decision-making than other classes, especially when lining up his Charges and planting sticky cum. Recent updates to the Nigger have upgraded his role to being a melee specialist, capable of wielding a variety of melee weapons compared to every other class in-game.
I bet he's hit other pages, looked up history and found the guy doing it was on a bunch of other pages too.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Dsarker on October 18, 2011, 06:10:19 pm
It would have been better if there was actual humour in there.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: BurnedToast on October 19, 2011, 04:34:26 pm
http://tf2wiki.net/wiki/Demoman

So I was looking at the demoman's wiki page and noticed that his motto was changed to "watermelon is sho good"
=/ Usually I only see these childish changes on wikipedia.

EDIT: Almost passed this change "Niglet DeGroot" *Rolls eyes*

That's because tf2wiki is absolute garbage and should never, ever be visited by anyone. Go to the official wiki at http://wiki.teamfortress.com/wiki/Main_Page

Yes tf2wiki comes first on google, that's because it used to be good (and used to be the only wiki). The owner sold it right before the official wiki came out and now it's just crap that only exists to exploit it's search rank for ad revenue (and for people to deface).
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: USEC_OFFICER on October 24, 2011, 07:57:46 pm
I'm surprised that nobody has posted anything about the Halloween update. (http://www.tf2.com/post.php?id=6588) Sure, so far it has just been a repeat of last year's event, but why give up another chance to kill Horseless Headless Horseman? I know I have (and gotten the Haunted Metal Scrap). Soon (as in weeks from now), I'll have my own Horseless Headless Horsemann's Headtaker to use, cherish and brutally murder people with. Bwhahahaha.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Enzo on October 24, 2011, 08:15:58 pm
I got to kill the HHH on my first encounter with him :) Didn't get the scrap though, just the head, as I didn't realize you had to finish him off with melee.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Jackrabbit on October 24, 2011, 11:35:29 pm
I killed him first time too. He wasn't targeting me but got stuck on the scenery less than a foot away and I was a Heavy.

Can't help but feel I didn't exactly prove myself.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Duke 2.0 on October 24, 2011, 11:50:10 pm
 Every time I get targeted by the horseman I freeze in place due to lag? Then he just ganders over to me from across the map and kills me.

 Welp.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Shadowlord on October 25, 2011, 12:21:32 am
You can get another unusual haunted metal scrap? I still have the one from last year. Never collected enough refined metal to do anything with it.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: 3 on October 25, 2011, 12:27:35 am
Actually, each account can have only one total, even if you craft it into something. If you got one last year you won't be able to get one now.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Dsarker on October 25, 2011, 12:48:00 am
So what can you do with it? Weapon? Hat?
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: PTTG?? on October 25, 2011, 01:56:11 am
So what can you do with it? Weapon? Hat?

One or the other. You do a crafting recipe with that and a pile of refined metal and get one of two hats, OR you can use the metal and an axe to make a more different axe.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Shadowlord on October 25, 2011, 02:28:19 am
That's disappointing, since there are three different things it could be made into.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Jackrabbit on October 25, 2011, 03:55:11 am
I do sorta want the axe though.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: USEC_OFFICER on October 25, 2011, 02:58:23 pm
I think that out of the three possible things that you could make out of the scrap, the axe looks the best. The Spine-chilling Skull and the Voodoo Juju just don't seem as awesome to me. Plus the axe is actually useful.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Shadowlord on October 25, 2011, 03:18:12 pm
Useful how? Last I checked (almost a year ago, heh) it was identical to one or two other weapons (in stats).
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Jackrabbit on October 25, 2011, 03:32:28 pm
In that, compared to the hats, it actually does something.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: HLBeta on October 25, 2011, 04:37:16 pm
In that, compared to the hats, it actually does something.
While this is true, I don't use my Eyelander even on medieval mode. I think I'd rather have a Juju if I could get it.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Jackrabbit on October 26, 2011, 01:02:25 am
Since it's basically a reskin I guess pretty much all the items are cosmetic unless you don't have an Eyelander.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: PTTG?? on October 26, 2011, 01:07:43 am
Anyone interested in some high-value trading? I'm trying to get Skyrim for steam items and games.
I've got everything in here (http://www.tf2items.com/id/glight), plus $50 worth of steam games.
Items of note: Pocket Medic, Several Hats, several stranges, ten refined, the High-five taunt, piles of vintages, and really anything else you like.

The steam games are Mirrors Edge, Cogs, Lead And Gold, and Audiosurf.

I've been trying to make a trade for weeks now and I'm getting no takers. Take a look at my inventory and make any offer. I'd rather keep the items on Page 6, but everything else is open. The pocket medic and hats are assumed, and there's some stranges worth at least a ref each.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: dragonshardz on October 26, 2011, 12:04:56 pm
Anyone interested in some high-value trading? I'm trying to get Skyrim for steam items and games.
I've got everything in here (http://www.tf2items.com/id/glight), plus $50 worth of steam games.
Items of note: Pocket Medic, Several Hats, several stranges, ten refined, the High-five taunt, piles of vintages, and really anything else you like.

The steam games are Mirrors Edge, Cogs, Lead And Gold, and Audiosurf.

I've been trying to make a trade for weeks now and I'm getting no takers. Take a look at my inventory and make any offer. I'd rather keep the items on Page 6, but everything else is open. The pocket medic and hats are assumed, and there's some stranges worth at least a ref each.

So I suppose you're the last person to want my dupes?
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Dsarker on October 27, 2011, 01:46:45 am
Got my haunted.

Should I make a hat or an axe?
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: USEC_OFFICER on October 27, 2011, 11:29:21 am
Got my haunted.

Should I make a hat or an axe?

The hats are... hats. They don't do anything.
The axe is basically a reskinned eyelander.

Honestly, it all boils down to whether or not you like the designs or not. If you like how the hats look like, then make (one of) them. If you like how the axe looks, then make it. If you hate the look of both of them, then flip a coin or something.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Shadowlord on October 27, 2011, 02:09:36 pm
Or make a hat and sell it if you don't care about it. :V
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: PTTG?? on October 27, 2011, 02:18:41 pm
Or make an untradable hat and buy gift wrap to sell it if you don't care about it. :V
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Shadowlord on October 27, 2011, 03:23:10 pm
You got something against gift wrap? :V
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: PsyberianHusky on October 27, 2011, 07:15:56 pm
http://www.teamfortress.com/bombinomicon/?p=1


Why is the soldier the best character ever?
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Enzo on October 27, 2011, 07:27:39 pm
Spy on Page 2 put me in stitches.

So...Demomans possessed eye this Halloween update? Or something?
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: USEC_OFFICER on October 27, 2011, 07:37:48 pm
Man, soldier really needs to get more sleep. The bags under his eyes are huge.

Also: I can't wait to fight giant magical eye monsters. It shall be glorious.

EDIT: Derp. Just realized that the character from the previous update (http://www.teamfortress.com/post.php?id=6588) is the pyro with awesome wings/devil horns.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: The Scout on October 27, 2011, 07:52:32 pm
The eye is the one from Terraria. There are quite a few other references.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: HailFire on October 27, 2011, 07:58:33 pm
Also, there's no lightning in this issue. We've been short-changed here!

Lightning shot out of the magician's staff when the Soldier broke it.

ED: Hundreds of posts in the update blog post Steam thread with people saying it's the EoC/Terraria didn't invent flying eyeballs.

There's no way of knowing until the update hits.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Bdthemag on October 27, 2011, 08:10:04 pm
"Look, the police aren't going to believe im a robot for long..."

I don't even play the Soldier that often, but his character is hilarious.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: HailFire on October 27, 2011, 08:23:18 pm
'sup (http://www.teamfortress.com/?tab=updates)

Edit (http://www.teamfortress.com/veryscaryhalloween/)
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Enzo on October 27, 2011, 08:37:49 pm
EYEaduct :I

Can't wait to see what the costumes are.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Metalax on October 27, 2011, 09:02:12 pm
DFC server has been updated, and should be running the halloween mapcycle. I'm still waiting on my patch to finish downloading to let me play.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Shadowlord on October 27, 2011, 09:04:34 pm
The update! It will not download!
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Metalax on October 27, 2011, 09:06:35 pm
Try quiting completely out of steam and restarting it. That has fixed it for most people who don't have it downloading. Failing that try a reboot of your computer.

Edit: Downloaded and.. oh god missiles everywhere!
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Shadowlord on October 27, 2011, 09:37:21 pm
I updated to the beta client and restarted, and that got it going at 500 KB/s or so, and it only paused itself once after that, instead of downloading at less than 10 KB/s and pausing frequently or giving up prior to my doing that.

I still have to wonder why it pauses itself for no reason, though it was doing far worse before I updated to the beta client and restarted it ("This game is currently unavailable. Please try again at another time.").
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Metalax on October 27, 2011, 10:03:13 pm
I had it pause twice during the download as well for no apparent reason. had tohit resume to get it going again.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: HLBeta on October 27, 2011, 11:22:00 pm
Could we password-lock the server for awhile? I'm annoyed by the steady stream of non-english speaking pubbies who start blasting away as we try to pile into the reward portal. I want to farm costumes, dammit.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: PsyberianHusky on October 27, 2011, 11:33:02 pm
Standard DFC pw?
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Tradanbattlan on October 27, 2011, 11:38:53 pm
I hate constantly being killed while trying to kill the eye for the book. It was enough to make me say 'oh fuck this' and quit. This was on a private server where everyone generally is nice to each other when it's obvious we're working for something.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Enzo on October 27, 2011, 11:41:29 pm
Could we password-lock the server for awhile? I'm annoyed by the steady stream of non-english speaking pubbies who start blasting away as we try to pile into the reward portal. I want to farm costumes, dammit.

The Loot Island Portal only gives you the Bombinomicon, costumes come from the presents, right? I made it to the reward skull thing 3 times and only got the book.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Metalax on October 27, 2011, 11:42:56 pm
yes you only get bombinomicon from loot island. you should also have a usable cauldron in your backpack that will give you the seal mask + a random costume piece.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Shadowlord on October 27, 2011, 11:49:56 pm
The randomly spawning gifts that give the costume pieces were only turned on about 20 minutes ago on the server (or less) - it wasn't registered or something, so they weren't spawning.

I'd support a password lock except for the likelihood that afterwards there wouldn't be enough people on for the gifts or eyethulu to spawn. :V

More useful might be a script that arranged to make sure that the gifts were given out fairly somehow by having a queue. Of course, they spawn pretty frequently and freezing everyone every 5 minutes for 2 minutes while the designated player runs around looking for the gift would be a bit un-fun, especially with the boss out killing people. I suppose if people want that they can go find a server that has it.

This map is a lot smaller than the previous halloween map, much less area to search - but many more players in the same area, you tend to get killed quickly if you try searching for the gift.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: HLBeta on October 28, 2011, 12:03:28 am
More useful might be a script that arranged to make sure that the gifts were given out fairly somehow by having a queue. Of course, they spawn pretty frequently and freezing everyone every 5 minutes for 2 minutes while the designated player runs around looking for the gift would be a bit un-fun, especially with the boss out killing people. I suppose if people want that they can go find a server that has it.
I'd appreciate it if people were willing to share the addresses of some of these servers. My luck is to consistently awful for me to get anything otherwise.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Shadowlord on October 28, 2011, 12:05:10 am
I wouldn't be surprised if they didn't exist yet for this update, after all, it just came out. But it's probably only a matter of time.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Metalax on October 28, 2011, 12:15:24 am
The gift can also spawn in the underworld section, so you need to have people able to move and shoot mono to force him to teleport.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: dragonshardz on October 28, 2011, 12:23:13 am
Maybe we should just password lock the server for the duration of the event with a password any DFC regular could easily figure out so we can farm costume an shit liek dat.

Keep track of who's gotten a present and who hasn't - when someone finds a present, have him call out where it is. If someone wants it, they call it and grab it.

We're all mature gentlemen (and ladies too), right?
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: PTTG?? on October 28, 2011, 12:25:55 am
I really wasn't expecting this. Have to say, love these comics. Heavy and the kid is priceless.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: dragonshardz on October 28, 2011, 12:31:51 am
I really wasn't expecting this. Have to say, love these comics. Heavy and the kid is priceless.

I want to be that kid. I would KILL to have seven thousand dollars, right here, right now.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: HLBeta on October 28, 2011, 01:04:51 am
Keep track of who's gotten a present and who hasn't - when someone finds a present, have him call out where it is. If someone wants it, they call it and grab it.
I would trust a pw'd Bay12 server to do this. They're good people.
Title: Re: Team Fortress 2: Free To Play! Manniversary! "Suck it, Valve Time!"
Post by: Metalax on October 28, 2011, 03:10:45 am
Might do it as an event for a few hours this evening, but as there is a minimum number of people reuired for gifts/mono to spawn keeping a password on all the time seems counter productive.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: LASD on October 28, 2011, 11:12:30 am
I'm really liking the event this far.

Though the items got me thinking, anyone know if the full moon restriction is real-life or map-based? I could see it being either.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Shadowlord on October 28, 2011, 11:28:25 am
What full moon restriction?
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Metalax on October 28, 2011, 11:35:15 am
Most of the new items have the holliday restriction Halloween like those from last year but it also has fullmoon restriction. That could mean that real every full moon they will be wearable or just that they will only be wearable on maps like viaduct_event that have the full moon.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Shadowlord on October 28, 2011, 11:49:18 am
Most of the new items have the holliday restriction Halloween like those from last year but it also has fullmoon restriction.

I was able to wear the pumpkin head year round, so I'm not sure what you're on about.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: LASD on October 28, 2011, 11:56:42 am
Most of the new items have the holliday restriction Halloween like those from last year but it also has fullmoon restriction.

I was able to wear the pumpkin head year round, so I'm not sure what you're on about.
You can equip it, but it won't show on your character in-game. Except at Halloween.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: jaxy15 on October 28, 2011, 12:06:21 pm
Guys, don't play on training mode or LAN if other people are on. They can get your IP.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: HLBeta on October 28, 2011, 12:32:31 pm
Guys, don't play on training mode or LAN if other people are on. They can get your IP.
Whut?
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: jaxy15 on October 28, 2011, 12:37:03 pm
Guys, don't play on training mode or LAN if other people are on. They can get your IP.
Whut?
Offline practice can let other people get your IP.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: PTTG?? on October 28, 2011, 12:41:47 pm
OHHH NOOOOO!

SOMEONE WILL STEAL YOUR IP!!!

Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: dragonshardz on October 28, 2011, 01:18:05 pm
People knowing your IP is, like, the LEAST worrisome thing about playing games on the Internet. I'm more concerned about getting the Halloween Gifts than whether or not someone knows my IP address.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: jaxy15 on October 28, 2011, 02:32:42 pm
Anyway, any tips on how to beat the boss before it leaves?
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Flying Carcass on October 28, 2011, 02:36:43 pm
Anyway, any tips on how to beat the boss before it leaves?

Heavies rip that eyeball to shreds.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Duke 2.0 on October 28, 2011, 02:45:27 pm
 Soldiers don't do too well on it, its movements are too erratic to reliably hit it. I hear the Reserve Shooter always minicrits it behind the scenes without the visible minicrit effect, so that is a good thing to use due to no dropoff whatsoever.

 Scouts do alright if they have the Shortstop. You need to keep a good distance to avoid the crit rockets it constantly spouts out. Eye can't be marked for death.

 Pyro is essentially the Soldier entry on the Reserve Shooter. No afterburn on the Eye.

 Sniper does alright, sometimes it's hard to get a good line of sight on it. Eye cannot be jarated. DPS is gonna be low due to no crits.

 Demo is difficult unless you are a god with grenade spam.

 Spy can do alright with a revolver. Those things hit pretty hard and you can use the Dead Ringer to escape sudden aggro.

 Heavies as always do the most damage, but they will die pretty quickly as well. Ambushing the eye makes its health drop like a rock.

 Engineers take a while to set up and the eye teleports around, so it isn't terribly effective. If it pops up near a level 3 sentry it is only marginally worse than a heavy in terms of health-rock-dropping. Unless you have the Wrangler it will stop the other team from hurting the eye, so it isn't really worth it.

 Medics as always are just there for crits.

 The strategy for taking on the eye is the same as winning the game: Spam heavies and medics.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Shadowlord on October 28, 2011, 02:50:06 pm
Shoot it in the eye. It doesn't really matter what class you are unless you can't hit it (in which case you need more practice with your grenade launcher).

Mini-sentries barely do any damage to it, by the way, and it can knock out turrets easily.
Scouts with the shortstop work remarkably well. They're probably the best class to use, since scouts can dodge the eyeball-rockets easily and run through the underworld rapidly after it teleports.

P.S. It is unfortunately impossible to place teleporters (or other buildings) in the underworld. :'(
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: HLBeta on October 28, 2011, 03:24:57 pm
P.S. It is unfortunately impossible to place teleporters (or other buildings) in the underworld. :'(
I think a few medics amputator-spamming could camp there indefinitely (those stack, right?).
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Exerosp on October 28, 2011, 04:32:02 pm
Guys... I've found something. You. Won't. Believe. Your. Eyes.

http://www.youtube.com/watch?v=8AE2pe5LDgE&feature=related (http://www.youtube.com/watch?v=8AE2pe5LDgE&feature=related)

*'Gasms*
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Tyler6498 on October 28, 2011, 04:39:28 pm
Guys... I've found something. You. Won't. Believe. Your. Eyes.

http://www.youtube.com/watch?v=8AE2pe5LDgE&feature=related (http://www.youtube.com/watch?v=8AE2pe5LDgE&feature=related)

*'Gasms*

Erecting a Dispenser here!  :o
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Exerosp on October 28, 2011, 04:56:24 pm
Guys... I've found something. You. Won't. Believe. Your. Eyes.

http://www.youtube.com/watch?v=8AE2pe5LDgE&feature=related (http://www.youtube.com/watch?v=8AE2pe5LDgE&feature=related)

*'Gasms*

Erecting a Dispenser here!  :o

GeeGeeGeeGee Baby Baby
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: dragonshardz on October 28, 2011, 05:43:04 pm
Guys... I've found something. You. Won't. Believe. Your. Eyes.

http://www.youtube.com/watch?v=8AE2pe5LDgE&feature=related (http://www.youtube.com/watch?v=8AE2pe5LDgE&feature=related)

*'Gasms*

What.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Strange guy on October 28, 2011, 05:45:42 pm
Demo is difficult unless you are a god with grenade spam.

Actually grenades only do around 60-70 damage to it, instead of the 100 it does to players. And it looks like there's no falloff, as I've been easily getting 40-60 damage shotgun hits on it, which with the lack of falloff, explosions to damage groups, rolling grenades and high damage being the best parts of the grenade launcher and all not present or relevant it isn't good. Sticky launcher does good damage though.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: USEC_OFFICER on October 28, 2011, 06:05:30 pm
P.S. It is unfortunately impossible to place teleporters (or other buildings) in the underworld. :'(
I think a few medics amputator-spamming could camp there indefinitely (those stack, right?).
From what I've heard the underworld eventually explodes, killing everyone it in.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Enzo on October 29, 2011, 01:12:24 am
Actually grenades only do around 60-70 damage to it, instead of the 100 it does to players. And it looks like there's no falloff, as I've been easily getting 40-60 damage shotgun hits on it, which with the lack of falloff, explosions to damage groups, rolling grenades and high damage being the best parts of the grenade launcher and all not present or relevant it isn't good. Sticky launcher does good damage though.

There's damage falloff, but it kind of seems like not enough. I noticed up close to the Monoculus my Enforcer was doing 65 per hit, attacking from a decent distance it fell to <50. Which is actually still pretty decent given the rate of fire and reload, I was expecting the Spy to be useless against it.

P.S. It is unfortunately impossible to place teleporters (or other buildings) in the underworld. :'(
I think a few medics amputator-spamming could camp there indefinitely (those stack, right?).
From what I've heard the underworld eventually explodes, killing everyone it in.

Only loot island, I thought.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Jackrabbit on October 29, 2011, 01:57:53 am
Yeah, I often go spy just because of the rate of fire and reload. Still, only killed him once and I didn't get to go to loot island. Sad face.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Enzo on October 29, 2011, 02:01:38 am
Protip if you just want the Bombinonicon: You don't need to kill him to get to loot island, just get through the portal when he dies. So when he's low health, go scout so you can get to the portal as quick as possible.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Heliman on October 29, 2011, 02:21:52 am
What do you mean he my intangible ascot only lasts the holiday?? It's really freaking cool though...
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: jaxy15 on October 29, 2011, 03:53:47 am
Holy shit. I just found out that you can craft away useless hats like the proof of purchase, or mann co paper hat.
I made a pugilist's protector. It's not bad, nor is it good, but at least I'm not poor and irish anymore.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Heliman on October 29, 2011, 04:35:58 am
paper hat is gonna be worth alot one day, mark my words
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: jaxy15 on October 29, 2011, 06:00:49 am
paper hat is gonna be worth alot one day, mark my words

Maybe in a few years.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: RedKing on October 29, 2011, 06:25:54 am
One of these days I'm going to find a way to not suck at TF2.  :(

OTOH, I found my first item last night. I have no idea how. And it's a scout pistol, whereas I pretty much have only ever had success with the Pyro.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Metalax on October 29, 2011, 07:08:35 am
Items drop randomly, usually about 1 per 1-2 hours if you havn't played for a while up to the weekly limit.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Thexor on October 29, 2011, 02:10:10 pm
One of these days I'm going to find a way to not suck at TF2.  :(

OTOH, I found my first item last night. I have no idea how. And it's a scout pistol, whereas I pretty much have only ever had success with the Pyro.

The Winger? ...yeah, stick to Pyro. The Winger is generally considered one of the worst Scout items - tiny ammo capacity in exchange for a smidge more damage.  :-\

If you misspoke and just got something that looks like a pistol, it might be the Shortstop, in which case I take everything back and encourage you to give Scout a try!

(And items drop randomly - hence why you "don't know how" it dropped. Just keep playing, and you'll get more!)
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: RedKing on October 29, 2011, 02:16:57 pm
One of these days I'm going to find a way to not suck at TF2.  :(

OTOH, I found my first item last night. I have no idea how. And it's a scout pistol, whereas I pretty much have only ever had success with the Pyro.

The Winger? ...yeah, stick to Pyro. The Winger is generally considered one of the worst Scout items - tiny ammo capacity in exchange for a smidge more damage.  :-\
Yup, that's the one. Awesome...my 1st item and its a dud. I can see why I've found so few then...I rarely play more than a few matches each month before I give up and fiind something less masochistic. I just don't have the reflexes for twitch FPS.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Thexor on October 29, 2011, 02:48:04 pm
One of these days I'm going to find a way to not suck at TF2.  :(

OTOH, I found my first item last night. I have no idea how. And it's a scout pistol, whereas I pretty much have only ever had success with the Pyro.

The Winger? ...yeah, stick to Pyro. The Winger is generally considered one of the worst Scout items - tiny ammo capacity in exchange for a smidge more damage.  :-\
Yup, that's the one. Awesome...my 1st item and its a dud. I can see why I've found so few then...I rarely play more than a few matches each month before I give up and fiind something less masochistic. I just don't have the reflexes for twitch FPS.

Maybe you should try a different class, then. Pyro can be frustrating to play if you're no good at ambushing. Engineer has almost no 'twitch FPS' requirements - find a good sentry spot, then protect it from Spies and the occasional intelligent Demo. Heavy's also not terrible, and you'll often get a personal Medic to keep you alive.

Scout, on the other hand, is right up there with the Sniper in terms of required twitch skills, so yeah, I wouldn't recommend using Scout items even if you did find a decent one.  ;)
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: SHAD0Wdump on October 29, 2011, 03:52:37 pm
Another possiblity is Medic, although to be a really good medic twitch reactions really helps, but overall you just need to worry about locking on to your patient and let the healing beam do its job, you can help out alot just by healing everyone.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: HLBeta on October 29, 2011, 05:15:21 pm
I'm disappointed that they went back to giftboxes for this year's event. It took conniving aplenty just to complete a mask set and now it's the same setup with three times as much stuff. I may just go play Rusty Hearts until this is all over. Their Halloween event may be grindy as all hell, but at least I can do it.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: The Scout on October 29, 2011, 05:44:19 pm
I don't play TF2 so I have no idea, but..

Is a Sandvich worth anything?

I could potentially trade it for items in another game [Spiral Knights] but I seriously have no idea what kind of price I should be shooting for.
Good in-game. Worthless out of game.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Rakonas on October 29, 2011, 09:19:27 pm
Can't trade it anyway because I don't have TF2. [Well, didn't buy it, specifically.]

Dammit, Ein!
You could always spend 1 dollar buying something at the mann co store or whatever it's called and you'll have 'bought' the game.

Also, I think spy really doesn't take many twitch skills. I'm someone who always sucks completely at fps's in general but as a spy I routinely do very well.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Duke 2.0 on October 29, 2011, 09:21:37 pm
Also, I think spy really doesn't take many twitch skills. I'm someone who always sucks completely at fps's in general but as a spy I routinely do very well.
Stairstabs and matador stabs take quite a bit precision clicking.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: HLBeta on October 29, 2011, 09:35:34 pm
Also, I think spy really doesn't take many twitch skills. I'm someone who always sucks completely at fps's in general but as a spy I routinely do very well.
Stairstabs and matador stabs take quite a bit precision clicking.
And the class depends on a good connection more than most. Trying to backstab on a slow connection can be a bear.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Duke 2.0 on October 29, 2011, 09:45:07 pm
Also, I think spy really doesn't take many twitch skills. I'm someone who always sucks completely at fps's in general but as a spy I routinely do very well.
Stairstabs and matador stabs take quite a bit precision clicking.
And the class depends on a good connection more than most. Trying to backstab on a slow connection can be a bear.
Unless you have a good bad connection.

Facestab 'eery day.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: PsyberianHusky on October 29, 2011, 09:55:11 pm
Also, I think spy really doesn't take many twitch skills. I'm someone who always sucks completely at fps's in general but as a spy I routinely do very well.
Stairstabs and matador stabs take quite a bit precision clicking.
Also, twitch skills with revolver can be crucial to picking off targets from the back line, sometimes it is the best way to take down an engie.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Heliman on October 30, 2011, 01:19:23 am
Also, I think spy really doesn't take many twitch skills. I'm someone who always sucks completely at fps's in general but as a spy I routinely do very well.
Stairstabs and matador stabs take quite a bit precision clicking.
Also, twitch skills with revolver can be crucial to picking off targets from the back line, sometimes it is the best way to take down an engie.
Or a sniper with that back thing(They usually wisen up to your shennanigains by the first shot if they aren't horrible), or a scout (in basically any situation), or a pyro (though they just tend to w+1 at you), or a demo that knows your a spy, or another spy, or a medic(who isn't healing). Honestly these days with my trusty Enforcer I shoot more than I stab with spy. It seems to be working, though.


Also, I think spy really doesn't take many twitch skills. I'm someone who always sucks completely at fps's in general but as a spy I routinely do very well.
Stairstabs and matador stabs take quite a bit precision clicking.
And the class depends on a good connection more than most. Trying to backstab on a slow connection can be a bear.
This is incorrect, spy stabs are instant and along as it's legit on your screen it's legit in game.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Enzo on October 30, 2011, 02:19:53 am
along as it's legit on your screen it's legit in game.

No, I've had situations where I've hit someone square in the back and it doesn't register, sometimes the backstab animation even plays instead of the regular one. I've also had tons of kills that were really obviously facestabs to both me and the victim. Usually on the B12 server actually, which is the highest ping I ever bother with. I think it has to do with lag compensation of something, but the higher your ping, the bigger crapshoot stabs become.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: SHAD0Wdump on October 30, 2011, 02:45:52 am
along as it's legit on your screen it's legit in game.
http://forums.steampowered.com/forums/showthread.php?t=1788631

Specifically the second reply by stabby stabby.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Tyler6498 on October 30, 2011, 10:24:39 am
along as it's legit on your screen it's legit in game.

No, I've had situations where I've hit someone square in the back and it doesn't register, sometimes the backstab animation even plays instead of the regular one. I've also had tons of kills that were really obviously facestabs to both me and the victim. Usually on the B12 server actually, which is the highest ping I ever bother with. I think it has to do with lag compensation of something, but the higher your ping, the bigger crapshoot stabs become.

You too? I seem to have my highest ping on Bay12 and mess up a lot thanks to it. Pretty sure the server is far away from me though being the reason so I usually use my ambassador and headshot people since the lag acts like slowmo sometimes.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Enzo on October 31, 2011, 05:18:29 am
Everyone remember Final Combat, the Chinese TF2 ripoff? They're making Meet the Team videos (http://www.youtube.com/watch?v=j7hd-BD4mzo).

And I don't know why (http://www.youtube.com/watch?v=wH_TxvGMqp0), but I want to pay China my money for this game.

SNIPER GUN
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Neyvn on October 31, 2011, 06:27:22 am
Also, I think spy really doesn't take many twitch skills. I'm someone who always sucks completely at fps's in general but as a spy I routinely do very well.
Stairstabs and matador stabs take quite a bit precision clicking.
Also, twitch skills with revolver can be crucial to picking off targets from the back line, sometimes it is the best way to take down an engie.
Or a sniper with that back thing
Sidestabs... They go through everything but the Sheild with the Electoshocker... SO Many Sniper kills by just running along and stabbing them under the shield. And thats with 43 Ping Each (approx)...
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Duke 2.0 on October 31, 2011, 06:29:25 am
 Why did you link the Sniper video, the other two revamped classes are so much more amazing.

 Heavy is a fish salesman and Pyro is a vengeful clown.

 Then they have a generic FPS class called Striker that has everything Valve didn't want in TF2, so there's that.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: USEC_OFFICER on October 31, 2011, 07:58:08 am
Everyone remember Final Combat, the Chinese TF2 ripoff? They're making Meet the Team videos (http://www.youtube.com/watch?v=j7hd-BD4mzo).

And I don't know why (http://www.youtube.com/watch?v=wH_TxvGMqp0), but I want to pay China my money for this game.

SNIPER GUN

I can't wait to see what character has the tophat, and what TF2 class he rips off is inspired by.

Also, how long till somebody ports the character models into TF2?
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Heliman on October 31, 2011, 08:04:28 am
What's the dfc's server's ip again? I can't find it for the life o me.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: RedKing on October 31, 2011, 08:35:46 am
One of these days I'm going to find a way to not suck at TF2.  :(

OTOH, I found my first item last night. I have no idea how. And it's a scout pistol, whereas I pretty much have only ever had success with the Pyro.

The Winger? ...yeah, stick to Pyro. The Winger is generally considered one of the worst Scout items - tiny ammo capacity in exchange for a smidge more damage.  :-\
Yup, that's the one. Awesome...my 1st item and its a dud. I can see why I've found so few then...I rarely play more than a few matches each month before I give up and fiind something less masochistic. I just don't have the reflexes for twitch FPS.

Maybe you should try a different class, then. Pyro can be frustrating to play if you're no good at ambushing. Engineer has almost no 'twitch FPS' requirements - find a good sentry spot, then protect it from Spies and the occasional intelligent Demo. Heavy's also not terrible, and you'll often get a personal Medic to keep you alive.

Thank you for the recommendation. Played my first match as an Engineer last night and had a good deal of success. I tend to play support/defensive in most multiplayer team games anyway, so I don't know why I didn't try this sooner.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Metalax on October 31, 2011, 08:50:51 am
What's the dfc's server's ip again? I can't find it for the life o me.

217.163.25.175:27015

it is also listed on the DFC group page http://steamcommunity.com/groups/dwarfortress (http://steamcommunity.com/groups/dwarfortress)
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: PTTG?? on October 31, 2011, 09:41:39 am
... you can help out alot just by healing everyone.

Alots don't need any help.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: RedKing on October 31, 2011, 10:23:15 am
... you can help out alot just by healing everyone.

Alots don't need any help.
Spoiler: Alot sighting! (click to show/hide)
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Enzo on October 31, 2011, 01:46:18 pm
Why did you link the Sniper video, the other two revamped classes are so much more amazing.

 Heavy is a fish salesman and Pyro is a vengeful clown.

I did link the Pyro FIREBAT video, if you look closely. I didn't link the other class videos done so far because they're not particularly well put together or interesting. SNIPER GUN, however, made me laugh.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: USEC_OFFICER on October 31, 2011, 02:53:09 pm
Why did you link the Sniper video, the other two revamped classes are so much more amazing.

 Heavy is a fish salesman and Pyro is a vengeful clown.

Hell, they have a hockey player and a pirate. A goddamn pirate (No clue what classes though).

Also: The spy will be wearing a tophat.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: ToonyMan on November 01, 2011, 11:59:10 am
When does this event end?  My brother hasn't even had a chance to play it and I want to know when it ends for him.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Metalax on November 01, 2011, 12:10:19 pm
it runs for 2 weeks, so around the 10th
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: ToonyMan on November 01, 2011, 12:12:51 pm
it runs for 2 weeks, so around the 10th
That's good.  I should have some time then.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Metalax on November 02, 2011, 08:15:25 pm
Apparently Monoculus has grown angry (http://www.teamfortress.com/post.php?id=6687). Server has been updated for the latest patch.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: The Scout on November 06, 2011, 04:20:18 pm
How do these people keep getting in those tournaments with Valve and Yogcast? I'd like to sign the DFCT for one of these. And get destroyed....
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: klingon13524 on November 06, 2011, 04:26:12 pm
How do these people keep getting in those tournaments with Valve and Yogcast? I'd like to sign the DFCT for one of these. And get destroyed....
Pretty much everyone there was internet famous or working for Valve.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: The Scout on November 06, 2011, 04:29:53 pm
How do these people keep getting in those tournaments with Valve and Yogcast? I'd like to sign the DFCT for one of these. And get destroyed....
Pretty much everyone there was internet famous or working for Valve.
But they also have a bunch with random people.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: jester on November 06, 2011, 08:37:54 pm
You could always hit up a few people in your local competitive scene and throw togeather a pubs vs pros/highlander match, it isnt that hard, you having 9 is the most difficult part of it, id say you would still have to know someone at valve or the like (or be known by, read: internet famous) to get invited to the valve tourneys
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Shadowlord on November 06, 2011, 09:48:18 pm
I'm not even bothering with gift hunting myself.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Strange guy on November 07, 2011, 01:17:47 pm
I'm not even bothering with gift hunting myself.

I did it last year, and it took hours for only 9 items. I regret doing so then, and with even more items and no achievement I haven't bothered either. I would like some of the sets, but with them limited to Halloween and full moons I can't justify buying them, trading for them or spending hours collecting pieces than even longer trying to trade them up to a full set.

Considering the problems with it last year I think it is the real failure of this event, monoculus and the underworld have issues (crits, uber and speed boost is a bit ridiculous, I don't think crits should anger monoculous, there's no incentive to help kill him or stop killing enemies if you have the achievements and are just looking for gifts) but they are completely new things, issues with them are forgiveable.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Shadowlord on November 07, 2011, 03:07:16 pm
I got all the masks and made the sackston hale mask last year, and I never use it because it looks like crap. Not to mention that I virtually never actually play TF2 anymore. So I saw no point in wasting hours on it this time (I did get the achievements and necrobombicon or whatever it is, but the explosion doesn't even hurt enemies, so it's useless).
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: USEC_OFFICER on November 07, 2011, 03:40:16 pm
I'm not even bothering with gift hunting myself.

I did it last year, and it took hours for only 9 items. I regret doing so then, and with even more items and no achievement I haven't bothered either. I would like some of the sets, but with them limited to Halloween and full moons I can't justify buying them, trading for them or spending hours collecting pieces than even longer trying to trade them up to a full set.

I know what you mean. Played for 10+ hours, only got one goddamn present, the stupid leg wraps for the scout. I also bought two of the items for the Sniper, because I got the third from the cauldron and I had enough money left over from when I got a paid account.

Considering the problems with it last year I think it is the real failure of this event, monoculus and the underworld have issues (crits, uber and speed boost is a bit ridiculous, I don't think crits should anger monoculous, there's no incentive to help kill him or stop killing enemies if you have the achievements and are just looking for gifts) but they are completely new things, issues with them are forgiveable.

Yeah. You know what would have been really nice? Say you already have the bombnomicon and you reach it again in the underworld. Instead of getting another bombnomicon (or whatever), if you got one of the holloween items instead or at least a chance to get one. That way you have an incentive to kill monoculus (for loot), but you still have to invest time into it (which is what Valve seems to want). After all, you'll have to particpate in the event for at least 5 hours to get all the items. 3 items * 9 classes = 27 items + 1 bombnomicon = 28 items * ~10 minutes for monoculus to spawn/die = 280 minutes which is 20 minutes shy of five hours. Obviously those (rough) calculations assume that you acquire no items through trading, that you acquire an item each time, that everybody wants to kill monoculus, that you find no presents and that you recieve no duplicates. Overall the above solution more fair than the current situation for players who don't have the time to acquire the items, or can't organize a private server with friends to farm items, or just aren't plain lucky.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Duke 2.0 on November 07, 2011, 05:04:11 pm
 First to reach the book = gift.

 Seems like a straightforward system.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Jackrabbit on November 07, 2011, 05:10:55 pm
I got all the masks and made the sackston hale mask last year, and I never use it because it looks like crap. Not to mention that I virtually never actually play TF2 anymore. So I saw no point in wasting hours on it this time (I did get the achievements and necrobombicon or whatever it is, but the explosion doesn't even hurt enemies, so it's useless).

If the explosion hurt enemies it'd be a massive gamebreaker, essentially preventing anyone from using melee weapons and making the spy almost useless and terrified to stab anyone with scoping them out first. I mean, could you imagine if there were two engies in an engie nest and they were both wearing one? There's no way one spy could do anything.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Cecilff2 on November 07, 2011, 05:49:34 pm
First to reach the book = gift.

 Seems like a straightforward system.

Better idea.

x number of haunted halloween gifts are given out to the killers of monoculus.  Where x is the level of monoculus


Say the list consists of Scoot, Wankers, and SANDVIICH.  They killed level 1 monoculus.

Game randomly picks one to receive the gift.  Same list, but level 2.  Game picks Scoot first, then chooses between Wankers and SANDVIICH for the remaining one.  Say he was level 4.  All three get gifts, and a fourth is distributed randomly among them again.

This would actually get people working together to kill that eyeball.  Seriously, why did they add levels if there's no point to it other than he annoys everyone even more now.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: dragonshardz on November 07, 2011, 09:11:50 pm
First to reach the book = gift.

 Seems like a straightforward system.

Better idea.

x number of haunted halloween gifts are given out to the killers of monoculus.  Where x is the level of monoculus


Say the list consists of Scoot, Wankers, and SANDVIICH.  They killed level 1 monoculus.

Game randomly picks one to receive the gift.  Same list, but level 2.  Game picks Scoot first, then chooses between Wankers and SANDVIICH for the remaining one.  Say he was level 4.  All three get gifts, and a fourth is distributed randomly among them again.

This would actually get people working together to kill that eyeball.  Seriously, why did they add levels if there's no point to it other than he annoys everyone even more now.

You seem to be forgetting that Valve is a masterful troll.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Enzo on November 07, 2011, 09:20:17 pm
You seem to be forgetting that Valve is a masterful troll.

This.
Release a bunch of awesome cosmetic items. Make them only wearable for 3 days every month.
Introduce an epic boss battle. Reward the items for finding a randomly spawning box instead.
Give players two weeks to obtain 27 costume pieces.

Spoiler (click to show/hide)
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: HLBeta on November 07, 2011, 09:33:32 pm
You seem to be forgetting that Valve is a masterful troll.
This.
Release a bunch of awesome cosmetic items. Make them only wearable for 3 days every month.
Introduce an epic boss battle. Reward the items for finding a randomly spawning box instead.
Give players two weeks to obtain 27 costume pieces.
It succeeded enough to get me to stop playing for the duration of the event after spending about an hour harvesting the event's low-hanging fruit. Never even saw a gift that lasted more than five seconds and Scout is probably my worst class. That and it turned my precious balloon race servers into ghost towns. Though I have high hopes for tonight.

Incidentally, what would it take to get one of the Balloon Race maps added to the community server rotation? For all it's wonkiness, it is my favorite way to break up more conventional maps.
Title: Re: Scream Fortress 2: Free To Play! Halloween Special "Ooh yeah, you're real scary"
Post by: Metalax on November 08, 2011, 04:02:24 am
It shouldn't be too difficult to add one to the server, Not sure if we would want to add it to the normal rotation or just put it up available for voting as most people would have to download the map if it came up, which tends to empty the server if it hasn't already been agreed to use it.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: MrWiggles on November 08, 2011, 07:41:32 am
I was on one 'cheat' server doing the halloween stuff. It was pretty spiffy.

The cap was turned off. The boss was left normal.

When you joined the server, you placed in a waiting line. When it was your turn, you had the ability to freeze everyone for sixty seconds. If you couldnt find it in 60 seconds, it became free game.

I really liked the server, because it the only server I saw, where the same person didnt keep on getting the fucking gift...

Through trade, I managed to get two full costume sets.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: dragonshardz on November 08, 2011, 07:23:28 pm
I was lucky enough to find a good server with a high population that just kinda worked together. We'd hang out, chat, kill each other and stuff. Gifts would show up, and we'd just have an informal rotation. Monoulus would show up and we'd ice him, then go back to fucking around.

Good times. It was FuG's Convoy server.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: 3 on November 08, 2011, 08:05:53 pm
It was FuG's Convoy server.

Thank you for reminding me to watch this (http://www.youtube.com/watch?v=rd5dzJF2Nkc) again.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Karnewarrior on November 08, 2011, 09:41:45 pm
It was FuG's Convoy server.

Thank you for reminding me to watch this (http://www.youtube.com/watch?v=rd5dzJF2Nkc) again.
That.

That is the best thing.

I want to do that.

I want to do that so badly. My inner Troll demands it.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Duke 2.0 on November 08, 2011, 09:46:17 pm
 I need to find the IP for Convoy again. That is still a really good community to play this with.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Akhier the Dragon hearted on November 08, 2011, 10:23:04 pm
   So uh, I tried to play TF2 but it keeps getting an error about memory that it can't read. I looked around some and did a bunch of suggested things to try to fix it but nothing worked. I even found this (https://support.steampowered.com/kb_article.php?ref=1274-UOHK-5653) which looked promising as it had some new things to try but it all failed to let me play. Anyone know how to fix this annoying failure? My computer is XP Pro, has 1.5Gb of RAM and currently has a NVIDIA GeForce2 MX/MX 400, anything else you need to know can be supplied. My drivers are up to date and I have uninstalled TF2 and reinstalled it already to no avail. Any help would be appreciated.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Shadowlord on November 08, 2011, 11:05:05 pm
and currently has a NVIDIA GeForce2 MX/MX 400

:|
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Akhier the Dragon hearted on November 08, 2011, 11:19:01 pm
   I can explain! The computer is 11 years old...

Is it the GeForce2? Cause I think my dead computer has something better.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Shadowlord on November 08, 2011, 11:24:15 pm
I would be surprised if it worked, but then again, TF2 used to support some really old hardware. You might want to try asking steam to validate TF2's game files before looking for a better graphics card. (Right click the game in the library, hit properties, go to the local files tab, and click verify integrity of game cache) That will check for corrupt files, and will redownload any that are corrupt.

(Because even if you had a better graphics card in your dead computer, it may be the wrong interface type (PCI Express instead of AGP), so you might not be able to put it in that computer. Assuming that the card is undamaged.)
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Akhier the Dragon hearted on November 08, 2011, 11:34:48 pm
   Let me restate, my other 11 year old computer that died has a better card in it. Also I already tried the following:
Reinstall
Validating
Updating Drivers
Uninstalling and then Reinstalling Drivers
Windows Update shows nothing needing updating
Running it as Admin
and some random junk I don't recall

As for having it work, it does till I try to start up a game or do one of the tutorials then it freezes after loading stuff almost all the way and throws up the error.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Shadowlord on November 08, 2011, 11:46:23 pm
Did you have windows scan your hard drive for errors and fix them?
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Akhier the Dragon hearted on November 09, 2011, 12:08:45 am
I think so, maybe, how do you do that and I can tell you if I did...

Anyway found the box for my other card, its a Radeon 9250 and it should work in my computer so if it would help by changing to it then I would try it.

EDIT: It is the graphics card. A little more googling on my part found this site (http://www.systemrequirementslab.com/cyri/intro.aspx) and it determined that I don't have enough Video RAM nor do I have Pixel Shader of any version. My Radeon has the min128MB RAM needed so it should allow me to play TF2. If it does not then I don't know what I can do.

EDIT2: If the site I posted in the edit above is to be believed I can now run it...   I think an actual attempt to play TF2 is in order.

FinalEDIT: It works! Of course it does as it is just in time for me to need to go to bed. I did do the tutorials and must say that I suck, though that might just be my never having played it before.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Azkanan on November 09, 2011, 04:12:35 pm
I just downloaded TF2, over the last couple of days (Avg down speed of 180kb/s :/). Currently at 99%. Anybody want to play? :3

You can try and add my Steam, "Azkanan".
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: jester on November 09, 2011, 07:41:30 pm
i never have a problem finding a full local tf2 server even at 3 in the morn, playerbase is huge
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Enzo on November 10, 2011, 11:08:05 pm
Awesome. (http://www.kongregate.com/games/stripedypaper/tf2-crate-sim?acomplete=tf2)

That is all.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Akhier the Dragon hearted on November 11, 2011, 01:42:53 am
So I have been playing some and have achieved the skill level of normal newb instead of total newb so I remembered that on the first page of this thread I had seen there was a server. How convenient I thought and so I did what it told me to do (adding the IP to server favorites) and lo and behold well...   nothing. Is it just my end or is the server currently down?
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Glowcat on November 11, 2011, 02:14:34 am
So I have been playing some and have achieved the skill level of normal newb instead of total newb so I remembered that on the first page of this thread I had seen there was a server. How convenient I thought and so I did what it told me to do (adding the IP to server favorites) and lo and behold well...   nothing. Is it just my end or is the server currently down?

Looking at the Steam servers list it seems to be down, so not just you.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Akhier the Dragon hearted on November 11, 2011, 02:29:28 am
   Well thats good better then the alternative. Anyone with suggestions for other servers to play on that would be new player friendly?
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: JamesCorella on November 11, 2011, 03:06:33 am
tried it but didnt get into it to cartoony.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Enzo on November 11, 2011, 03:18:15 am
   Well thats good better then the alternative. Anyone with suggestions for other servers to play on that would be new player friendly?

Depends on your location. There should be tons of servers up, just pick one that's almost full and go to town.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Akhier the Dragon hearted on November 11, 2011, 03:27:36 am
   Sounds like a plan *checks time* that I will enact later, possibly tommorowish though really I guess I should say today...
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: MrWiggles on November 11, 2011, 07:14:33 am
So, I got the 11/10 patch for TF2.

And it seem to be fucking up on me.

I play on a Mac. Does anyone have a place to go read up on it? Generally, I'd hit up the steam forum, but their down.
I've tried facepunch forums already.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Metalax on November 11, 2011, 07:52:43 am
So I have been playing some and have achieved the skill level of normal newb instead of total newb so I remembered that on the first page of this thread I had seen there was a server. How convenient I thought and so I did what it told me to do (adding the IP to server favorites) and lo and behold well...   nothing. Is it just my end or is the server currently down?

Looking at the Steam servers list it seems to be down, so not just you.

Yeah I restarted the server to update it before I went to bed after the update came out and it appears to have never come back up. Tried restarting it several times and it is staying down. Need nilocy to send a support ticket to the hosters as apparently my level of access doesn't let me (or the ticket link is hiding).
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Karnewarrior on November 11, 2011, 10:41:16 am
Some kid at school said TF2 = World of Warcraft in nerdiness.

Someone hates fun.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Akhier the Dragon hearted on November 11, 2011, 01:23:36 pm
So, yeah...   I think I might just be bad at picking random servers or something...
Does anyone know any decent servers I could play on? Maybe a better way to figure out what server to try at least?

EDIT: looks like the server is back up!
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Akhier the Dragon hearted on November 12, 2011, 02:47:17 am
Well I am all done for tonight. Had some fun 1v1 (would have been more fun with more people in numbers divisible by 2) with Hell's Accident or whatever the name was. Mostly me being beaten down a lot but fun was had all around I believe. Anyway, engie vs scout equals me dead, spy vs scout equals me dead, demo vs scout equals me dead and various other combinations of me being scout and him beating me down, just for all you math nerds out there.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Enzo on November 12, 2011, 03:24:45 am
That would be because scout requires the most skill to play competently. Most classes take skill to play well, but scout takes practice to play at all.

Also, I'm wondering what's "bad" about the random servers you're picking. I've rarely heard folks on any server bitching about newbs except the ever-present "3 snipers and 2 spies? UGH" bitching. Or are you just getting owned or something? I don't know. I have a couple favourite servers, but rarely go on one and think it's terrible for whatever reason.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: cerapa on November 12, 2011, 05:30:40 am
Scout is the only class I can play. Everyone else is just so friggin slow and move in slow-mo. I wish I could run around with the alien from AVP, that would be the best.

Bad servers, never seen em. Then again, I can only get a connection to 5% of TF2 server.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Duke 2.0 on November 12, 2011, 09:31:52 am
 FUGWORLD
SERVERS! (http://www.fugworld.com/forums/cmps_index.php)

Column on the left side. Good community, very vocal friends.

 PA FORUMS
Relevant thread (http://forums.penny-arcade.com/discussion/149951/tf2/p1)

I think HonC is open to the public. Some good games to be had on there when people are on. Usually they get on in the evenings after 6:00 EST
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Flying Carcass on November 12, 2011, 09:44:04 am
If you're looking for populated servers, you could just go on the valve servers and play stock maps.


In regards to bad servers, avoid nighteam ones at all costs, as their servers' donors are given massive cheats (like unlimited sentries).


When playing scout, try to flank your opponents. If you're in a fight you don't feel you can win, run away. At a distance, pistol is better than shotgun (just be aware that if you hold down the fire button for too long with the pistol, the accuracy goes down. short bursts are best for accuracy). Avoid engineer sentries.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Akhier the Dragon hearted on November 12, 2011, 01:46:32 pm
   I know the scout requires a lot of skill, its why I have been playing it a lot. I want to start at the top and work my way down for some reason. Plus its not that I am bad at the scout, he was just better at the game in general and in 1v1 it really shows. As for the servers I just mean has people because I kept choosing servers and it was either a bot fest or just mean. I don't need a near full server but having at least fiveish other people  would be really nice.

Edit: I think I was just unlucky and did not try enough servers
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Siquo on November 12, 2011, 03:56:50 pm
You also need to play your enemies to know their weaknesses :)
Scout is the hardest to pull off. I still have trouble with it. Especially now they nerfed the shortstop, the only weapon that made me look competent.

Speaking of incompetent, hearing the Bloody Spring wailing my name as he goes down in flames yet again is music to mine ears.  ;D
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: MrWiggles on November 12, 2011, 05:25:58 pm
Pyro is my best class. Now, to pick up the bascis, Pyro is damn easy.

But to be a good pyro does take skill. I'm a damn good pyro.

Scout my second best class. I loooooovvvvveeeeee fucking killing Heavies as a Scout. Its hilarious!

Then I play Sniper. Sniper, by the stats, would be my best glass. Most Damage. Most Points. Most Dominations. Most Kills. Most Headshots.

As a Sniper, I've done 5723 damage. That's Heavy damage range. XD
----
On a side note, for a FPS, I think the Sniper is best handle in TF2. He's powerifull, but TF2 solves the problem of the no-scope. No Scoping, generally makes the sniper weapons OP.

With the charge up meter, the Sniper is forced to take careful shots for max damage. And he needs to, to take out the overhealed.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: PsyberianHusky on November 12, 2011, 06:42:50 pm
My Sniper build is Machina, Danger Shield and that one Saharan knife.
I just quick scope at short range.
I feel horrible when I do it, but then I feel great.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: USEC_OFFICER on November 12, 2011, 07:52:28 pm
I've played a bit with that piss rifle combined with the sub-machine gun. The sub-machine gun's damage is crap, but adding in mini-crits and slow enemies and you have a surprising good combo. Took out a couple soldiers with it. It'd help if my aim with the sub-machine gun was better though.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Akhier the Dragon hearted on November 12, 2011, 08:34:48 pm
I can play scout quite well on maps that I know. Being new I don't know that many maps. My biggest thing is I need to improve my aim while moving erratically. Once I have that down I will be quite a good scout.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Bdthemag on November 12, 2011, 08:53:00 pm
Scout is the class im best at, I have good reflexes when it comes to rapidly moving around and shooting. But when it comes to things like sniping...well im terrible at it.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Akhier the Dragon hearted on November 12, 2011, 08:57:07 pm
I like snipping with the scouts pistol. The first shot is right where your aiming and the cool down is the time it takes to reload. I actually sniped a sniper doing this once.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: jester on November 13, 2011, 12:22:53 am
I find scouts become less and less of a problem the more people are in the server, 1v1, scout is a beast, 12v12 and you have to be a damn good scout not to catch any of the 12000 random shots pinging about, that said, pretty much all the classes are combat viable if used right, rolling a +ve kpd as med isnt that odd if you are rolling the stone bust (see enemy health) and have decent needle accuracy.


In terms of finding servers, go browse servers, set ping to <100/<50, pick a map you want with the player count you want and go.  Ive seen 3 hackers in my 1500 hours of tf2, so that shouldnt be a huge problem, some servers have the stuff like donators getting cheats, or dick admins, but its the easiest thing in the world to just change server.

  In terms of servers with communities, clan servers (noobs are probably gonna get smashed though) and custom map servers usually have a fair amount of regulars.  Setting up a pubs vs pros game can be a great intro to comp as well
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Bdthemag on November 13, 2011, 01:32:30 am
Ugh, i'm actually better out in the open as a scout than against one person. Especially if its another scout, I just can't ever win Scout vs. Scout fights.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Enzo on November 13, 2011, 02:11:29 am
As for the servers I just mean has people because I kept choosing servers and it was either a bot fest or just mean.

Oh yeah, my bad, I forgot servers that fill up with bots. The Skial servers appear to automatically generate bots until they're 23/24 full, removing them as people join. So you think you're joining a full server, and when you get there it's 3 players and a bunch of braindead bots running in circles in spawn. So blacklisted.

My Sniper build is Machina, Danger Shield and that one Saharan knife.

I think I've said this before but Huntsman + Jarate (and usually Bushwacka) is the only way I can play Sniper. Aggro Frontlines Sniper is so much less boring that sitting in a corner with a rifle.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Akhier the Dragon hearted on November 13, 2011, 02:58:32 am
   I was going to go and take all of your tips but then while scanning the server list a few hours ago found convoy and remembered that was the map with the giant moving vehicles and that was a few hours ago. Great fun and all that though definitely not something I want to do all the time.

   As for the bot servers, I have been able to avoid them after the first few by just not going to any server where its full except for one slot. Most real servers tend not to get to 23/24 as they either are full or somewhere around ~20.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: 3 on November 13, 2011, 05:08:52 am
So I started making a serious attempt at using the DR today. The infamous Enforcer + DR + YER combo is definitely very powerful, but I found myself instinctively dropping disguises (I like to spycap), at which point I obviously couldn't get them back. It's also surprisingly difficult to get into an engie nest: Unless you can catch somebody out in the open and slip in, your only real option is to hope that he's positioned badly and try to use his dispenser for cover or something after DRing. Eventually I switched to Enforcer + DR + BE, which was frankly bloody fantastic. DR past the front lines, grab a small ammo box, stab a guy, and if you're spotted you can DR again right there. I had 2/1 k/d (good for me) and 300-odd points when the enemy team got three paranoid medics which made the approach far more difficult.

Also, hilariously bad player of the day: The demo who spent an hour on Upward using the sticky launcher like a regular sticky. I couldn't stop laughing when I saw he'd set a trap for RED during setup.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: DarkerDark on November 13, 2011, 06:31:48 am
So I started making a serious attempt at using the DR today. The infamous Enforcer + DR + YER combo is definitely very powerful, but I found myself instinctively dropping disguises (I like to spycap), at which point I obviously couldn't get them back. It's also surprisingly difficult to get into an engie nest: Unless you can catch somebody out in the open and slip in, your only real option is to hope that he's positioned badly and try to use his dispenser for cover or something after DRing. Eventually I switched to Enforcer + DR + BE, which was frankly bloody fantastic. DR past the front lines, grab a small ammo box, stab a guy, and if you're spotted you can DR again right there. I had 2/1 k/d (good for me) and 300-odd points when the enemy team got three paranoid medics which made the approach far more difficult.

Also, hilariously bad player of the day: The demo who spent an hour on Upward using the sticky launcher like a regular sticky. I couldn't stop laughing when I saw he'd set a trap for RED during setup.

Once you go Enforcer, it's hard to go back to any other revolver. I can still switch between the DR and the CaD, or switch between the different knives, but I always, ALWAYS find myself wishing for the Enforcer if I try switching to another revolver. 2 shots to take down an engineer means you don't even need to wait for him to turn his back on you before decide to sap his stuff.  Also, the Enforcer + DR means you can quite often take out a pyro and survive even after he's put the flames to you.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: cerapa on November 13, 2011, 02:59:56 pm
Wondering if anyone is up for a game right now?
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: USEC_OFFICER on November 13, 2011, 03:57:50 pm
I am, but it appears that my awesome demoknight skills has driven the other two people on the server away. Sorry about that.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: cerapa on November 13, 2011, 04:02:22 pm
I am, but it appears that my awesome demoknight skills has driven the other two people on the server away. Sorry about that.
I was against one guy at one point and killed him with my awesome scout powahs(he was actually pretty bad).

Cant play right now. Sorry for the call out.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Neyvn on November 13, 2011, 06:30:30 pm
I like playing the Arabian Set for the Spy, being Silent as I come out of DR cloak... I have gotten it down to a fine point that the only things that really kill me now are Sentries when I am trying to get close and Pyros... Nothing else really kills me...
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Akhier the Dragon hearted on November 13, 2011, 07:08:43 pm
I was just on for a second. It was only me and someone else on a king of the hill type map and the other guy left after I killed him as a scout to his heavy. Left after I completed the round. If anyone else happens to go on sometime later tonight I might join in and will be checking if anyone is in the server from time to time.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: MrWiggles on November 13, 2011, 09:16:55 pm
I was just on for a second. It was only me and someone else on a king of the hill type map and the other guy left after I killed him as a scout to his heavy. Left after I completed the round. If anyone else happens to go on sometime later tonight I might join in and will be checking if anyone is in the server from time to time.

I play nightly. My nick is MisterWigggles666
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Akhier the Dragon hearted on November 13, 2011, 09:21:29 pm
When I want to play I tend to check the DF server first and sometimes even if there is no people I hop on and if there is people, well much the better!
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: MrWiggles on November 13, 2011, 09:25:10 pm
When I want to play I tend to check the DF server first and sometimes even if there is no people I hop on and if there is people, well much the better!

I've never been on the DF Server. Its always empty. But I'd be willing to go 1v1 with ya for a bit. Send me an invite to the game.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Akhier the Dragon hearted on November 13, 2011, 09:31:57 pm
Today I got the first Scout milestone and received the FaN...   ironically this finishes off my collection of Scout main weapon. Yes the last one I get is the easiest to acquire. Not, mind you, that I am complaining or anything.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Azkanan on November 16, 2011, 04:40:49 am
Ha! I just remembered my dream, when I was going through New Replies.

I was in Team Fortress, as in actually there, trying to kill heavy. I told him that Engineer needed a hand with the Spanner. Whereas I then had a Sentry fire the crap out of him.
He then came back and said "You lie, Engineer not need my help!" :|

Heavy then went and showed me those red punching gloves and said I should get some. I told him I already had some, and he put them back on the shelf. xD

I also tried to kill Medic, but he kept healing. :(
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Akhier the Dragon hearted on November 17, 2011, 05:32:04 am
   Just got the gunslinger and realized I had sucked at playing engie because I was a battle engie, not a nesting engie. Was playing on convoy and it was fun to set the mini turret on the other vehicles main deck area. I kept getting kills against a couple snipers and the occasional scout before it would go down. Of course the real fun started when another engie was on and they managed to build their lv3 turret in the opponents flag room along with a tele and dispenser. If not for the fact our entrances kept getting sapped we would have been steam rolling like gods.

Edit: Oh and I got the holy mackerel and had some fun fish killing with it for a bit as well.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: klingon13524 on November 17, 2011, 07:09:17 am
   Just got the gunslinger and realized I had sucked at playing engie because I was a battle engie, not a nesting engie. Was playing on convoy and it was fun to set the mini turret on the other vehicles main deck area. I kept getting kills against a couple snipers and the occasional scout before it would go down. Of course the real fun started when another engie was on and they managed to build their lv3 turret in the opponents flag room along with a tele and dispenser. If not for the fact our entrances kept getting sapped we would have been steam rolling like gods.

Edit: Oh and I got the holy mackerel and had some fun fish killing with it for a bit as well.
What exact combo were you using? Also, screw around with the keybindings for more optimal battle engie play.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Metalax on November 17, 2011, 10:13:30 am
Indeed if you are battle engieing, you will want to set up a key alias so it only takes one keypress to bring up your sentry to build. Doing the same for your dispenser might be a good idea as well. Also if you haven't already go into the options and enable auto-reload.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Akhier the Dragon hearted on November 17, 2011, 01:34:38 pm
   Auto-reload and a number of other nice options are already on for me. It is amazing how much they help. As for what I am using its just basic stuff plus wrangler as I don't have any other nifty things for engie other then that short circuit thing which I don't really like.
   I have been messing with key-bindings though I do have one question. Is it possible to have the same command bond to multiple keys? I set primary weapon to wheel up, secondary to wheel down, and melee to wheel click but the bindings to 1-3 have gone away and I still like having them occasionally.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Orangebottle on November 17, 2011, 01:52:07 pm
Once you go Enforcer, it's hard to go back to any other revolver. I can still switch between the DR and the CaD, or switch between the different knives, but I always, ALWAYS find myself wishing for the Enforcer if I try switching to another revolver. 2 shots to take down an engineer means you don't even need to wait for him to turn his back on you before decide to sap his stuff.  Also, the Enforcer + DR means you can quite often take out a pyro and survive even after he's put the flames to you.
Personally I prefer the Ambassador. Then again, I get a lot of headshots as spy. In theory your combo would work, but you're assuming that the pyro won't keep his flamethrower on after you "die". Or that the leftover flames won't hit you.

Also, yeah, running up and sapping nested engineers is the reason I play spy a lot. So funny to see them go "DAMMIT SPY!" in the chat.

   Auto-reload and a number of other nice options are already on for me. It is amazing how much they help. As for what I am using its just basic stuff plus wrangler as I don't have any other nifty things for engie other then that short circuit thing which I don't really like.
   I have been messing with key-bindings though I do have one question. Is it possible to have the same command bond to multiple keys? I set primary weapon to wheel up, secondary to wheel down, and melee to wheel click but the bindings to 1-3 have gone away and I still like having them occasionally.
The only thing I don't like about the Short Circuit is that it costs a lot of metal to fire. Metal that would be better used for mini-sentries.
I tried combining the gunslinger and the wrangler in one build. It did not end well.
Am I the only person who really hates non-gunslinger/non-wrangler engineers?


Ive seen 3 hackers in my 1500 hours of tf2, so that shouldnt be a huge problem, some servers have the stuff like donators getting cheats, or dick admins, but its the easiest thing in the world to just change server.
Ugh, donator benefits are awful. I was playing on one Well server as a spy, and they had free 15-minute trials for their donator benefits. I tried it and I was running around at scout speed with infinite ammo and cloak. Makes the game too easy for me and too difficult for everyone else.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: 3 on November 17, 2011, 02:07:22 pm
In theory your combo would work, but you're assuming that the pyro won't keep his flamethrower on after you "die". Or that the leftover flames won't hit you.

You shoot the Pyro first then DR to get rid of the afterburn and simultaneously escape. The only ways of doing this reliably at close range without the Enforcer is via an Ambassador headshot (you'd better have good aim) or Diamondback crits (situational). The normal revolver certainly can work, but it's less reliable than the Enforcer, and you're basically sacrificing a superior weapon for free.

I've said it before but Gunslinger + SC works extremely well. You can hang about on the front lines, constantly softening enemies up with the mini-sentry, support with the other buildings, and defend nearly as well as a Pyro if the situation calls for it. Better, if Demospam abounds.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: MrWiggles on November 17, 2011, 03:12:01 pm
I dont like like auto reload.

Reloading is to much of a strategic option to let the game do it for me automatically.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: cerapa on November 17, 2011, 03:16:55 pm
I dont like like auto reload.

Reloading is to much of a strategic option to let the game do it for me automatically.
As far as Ive seen, when you shoot you interrupt the reloading. Basically it doesnt hinder you in any way.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: klingon13524 on November 17, 2011, 03:17:35 pm
I dont like like auto reload.

Reloading is to much of a strategic option to let the game do it for me automatically.
Makes things a hell of a lot easier. Unless you're playing spy.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: MrWiggles on November 17, 2011, 03:20:58 pm
I dont like like auto reload.

Reloading is to much of a strategic option to let the game do it for me automatically.
As far as Ive seen, when you shoot you interrupt the reloading. Basically it doesnt hinder you in any way.
For a while, I've been playing as a scout with the Short Stop.

There's a delay when you're doing the reload animation, and it'll futz the ammo loaded count display for a second or so.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: PTTG?? on November 17, 2011, 04:48:22 pm
You can shoot while auto-reloading. The only problem with it is that it discards the extra round in the FaN.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: USEC_OFFICER on November 17, 2011, 04:57:12 pm
   Auto-reload and a number of other nice options are already on for me. It is amazing how much they help. As for what I am using its just basic stuff plus wrangler as I don't have any other nifty things for engie other then that short circuit thing which I don't really like.

Really? I don't even have one, and I'm drooling over the thought of getting one. As a turtling engineer you can basically write off any soldiers or demomen as a threat to your sentry. Unless your dispenser is down you should be able to destroy their explosives faster than they can spam them, and destroying a level 3 sentry with melee or a shotgun is laughable at best. Sure, other classes/an ubercharge could destroy your nest, but not using the short circuit isn't going to change that.

It's also an excellent spy checker. It basically zaps everybody in your field of you. If you spot a bunch of sparks floating in mid-air, then you've found a cloaked spy. If one of your teammates you zapped is covered in sparks, then he's actually a disguised spy. Pull your shotgun or wrench out and have fun (Mind you, I don't actually have the weapon, and they might have changed it since the last time I checked the wiki).

Am I the only person who really hates non-gunslinger/non-wrangler engineers?

Elaborate please. As long as the engineer doesn't place his buildings stupidly, (I mean really stupidly. Not stupidly as in 'This is the first time I've played this map', I mean stupid as in 'Let's place my sentry in the middle of the courtyard' stupid.) I'm fine with whatever weapons he's using.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Enzo on November 17, 2011, 05:09:26 pm
I dont like like auto reload.
Reloading is to much of a strategic option to let the game do it for me automatically.
Makes things a hell of a lot easier. Unless you're playing spy.

Eh, I never see anyone using that disguised-spy-reload-trick. It's not like you're going to fool anybody with it, it's got a tooltip for it and everything. Assuming that's what you're talking about. Once I realized you could auto-reload, switch the medigun from hold to click, display weapon damage, etc., I never considered going back.

Really? I don't even have one, and I'm drooling over the thought of getting one. As a turtling engineer you can basically write off any soldiers or demomen as a threat to your sentry. Unless your dispenser is down you should be able to destroy their explosives faster than they can spam them, and destroying a level 3 sentry with melee or a shotgun is laughable at best. Sure, other classes/an ubercharge could destroy your nest, but not using the short circuit isn't going to change that.

It's also an excellent spy checker. It basically zaps everybody in your field of you. If you spot a bunch of sparks floating in mid-air, then you've found a cloaked spy. If one of your teammates you zapped is covered in sparks, then he's actually a disguised spy. Pull your shotgun or wrench out and have fun (Mind you, I don't actually have the weapon, and they might have changed it since the last time I checked the wiki).

Maybe I should give it another try, but the metal cost and absolutely minimal damage output make it not nearly as cool as it sounds. I don't play turtle-engi very often anymore though, so it probably just doesn't suit my playstyle. Also, I love my pistol. Nobody ever expects the pistol-kill.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Akhier the Dragon hearted on November 17, 2011, 05:19:32 pm
turtling engineer
   Yes it would be useful for a nest engie but as I had said I am bad at that kind of play. What I am good at is battle engie and the pistol just fires so fast, reloads so quickly, and has so much more ammo that I can't really pass it up.

Edit: I just finished reading all of this thread.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: USEC_OFFICER on November 17, 2011, 05:58:04 pm
turtling engineer
   Yes it would be useful for a nest engie but as I had said I am bad at that kind of play. What I am good at is battle engie and the pistol just fires so fast, reloads so quickly, and has so much more ammo that I can't really pass it up.

Oops. Must have misread that part. Sorry about that.

EDIT: I'm a bit annoyed. Apparently you don't get the Show Trial Achievement by killing somebody during humiliation. While you're the ones being humiliated, of course.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Orangebottle on November 17, 2011, 07:38:13 pm
Am I the only person who really hates non-gunslinger/non-wrangler engineers?
Elaborate please. As long as the engineer doesn't place his buildings stupidly, (I mean really stupidly. Not stupidly as in 'This is the first time I've played this map', I mean stupid as in 'Let's place my sentry in the middle of the courtyard' stupid.) I'm fine with whatever weapons he's using.
Sentries are powerful. They're very accurate and do a lot of damage. The gunslinger makes them much weaker and the wrangler makes it so it isn't always auto-aiming all the time, cause sometimes the engie will be controlling it manually.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: USEC_OFFICER on November 17, 2011, 08:07:41 pm
Am I the only person who really hates non-gunslinger/non-wrangler engineers?
Elaborate please. As long as the engineer doesn't place his buildings stupidly, (I mean really stupidly. Not stupidly as in 'This is the first time I've played this map', I mean stupid as in 'Let's place my sentry in the middle of the courtyard' stupid.) I'm fine with whatever weapons he's using.
Sentries are powerful. They're very accurate and do a lot of damage. The gunslinger makes them much weaker and the wrangler makes it so it isn't always auto-aiming all the time, cause sometimes the engie will be controlling it manually.
So you hate engineers who use the gunslinger/wrangler? You're initial quote makes it seems like you hate engineers who don't use the wrangler/gunslinger, yet your response talks about how the items makes sentries less useful/powerful. I'm a bit confused here.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Akhier the Dragon hearted on November 17, 2011, 08:14:03 pm
Am I the only person who really hates non-gunslinger/non-wrangler engineers?
Elaborate please. As long as the engineer doesn't place his buildings stupidly, (I mean really stupidly. Not stupidly as in 'This is the first time I've played this map', I mean stupid as in 'Let's place my sentry in the middle of the courtyard' stupid.) I'm fine with whatever weapons he's using.
Sentries are powerful. They're very accurate and do a lot of damage. The gunslinger makes them much weaker and the wrangler makes it so it isn't always auto-aiming all the time, cause sometimes the engie will be controlling it manually.
So you hate engineers who use the gunslinger/wrangler? You're initial quote makes it seems like you hate engineers who don't use the wrangler/gunslinger, yet your response talks about how the items makes sentries less useful/powerful. I'm a bit confused here.
It sounds like he dislikes the combo but would prefer to play against them as they are easier to take on.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Enzo on November 17, 2011, 08:19:59 pm
I think what he means to say is, he hates getting killed by level 3 sentries.

Protip: Sentries have limited range, are stationary, and turn slowly. They can be sapped, attacked from beyond their range, by edging around corners and retreating before it reacts, or by using arcing projectiles without ever entering their line of fire. Not to mention ubering any power class can take one out no problem.

If there's a class you really should hate, it's non-huntsman Snipers. Cowards.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Akhier the Dragon hearted on November 17, 2011, 08:24:02 pm
Naw, its ninja pyros. They always get me when I play scout and I always get just a step away from health when I die. Its not the fact that they kill me but that they let me see hope before crushing it even after they are dead.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Karnewarrior on November 18, 2011, 07:13:19 am
Naw, its ninja pyros. They always get me when I play scout and I always get just a step away from health when I die. Its not the fact that they kill me but that they let me see hope before crushing it even after they are dead.
sorry :P
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Duke 2.0 on November 18, 2011, 07:17:31 am
 Pyro flames have a weird effect of killing you in such a way that your body ragdolls onto a medkit.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: DarkerDark on November 18, 2011, 09:14:26 am
I used to only play engie on CTF maps, and only if there were scouts on the opposing team. But lately I've been playing as a battle-engie with the gunslinger. On more open maps, he's actually not all that bad. Move up with a soldier/demo or heavy and drop a mini-sentry while your opposition targets your teammate and then shotgun/pistol them to death.

I've tried the short circuit, but I just can't get the hang of it. Most soldiers/demomen do the whole corner creep tactic to take out your sentry and I'd much rather use the pistol to chase them off than sit there repeatedly zapping their projectiles. And the pistol has saved my bacon more times than I can remember. Can't say the same for the Short Circuit.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Orangebottle on November 21, 2011, 04:07:31 pm
Am I the only person who really hates non-gunslinger/non-wrangler engineers?
Elaborate please. As long as the engineer doesn't place his buildings stupidly, (I mean really stupidly. Not stupidly as in 'This is the first time I've played this map', I mean stupid as in 'Let's place my sentry in the middle of the courtyard' stupid.) I'm fine with whatever weapons he's using.
Sentries are powerful. They're very accurate and do a lot of damage. The gunslinger makes them much weaker and the wrangler makes it so it isn't always auto-aiming all the time, cause sometimes the engie will be controlling it manually.
So you hate engineers who use the gunslinger/wrangler? You're initial quote makes it seems like you hate engineers who don't use the wrangler/gunslinger, yet your response talks about how the items makes sentries less useful/powerful. I'm a bit confused here.
The sentry is OP in my mind. As I said, it auto-aims and does LOTS of damage. It takes incredibly little skill, cause all you have to know is where to place it. The wrangler/gunslinger put an end to this. So no, I hate engineers who don't use either of them.

I think what he means to say is, he hates getting killed by level 3 sentries.

Protip: Sentries have limited range, are stationary, and turn slowly. They can be sapped, attacked from beyond their range, by edging around corners and retreating before it reacts, or by using arcing projectiles without ever entering their line of fire. Not to mention ubering any power class can take one out no problem.

If there's a class you really should hate, it's non-huntsman Snipers. Cowards.
I'm not always playing as a class with long-range attacks, in 2fort you can place them so they are pretty much unavoidable, and that is entirely irrelevant. Yes, I know you can attack around corners/etc(I do it all the time with the Demoman). The problem with ubering is that the missiles will push you out of range of the uber unless you play Heavy.

I used to only play engie on CTF maps, and only if there were scouts on the opposing team. But lately I've been playing as a battle-engie with the gunslinger. On more open maps, he's actually not all that bad. Move up with a soldier/demo or heavy and drop a mini-sentry while your opposition targets your teammate and then shotgun/pistol them to death.

I've tried the short circuit, but I just can't get the hang of it. Most soldiers/demomen do the whole corner creep tactic to take out your sentry and I'd much rather use the pistol to chase them off than sit there repeatedly zapping their projectiles. And the pistol has saved my bacon more times than I can remember. Can't say the same for the Short Circuit.
The short circuit is bad and the people who made it should feel bad. It is by far the worst weapon in the game.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Enzo on November 21, 2011, 06:22:30 pm
in 2fort you can place them so they are pretty much unavoidable

This is a problem with 2fort, not sentries. All of my other reliable methods for dispatching sentries still stand. They're a powerful tool for area denial, but a stationary turret is far from the most dangerous thing on a server with a few skilled players.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Karnewarrior on November 21, 2011, 08:16:59 pm
I'm getting an issue where TF2 isn't connecting to the "Steam Beta Client Server" or whatever. I can't play! D:

I think I may have to reinstall. Blegh.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: SHAD0Wdump on November 21, 2011, 10:24:20 pm
Am I a bad person for wanting to play medic with my eyes closed?
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Gunner-Chan on November 21, 2011, 10:25:36 pm
Why certainly no!

No you're bad for pony holes
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Flying Carcass on November 21, 2011, 10:27:10 pm
Am I a bad person for wanting to play medic with my eyes closed?

Just navigate by the sounds of your teammates shouting "Medic!". Sort of like marco polo in an FPS.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Duke 2.0 on November 21, 2011, 10:27:33 pm
 Screw sounds, guide yourself by taste and smell alone.

 Come here scout with candy cane yesssss
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Akhier the Dragon hearted on November 22, 2011, 12:06:21 am
I am truly a battle engie. I tried to go back to a normal turret but I just can't do anything with it. I can place the mini turret wherever I like and listen to the ding's of success as the game tells me of each and every hit. I also now have that shotgun that gives criticals after your turret goes down for every kill it made. So much fun!
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: jester on November 22, 2011, 10:14:47 am
Im a fairly hardcore battle engi, protip:  lvl2 2 sentries are rather useful, smaller hitbox, fast turning, decent health and small enough to hide behind rocks/crates but big enough to hide behind, but still with enough damage output to kill all but the heavy if they dont see it coming.  If you are standing on a 200 metal you can build one up in >10 seconds, dump it somewhere unexpected and run off.  Pointing the sentry at a wall somewhere enemies will run past without looking will give them time to move out into the open before it gets turned around and shooting.

  I agree that the short circuit is a useless bit of crap.  MAYBE you can stop 5 rockets if you have full metal, but then you have no more metal and the solli is reloading on full health.  The pistol on the other hand.... If you can see it, you can hurt it, sweet fire rate, accuracy and you will never run out of ammo.  Basically a mini-minigun, wrangler has its uses but id rather have a pistol for shooting people with all the time than something that ties me to my sentry.

  And I still think the enforcer needs a nerf, the deadringer in the right hands is completely oped as well (BEING INVINCIBLE AND INVISIBLE IS NOT FAIR)
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Strange guy on November 22, 2011, 12:26:07 pm
If you aren't a battle engie (and I often am) the wrangler is one of the most overpowered things in the game right now. Act as a normal sentry whenever it is beneficial to do so, and when you suspect a spy you can shoot him with your sentry, you can scare away corner shooters with rockets, turn on the shield then repair so you can outlast an uber (or keep them back with higher than normal knockback, or concentrate fire on someone who isn't invincible). For the cost of the pistol, which is only better than the shotgun in places where you don't want your sentry.

I don't think the DR is overpowered (though having no disadvantage with the already good enforcer is) but is annoying. Even poor spies are very hard to properly kill, and can just keep coming back until they catch you distracted.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: 3 on November 22, 2011, 12:32:52 pm
Using the SC on a single Soldier going after your sentry is a waste of time, and I have no idea why you'd attempt to do so, unless you fundamentally don't understand what the point of the SC is.

The main advantage of the SC is being able to get everything in an arc: That is, remove all of those stickies under your sentry instantly, remove an entire wave of spammed grenades on a choke, etc., and more reliably than a Pyro could do it.

The Enforcer is clearly a straight upgrade but you have to consider whether it's actually overpowered or instead just indicative of a shift in Spy balance. TF2's metagame is as skewed as that of any other MMO, and subsequently there are always people who shout "OP!" at any change of the state of things.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Neyvn on November 22, 2011, 09:35:29 pm
With this latest update, its like no one is playing on the servers I can use without getting over 9000 ping, the only thing available was that Mge_training server. And all there were Holierthenthou players, instead of giving advice on how to aim better with the scout, they spent all their time trying to tell me off for not using default weapons... Fuck you, I can use what I want, just help me get better at aiming then slaughtering me 20-3...
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: ECrownofFire on November 22, 2011, 09:37:52 pm
With this latest update, its like no one is playing on the servers I can use without getting over 9000 ping, the only thing available was that Mge_training server. And all there were Holierthenthou players, instead of giving advice on how to aim better with the scout, they spent all their time trying to tell me off for not using default weapons... Fuck you, I can use what I want, just help me get better at aiming then slaughtering me 20-3...
You want one good thing for aiming? Turn off mouse acceleration.

See this also: http://us.battle.net/sc2/en/forum/topic/628258098#1

Good for every game out there. Takes a bit to get used to it, but the payoff is great.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Untouchable on November 23, 2011, 02:28:00 am
So does Bay12 have a server? It would rock to just play casually instead of being dropped into a ranked server.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Enzo on November 23, 2011, 03:26:16 am
So does Bay12 have a server? It would rock to just play casually instead of being dropped into a ranked server.

The Bay12 server info is pretty much the first thing in the first post of this topic. I trust you will be able to find it.

It's almost always empty, though, unless there's an event posted in the Bay12 Steam group. Which I still think there should be more of. Playing with 170 ping with a bunch of British people is fun!

The Enforcer is clearly a straight upgrade but you have to consider whether it's actually overpowered or instead just indicative of a shift in Spy balance.

Agreed. It's not overpowered, but it's obviously tailored for DR play. I think it's the same as, say, the Equalizer. It's a straight upgrade of the shovel, but is it OP? Are soldiers tearing holes in the opposition with their devastating Equalizer?

Personally I still prefer the diamondback, even with DR, because crits are delicious. It is disappointed to not be able to 2-shot Snipers all the time though.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: 3 on November 23, 2011, 03:29:23 am
It was fun to see some consistent activity there during VSHS... until you realised that the entire server'd been inadvertently hijacked by pubs and as soon as the event ended it all went quiet.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: The Scout on November 23, 2011, 10:04:22 am
So does Bay12 have a server? It would rock to just play casually instead of being dropped into a ranked server.
Unfortunately, people that get on our server are normally extremely better then the average player. Like Jakkara.
And since TF2 crashes almost instantly for me, I won't be playing anytime soon.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Duke 2.0 on November 23, 2011, 10:37:21 am
Like Jakkara.
Excuse me

I know he won't be able to read my playful jabs at him here, but Jakarra is a prime ass ripe for kicking.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: cerapa on November 23, 2011, 11:00:52 am
So does Bay12 have a server? It would rock to just play casually instead of being dropped into a ranked server.
Unfortunately, people that get on our server are normally extremely better then the average player. Like Jakkara.
Ironically I tend to do better on our server than on any other.

I get incredibly low ping though, so maybe its that.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Orangebottle on November 23, 2011, 01:36:56 pm
If you aren't a battle engie (and I often am) the wrangler is one of the most overpowered things in the game right now. Act as a normal sentry whenever it is beneficial to do so, and when you suspect a spy you can shoot him with your sentry, you can scare away corner shooters with rockets, turn on the shield then repair so you can outlast an uber (or keep them back with higher than normal knockback, or concentrate fire on someone who isn't invincible). For the cost of the pistol, which is only better than the shotgun in places where you don't want your sentry.
Or you can get shot in the face a couple times by an intelligent spy with an ambassador, then watch him laugh over your dead corpse as he saps your shit because the sentry can't shoot when it's coming out of wrangler mode.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: MrWiggles on November 23, 2011, 02:51:23 pm
The thing, that I dont like about Wrangler, is that the hit box of the sentry is fucked.

If an Engy, is standing in back of the Sentry, but if you have a shot of the head (as a sniper), the headshot is nulled.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Duke 2.0 on November 23, 2011, 02:56:00 pm
 You would have to give more detail on how the hitbox changes from what it normally is. I wouldn't mind a nerf for it if the sentry hitbox was increased, so it could form a more effective shield for whatever engineer is using it.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Siquo on November 23, 2011, 03:11:27 pm
Unfortunately, people that get on our server are normally extremely better then the average player. Like Jakkara.
Bwahahaha :D
His constant jabbering (which is funny, imho) makes him a prime target, somehow. He's good but not "extremely". Perhaps compared to the average free-player, but that makes all of us extremely... oh wait that's what you said. Nevermind me. Comprehensive reading fail.

You know what, I'm going to play me some.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Strange guy on November 23, 2011, 03:20:26 pm
Or you can get shot in the face a couple times by an intelligent spy with an ambassador, then watch him laugh over your dead corpse as he saps your shit because the sentry can't shoot when it's coming out of wrangler mode.

Or the engineer could hide behind his sentry after the first shot then shoot the spy to death with his wrangled sentry. And they were probably wrangling it so it survives something a normal sentry would die to, or to spy check. And a normal engie has no real way of dealing with ambassador sniping spies other than hide, what with the pistol and shotgun not being really effective beyond medium range.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: The Scout on November 23, 2011, 03:40:35 pm
The sentries hitbox is a giant ass box. Would make alot of people happier if it looked closer to the actual visible model.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: PTTG?? on November 25, 2011, 01:52:35 pm
The sentries hitbox is a giant ass box. Would make alot of people happier if it looked closer to the actual visible model.

This is true, though part of the point is that the engie should be able to safely hide behind his sentry.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Orangebottle on November 25, 2011, 03:10:04 pm
Or you can get shot in the face a couple times by an intelligent spy with an ambassador, then watch him laugh over your dead corpse as he saps your shit because the sentry can't shoot when it's coming out of wrangler mode.

Or the engineer could hide behind his sentry after the first shot then shoot the spy to death with his wrangled sentry. And they were probably wrangling it so it survives something a normal sentry would die to, or to spy check. And a normal engie has no real way of dealing with ambassador sniping spies other than hide, what with the pistol and shotgun not being really effective beyond medium range.
Or the second shot could kill the engineer no matter where it hits him. :I
Usually when I see a wrangler engineer they're using it to long-range across the battlements of 2fort, or Well.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: MrWiggles on November 25, 2011, 07:49:47 pm
The sentries hitbox is a giant ass box. Would make alot of people happier if it looked closer to the actual visible model.

This is true, though part of the point is that the engie should be able to safely hide behind his sentry.

That's true to a point, but the hit box of the sentry, doesnt align with what is presented there visually. As a Sniper, it should reward you for skill and patience, for waiting for the geometry of the Sentry to change to allow for a head shot.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Strange guy on November 26, 2011, 09:57:47 am
Or the second shot could kill the engineer no matter where it hits him. :I
Usually when I see a wrangler engineer they're using it to long-range across the battlements of 2fort, or Well.

At long range the ambassador doesn't do enough damage to kill an engie in a headshot + bodyshot. And unless waiting around a second before firing again the accuracy wouldn't be great. Though I was talking about wrangler when necessary engies, not long range ones- who are pretty vulnerable to some things.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: klingon13524 on November 26, 2011, 10:32:22 am
The sentries hitbox is a giant ass box. Would make alot of people happier if it looked closer to the actual visible model.

This is true, though part of the point is that the engie should be able to safely hide behind his sentry.

That's true to a point, but the hit box of the sentry, doesnt align with what is presented there visually. As a Sniper, it should reward you for skill and patience, for waiting for the geometry of the Sentry to change to allow for a head shot.
When I'm an engineer crouching behind a sentry, I somehow often get sniped. What was that about a big hitbox?
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Duke 2.0 on November 26, 2011, 10:34:17 am
 For any mechanic to make something less frustrating, there will be a significant chance it won't work.

 See: on-hit sounds, lag compensation, killcams, etc
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Untouchable on November 26, 2011, 01:55:03 pm
Well that was fun. I put in about three hours today (mostly on payload games) and actually did respectably for someone relatively new to the game. I can only really play as Soldier, Medic or Heavy effectively but all three can be useful.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: The Scout on November 26, 2011, 02:02:14 pm
Well that was fun. I put in about three hours today (mostly on payload games) and actually did respectably for someone relatively new to the game. I can only really play as Soldier, Medic or Heavy effectively but all three can be useful.
Soldier, Medics, and Heavies are always good.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: dragonshardz on November 26, 2011, 02:38:01 pm
Soldiers, Medics, and Heavies are the Bread, Butter, and Jam of TF2.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Untouchable on November 27, 2011, 06:30:42 am
Haven't quite mastered rocket jumping though. I've only pulled it off by accident a couple of times.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Dwarfaholic on November 27, 2011, 07:33:10 am
How does one rocketjump accidentally? Spychecks?
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Untouchable on November 27, 2011, 08:50:37 am
How does one rocketjump accidentally? Spychecks?

Close range combat to be precise. It's probably best to switch to the shotty or equalizer but I love using rocket launchers in general.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: The Scout on November 27, 2011, 11:39:53 am
Jump around alot. Rocket jump, regular jump, just jump alot. Annoys people.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: DJ on November 27, 2011, 01:48:37 pm
Pyro is practically unplayable unless you're move exclusively by jumping. Running gets you killed before you get in flame-thrower range.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Tyler6498 on November 27, 2011, 02:00:56 pm
I sometimes play on the Bay12 server but, I always have to deal with some pretty bad ping that makes me lag at just the right moment for a usually easy to run away situation. I seem to stick around with the find me a match button as they usually don't lag to badly for me. Do we have an American Bay12 server? I'd totally be in for that. (I'm just assuming the current one is British.)
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: LASD on November 29, 2011, 05:53:41 am
Oh wow, check this out:

http://wiki.teamfortress.com/wiki/Top_Notch (http://wiki.teamfortress.com/wiki/Top_Notch) and a related blog post (http://notch.tumblr.com/post/13353738451/i-love-team-fortress-2)

The TF2 Team are absolute Minecraft fanboys.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Orangebottle on November 29, 2011, 07:17:04 pm
Oh wow, check this out:

http://wiki.teamfortress.com/wiki/Top_Notch (http://wiki.teamfortress.com/wiki/Top_Notch) and a related blog post (http://notch.tumblr.com/post/13353738451/i-love-team-fortress-2)

The TF2 Team are absolute Minecraft fanboys.
Awesome.
Best thing to ever happen to Notch? Probably.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Neyvn on December 02, 2011, 01:23:04 am
Um...
Have the scout weapons been buffed or something, mainly the Bodyshot damage.... I was healing a Heavy and one scout shot through the heals BY HIMSELF as he ran around the heavy. That and has Medics healing speed been decreased, I have the "Numbers on damage/heal" showing and the speed that I was healing that medic was so slow it wasn't funny...
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Enzo on December 02, 2011, 01:39:29 am
Um...
Have the scout weapons been buffed or something, mainly the Bodyshot damage.... I was healing a Heavy and one scout shot through the heals BY HIMSELF as he ran around the heavy. That and has Medics healing speed been decreased, I have the "Numbers on damage/heal" showing and the speed that I was healing that medic was so slow it wasn't funny...

Nothing in the patch notes indicate either. A scout can actually dish out pretty decent damage at point blank if he can aim properly. It bugs me, since I can't aim for shit as scout.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: MrWiggles on December 02, 2011, 02:14:48 am
When I play play Scout, I love to kill heavies, and especially buffed heavies. The glass cannon vs. the meat shield.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: klingon13524 on December 02, 2011, 04:08:21 am
Medics healing speed been decreased
Noooooooooooo!
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Neyvn on December 02, 2011, 07:14:47 am
I thinkMedics healing speed been decreased
Noooooooooooo!
fixed that to what it should read.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Dwarfaholic on December 03, 2011, 05:37:11 pm
Um...
Have the scout weapons been buffed or something, mainly the Bodyshot damage.... I was healing a Heavy and one scout shot through the heals BY HIMSELF as he ran around the heavy. That and has Medics healing speed been decreased, I have the "Numbers on damage/heal" showing and the speed that I was healing that medic was so slow it wasn't funny...

Fact time!

The scout's scattergun is somewhat similar to the shotgun, except that it has boosted rampup, that is, it can do a lotta damage at close range if you hit really well. It'll do about 108 damage per shot with a perfect meatshot, enough to twoshot most enemies. The aiming, of course, is the real issue here.

For the medic's healing thing, the rate of healing depends on how long it's been since the target was last injured. If he's just been hurt, it'll be around 24 hp/s, and it increases from that up to something like 72 hp/s, if I recall correctly. This is to prevent heavymedics from being too overpoweringly powerful, while still making going to the medic a better option than suicide and respawning. The medic's self-heal works in a similar way, increasing in strength as the medic goes on without being hit. This is an old feature, by the way, but it isn't very obvious if you don't know about it.

Fact time over.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Untouchable on December 04, 2011, 01:11:33 am
Is it just me or does the Kritzkrieg seem to charge much quicker than usual.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Strangething on December 05, 2011, 10:09:41 pm
I just recently got into the game myself, and I have a few questions. What sort of latency is normal? Lower is better, right? Because I get around 180 to 200 on the official DFC server.

Also, Steam keeps saying I can't friend people or comment in communities until I have a game in my account. Do free games just not count?

Here's my steam ID, if anyone wants it:

http://steamcommunity.com/profiles/76561198012903744
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Thexor on December 05, 2011, 10:14:27 pm
200 ping is... bad. Pretty darn bad, actually. I prefer 50 or below, while I consider 100 to be playable.

(And that's assuming you mean ping, not latency. Ping is defined as the round-trip time; latency is the one-way time. The game displays ping on the scoreboard. If you actually meant latency... that's downright terrible!  :P )


And yes, you can't do much with the Steam Community until you've paid money for a game. It's to prevent spammers signing up new accounts and posting everywhere.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: FunctionZero on December 05, 2011, 11:20:13 pm
Eh, even 200 ping is perfectly playable. I was doing pretty nicely as a Scout once on 200, and it wasn't because I'm extraordinarily good as Scout.
Seriously though, unless your ping is skyrocketing, there isn't really any difference.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: ThreeToe on December 05, 2011, 11:24:30 pm
I had to remove several posts of a homophobic derail.

Let me know if there is more trouble.


Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Enzo on December 05, 2011, 11:45:34 pm
I get around 160 on DFC usually, which is the highest ping I ever bother playing with. It's doable, but it makes backstabs/etc a bit of a crapshoot. I have one server favourited where I consistently get <10 ping, usually around 5 and sometimes down to 1 or 2. It is, apparently, right next door or something. Anything under 50 is unnoticeable for me, though.

I had to remove several posts of a homophobic derail.

Besides one of the posts using one or two choice words in an inappropriate context, I don't remember much homophobia in the posts in question... Ah well, nothing of value was lost.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Neyvn on December 06, 2011, 12:06:47 am
I had to remove several posts of a homophobic derail.

Besides one of the posts using one or two choice words in an inappropriate context, I don't remember much homophobia in the posts in question... Ah well, nothing of value was lost.
It was just rage, but I wasn't being Homophobic. Don't know who or care why, but I have seen worse then what I had said left alone as what it was, Rage....
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: DarkerDark on December 06, 2011, 02:22:07 am
I had to remove several posts of a homophobic derail.

Besides one of the posts using one or two choice words in an inappropriate context, I don't remember much homophobia in the posts in question... Ah well, nothing of value was lost.
It was just rage, but I wasn't being Homophobic. Don't know who or care why, but I have seen worse then what I had said left alone as what it was, Rage....

It was probably me, I shouldn't have quoted someone word for word.

Anyways, I've made the transition from CTF play into CP play and I am liking it. CP maps seem to include a lot more teamwork so I can actually play the fun classes like Gunslinger Engineer and still make a big contribution to the team. When people start to rally together to make a push on the points, focus firing the enemy heavy/medic pairs into oblivion, it's glorious!
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Duuvian on December 06, 2011, 03:49:51 am
Is it just me or does the Kritzkrieg seem to charge much quicker than usual.

It's always charged faster than the standard medigun as it's ubercharge is slightly less powerful, thought still pretty useful. It's best used when no one has noticed you and whoever you are using it on is about to shoot some enemies, though you might as well use it anyways when the shooting starts even if you've been spotted.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: ThreeToe on December 06, 2011, 06:54:38 pm
It was just rage, but I wasn't being Homophobic. Don't know who or care why, but I have seen worse then what I had said left alone as what it was, Rage....

You used homophobic, graphic, sexually oriented language, and if Toadyone had been the one to catch you, you'd have been muted for a week.  Something to think about.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: dragonshardz on December 07, 2011, 02:06:05 am
I don't know why anyone would use language that implies they're afraid of people.

So, in other news, any speculations on the Christmas event?
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Untouchable on December 07, 2011, 02:53:41 am
I now hate keys and crates. Massive pain in my ass.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Enzo on December 07, 2011, 03:16:02 am
I now hate keys and crates. Massive pain in my ass.

I can understand hating crates, but keys? WHY?
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Untouchable on December 07, 2011, 03:38:58 am
I now hate keys and crates. Massive pain in my ass.

I can understand hating crates, but keys? WHY?

Because it feels like an unnecessary cash grab. They should have just had the keys as a rare drop instead.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: jester on December 07, 2011, 07:46:03 am
I now hate keys and crates. Massive pain in my ass.

I can understand hating crates, but keys? WHY?

Because it feels like an unnecessary cash grab. They should have just had the keys as a rare drop instead.

How do you think 'free to play' would work? there is no 'pay to win' in any way.  I just see it as a tax on stupidity, though i have spent about 10 bucks on crates
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Matz05 on December 07, 2011, 09:25:02 am
Naw, "Homophobic" is a buzzword that can mean either any insult calling sexuality into question, or any dissaproval of militant homosexual activists.

Honestly, WHY!? Why not pick a better word? Plenty of buzzwords for the cause of the day are less misleading...
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: klingon13524 on December 07, 2011, 09:35:47 am
Naw, "Homophobic" is a buzzword that can mean either any insult calling sexuality into question, or any dissaproval of militant homosexual activists.

Honestly, WHY!? Why not pick a better word? Plenty of buzzwords for the cause of the day are less misleading...
I wrote a long reply, but I realized that I shouldn't further derail this.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: PTTG?? on December 07, 2011, 10:01:55 am
Naw, "Homophobic" is a buzzword that can mean either any insult calling sexuality into question, or any dissaproval of militant homosexual activists.

Honestly, WHY!? Why not pick a better word? Plenty of buzzwords for the cause of the day are less misleading...

You must live in a strange and terrifying world. Here, go join your people (http://conservapedia.com/Main_Page) and leave this thread.

On the subject of keys, I did some math. You can give yourself a 99.99% chance to get an unusual hat by opening about 700 crates. The interesting thing is that if 10000 TF2 players do that, there will statistically be 100 players that get no hats at all...
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Matz05 on December 07, 2011, 01:06:39 pm
Har. Har. Har.
 
No flaming intended -- I'm fine with all sorts of people as long as they don't propogandize.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: dragonshardz on December 07, 2011, 06:04:31 pm
Naw, "Homophobic" is a buzzword that can mean either any insult calling sexuality into question, or any dissaproval of militant homosexual activists.

Honestly, WHY!? Why not pick a better word? Plenty of buzzwords for the cause of the day are less misleading...

You must live in a strange and terrifying world. Here, go join your people (http://conservapedia.com/Main_Page) and leave this thread.

On the subject of keys, I did some math. You can give yourself a 99.99% chance to get an unusual hat by opening about 700 crates. The interesting thing is that if 10000 TF2 players do that, there will statistically be 100 players that get no hats at all...

Wow, that wiki is sad.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Enzo on December 07, 2011, 06:35:44 pm
I don't see how anyway can really be sore about Valve introducing crates or the Mann Co. Store. The game was 4 years old, it stands to reason it wasn't garnering a whole lot of new sales. However, it still had a huge regular playerbase of people with hundreds to thousands of hours. It made sense, and helped them justify the transition to Free-to-Play. And Valve resisted making it "Pay-to-Win", which I have a lot of respect for, instead making cosmetic changes (Unusuals, Stranges) the only stuff you wouldn't be able to get through straight grinding - and even then you could theoretically get it through trade. Crate drops are a little annoying if you don't intend to ever open one, but besides that...meh.

Naw, "Homophobic" is a buzzword that can mean either any insult calling sexuality into question, or any dissaproval of militant homosexual activists.

Honestly, WHY!? Why not pick a better word? Plenty of buzzwords for the cause of the day are less misleading...

You must live in a strange and terrifying world. Here, go join your people (http://conservapedia.com/Main_Page) and leave this thread.

On the subject of keys, I did some math. You can give yourself a 99.99% chance to get an unusual hat by opening about 700 crates. The interesting thing is that if 10000 TF2 players do that, there will statistically be 100 players that get no hats at all...

Wow, that wiki is sad.

I think you mean to say it's fascinating and hilarious (http://conservapedia.com/Counterexamples_to_Relativity). Total derail, though.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: PTTG?? on December 07, 2011, 06:42:12 pm
Yeah, whenever I find myself giving humanity too much credit, I go visit Conservapedia for a while.


But back to the thread, I agree that Valve has done a laudable job balancing an honest, balanced F2P experience and making a reasonable amount of money.

Going even further back, did Mr. Mann ever beat up that ninja doctor?
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Strangething on December 08, 2011, 12:21:24 am
(And that's assuming you mean ping, not latency. Ping is defined as the round-trip time; latency is the one-way time. The game displays ping on the scoreboard. If you actually meant latency... that's downright terrible!  :P )

Uh, I'm looking at the column labeled "latency" in Steam's server widget.

Quote
And yes, you can't do much with the Steam Community until you've paid money for a game. It's to prevent spammers signing up new accounts and posting everywhere.

That makes sense. I wonder if there's a cheap game I can pick up...
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: Untouchable on December 08, 2011, 01:32:00 pm
So guys, Soda Popper or Shortstop for my scout?
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: 3 on December 08, 2011, 01:50:43 pm
The Soda Popper is Force-A-Nature turned situationally practical (as opposed to almost completely impractical). Use it with the pistol. The Shortstop, despite having been nerfed recently, is still pretty crazy, especially with forced crits (four 50+ damage shots at medium range?).

I'd say Shortstop, unless you really like the pistol for some reason.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: PTTG?? on December 08, 2011, 01:54:26 pm
Shortstop. It's probably the best gun for the scout. I choose to use the FaN because I like it for the movement abilities, but it's not fantastic.

Hey, you know what needs to be added? A melee weapon with knock back. It doesn't need to do a lot of real damage, and it wouldn't be very good for outright killing, since you have to chase the enemy down every time you hit them, but it would be great for controlling melee combat in a new way, and for playing with near environmental hazards.

Maybe as an engie's weapon, so he has something fun to play with in Medieval mode. Since his weapon has a big effect on what he's building, there's lots of ways to balance it. Maybe -20% repair rate or something.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: beorn080 on December 08, 2011, 04:28:03 pm
Maybe as an engie's weapon, so he has something fun to play with in Medieval mode. Since his weapon has a big effect on what he's building, there's lots of ways to balance it. Maybe -20% repair rate or something.
Concussive Air Can
Can remove sappers, can't repair or upgrade buildings
Has airblast ability of pyro's main weapon
Deals normal damage in melee range
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: PTTG?? on December 08, 2011, 04:36:34 pm
Little too weak, I wouldn't use that at all without the ability to build. How about it has half the attack speed, which would translate into making it significantly worse for building and de-sappering?

I imagine a large wooden mallet would work.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: beorn080 on December 08, 2011, 04:42:12 pm
Little too weak, I wouldn't use that at all without the ability to build. How about it has half the attack speed, which would translate into making it significantly worse for building and de-sappering?

I imagine a large wooden mallet would work.
Too weak, even with airblast? Reflect rockets and grenades at the cost of needing a teammate to upgrade your buildings, plus enhanced melee and the knockback to shove things around?
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: PTTG?? on December 08, 2011, 05:02:35 pm
Ah, I misread that- I thought I couldn't build or repair stuff. Still, if it's an air cannon, it makes the engine in a burnable, flameless pyro with a pistol.
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: kg333 on December 09, 2011, 01:19:09 am
Little too weak, I wouldn't use that at all without the ability to build. How about it has half the attack speed, which would translate into making it significantly worse for building and de-sappering?

I imagine a large wooden mallet would work.
Too weak, even with airblast? Reflect rockets and grenades at the cost of needing a teammate to upgrade your buildings, plus enhanced melee and the knockback to shove things around?

Unable to upgrade or repair?  I'd never use it.   If I'm going to need a teammate anyway, a pyro/engie combo seems it'd be a lot stronger than an engie/engie airblast combo.  Particularly since pyro/engie can operate independently if needed, while an engie with a normal level 1 sentry isn't doing much.

KG
Title: Re: Team Fortress 2: Free To Play! "I have manslaughtered 1,593 physicians"
Post by: beorn080 on December 09, 2011, 01:49:53 am
Engi/airblast engi would allow two level 3 sentries, and defend em from rockets and grenades better, whereas with just the pyro, you'd only have one sentry
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "The True Meaning begins.."
Post by: LASD on December 14, 2011, 05:08:50 am
Story time with the Engineer! (http://www.teamfortress.com/truemeaning/?p=1)
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "The True Meaning begins.."
Post by: PTTG?? on December 14, 2011, 10:11:10 am
I haven't been this excited about an update since the Engineer update.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "The True Meaning begins.."
Post by: zekiel321 on December 14, 2011, 10:25:43 am
I really miss playing this game. But ever since my friends and I got Dota 2 invites, they never want to play team fortress 2 anymore. I find it boring to play a multiplayer game without real friends you know.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "The True Meaning begins.."
Post by: MrWiggles on December 14, 2011, 03:53:41 pm
Meet the Pyro Video?
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "The True Meaning begins.."
Post by: USEC_OFFICER on December 14, 2011, 03:58:27 pm
Meet the Pyro Video?

Hopefully. I remember reading that they had Meet the Pyro finished before Meet the Medic, or maybe I'm just remembering that wrong.

Have they actually implemented anything for Australian Christmas for this year? I want to play, but Terraria is very addictive right now...
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "The True Meaning begins.."
Post by: Enzo on December 14, 2011, 04:43:59 pm
I'd be surprised if Meet the Pyro dropped already. I figure they'll stall on that as long as they can since it's the last one. Wasn't there like a year between Meet the Spy and Meet the Medic?

Have they actually implemented anything for Australian Christmas for this year? I want to play, but Terraria is very addictive right now...

Naughty Crates and Nice Crates. Presumably they'll each have a different set of community-made Christmas themed items, and they'll give everybody one free key like last year. Again, just guessing on that.

ALSO : The gun in the last panel (?) (http://steamcommunity.com/sharedfiles/filedetails/?id=160)
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "The True Meaning begins.."
Post by: Untouchable on December 14, 2011, 05:34:57 pm
Those two crates that I said that I had earlier?

A strange degreaser and a hat. I really could have used something that I would actually use instead.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "The True Meaning begins.."
Post by: The Scout on December 14, 2011, 06:00:57 pm
Those two crates that I said that I had earlier?

A strange degreaser and a hat. I really could have used something that I would actually use instead.
What you want for that Degreaser?
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "The True Meaning begins.."
Post by: Untouchable on December 14, 2011, 06:08:01 pm
Those two crates that I said that I had earlier?

A strange degreaser and a hat. I really could have used something that I would actually use instead.
What you want for that Degreaser?

Any scout or soldier weapon really. I've been mostly playing as them lately so anything is is nice.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "The True Meaning begins.."
Post by: The Scout on December 14, 2011, 06:27:36 pm
Those two crates that I said that I had earlier?

A strange degreaser and a hat. I really could have used something that I would actually use instead.
What you want for that Degreaser?

Any scout or soldier weapon really. I've been mostly playing as them lately so anything is is nice.
Is the Soda Popper good?
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "The True Meaning begins.."
Post by: Untouchable on December 14, 2011, 06:33:21 pm
Those two crates that I said that I had earlier?

A strange degreaser and a hat. I really could have used something that I would actually use instead.
What you want for that Degreaser?

Any scout or soldier weapon really. I've been mostly playing as them lately so anything is is nice.
Is the Soda Popper good?

Unfortunatly, I've got that already. If you have any of the scouts melee weapons then that'll be awesome since I've only got his first bat.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "The True Meaning begins.."
Post by: MrWiggles on December 14, 2011, 06:37:19 pm
I want a Strange Fish...

I wish a Strange Shortstop existed.


I already have a Strange Mad Milk.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "The True Meaning begins.."
Post by: 3 on December 14, 2011, 06:39:46 pm
If you have any of the scouts melee weapons then that'll be awesome since I've only got his first bat.

If you (or anyone else) wants a Strange Boston Basher, or a normal Machina, for free, post your Steam name. Both are too good to craft but I can't be bothered to trade them and I doubt anyone'd pay for the Basher anyway.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "The True Meaning begins.."
Post by: Untouchable on December 14, 2011, 06:42:38 pm
If you have any of the scouts melee weapons then that'll be awesome since I've only got his first bat.

If you (or anyone else) wants a Strange Boston Basher, or a normal Machina, for free, post your Steam name. Both are too good to craft but I can't be bothered to trade them and I doubt anyone'd pay for the Basher anyway.

Well, my steam name is unotuchable. Cheers for that then.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "The True Meaning begins.."
Post by: USEC_OFFICER on December 14, 2011, 07:07:00 pm
Those two crates that I said that I had earlier?

A strange degreaser and a hat. I really could have used something that I would actually use instead.
What you want for that Degreaser?

Any scout or soldier weapon really. I've been mostly playing as them lately so anything is is nice.
Is the Soda Popper good?

Unfortunatly, I've got that already. If you have any of the scouts melee weapons then that'll be awesome since I've only got his first bat.

I would trade you the Fan O' War, or the Atomizer for a strange Degreaser. Hell, I'll even give you both if you want.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "The True Meaning begins.."
Post by: Untouchable on December 14, 2011, 07:12:11 pm
Those two crates that I said that I had earlier?

A strange degreaser and a hat. I really could have used something that I would actually use instead.
What you want for that Degreaser?

Any scout or soldier weapon really. I've been mostly playing as them lately so anything is is nice.
Is the Soda Popper good?

Unfortunatly, I've got that already. If you have any of the scouts melee weapons then that'll be awesome since I've only got his first bat.

I would trade you the Fan O' War, or the Atomizer for a strange Degreaser. Hell, I'll even give you both if you want.

That's a done deal then. Friend me on steam and we can do this then.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "The True Meaning begins.."
Post by: USEC_OFFICER on December 14, 2011, 07:17:03 pm
Those two crates that I said that I had earlier?

A strange degreaser and a hat. I really could have used something that I would actually use instead.
What you want for that Degreaser?

Any scout or soldier weapon really. I've been mostly playing as them lately so anything is is nice.
Is the Soda Popper good?

Unfortunatly, I've got that already. If you have any of the scouts melee weapons then that'll be awesome since I've only got his first bat.

I would trade you the Fan O' War, or the Atomizer for a strange Degreaser. Hell, I'll even give you both if you want.

That's a done deal then. Friend me on steam and we can do this then.

Yeah, you'll have to friend me instead. Over 100 people have the name untouchable on Steam, and obviously I don't know which one is you.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "The True Meaning begins.."
Post by: 3 on December 14, 2011, 07:18:40 pm
Over 100 people have the name untouchable on Steam, and obviously I don't know which one is you.

Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "The True Meaning begins.."
Post by: USEC_OFFICER on December 14, 2011, 07:19:59 pm
Over 100 people have the name untouchable on Steam, and obviously I don't know which one is you.

Spoiler (click to show/hide)

Sorry, but I don't see it. Pointing it out would be nice right now.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "The True Meaning begins.."
Post by: Metalax on December 14, 2011, 10:32:54 pm
http://www.teamfortress.com/australianchristmas2011/ (http://www.teamfortress.com/australianchristmas2011/)

Info about the first half of the update ahs just gone up. The second half and the update itself is scheduled for tomorrow.

The engies new wrench is going to be fun for dealing with spies sapping your teleporter entry. Also an infinite ammo gun that saps medics ubercharge/spy cloak will be interesting to see in use.

Pyros new axe is an interesting anti medic weapon as you no longer need to pick whether to hit the medic or his target, not sure if the loss of the one hit kill of the axtinguisher is worth it though. New flamethrower has an interesting effect on being able to slef heal, but loss of airblast means that it's not likely to see much use once the novelty wears off.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "The True Meaning begins.."
Post by: PTTG?? on December 14, 2011, 11:00:20 pm
Crazy stuff! I love the wrench, and it looks like the pyro's pistol will extinguish allies.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "The True Meaning begins.."
Post by: DarkerDark on December 14, 2011, 11:03:41 pm
http://www.teamfortress.com/australianchristmas2011/ (http://www.teamfortress.com/australianchristmas2011/)

Info about the first half of the update ahs just gone up. The second half and the update itself is scheduled for tomorrow.

The engies new wrench is going to be fun for dealing with spies sapping your teleporter entry. Also an infinite ammo gun that saps medics ubercharge/spy cloak will be interesting to see in use.

Pyros new axe is an interesting anti medic weapon as you no longer need to pick whether to hit the medic or his target, not sure if the loss of the one hit kill of the axtinguisher is worth it though. New flamethrower has an interesting effect on being able to slef heal, but loss of airblast means that it's not likely to see much use once the novelty wears off.


Hmm... Not being able to carry buildings is a pretty big negative, in my opinion. I like to move my sentry gun every couple of kills to keep people on their toes. The other engie weapon sounds a lot better, though it still probably won't see much use in my weapon loadout.

And I agree with your assessment about the axe, the axtinguisher will always be superior unless fighting other pyros, but then you'd just use the shotgun. The new flamethrower looks like it was designed to be used with the new shotgun replacement. It's basically a fire extinguisher that gives you crits for every flaming teammate you put out. Actually, it might be interesting to use that with the Degreaser, you know, give it some more killing power.

Oh wait! What if you used that fire extinguishing gun with the new axe? Basically you save up the crits to give to your new axe, providing crits on demand, meaning you can take out a heavy AND his medic in a single go. Heck, you could even use it against other pyros effectively! Hmm... the possibilities.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "The True Meaning begins.."
Post by: Dermonster on December 14, 2011, 11:16:47 pm
Can do the same with the flamethrower effect too.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "The True Meaning begins.."
Post by: Duke 2.0 on December 14, 2011, 11:27:03 pm
 I don't know if the shotgun replacement will grant crits to other weapons, only itself. That would make the most sense.

 The flamethrower will probably provide minicrits to everything for its duration though, so that could be handy for every weapon available. The Powerjack might be less crummy. It would also provide bonus damage to the new axe, possibly two-hitting medics by proxy.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "The True Meaning begins.."
Post by: HailFire on December 15, 2011, 01:02:27 am
Getting really tired of these goddamn video ads crashing my game.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "The True Meaning begins.."
Post by: Metalax on December 15, 2011, 10:49:52 pm
Part 2 of the smissmass update.
http://www.teamfortress.com/australianchristmas2011/part2.html (http://www.teamfortress.com/australianchristmas2011/part2.html)

and a new comic
http://www.teamfortress.com/asmissmasstory/ (http://www.teamfortress.com/asmissmasstory/)

Edit: DFC server has been updated.

There are currently no recipies for any of the new weapons. The engineer/pyro weapons can apparently be crafted using tokens, but no weapon specific recipies yet. The christmassy weapons are crate exclusive for the next week, then they will apparently become available to be dropped/crafted.

You also get a free unlimited usee winter noisemaker once you start up after updating.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "The True Meaning begins.."
Post by: TherosPherae on December 16, 2011, 01:07:54 am
Thus far, I've managed to try out the new Engineer wrench and the new Pyro secondary.

The new wrench has a few-second delay before teleport, and it is possible to kill you before you can escape. However, it should still be handy for certain nest-engies. Plus the teleport is amusing.

The new Pyro secondary is basically the Diamondback version of the Flare Gun. You have to extinguish teammates to get crits for it, instead of getting crits for hitting people on fire. Otherwise, it seems to be identical to a flaregun. So unless you see your teammates getting lit on fire everywhere, or you use the flaregun and find its only fault to be running out of ammo, the new Pyro secondary is fairly useless. Amusing regardless, though.

I sold the wrench for a hat and I'm going to go offload the new Pyro secondary on someone now.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "The True Meaning begins.."
Post by: Dwarfaholic on December 16, 2011, 01:25:47 am
By what I understand, the new gun actually has an alt-fire extinguishing capability.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "The True Meaning begins.."
Post by: TherosPherae on December 16, 2011, 01:55:05 am
By what I understand, the new gun actually has an alt-fire extinguishing capability.
Well damn, guess I should have tried alt-fire before I sold it. Oh well, I'll get another one eventually.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "The True Meaning begins.."
Post by: MrWiggles on December 16, 2011, 05:09:07 am
I crafted the wrench.

I just went through scraping my duplicate weapons too. So I'm a little short after buying a Three Rune Blade.

I've manage to craft the Wrench. I like it. Its not very twinkable, in a sense, you can just go home whenever you've found under fire. BUT, it makes doing the spawn trip for metal much better.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Flying Carcass on December 16, 2011, 07:33:57 am
Woah, the spycicle looks like a very powerful weapon.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "The True Meaning begins.."
Post by: Dwarfaholic on December 16, 2011, 08:34:20 am
By what I understand, the new gun actually has an alt-fire extinguishing capability.
Well damn, guess I should have tried alt-fire before I sold it. Oh well, I'll get another one eventually.

It is better to have owned and traded, than to never have owned at all.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: DJ on December 16, 2011, 09:59:50 am
Woah, the spycicle looks like a very powerful weapon.
Yeah, it sounds like it'd be awesome with DR.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Repulsion on December 16, 2011, 10:40:58 am
Woah, the spycicle looks like a very powerful weapon.
Yeah, it sounds like it'd be awesome with DR.
Wait, the icicle will have unique attributes?
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: PTTG?? on December 16, 2011, 10:53:08 am
It silently turns victims into ice statues, and exposure to flames gives you 2-second immunity to afterburn but destroys the icicle for 15 seconds, during which you can't attack.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Metalax on December 16, 2011, 10:53:44 am
yes. stats are on the update page here (http://www.teamfortress.com/australianchristmas2011/part2.html#bg_06).
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: PTTG?? on December 16, 2011, 11:05:07 am
The Holiday Punch is bizarre. Has anyone used it yet?

EDIT: Also:
All Father + Dragonborn Helmet = Urist
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Metalax on December 16, 2011, 11:14:12 am
Apparently the holiday punch also has the heavies kill taunt, so you can get a crit hit from behind then taunt kill them while they are stuck laughing.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Cecilff2 on December 16, 2011, 12:20:14 pm
Apparently the holiday punch also has the heavies kill taunt, so you can get a crit hit from behind then taunt kill them while they are stuck laughing.

HEAVY IS SPY!
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Ahra on December 16, 2011, 04:35:56 pm
any tips on playing pyro? just started.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Strange guy on December 16, 2011, 04:49:51 pm
Other than the heavy mittens (which are awesome) and the engie wrench the stats for the weapons are all terrible ideas. I would say I expected better but since the Tomislav and its original stats I can't honestly believe that Valve understands and cares about balance. Models are nice (perhaps not fitting with the original theme but that ship sailed long ago), and I really liked the comics for this update. I would be playing to check out the new map and take advantage of double drops but steams not working at the moment for me (not even offline mode, so not even any New Vegas for me :() .
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: PTTG?? on December 16, 2011, 05:12:52 pm
any tips on playing pyro? just started.

First off:
If you see a team-mate on fire, right click at him from within a few paces. This will extinguish him. This is triply important for medics.

If you see anyone, anyone at all, acting suspicious or acting suspiciously inconspicuous, light them on fire. If they are an enemy spy, they'll combust.

Hang around engie nests and puff everybody. If you get the sledgehammer, make sure it's equipped and you can even remove sappers.

Your right-click ability- the airblast- is a powerful way to control close-range combat and reflect projectiles. I am far from skilled with it. It can send enemies hurtling through the air, and can reflect rockets, bombs, baseballs, and other projectiles back to the origin. On impact, the projectile can damage the firer. It is a high-tier element to master, but quite rewarding.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Untouchable on December 16, 2011, 06:44:09 pm
So what's the deal with the little presents around the maps?
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: MrWiggles on December 16, 2011, 08:19:43 pm
So what's the deal with the little presents around the maps?

If you collect three, you get an achievement.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: MrWiggles on December 16, 2011, 08:31:18 pm
Other than the heavy mittens (which are awesome) and the engie wrench the stats for the weapons are all terrible ideas. I would say I expected better but since the Tomislav and its original stats I can't honestly believe that Valve understands and cares about balance. Models are nice (perhaps not fitting with the original theme but that ship sailed long ago), and I really liked the comics for this update. I would be playing to check out the new map and take advantage of double drops but steams not working at the moment for me (not even offline mode, so not even any New Vegas for me :() .

The models fit with their package. And they're still in line, with the psedo 50-60s era that TF2 takes place in. These are just the retro future guns of the era.

And, playing with the new weapons, and being attacked by them. They aren't really OP. Wrench isn't an automatic get out of jail free card.

Pyro feels stronger with his new primary, but its range is shorter then the flamethrower (it feels like), and the "MMmm" bar, giving health and crits, is just reenforcing the ambush and dive in gameplay that's popular with the pyro. Pyros will often jump onto a point with tons of enemies, to set them all ablaze (fucking fun), and to hold off the point capture. This, just makes them more affective on their own, which the pyro generally is.

The handgun (for the pyro), isn't OP. Being able to extinguish with it, is nice, since you cant do it with the primary anymore. It even rewards you for doing so, by giving you mini crits for it. Which is nice, considering, that air blasting isn't rewarded in the game proper. (I personally like Servers that give server points for extinguishing team mates.)

I havent gotten to play with the axe very much yet. I got either borrow one again, or craft it. (And crafting this new weapons are /fucking/ expensive. I went through getting a class token, slot token and a scrap... and I got a fucking back burner.)
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Repulsion on December 16, 2011, 08:56:59 pm
Quote
(And crafting this new weapons are /fucking/ expensive. I went through getting a class token, slot token and a scrap... and I got a fucking back burner.)

Tell me about it. Backburners, backburners everywhere.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Xotes on December 17, 2011, 12:29:10 am
Didn't the site say that you can only get the new stuff from crates for this week? Afterwards they're available for everyone, but for right now you gotta shell out cash for keys.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Duke 2.0 on December 17, 2011, 12:39:54 am
Didn't the site say that you can only get the new stuff from crates for this week? Afterwards they're available for everyone, but for right now you gotta shell out cash for keys.
The new festive items can only come from crates. The pyro and engineer stuff you can randomly craft and find. Hopefully we get a recipe for them in a week when the festive stuff enters the random craft and drop lists.

The only iffy weapon I have experienced so far is the icicle, but if you have a halfway competent team for spychecking it isn't a problem. If you can take down cloaked spies 50% of the time as any class other than Pyro the pros of it are nulified.

Every other weapon is either weaker feeling or has some oddity to it not listed that keeps it from getting too useful. Like the wrench having a charge up time of a second and a half, or the pyro requiring a taunt before activating crit mode, or the new flare gun seeimgly working like the normal flare gun with a crit mechanic? I'm sure I was critted by that through being on fire, so I'll have to look into that one.

It's a fine update, my only beef is with the new map having a pretty rough transition from the second to center point.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: MrWiggles on December 17, 2011, 04:47:56 am
It doesnt feel like I am getting the double drop rate.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Strange guy on December 17, 2011, 06:30:46 am
The models fit with their package. And they're still in line, with the psedo 50-60s era that TF2 takes place in. These are just the retro future guns of the era.

And, playing with the new weapons, and being attacked by them. They aren't really OP. Wrench isn't an automatic get out of jail free card.

Pyro feels stronger with his new primary, but its range is shorter then the flamethrower (it feels like), and the "MMmm" bar, giving health and crits, is just reenforcing the ambush and dive in gameplay that's popular with the pyro. Pyros will often jump onto a point with tons of enemies, to set them all ablaze (fucking fun), and to hold off the point capture. This, just makes them more affective on their own, which the pyro generally is.

The handgun (for the pyro), isn't OP. Being able to extinguish with it, is nice, since you cant do it with the primary anymore. It even rewards you for doing so, by giving you mini crits for it. Which is nice, considering, that air blasting isn't rewarded in the game proper. (I personally like Servers that give server points for extinguishing team mates.)

I havent gotten to play with the axe very much yet. I got either borrow one again, or craft it. (And crafting this new weapons are /fucking/ expensive. I went through getting a class token, slot token and a scrap... and I got a fucking back burner.)

While does have futuristic tech in 50/60s packaging (eg medigun, engineer buildings) they do have a very different style to the Dr. Grordbort's items, being more 'spytech' than 'retro futuristic', but as I said this has been ignored and broken enough already to not be cared about.

Never said they were OP (but some are) and said I liked the wrench.

I liked the idea of a righteous bison type weapon for pyro but giving it extinguishing because the new flamethrower has no airblast (and no real airblast replacement...) and a gimmicky way of getting criticals based on it? Apparently it works a lot like the flare guns, which isn't very interesting. Third degree encourages medics to stop healing as a pyro with it attacks them, which I think is silly. Uber drain and cloak drain are bad ideas, and the new knife is a bit like the fire proof suit idea that people have often been bringing up and has kept being a horrible idea. It isn't quite as bad, but doesn't really have any downsides either...
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Mr.Person on December 17, 2011, 08:01:13 am
Encouraging medics to occasionally stop healing and start shooting is good in my book. I don't like no-brainers much at all.

Which is good, my first drop of the week was that axe. Let's see just how annoying it really is.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: jester on December 17, 2011, 08:22:58 am
The models fit with their package. And they're still in line, with the psedo 50-60s era that TF2 takes place in. These are just the retro future guns of the era.

And, playing with the new weapons, and being attacked by them. They aren't really OP. Wrench isn't an automatic get out of jail free card.

Pyro feels stronger with his new primary, but its range is shorter then the flamethrower (it feels like), and the "MMmm" bar, giving health and crits, is just reenforcing the ambush and dive in gameplay that's popular with the pyro. Pyros will often jump onto a point with tons of enemies, to set them all ablaze (fucking fun), and to hold off the point capture. This, just makes them more affective on their own, which the pyro generally is.

The handgun (for the pyro), isn't OP. Being able to extinguish with it, is nice, since you cant do it with the primary anymore. It even rewards you for doing so, by giving you mini crits for it. Which is nice, considering, that air blasting isn't rewarded in the game proper. (I personally like Servers that give server points for extinguishing team mates.)

I havent gotten to play with the axe very much yet. I got either borrow one again, or craft it. (And crafting this new weapons are /fucking/ expensive. I went through getting a class token, slot token and a scrap... and I got a fucking back burner.)

While does have futuristic tech in 50/60s packaging (eg medigun, engineer buildings) they do have a very different style to the Dr. Grordbort's items, being more 'spytech' than 'retro futuristic', but as I said this has been ignored and broken enough already to not be cared about.

Never said they were OP (but some are) and said I liked the wrench.

I liked the idea of a righteous bison type weapon for pyro but giving it extinguishing because the new flamethrower has no airblast (and no real airblast replacement...) and a gimmicky way of getting criticals based on it? Apparently it works a lot like the flare guns, which isn't very interesting. Third degree encourages medics to stop healing as a pyro with it attacks them, which I think is silly. Uber drain and cloak drain are bad ideas, and the new knife is a bit like the fire proof suit idea that people have often been bringing up and has kept being a horrible idea. It isn't quite as bad, but doesn't really have any downsides either...

new flare for pyro is lower powered than the flaregun generally, 3rd degree requires that a pyro be good enough to take on a combo, its a skill/reward deal.  and whats the problem with engis being able to drop the level of cloak and uber?  slows down the idiot dr spys who think running strait in is tactical, and if the engi is able to get shots into a medic then good luck to him
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Strange guy on December 17, 2011, 02:27:57 pm
Goods medics already stop healing sometimes- where they want uber from the ubersaw or think needles would be more helpful than healing. Punishing them for continued healing to make them stop healing is a clumsy way to do further encourage it.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Duke 2.0 on December 17, 2011, 02:38:53 pm
 Gimmicky seems to be a constant buzzword around Pyro that has lost all meaning to me when I look at every class as a whole. Unless people mean more functionality needs to be added to the vanilla Pyro class it's an utterly pointless term to use. Where one finds problems with multiple weapons working together with their strengths and weaknesses, I find good design.

 The new engineer gun makes you completely unable to defend yourself at close range and a good medic for building ubers usually stays out of the line of fire of such attacks. When they reveal themselves they'll probably be ubered. If they are a combat medic that stays on the front lines their main focus is on healing, not uber. And finally they are slow projectiles that are difficult to utilize, and I don't think being hit by one part of the three-part shot will drain all 10%, probably 3.5% each.

 Spy cloak can be hampered, but there is still quite enough to use what you have left to escape. Unless an engineer has you cornered and is chasing you, in which case just shoot him. He honestly can't out-damage you.

 I'll agree that the spy knife could use some work, but it's not nearly as bad as people make it out to be. So long as he still shimmers when hit and people can track worth a damn most classes can still take him out no problem.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Metalax on December 21, 2011, 08:40:30 pm
Update, and all the new weapons are now available for drop/crafting. All the maps have apparently been festivized. Everybody who has a premium copy of tf2 gets a free Secret Saxton, and a new misc item that tracks the number of gifts you give.

The dfc server has been updated for those who want to play this early in the morning.

edit: meh still no craft recipies for the new weapons.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Orangebottle on December 21, 2011, 09:59:50 pm
Anyone having trouble getting into the game right now?

Also, I was a spy earlier and I got near an engie nest and suddenly started shimmering. Any idea what that was about?
EDIT: I still had half of my cloak left
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Enzo on December 21, 2011, 10:21:37 pm
Also, I was a spy earlier and I got near an engie nest and suddenly started shimmering. Any idea what that was about?
EDIT: I still had half of my cloak left

Someone bumping into you from behind, or another spy bumping into you?
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: PTTG?? on December 22, 2011, 12:03:22 am
As soon as the B12 server is full, I'm opening a pile o' gifts.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Orangebottle on December 22, 2011, 12:04:57 am
I dunno. That was probably it. I didn't see anyone behind me, though.

EDIT: nevermind found it
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: PTTG?? on December 22, 2011, 12:56:17 am
Gift pile opened. Next year think I will publicize it more and maybe put aside several piles.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: penguinofhonor on December 22, 2011, 10:55:53 pm
I've started playing this again. I guess I'll just get on the server and see what's up.

edit: there was one person on
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: PTTG?? on December 23, 2011, 06:47:27 pm
ONE MORE TIME NOW!

We're going to do this again. Tomorrow, on Christmas eve, I'll open two pile's o' gifts under two conditions:

-The server is full
-Someone else opens one too

Christmas eve, at 12:00 PST (20:00 GMT). Be on the server then and get two presents!
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: MrWiggles on December 23, 2011, 06:57:32 pm
ONE MORE TIME NOW!

We're going to do this again. Tomorrow, on Christmas eve, I'll open two pile's o' gifts under two conditions:

-The server is full
-Someone else opens one too

Christmas eve, at 12:00 PST (20:00 GMT). Be on the server then and get two presents!

I'm there.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: LASD on December 23, 2011, 07:02:51 pm
ONE MORE TIME NOW!

We're going to do this again. Tomorrow, on Christmas eve, I'll open two pile's o' gifts under two conditions:

-The server is full
-Someone else opens one too

Christmas eve, at 12:00 PST (20:00 GMT). Be on the server then and get two presents!

Are you an officer on the DFC Steam Group? If not, this definitely warrants it. An event or announcement should do nicely for this event and will definitely get the server full.

I can also promote this on the thread title and OP if you want.

I can't sadly join the event tho, over here in Scandinavia, Christmas Eve IS the Christmas. So I'm nowhere near my proper comp. Anyway, you guys have fun, I would definitely pop a couple Secret Saxtons if I could.

EDIT: 2 am now, so I'll update the OP in the morning if desired.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: penguinofhonor on December 23, 2011, 07:08:17 pm
I have a nice box. Do I pay to open it? I'm cautious about these keys.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: MrWiggles on December 23, 2011, 07:47:55 pm
Whats there to be catious over the keys?
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: penguinofhonor on December 23, 2011, 08:57:41 pm
Whats there to be catious over the keys?

The fact that I have to spend real money on them.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: MrWiggles on December 23, 2011, 08:59:14 pm
Whats there to be catious over the keys?

The fact that I have to spend real money on them.
So you're cautious about spending the money then? Its optional. You dont have to spend any money on them.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: PTTG?? on December 24, 2011, 01:38:10 am
ONE MORE TIME NOW!

We're going to do this again. Tomorrow, on Christmas eve, I'll open two pile's o' gifts under two conditions:

-The server is full
-Someone else opens one too

Christmas eve, at 12:00 PST (20:00 GMT). Be on the server then and get two presents!

Are you an officer on the DFC Steam Group? If not, this definitely warrants it. An event or announcement should do nicely for this event and will definitely get the server full.

I can also promote this on the thread title and OP if you want.

I can't sadly join the event tho, over here in Scandinavia, Christmas Eve IS the Christmas. So I'm nowhere near my proper comp. Anyway, you guys have fun, I would definitely pop a couple Secret Saxtons if I could.

EDIT: 2 am now, so I'll update the OP in the morning if desired.

Thanks! Please do updated the OP.

Actually, I'm not a member of the DFC group. Send me an invite!
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Bdthemag on December 24, 2011, 04:46:07 am
ONE MORE TIME NOW!

We're going to do this again. Tomorrow, on Christmas eve, I'll open two pile's o' gifts under two conditions:

-The server is full
-Someone else opens one too

Christmas eve, at 12:00 PST (20:00 GMT). Be on the server then and get two presents!

Are you an officer on the DFC Steam Group? If not, this definitely warrants it. An event or announcement should do nicely for this event and will definitely get the server full.

I can also promote this on the thread title and OP if you want.

I can't sadly join the event tho, over here in Scandinavia, Christmas Eve IS the Christmas. So I'm nowhere near my proper comp. Anyway, you guys have fun, I would definitely pop a couple Secret Saxtons if I could.

EDIT: 2 am now, so I'll update the OP in the morning if desired.

Thanks! Please do updated the OP.

Actually, I'm not a member of the DFC group. Send me an invite!
I believe you can just look up the DFC Community on steam and then join it, pretty sure it's a public group.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Metalax on December 24, 2011, 05:31:48 am
I'll post up an event for it.

Steam group is http://steamcommunity.com/groups/dwarfortress (http://steamcommunity.com/groups/dwarfortress)

Event is up for 19:30 pm to give people time to get on, server password is dwarf.
Title: Re: Team Fortress 2: Gifts at the DFC Server on the 24th at 20:00 GMT!
Post by: LASD on December 24, 2011, 06:22:59 am
Okay, title and OP updated. That should get some nice people on the server.
Title: Re: Team Fortress 2: Gifts at the DFC Server on the 24th at 20:00 GMT!
Post by: MrWiggles on December 24, 2011, 01:28:29 pm
Master fuckin Pipe fucking error.

Fuck.

Looks like I'm not gonna be able to make it.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: ukulele on December 24, 2011, 02:15:34 pm
I have a gift box i never got to use, looks like a  good moment to do it.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: penguinofhonor on December 24, 2011, 02:37:10 pm
Looks like that's happening at like 4 or 5 AM here (Kentucky, Eastern Standard Time). I'll make sure to be on.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Enzo on December 24, 2011, 02:41:03 pm
Looks like that's happening at like 4 or 5 AM here (Kentucky, Eastern Standard Time). I'll make sure to be on.

I thought it was like...right now.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: PTTG?? on December 24, 2011, 03:05:35 pm
It will happen very shortly. I'm trying to connect now, I just got back.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: PTTG?? on December 24, 2011, 03:23:42 pm
We aren't full yet! We can't open this until it's full!
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: MrWiggles on December 24, 2011, 04:09:31 pm
That was total balls.

I lost my connection to the server.

Then when I rejoin, its full.

Balls.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: umiman on December 24, 2011, 04:12:47 pm
Wooo! That was fun xD
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: The Scout on December 24, 2011, 04:26:46 pm
I got... stuff I already had. Lots of Soda Poppers. 5, to be exact. :|
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Metalax on December 24, 2011, 04:29:35 pm
That was good, many extra gifts distributed from all the saxtons that popped up. Got a couple of weapons I didn't have so that was good too.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: TherosPherae on December 24, 2011, 04:34:38 pm
Well, I got kicked from the server due to AFKing because of family stuff, but I did manage to stay in through the gifting. And I feel kind of bad for it, because PTTG gave me a Team Captain. And a few weapons, of course, but those kind of pale in comparison.

Thank you, and a Merry Christmas to you all.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Enzo on December 24, 2011, 04:56:43 pm
PTTG gave me a Team Captain.

Oh wow. You won Christmas.

Thanks to all the gift givers and merry Smissmas! That was a fun few rounds.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: The Scout on December 24, 2011, 04:57:36 pm
You... got a hat? I keep making the stupid medic hair hat. Why am I unlucky?
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: penguinofhonor on December 24, 2011, 06:28:20 pm
I think I added to GMT instead of subtracting from it. Oh well.

If we do this again and I make it, I'll buy two presents and open them. Just to grow my heart to the next rank. Also to give people free stuff.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: penguinofhonor on December 24, 2011, 09:50:19 pm
Awh yeah pyro milestone 1! Celebratory unboxing gets...

Crappy christmas scout weapon. I paid money for this.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: HLBeta on December 24, 2011, 10:30:11 pm
Awh yeah pyro milestone 1! Celebratory unboxing gets...

Crappy christmas scout weapon. I paid money for this.
Annnnd this is exactly why I ignore crates.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: penguinofhonor on December 24, 2011, 10:38:10 pm
Awh yeah pyro milestone 1! Celebratory unboxing gets...

Crappy christmas scout weapon. I paid money for this.
Annnnd this is exactly why I ignore crates.

This is exactly why I'm never opening a crate again.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: The Scout on December 24, 2011, 10:41:09 pm
Awh yeah pyro milestone 1! Celebratory unboxing gets...

Crappy christmas scout weapon. I paid money for this.
I'll take it. :D
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: penguinofhonor on December 24, 2011, 10:49:12 pm
Awh yeah pyro milestone 1! Celebratory unboxing gets...

Crappy christmas scout weapon. I paid money for this.
I'll take it. :D

Oh, really? Let's take this to the trading thread I guess?
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Putnam on December 24, 2011, 11:00:26 pm
Just used TF2 warehouse to trade my vintage vintage merryweather for a physician's procedure mask and a triboniophorus tyrannus.

Oh yeah, TF2 life's good. Blue text don't matter none to me :P
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: PTTG?? on December 25, 2011, 06:30:58 pm
You can give me your crates. I pay 1 scrap for 16 crates.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: SHAD0Wdump on December 25, 2011, 07:19:09 pm
You can give me your crates. I pay 1 scrap for 16 crates.
I'll watch that offer.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: DarkerDark on December 26, 2011, 06:50:19 pm
You can give me your crates. I pay 1 scrap for 16 crates.

My inventory is full so I need to get rid of my crates. I've deleted like 10 in the last couple of playing sessions. I still have series #1 crates laying around. If you want them, you can have them.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Orangebottle on December 26, 2011, 10:13:27 pm
You can give me your crates. I pay 1 scrap for 16 crates.
I have a lot of crates to get rid of too. Trade me~
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: PTTG?? on December 27, 2011, 01:13:03 am
Send me an invite if you're interested. Darkerdark, you may have some very valuable crates. Talk to me and we'll see what you have. I really hope you haven't deleted any #19's.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: The Scout on December 27, 2011, 11:04:18 pm
3 5's
1 4
3 8's
4 7's
1 17
1 29
3 31's
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: MrWiggles on December 28, 2011, 12:27:53 am
1 #19
1 #20
2 #23
2 #24
1 #25
6 #26
5 #27
2 #28
5 #29
2 #31
4 #32
1 #34
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: DarkerDark on December 28, 2011, 01:11:11 pm
Send me an invite if you're interested. Darkerdark, you may have some very valuable crates. Talk to me and we'll see what you have. I really hope you haven't deleted any #19's.

Alrighty, I'll send you an invite. Expect a friend request from Reshig. I have no idea which ones I deleted, all I know is that I deleted duplicates.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: UltraValican on January 11, 2012, 05:37:58 pm
I have over 50 hours logged into this game, and I still suck!
What do?
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: USEC_OFFICER on January 11, 2012, 05:40:05 pm
I have over 50 hours logged into this game, and I still suck!
What do?

Keep at it.

Elaborate. What parts/classes do you suck at specifically? What kinds of kill-ratios are you getting? What servers do you frequent? We need more information.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: UltraValican on January 11, 2012, 06:54:10 pm
I have over 50 hours logged into this game, and I still suck!
What do?

Keep at it.

Elaborate. What parts/classes do you suck at specifically? What kinds of kill-ratios are you getting? What servers do you frequent? We need more information.
I usualy play Soildier/Demoman/Heavy.
I usually play on random servers.
My most frequent ones are BigBangGamers(Friend that got me into TF2 and DF community server)
I don't know how to view kill ratio.
Scouts and spies will make me rage quit. Spies with
Spoiler (click to show/hide)
in particular
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Enzo on January 11, 2012, 07:10:19 pm
I usualy play Soildier/Demoman/Heavy.
I usually play on random servers.
My most frequent ones are BigBangGamers(Friend that got me into TF2 and DF community server)
I don't know how to view kill ratio.
Scouts and spies will make me rage quit. Spies with
Spoiler (click to show/hide)
in particular

Press Tab to view the scoreboard. Your Kills and Deaths, among other things, are at the bottom.

Skilled Scoots are annoying always. If you can stay locked on as a heavy they shouldn't pose much risk, as explosive classes just launch rockets/stickies at the ground between you and hope you can anticipate where they're going. Or use the Soldiers shotty.

Turn around frequently and spycheck anyone on your team until you've seen them attack. Spycheck by running into teammates - spies will bump into you. Always assume spies are Dead Ringing unless you kill them while cloaked, or see them decloak right before you kill them.  Viewing the scoreboard can also identify DR's, they won't register as a kill. I don't bother doing that, though. Freak out and flail around shooting whenever you hear the Spy decloak noise. Also, playing DR spy a bit will help you identify their patterns, so I recommend that. I've been backstabbed a lot less frequently since I learned to play spy.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: USEC_OFFICER on January 11, 2012, 07:16:27 pm
When playing a game, hit tab to see your score, kills, deaths, headshots etc.

Playing against scouts can be very annoying sometimes, especially as a soldier, demoman or heavy. Heavy is probably the easiest out of the three classes to kill scouts with, especially if you catch one out in the open. If you can manage to hit a scout with a burst from your minigun you'll usually kill him pretty quickly, especially if he's at close range. Therefore most scouts will try to attack from behind or the sides. Keep your minigun revved up as much as possible and always check your surroundings. If you need the extra mobility, use the shotgun and run back to spawn. Eventually you'll meet another teammate who can help you out. Soldier is probably the next easiest against the scout. At longer ranges just duck behind some cover. Generally a scout will be too quick for you to hit with a rocket. At closer ranges you'll want either the rocket launcher or shotgun, depending on your preference. Using the rocket launcher at close range seems kinda idiotic, but remember that you have more health than the scout and can take the splash damage. A direct hit will either kill the scout completely, or damage him enough that a weak breeze could kill him. According to the wiki, getting to higher ground helps too. Demoman is the worst class to fight scout as. Retreat into a building to force him to follow you and hopefully fall into a stickytrap. Grenade spam is very useful to keep the scout away long enough for help to arrive.

FAKE EDIT: NINJA'D

I usualy play Soildier/Demoman/Heavy.
I usually play on random servers.
My most frequent ones are BigBangGamers(Friend that got me into TF2 and DF community server)
I don't know how to view kill ratio.
Scouts and spies will make me rage quit. Spies with
Spoiler (click to show/hide)
in particular

Press Tab to view the scoreboard. Your Kills and Deaths, among other things, are at the bottom.

Skilled Scoots are annoying always. If you can stay locked on as a heavy they shouldn't pose much risk, as explosive classes just launch rockets/stickies at the ground between you and hope you can anticipate where they're going. Or use the Soldiers shotty.

Turn around frequently and spycheck anyone on your team until you've seen them attack. Spycheck by running into teammates - spies will bump into you. Always assume spies are Dead Ringing unless you kill them while cloaked, or see them decloak right before you kill them.  Viewing the scoreboard can also identify DR's, they won't register as a kill. I don't bother doing that, though. Freak out and flail around shooting whenever you hear the Spy decloak noise. Also, playing DR spy a bit will help you identify their patterns, so I recommend that. I've been backstabbed a lot less frequently since I learned to play spy.

Dead Ringer Spies never drop a weapon either. After you kill a spy, run over its corpse to see if you collect any ammo. If you don't, then it's probably a Dead Ringer Spy. The good news is that you now know he's there. As always, check your back often and shoot any suspicious allies. Hell, shot non-suspicious ones too. Stick close to any confirmed allies too. They'll help with checking your back, and will help intimidate the Spy. That way he'll look for some other guy to attack.

Also: TF2 Official Wiki's strategy page is your friend. (http://wiki.teamfortress.com/wiki/Strategy)
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: jester on January 12, 2012, 01:34:44 am
There are also a heap of great 'How to play xxxxx class' vids on youtube.  Backburner can be a good counter to dead ringer, the posom (new engi gun) can be almost a hard counter, pinching every bit of ammo laying about can slow them down too.  Good scouts are always a problem, shooting rockets where they are going to land (usually behind you) is MUCH more effective than shooting at them.  Mini sentrys and alot of pistol spam from an engi can give them something to think about.

  In terms of getting better:  PLAY MEDIC.  90% of wins are because of a medic.  Building uber also teaches you not to die (being harder to hit makes you alot better as a player), you can also spend most of your time healing the better players on the team (hit tab to see who is topscoring/high on the table) and see what they do/dont do
 
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Enzo on January 12, 2012, 01:50:36 am
Dead Ringer Spies never drop a weapon either. After you kill a spy, run over its corpse to see if you collect any ammo. If you don't, then it's probably a Dead Ringer Spy.

To be clear, they do drop a weapon, it just doesn't provide ammo. Frequently I see a gun on the ground run over my old corpse to try and refill my DR, and then I'm like...Oh, right.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Ahra on January 12, 2012, 02:35:52 am
i thought dead ringer "died"  after 1 hit only?
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Siquo on January 12, 2012, 09:10:54 am
Only if he has it "activated". Try playing one to get the hang of it, Kinseti's tip is a good one.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Tradanbattlan on January 12, 2012, 09:14:45 am
I normally only use the Dead Ringer for my "Dickass Spy" setup, in which I use the Enforcer, YER and DR while I have the halo and summer shades equipped. I wanna get the Schaudenfreude so I can laugh when I kill someone, as well.

I have alot of PURE TROLLING setups like this, it makes me smile.

I don't really like the DR as an item, though. Too situational, the invis watch is much better more of the time.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Siquo on January 12, 2012, 09:39:53 am
Nah, I've got a video in which I'm just running laps with the DR: get behind, stabstab fakedeath repeat. Especially against less experienced players it's devastating.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Putnam on January 12, 2012, 10:01:52 am
Don't get me started on how much the IW is better >_>
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: The Scout on January 12, 2012, 10:07:35 am
:3 I don't like the IW, cause random shooting can still reveal you. DR, nothing can reveal you except blocking some person from moving. And the Enforcer. Dear god, love that gun. and DR is a must to use it.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Putnam on January 12, 2012, 10:08:58 am
:3 I don't like the IW, cause random shooting can still reveal you. DR, nothing can reveal you except blocking some person from moving. And the Enforcer. Dear god, love that gun. and DR is a must to use it.

Nah, stick to alternate routes with lots of ammo (map makers often make maps with spies in mind!) and cloak a half second before you normally would and you're golden.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: 3 on January 12, 2012, 10:10:31 am
Nah, I've got a video in which I'm just running laps with the DR: get behind, stabstab fakedeath repeat. Especially against less experienced players it's devastating.

Again, I'll recommend the BE specifically for this purpose.

Another semi-trollish setup I thought of a while ago: Shortstop + Crit-a-Cola + Fan O'War. Endless damage falloff abuse.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Werdna on January 12, 2012, 11:17:50 am
Ah, fond memories of standing on top of feigning spies in TFC.  Back then, when they feigned, they remained in place as a body, and if you moved on top of them they couldn't get back up. 
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Cecilff2 on January 12, 2012, 11:27:35 am
So all the new weapons are craftable now


Also this bazaar bargain change is making me consider using it.(Misses no longer completely reset the head count, just drop it by 1)
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: SHAD0Wdump on January 12, 2012, 05:16:46 pm
Also this bazaar bargain change is making me consider using it.(Misses no longer completely reset the head count, just drop it by 1)
I still thought this was already in effect...
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: PTTG?? on January 12, 2012, 05:19:04 pm
I bought a bunch of them a while back and then sold them again when I realized I couldn't craft them... loosing a couple refined in the process...

I'm still holding on to my hundreds of crates though.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Cecilff2 on January 13, 2012, 11:55:06 am
I crafted a holiday punch yesterday.

#1336

so close...
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Jackrabbit on January 13, 2012, 05:14:26 pm
Finally, finally got the Cow Mangler 3000. And it's been so long since it first came out people have apparently forgotten how to deal with it because I am getting kill after kill.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Duke 2.0 on January 13, 2012, 05:27:51 pm
 Despite having an extra shot it feels like I run out of shots faster with that thing. And the rockets feel slower so I can't ever track with it.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: MrWiggles on January 13, 2012, 06:39:14 pm
I manage to craft the new pyro main weapon. I like it. I dont like the manmelter, for one reason. There is no visual que when its ready to fire again, so its a pain in the ass to time when you can fire again.

I love the firing animation for the new pyro wep. Its pretty.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Exerosp on January 14, 2012, 11:13:41 am
http://www.youtube.com/watch?v=i7nAbfsww8g&feature=related OH DEAR GOD
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Angel Of Death on January 14, 2012, 08:45:13 pm
How do you be a decent sniper? I've only had 1 run as a sniper when I didn't get my arse totally kicked. So far, finding a point where you cannot be backstabbed and where people can only come from one direction is the only way I've been decent. Should I just use the huntsman and hope to sneak up behind people?
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Duke 2.0 on January 14, 2012, 09:43:29 pm
 Movement seems key, as well as always having a team in front of you to distract people. I've heard that it's easier when you try snap sniping, where you point at a target unzoomed and try not to spend too much time zoomed in. If your framerate isn't high enough that sniping is gonna be a problem, and frames are gonna be low at usual sniping spots.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: The Scout on January 14, 2012, 09:56:36 pm
Grab the Machina, and just start shooting everyone. I'm normally a bad sniper, but I get these big kill streaks with it.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Angel Of Death on January 14, 2012, 10:20:24 pm
I don't think the sniper class is for me. I usually get bored with it very quickly and I'm just naturally shit at it. Anyone have tips for playing as a spy instead?
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: The Scout on January 14, 2012, 10:43:39 pm
I don't think the sniper class is for me. I usually get bored with it very quickly and I'm just naturally shit at it. Anyone have tips for playing as a spy instead?
Dead Ringer, Spycicle, and the Enforcer. You are the thing that makes grown men cry.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: SHAD0Wdump on January 14, 2012, 10:56:18 pm
I don't think the sniper class is for me. I usually get bored with it very quickly and I'm just naturally shit at it. Anyone have tips for playing as a spy instead?
Always consider if a situation allows for using a revolver instead of the knife, if you can pop someone with one or two shots from a blind spot, it's probably better than exposing yourself by stabbing.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Duke 2.0 on January 14, 2012, 11:01:34 pm
 Scout, you are a fountain of terrible ideas. They are legitimate ways of playing and do offer powerful combos, but they are still frustratingly terrible.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Jackrabbit on January 15, 2012, 02:04:52 am
As far as I can see, it'll help you get away from Pyros with the Dead Ringer just long enough that you can loudly decloak without a knife.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Enzo on January 15, 2012, 02:18:04 am
I don't think the sniper class is for me. I usually get bored with it very quickly and I'm just naturally shit at it. Anyone have tips for playing as a spy instead?

I feel the same way about (Rifle) Sniper, it plays too slow and doesn't feel satisfying so I have no desire to get good at it. (Huntsman) Sniper is another matter entirely. Arrows are fun.

Tips for playing spy? When disguised:
Always face the direction that the other team would be facing, even if it means running backwards.
Turn around periodically, both the get a fuller view of your surroundings and to look like you're checking for enemy spy's (ei: you) behind you.
Don't call medic when you're disguised as someone who's not damaged. You might fool the medic momentarily, but most players immediately spycheck a teammate who does this.
Enemy dispensers refill your health + cloak, charge up before you start sapping stuff.

Also:
Get good at sidestabs. Run beside someone, quickly turn and stab. Playing spy on Degroot is actually kind of good for practicing this, since it's basically all you'll be doing.
Pick a type of cloak and stick with it. The three different watches have drastically different playstyles, get used to one first. Revolvers and knives can mostly be interchanged without drastic changes to play.
Regardless of what cloak your using, find corners with minimal visibility for uncloaking.
Stab -> Quickswitch -> Sap. Learn to do it. Spies who don't make Engineers lives hell aren't doing their job properly.

Actually, there's probably all sorts of stuff I could say. I'll leave it there. Also, use the Connivers Kunai. It is OP.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Putnam on January 15, 2012, 02:20:29 am
It's very important to stay cloaked as long as possible once you are.

Disguise as scout once you learn the map well enough to stay disguised constantly with ammo. It's the smallest model, and people shouldn't be seeing you much unless in kill-cams.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: MrWiggles on January 15, 2012, 02:29:18 am
It's very important to stay cloaked as long as possible once you are.

Disguise as scout once you learn the map well enough to stay disguised constantly with ammo. It's the smallest model, and people shouldn't be seeing you much unless in kill-cams.
I dont know, spy scouts stick out like a sore thumb to me. They're noticably arent as fast, they dont jump around, ect ect. To me, the spy is least capable of emulating the scout.
Title: Re: Team Fortress 2: Free To Play! Australian Christmas! "Merry Smissmas!"
Post by: Putnam on January 15, 2012, 03:09:55 am
It's very important to stay cloaked as long as possible once you are.

Disguise as scout once you learn the map well enough to stay disguised constantly with ammo. It's the smallest model, and people shouldn't be seeing you much unless in kill-cams.
I dont know, spy scouts stick out like a sore thumb to me. They're noticably arent as fast, they dont jump around, ect ect. To me, the spy is least capable of emulating the scout.

Like I was saying, you shouldn't be seen at all. The amount of time you'll be seen running around as scout disguise is only the amount of time it'll take to uncloak, stab, do whatever, then cloak again. If you know all the ammo spots on the map, it's pretty easy.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Jackrabbit on January 15, 2012, 08:40:47 pm
I'd disagree. If you get seen, they'll almost immediately pick you for a spy, whilst if you're a demoman or pyro you'll have a bit of a grace period to get the hell out of there. Sure, you should try to avoid being seen at all but there's periods where you need to be visible and in those periods, it's better to have a disguise that won't make you stick out so badly. The slightly smaller frame isn't worth it.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Putnam on January 15, 2012, 09:24:51 pm
I'd disagree. If you get seen, they'll almost immediately pick you for a spy, whilst if you're a demoman or pyro you'll have a bit of a grace period to get the hell out of there. Sure, you should try to avoid being seen at all but there's periods where you need to be visible and in those periods, it's better to have a disguise that won't make you stick out so badly. The slightly smaller frame isn't worth it.

If you get seen, you'll be almost immediately picked as a spy anyway. Anyone who isn't attacking or walking through their own team's stuff is going to be spychecked anyway, so the disguise being convincing is pretty moot.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Osmosis Jones on January 15, 2012, 09:26:44 pm
Disguise as a heavy.

Why, I hear you ask?

1) No spy will disguise as a heavy normally, because of the speed nerf that applies when you're not in cloak, and most people are aware of this. Thus, less suspicion.

2) Because your primary requires spinning up and slowing yourself right down, people won't expect you to be shooting randomly (compared to, say, pyro).

3) The aforementioned speed nerf does NOT apply when cloaked, thus for most of your trip, you'll be fine.

4) Medics like you.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Putnam on January 15, 2012, 10:41:26 pm
Disguise as a heavy.

Why, I hear you ask?

1) No spy will disguise as a heavy normally, because of the speed nerf that applies when you're not in cloak, and most people are aware of this. Thus, less suspicion.

2) Because your primary requires spinning up and slowing yourself right down, people won't expect you to be shooting randomly (compared to, say, pyro).

3) The aforementioned speed nerf does NOT apply when cloaked, thus for most of your trip, you'll be fine.

4) Medics like you.

Good luck backstabbing anything ever then >_>
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: SHAD0Wdump on January 15, 2012, 10:58:20 pm
Disguise as a heavy.

Why, I hear you ask?

1) No spy will disguise as a heavy normally, because of the speed nerf that applies when you're not in cloak, and most people are aware of this. Thus, less suspicion.

2) Because your primary requires spinning up and slowing yourself right down, people won't expect you to be shooting randomly (compared to, say, pyro).

3) The aforementioned speed nerf does NOT apply when cloaked, thus for most of your trip, you'll be fine.

4) Medics like you.

Good luck backstabbing anything ever then >_>
Not necessarily true, while you indeed will have issues backstabbing a moving force, one which is rooted in place will be much more prone to your attack, typically if you are going to use the heavy disguise, do so when the enemy is on the defense, or in a staging area.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Orangebottle on January 15, 2012, 11:58:24 pm
Spoiler: Demoman-related stuff. (click to show/hide)
ANYWAY.

So, does anyone else hate melee huntsman snipers?
Those annoying jerks who fire an arrow into your skull from right next to you.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: SHAD0Wdump on January 16, 2012, 12:05:50 am
More like "good luck getting to the enemy base ever", what with random spychecks.
Well of course you shouldn't be using the heavy disguise while in transit, use it once you're actually in the appropriate area, you CAN change disguises after all.(Unless you are using the YER)
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Putnam on January 16, 2012, 12:16:20 am
Spoiler: Demoman-related stuff. (click to show/hide)
ANYWAY.

So, does anyone else hate melee huntsman snipers?
Those annoying jerks who fire an arrow into your skull from right next to you.

I'm saying that there shouldn't be random spychecks, since you're going to be CLOAKED and not DISGUISED.

It's extremely easy to remain cloaked with the IW if you know the map and just keep moving.

See here (http://www.youtube.com/watch?v=ZC-1ITQNZdY) for some shitty footage of what I mean\
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Tradanbattlan on January 16, 2012, 01:24:46 am
I like to keep track of the metal around the map. When I'm not running in circles defending, I'm usually watching the metal spawns. If they randomly dissapear, I start spamming fire. Spies should keep note of pyros who do this when they start spyin' it up. Try to grab metal when they leave, or when you have enough time to put distance between you and your roasted ass.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Putnam on January 16, 2012, 01:39:37 am
I like to keep track of the metal around the map. When I'm not running in circles defending, I'm usually watching the metal spawns. If they randomly dissapear, I start spamming fire. Spies should keep note of pyros who do this when they start spyin' it up. Try to grab metal when they leave, or when you have enough time to put distance between you and your roasted ass.

The good part is that most pyros are ignorant of spy strategy and assume they're all DR or C&D :P
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Orangebottle on January 16, 2012, 05:00:29 am
I'm saying that there shouldn't be random spychecks, since you're going to be CLOAKED and not DISGUISED.

It's extremely easy to remain cloaked with the IW if you know the map and just keep moving.

See here (http://www.youtube.com/watch?v=ZC-1ITQNZdY) for some shitty footage of what I mean\
I get randomly spychecked by my own team when I'm cloaked. I also end up getting shot when my bumbling allies charge in.

Of course, I play a lot of 2fort, so yeah.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Enzo on January 16, 2012, 05:24:02 am
I get randomly spychecked by my own team when I'm cloaked.

That's the worst. Pyro flails around with his flame thrower at absolutely no provocation. Damn Pyro's being paranoid.

Anyway, Kunai + DR + Diamondback = Only way to spy. Whatever you're doing, you get heals or crits!
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Putnam on January 16, 2012, 05:41:31 am
I get randomly spychecked by my own team when I'm cloaked.

That's the worst. Pyro flails around with his flame thrower at absolutely no provocation. Damn Pyro's being paranoid.

Anyway, Kunai + DR + Diamondback = Only way to spy. Whatever you're doing, you get heals or crits!

oh god why
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Angel Of Death on January 16, 2012, 06:48:13 am
Is it just me, or is the Ambassador goddamn useless at least 60 percent of the time?
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Mr.Person on January 16, 2012, 07:02:07 am
Spy disguised as spy is a great disguise if you're in friendly territory but don't want to get shot at.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: PTTG?? on January 16, 2012, 10:49:44 am
Is it just me, or is the Ambassador goddamn useless at least 60 percent of the time?
I used to use it, but it's just so inaccurate...

Spy disguised as spy is a great disguise if you're in friendly territory but don't want to get shot at.

On the other hand, if you see a disguised spy in friendly territory, pretend they are an enemy. If they are, you'll kill them. Otherwise, you'll improve your ally's cover.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on January 16, 2012, 11:03:36 am
 I still don't understand the kunai

 You get absurdly low health so that when you stab somebody you have a chance to still have absurdly low health. Perhaps a spike of health regain if under fire and you manage to stab a guy? 180 health just doesn't seem durable enough to deal with the rampup of classes trying to kill you.

 I normally don't really like terming things as overpowered as many things just need time to adjust to and people majorly underestimate the downsides of various items. I have one exception in the form of the Enforcer. Jesus christ that thing does a ton of damage. The spy has always had a decently strong weapon that people never really use enough. Combining that with one shot less to kill most classes and it becomes a nightmarish situation.
 And yet I can't really attack this weapon by saying 'a spy should not be a front-line fighter' or 'should not have a weapon to deal with such mistakes as getting caught' or the new magic TF2 word of 'crutch', none of those feel like strong enough reasons on their own. All I can say is that it doesn't feel fun to have a spy cornered as a pyro and have them shoot me down.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: DJ on January 16, 2012, 11:19:25 am
Yeah, Kunai just doesn't work for me.

Nothing wrong with gunning down W+M1 Pyros, though.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: klingon13524 on January 16, 2012, 11:31:49 am
I use the ambassador. My aim is terrible and I can't get a headshot usually, but it's very useful for razorback snipers. Uncloak behind them, two shots to their stationary head, and bam.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Angel Of Death on January 16, 2012, 12:56:39 pm
I have to admit, the ambassador maybe is useful more than 40 percent of the time. One time, I decloaked next to an enemy heavy by accident and managed to head shot him three times, killing him. Another time, I noticed a sniper had me in his sights right after decloaking. I managed to one shot him with a headshot. The usefulness of the ambassador kinda makes up for its shittyness at times.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Putnam on January 16, 2012, 04:01:17 pm
Spy disguised as spy is a great disguise if you're in friendly territory but don't want to get shot at.

Even better disguise in friendly territory is... friendly pyro >_> especially if the other team doesn't have a spy.

Also, I have a lot of spy scripts, so it's much easier for me to switch disguises. I don't even look at my disguise kit!

Code: [Select]
exec clear
cl_autoreload 0

alias +sap "slot2; wait; +attack"
alias -sap "-attack; lastinv"

Bind mouse4 +sap


//Disguise synchro
alias +dsync_attack "+attack; dsync_disable;";
alias -dsync_attack "-attack";
alias dsync_slot1 "slot1; dsync_action;";
alias dsync_slot2 "slot2; dsync_action;";
alias dsync_slot3 "slot3; dsync_action;";
alias dsync_invnext "invnext; dsync_action;";
alias dsync_invprev "invprev; dsync_action;";
alias dsync_lastinv "lastinv; dsync_action;";
alias dsync_enable "dev_notice; echo DISGUISE SYNC ON ++++++++++++; alias dsync_toggle dsync_disable; lastdisguise; alias dsync_action lastdisguise;";
alias dsync_disable "dev_notice; echo DISGUISE SYNC OFF------------; alias dsync_toggle dsync_enable; alias dsync_action";
alias dsync_toggle "dsync_enable;";

alias dev_notice "developer 1; wait 500; developer 0;

bind b dsync_toggle;
bind 1 dsync_slot1;
bind 2 dsync_slot2;
bind 3 dsync_slot3;
bind MWHEELUP dsync_invprev;
bind MWHEELDOWN dsync_invnext;
bind q dsync_lastinv;
bind MOUSE1 +dsync_attack

exec waiter

//Enemy Aliases
alias enemyscout "disguise 1 -1"
alias enemysniper "disguise 2 -1"
alias enemysoldier "disguise 3 -1"
alias enemydemoman "disguise 4 -1"
alias enemymedic "disguise 5 -1"
alias enemyhwguy "disguise 6 -1"
alias enemypyro "disguise 7 -1"
alias enemyspy "disguise 8 -1"
alias enemyengineer "disguise 9 -1"

//ally Aliases
alias allyscout "disguise 1 -2"
alias allysniper "disguise 2 -2"
alias allysoldier "disguise 3 -2"
alias allydemoman "disguise 4 -2"
alias allymedic "disguise 5 -2"
alias allyhwguy "disguise 6 -2"
alias allypyro "disguise 7 -2"
alias allyspy "disguise 8 -2"
alias allyengineer "disguise 9 -2"


//1-9 to disguise - 1=Scout 2=Soldier 3=Pyro 4=Demoman 5=Heavy 6=Engineer 7=Medic 8=Sniper 9=Scout

alias ENEMYTEAM "bind 1 enemyscout; bind 2 enemysoldier; bind 3 enemypyro; bind 4 enemydemoman; bind 5 enemyhwguy; bind 6 enemyengineer; bind 7 enemymedic; bind 8 enemysniper; bind 9 enemyspy"
alias allyTEAM "bind 1 allyscout; bind 2 allysoldier; bind 3 allypyro; bind 4 allydemoman; bind 5 allyhwguy; bind 6 allyengineer; bind 7 allymedic; bind 8 allysniper; bind 9 allyspy"


//0 Toggles Colors
alias toggletoenemy "alias changecolor setenemy"
alias toggletoally "alias changecolor setally"

//Changes the script to go from ally to enemy.
alias setenemy "ENEMYTEAM; toggletoally"
alias setally "ALLYTEAM; toggletoenemy"

//Primary team is enemy
alias changecolor "setally"
bind 1 enemyscout
bind 2 enemysoldier
bind 3 enemypyro
bind 4 enemydemoman
bind 5 enemyhwguy
bind 6 enemyengineer
bind 7 enemymedic
bind 8 enemysniper
bind 9 enemyspy
bind 0 changecolor

alias +weapons "bind 1 dsync_slot1; bind 2 dsync_slot2; bind 3 dsync_slot3; unbind 4; unbind 5; unbind 6; unbind 7; unbind 8; unbind 9; unbind 0"
alias -weapons "bind 1 enemyscout; bind 2 enemysoldier; bind 3 enemypyro; bind 4 enemydemoman; bind 5 enemyhwguy; bind 6 enemyengineer; bind 7 enemymedic; bind 8 enemysniper; bind 9 enemyspy; bind 0 changecolor"
bind ALT +weapons
//dropdisguise
alias dropdisguise "echo DISGUISE_DROP;disguise 8 -2"
bind "mouse5" "dropdisguise"
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Orangebottle on January 16, 2012, 04:21:42 pm
Is it just me, or is the Ambassador goddamn useless at least 60 percent of the time?
One headshot is enough to drop most enemies to red health. Except for heavies.
I'm pretty sure it oneshots other spies, though.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Putnam on January 16, 2012, 05:16:08 pm
Is it just me, or is the Ambassador goddamn useless at least 60 percent of the time?
One headshot is enough to drop most enemies to red health. Except for heavies.
I'm pretty sure it oneshots other spies, though.

It twoshots, one head, one body. Same as enforcer.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Enzo on January 16, 2012, 05:30:32 pm
I still don't understand the kunai

 You get absurdly low health so that when you stab somebody you have a chance to still have absurdly low health. Perhaps a spike of health regain if under fire and you manage to stab a guy? 180 health just doesn't seem durable enough to deal with the rampup of classes trying to kill you.

Just so we're clear, the Kunai is worthless if you're not DRing. The DR gives you enough protection from stray shots and such to keep you relatively safe even at 60 HP. If the enemy team is aware of your presence and your DR's drained, you're pretty much screwed with or without the health penalty.

You shouldn't be a target until you've started stabbing. The kunai gives you a health buff exactly when you're going to need it. Sure, 180 health doesn't exactly make you an unstoppable death machine, but it gives you a solid combat advantage over other light classes, a window to make your escape, or at least time pull out the DR. If you have a number of backs lined up (Payload Carts, usually) and one guy notices you, you can heal faster than they can put you down as long as you keep stabbing. Have you ever screwed up and stabbed an Engi without seeing his Sentry nearby? Doesn't matter! Use his health to eat those bullets long enough to get the DR or sapper out.
 
The overheal also disappears very slowly compared to medic overheal, and stops afterburn/bleed (but not jarate IIRC), which has allowed me to make my escape on several occasions. It's not actually OP, but it's better than people give it credit for.

Is it just me, or is the Ambassador goddamn useless at least 60 percent of the time?
One headshot is enough to drop most enemies to red health. Except for heavies.
I'm pretty sure it oneshots other spies, though.
It twoshots, one head, one body. Same as enforcer.

The difference being that you have to actually aim with the Ambassador.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Jackrabbit on January 16, 2012, 05:54:35 pm
I'd probably be a lot more annoyed at the enforcer if killing people with it wasn't so satisfying.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on January 16, 2012, 08:25:12 pm
Enforcer is getting nerfed in an upcoming update thank god.

  Yes, being able to 2 shot almost any class, 6 shot reload and no downside if you are using the DR is OP'ed
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Angel Of Death on January 16, 2012, 08:27:52 pm
Hopefully Valve dosen't make the Enforcer utterly useless.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: PTTG?? on January 17, 2012, 12:12:07 am
No random critical hits.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: The Scout on January 17, 2012, 12:14:05 am
No random critical hits.
No. NO NO NO NO NO NONONONONONNONONOadsfdasbhjb dhasbdfjs. That would make me so sad.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Jackrabbit on January 17, 2012, 12:17:14 am
I could deal with that. It's a weapon you use to retreat or pick off the weaker harassing classes or targets of opportunity, it shouldn't be able to randomly outshoot a sniper from across the map.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: SHAD0Wdump on January 17, 2012, 12:18:58 am
http://forums.steampowered.com/forums/showpost.php?p=28503371&postcount=60

Quote
We're working on an update for TF2 beta which address some of the items raised in your emails - specifically with The Enforcer:

+25% increased decloak time
Unable to see enemy health
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Jackrabbit on January 17, 2012, 12:50:53 am
That's a great idea, actually.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Orangebottle on January 17, 2012, 02:38:50 am
I wish random critical hits were done away with entirely, tbh.
It always pisses me off when someone kills me with those, and I can do nothing about it.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Jackrabbit on January 17, 2012, 03:13:48 am
Eh, I normally get killed in a splitsecond anyway. They're a neat wildcard mechanic.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: LASD on January 17, 2012, 04:01:02 am
I wish random critical hits were done away with entirely, tbh.
It always pisses me off when someone kills me with those, and I can do nothing about it.
Never got the satisfaction of randomly critting the really good player that is (was) dominating you?

Random crits give new players a chance to win against old good players, which is a great thing as it makes the game less hostile. They aren't even unbalanced against good players as the more damage you do, the more likely you are to crit. So it enables those amazing killing sprees you sometimes get.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Osmosis Jones on January 17, 2012, 04:57:17 am
Random crits give new players a chance to win against old good players, which is a great thing as it makes the game less hostile. They aren't even unbalanced against good players as the more damage you do, the more likely you are to crit. So it enables those amazing killing sprees you sometimes get.

This. Valve know what they're doing. Almost all of their game design choices have solid reasons behind them (except the dalokohs bar...), crits are no exception.

Having played on critless servers, the biggest difference is once a game tips toward one side, it doesn't change often. Random crits allow those magical moments where one isolated soldier goes from getting chased by 4 enemies to proudly standing on top of his very own pile of ludicrous gibs, or when a heavy and medic hold a point just long enough for the next respawn wave to come through.

Basically, random crits adds hope for the losing side, and a little danger (and thus interest) for the winning side.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: MrWiggles on January 17, 2012, 06:13:03 am
Random crits give new players a chance to win against old good players, which is a great thing as it makes the game less hostile. They aren't even unbalanced against good players as the more damage you do, the more likely you are to crit. So it enables those amazing killing sprees you sometimes get.

This. Valve know what they're doing. Almost all of their game design choices have solid reasons behind them (except the dalokohs bar...), crits are no exception.

Having played on critless servers, the biggest difference is once a game tips toward one side, it doesn't change often. Random crits allow those magical moments where one isolated soldier goes from getting chased by 4 enemies to proudly standing on top of his very own pile of ludicrous gibs, or when a heavy and medic hold a point just long enough for the next respawn wave to come through.

Basically, random crits adds hope for the losing side, and a little danger (and thus interest) for the winning side.

And lets not forget the RNG for crits is biased system within TF2.

If you're having a long life, and getting more kills, you're going to get more crits. So that high game play continues.

If you're having bad Kill to Death Ratio's you're also going to get more crits.

I wouldn't be surprised if the crits were also adjusted based how the round is going. On CTP maps, that the attackers seems to me, to get more crits as time counts down.

This, is why no crit weapons are such an interesting balancing mechanic.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: The Scout on January 17, 2012, 07:58:14 am
It's also the reason the Cow Mangler sucks and is inferior to all the other rocket launchers. And the fact you have to punch sentries to death.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Orangebottle on January 17, 2012, 01:06:35 pm
It's also the reason the Cow Mangler sucks and is inferior to all the other rocket launchers. And the fact you have to punch sentries to death.
The Cow Mangler's a great antipersonnel weapon. Also, it temporarily disables buildings when they're hit with it's alt-fire. So, you could just blast the sentry and walk past it before it reactivates.

At least I'm pretty sure it's supposed to disable buildings.

Also, if you know how to use the alt-fire, it's goddamned OP. It crits for massive damage and sets the enemy on fire.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on January 17, 2012, 01:27:19 pm
Also, if you know how to use the alt-fire, it's goddamned OP. It crits for massive damage and sets the enemy on fire.
There is a difference being able to launch a single minicrit rocket and something being OP. It's honestly a high cost for the ability to launch a single minicrit rocket.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: The Scout on January 17, 2012, 02:00:43 pm
100 dmg and fire is not OP. You have to reload the thing to fire again. I've also had so many medics Kritz me. So much rage.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Strange guy on January 17, 2012, 03:29:42 pm
Also, if you know how to use the alt-fire, it's goddamned OP. It crits for massive damage and sets the enemy on fire.

It takes all your clip, takes time to charge and slows you down. Not all that great. Still the Cow Mangler is a very good rocket launcher, holding a 5th rocket is good especially if you do a lot of rocket jumping into combat. The charged shot is really only good for disabling buildings, you can go and shotgun a sentry to death before reactivation if the engie is not around/killed by the shot.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Jackrabbit on January 17, 2012, 05:48:18 pm
The minicrit on the Mangler's also really good for making snipers retreat, since it's usually piss easy to hit them with rockets anyway and they can't ignore the minicrit plus afterburn damage.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Strange guy on January 17, 2012, 06:32:21 pm
You move slower than a spun up heavy while charging, it would probably leave you very vulnerable to headshots and you would spend a lot of time charging and reloading for a shot that will probably be dodged. Doesn't sound like a good plan.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Jackrabbit on January 17, 2012, 06:36:21 pm
I've yet to find a sniper with a good enough position that I can't get a shot off at him that he doesn't notice because he's scoped in. I'm not saying run at the guy, I'm saying whilst he's scoped, take a shot at him. Almost always hits.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Putnam on January 17, 2012, 06:49:24 pm
I've yet to find a sniper with a good enough position that I can't get a shot off at him that he doesn't notice because he's scoped in. I'm not saying run at the guy, I'm saying whilst he's scoped, take a shot at him. Almost always hits.

This is why I don't scope until I'm ready to take a shot
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on January 17, 2012, 06:51:44 pm
(http://storefront.steampowered.com/v/gfx/apps/102500/extras/ReckoningXtf2_resize.jpg)

I'm not really digging those helmets for Scout and Pyro. Would have been better if they were wearing those helmets, and their heads were mounted on the demomans shoulders as I originally thought this image looked like. That would be badass for the demoman.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: MrWiggles on January 17, 2012, 07:06:51 pm
Where is that picture from?
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Orangebottle on January 18, 2012, 01:43:07 am
snop
Ew. Demoman's helmet is fugly.
The scout and pyro ones look pretty epic, though.
I'm still wondering why the Pyro doesn't have a darth vader-esque mask yet.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: dragonshardz on January 18, 2012, 01:48:19 am
Those helmets are the pre-purchase bonus for Kingdoms of Amalur. (http://store.steampowered.com/app/102500/)

I am saving my dollars for this one.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Cecilff2 on January 18, 2012, 11:27:22 am
I've yet to find a sniper with a good enough position that I can't get a shot off at him that he doesn't notice because he's scoped in. I'm not saying run at the guy, I'm saying whilst he's scoped, take a shot at him. Almost always hits.

This is why I don't scope until I'm ready to take a shot

Indeed.  And once you hit the 5 head limit on the bargain, you become ridiculously strong.  Barely any time for a fully charged shot.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Orangebottle on January 18, 2012, 11:47:53 am
I still don't understand how playing nest Engineer is any fun. You basically sit there and whack things with your wrench. Teleporter, dispenser, sentry, spy, etc.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: PTTG?? on January 18, 2012, 12:01:08 pm
I enjoy it sometimes. It's the fact that, if you know what you're doing, you become an unmovable wall of steel, getting dozens of kills and frustrating the entire enemy team.

Lately, however, I've been having tons of fun as a stickyman. Demoman with a nearly-standard loadout, with the sticky jumper. It turns you into the fastest, most manuverable class.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Orangebottle on January 18, 2012, 12:03:01 pm
Yessss, stickyjumper is by far the best stickybomb launcher. By far. Four to five bombs can launch me across 2fort.

Then I can surprise snipers with the loch-n-load. FOOMP FOOMP die.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Teneb on January 18, 2012, 12:04:40 pm
I still don't understand how playing nest Engineer is any fun. You basically sit there and whack things with your wrench. Teleporter, dispenser, sentry, spy, etc.

I find it's fun to just stand there and let your sentry rack up some kills. Or being a pyro and hunting spies around said nests.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: IamanElfCollaborator on January 18, 2012, 12:09:18 pm
Sniper + Bazaar Bargain + Razorback + Tribalman's Shiv= mobile anti-infantry gun. Only the Heavy with either Natascha (slows people) or Brass Beast can duplicate the effect of a good sniper with these weapons. Or outmatch.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Putnam on January 18, 2012, 08:24:49 pm
I still don't understand how playing nest Engineer is any fun. You basically sit there and whack things with your wrench. Teleporter, dispenser, sentry, spy, etc.

just make a script to constantly whack while turning in a circle then leave the room

automode fuck yeah

(note: I am not responsible for death from demoman, spy, sniper, or soldier)
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Enzo on January 18, 2012, 08:43:54 pm
I still don't understand how playing nest Engineer is any fun. You basically sit there and whack things with your wrench. Teleporter, dispenser, sentry, spy, etc.

Playing Engi the way the class was designed to be played is boring. Aggro-Engi with mini-sentries and frontier justice is fun. Ninjaneer placing teles behind enemy lines is fun. And most fun of all, Surprise Nonconformist Engie, completely ignoring chokepoints and placing level 3 sentries around random corners covering random healthpacks. That last one is best with alltalk on, so you can hear the other team scream "WHY IS THAT THERE." You can even get pretty decent kills this way, because nobody expects it and they're less motivated to coordinate their team to destroy it than they are if you're nesting at a chokepoint.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: USEC_OFFICER on January 18, 2012, 08:51:59 pm
And most fun of all, Surprise Nonconformist Engie, completely ignoring chokepoints and placing level 3 sentries around random corners covering random healthpacks. That last one is best with alltalk on, so you can hear the other team scream "WHY IS THAT THERE." You can even get pretty decent kills this way, because nobody expects it and they're less motivated to coordinate their team to destroy is than they are if you're nesting at a chokepoint.

Sounds like lots of fun. I'll have to try it the next time I play TF2. The only problem that I can see is when you have to move the damn sentry. Eventually you'll meet an enemy taking the same path as you are, allowing him to dish out some sweet revenge.

Though how amusing would it be if two Engineers carrying level 3 sentries bumped into each other at the same time?
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on January 18, 2012, 08:57:37 pm
 If you just sit behind a sentry for a while then you are playing the boring way and possibly not correctly? Generally you will always have the enemy team pressuring your ability to deny space. If you are not constantly dealing with various threats then you either built too far back or need to go out and join your team kicking ass on the front lines just a few feet away from the space being denied.

 Don't even need to be too direct about space denial. Keep a side path blocked from ever being used so your allies can focus on the main path. Keep your teleporter in a small hallway so any spies going for it will have to run past a long line of dudes. The dispenser can be placed wherever close to the front line for healing your dudes, you can get metal from dead guys.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Angel Of Death on January 18, 2012, 09:37:23 pm
Engineers KICK ARSE in the mode where you have to move that weird bomb thing. If they can place enough level 2 sentries in the right place, anything that goes near the area is fucked (except for spies).
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Putnam on January 18, 2012, 09:41:43 pm
Engineers KICK ARSE in the mode where you have to move that weird bomb thing. If they can place enough level 2 sentries in the right place, anything that goes near the area is fucked (except for spies).

The problem with that being that you can hide behind the bomb cart.

Also, demomen are better at destroying sentries than spies.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on January 19, 2012, 12:38:58 am
I play alot of engi and I use a combo of the 'why is that there?' and the lvl 2 sentry trick.  You can build one in 10 seconds, run faster with it than a lvl 3 when carrying, it tracks quicker, kills most stuff ok and has a smaller hitbox and model so its easier to hide.  Other team usually takes a few deaths to work out whats going on and by then im off on another adventure.
  Another interesting thing is that most classes cant 1v1 a lvl 2 sentry with an engi behind it, dont just flail wildly with the wrench (the timing on the wrench is a little diff than say, the rocket launcher, if you hold the button, you will piss metal away upgrading) just repair any damage and stay crouched behind it, great for really cheeky spots like looking directly into blu spawn on first stage of goldrush a few minutes into the game.  As soon as your metal gets low or someone gets smart about killing the sentry, wander off and leave it to die, its just a senty.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Orangebottle on January 19, 2012, 12:43:08 am
  Another interesting thing is that most classes cant 1v1 a lvl 2 sentry with an engi behind it
I can think of a few.
Demoman, spy, and sniper.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Osmosis Jones on January 19, 2012, 12:56:59 am
  Another interesting thing is that most classes cant 1v1 a lvl 2 sentry with an engi behind it
I can think of a few.
Demoman, spy, and sniper.

Pyro, if he can get close and knows how to strafe...
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Tradanbattlan on January 19, 2012, 12:59:31 am

Pyro, if he can get close and knows how to strafe...
I've circlestrafe melee'd many level 2/3 sentries as a heavy before. Not that hard, honestly.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on January 19, 2012, 01:01:00 am
  Another interesting thing is that most classes cant 1v1 a lvl 2 sentry with an engi behind it
I can think of a few.
Demoman, spy, and sniper.

Depending on the placement, the rest of your team will hopefully drown the spy in death, snipers are only a threat if they have somewhere beyond range to shoot at the sentry, demos are a bit the same but a bit more of a threat IF they are smart enough to use stickies, the tactic relies alot on the 'WTF IS THAT KILLING ME' moment and the fact that lvl 2s can kill most classes in 6 or so hits, which is fast, most players also expect a lvl 2 to die in 2 nades/rockets/good burst of minigun fire so they stay in range, keep shooting and die cause you are keeping the sentry happily at full health.  And as i said, if it looks like its going pearshaped, (eg. stickies suddenly appearing at your feet) just run and let the sentry cover your retreat/take fire while you charge in blazing.


Ninja'ed  Pyro?  if he can get close enough and im not smart enough to put a few shottie shells in his face as he comes then yah, but even overhealed he can still only get >10m under direct fire from a lvl 2 if you arent putting shots into him as he comes

DOUBLE NINJA!
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Putnam on January 19, 2012, 01:12:55 am
4-5 stickies takes a sentry down. If the engineer is focusing on repairing the sentry, the sentry is dead--and the engineer probably is too.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Orangebottle on January 19, 2012, 01:16:31 am
A demo with the loch-n-load can run up and put two shots to an engie nest, destroying the whole thing.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Putnam on January 19, 2012, 01:32:12 am
A demo with the loch-n-load can run up and put two shots to an engie nest, destroying the whole thing.


Or just use the stickies for no chance of repair >_>

but the loch-n-load is good too
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on January 19, 2012, 01:36:31 am
 Which is why you gotta have your front line in front of the sentry. Anything that punches through your team will be too occupied with everyone to focus completely on your sentry. It's all down to positioning and teamwork.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Osmosis Jones on January 19, 2012, 01:46:33 am
4-5 stickies takes a sentry down. If the engineer is focusing on repairing the sentry, the sentry is dead--and the engineer probably is too.

Without a forcefield up, 3 stickies will kill any sentry...
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Putnam on January 19, 2012, 01:57:34 am
Well, I like to err on the side of caution, even if the side of caution happens to be somewhat irrational.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on January 19, 2012, 02:06:20 am
See stickies on sentry = walk away or charge the demo and if you just put 5 stickies out on my sentry you are a candidate for a shotgunning to the face
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Myroc on January 19, 2012, 02:30:53 am
I sometimes play Engineer as long-range battery support, quickly deploy a lvl 2 sentry and use my wrangler to help assist my team's main assault wave, then pack up and move on once the area's clear. Takes a bit of work, but can be pretty useful.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Jackrabbit on January 19, 2012, 02:59:29 am
See stickies on sentry = walk away or charge the demo and if you just put 5 stickies out on my sentry you are a candidate for a shotgunning to the face
That does still leave the sentry dead, which is rather the point.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Osmosis Jones on January 19, 2012, 03:22:03 am
Well, I like to err on the side of caution, even if the side of caution happens to be somewhat irrational.

Yeah, but the issue is the longer you take laying them, the more likely the engineer will notice, and either flee or start shooting them. If the engy is preoccupied I can usually get 2 at their feet before they notice. They usually realise they're there right as the third one lands, by which time it's too late >:D

See stickies on sentry = walk away or charge the demo and if you just put 5 stickies out on my sentry you are a candidate for a shotgunning to the face

No-one who knows how to play demo will be foolish enough to use 5 stickies on an un-wrangled sentry.

A veteran will go pop-pop-pop-boom.

A pro player... if any of you every play in Australia, and run up against a demo named "Hisnameisrobertpaulsen" (sometimes just paulsen, image is a blank red square), you will see what that class can do (and you should probably stack). That guy is insane, I've seen him do crap like a double sticky jump, and while flying through the air, shoot off two stickies at a sentry. Because of his velocity, they land at the same time, he fires off a third, and blows a nest about 1 second after the first one landed. Then he switched to pipes, and cleared the rest of the enemy team in 2 shots with a random crits. It was beautiful... shame he was the opposition :'(

I sometimes play Engineer as long-range battery support, quickly deploy a lvl 2 sentry and use my wrangler to help assist my team's main assault wave, then pack up and move on once the area's clear. Takes a bit of work, but can be pretty useful.

I hate Wrangler's so much. Very powerful when used correctly :/
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on January 19, 2012, 03:50:04 am
I highland as engi in comp in Australia, Paulsen is ok.   Guys like Gaff and sheep though...... cry....  Frankly against almost anyone from div 1 or 2 you are going to have to expect to just die alot. oh and...
See stickies on sentry = walk away or charge the demo and if you just put 5 stickies out on my sentry you are a candidate for a shotgunning to the face
That does still leave the sentry dead, which is rather the point.

And the engi just builds another one right away, demo>sentry for team (unless that demo is crap)
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Teneb on January 19, 2012, 08:06:31 am
Yes, the engi can build another. But sometimes you are just too distracted trying to keep your sentry in one piece that when you notice the bombs, you'll explode with them. And even if you escape, a scout can quickly kill the now-sentryless you.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Orangebottle on January 19, 2012, 08:51:11 pm
TF2TPWH is a great website.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: kaenneth on January 19, 2012, 11:43:26 pm
I almost always play engie; unless there are too many, then I go Pyro and guard the nests.

As an engie, I build defensive placements, then go out and smack people in the face with my wrench.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Orangebottle on January 20, 2012, 12:07:15 am
I don't mind engineers as long as they aren't camping their goddamn nests.
Outside of the sentry, the Engineer is pretty easy to handle.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Ampersand on January 20, 2012, 01:37:09 am
By the way, http://www.youtube.com/watch?v=dz4YNYx4gWw

Some of you may have already seen this.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Putnam on January 20, 2012, 01:44:51 am
By the way, http://www.youtube.com/watch?v=dz4YNYx4gWw

Some of you may have already seen this.

woah

you're ampersand

and that's ampersandb12

it's like you're the same guy!!!!!
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: The Scout on January 20, 2012, 06:39:23 am
I normally play soldier. I use the most annoying strategy's out of them all. Either rocket jumping and shooting from high above, or rocketing off walls right next to someone and blasting them in the face. Gunboats are awesome. Medic/heavies make me cry though.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: dogstile on January 20, 2012, 08:06:20 am
I love medic/heavy combo's. Just sniping the medic as the heavy runs into the open thinking he'll be fine is hilarious.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Jackrabbit on January 20, 2012, 09:00:40 am
I don't mind engineers as long as they aren't camping their goddamn nests.
Outside of the sentry, the Engineer is pretty easy to handle.

Which is why they camp their nests? It's hard to play an active Engi well. Sentries are fairly simple to take down if the Engineer isn't camping it.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on January 20, 2012, 09:44:50 am
 I am digging playing Soldier with the gunboats. Rocketjumping everywhere forever. Some maps shine a lot more at this than others. Generally scout playgrounds becomes amazing places to confuse the heck out of anybody you face.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: IamanElfCollaborator on January 20, 2012, 11:06:26 am
Sniper. Bazaar Bargain. Razorback. Defended by a Pyro. Next to a medkit and ammo box.
 
The perfect nest.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: PTTG?? on January 20, 2012, 11:16:44 am
Croc-o-style sniper standing on a dispenser guarded by a sentry and a pyro. Close, medium, and far threats trumped. Soldiers launching rockets? Helmet removal. Ubered heavy nearby? Airblast. Pyro sneaking up? Sentry. Even spies and sticky demos can be handled by the pyro.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: PTTG?? on January 20, 2012, 02:19:10 pm
Hey, take a look at this:
Reddit Thread (http://www.reddit.com/r/tf2trade/comments/ooxkg/h_a_full_bp_with_17_unusuals_all_vintage_hats/)

Someone is leaving the game and selling a whole backpack with about $2000 of hats for $1500.

I am thinking of buying that and selling the hats off piecemeal, but only if I can get at least the  $1500 in resales immediately- this guy says it might take a weekend or two to sell off all the hats.

If anyone offers to buy a hat now, I can sell it for 10% of its value. I will also be selling many items for metal and then selling metal for cash.

All that said, I'm keeping the max head.

Take a look and see if there's anything in that guy's backpack worth buying, and If I can get some positive bids, I'll buy the set.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: dragonshardz on January 20, 2012, 06:23:57 pm
Hey, take a look at this reddit thread, (http://www.reddit.com/r/tf2trade/comments/ooxkg/h_a_full_bp_with_17_unusuals_all_vintage_hats/)

Someone is leaving the game and selling a whole backpack with about $2000 of hats for $1500.

I am thinking of buying that and selling the hats off piecemeal, but only if I can get at least the  $1500 in resales immediately- this guy says it might take a weekend or two to sell off all the hats.

If anyone offers to buy a hat now, I can sell it for 10% of its value. I will also be selling many items for metal and then selling metal for cash.

All that said, I'm keeping the max head.

Take a look and see if there's anything in that guy's backpack worth buying, and If I can get some positive bids, I'll buy the set.

Fixed your BBCode.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Nilocy on January 21, 2012, 07:39:14 am
"TF2 server needs more funds. But, I honestly think its run its course. Unless you guys are able to fund $153.14 by tomorrow (this is starting to sound like one of those underdog movies) I'm going to close the account.

Personally, I can't pay for the server any more. I know theres a great few of you that have kept the server going with a stupidly large amount of money and I was extremely greatful for it, and if one of you wish to take over the 'burden' of being the person who is actually properly incharge of the server then by all means, tell me and I'll happily give you control.

Anyway, I'll post this on the TF2 thread aswell.

If you do want to donate heres the link as always http://www.gameservers.com/clanpay/?clanid=87e2b262511f49a7c04876421d5a05da

I'll be hanging in the DFC chat if you need to talk to me.

Thanks, its been a good run,

Nilocy."

Edit:
On second thought, I'll cancel now and then if we want to start a new server we can do it that way.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: MaximumZero on January 22, 2012, 11:14:07 am
Bluh. I'll get my server back up as soon as I get a more reliable internet connection.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Metalax on January 23, 2012, 10:57:11 pm
Yeah have to agree that it has probably run it's course, I know at least for myself as well as a good number of the old regular players that tf2 has dropped down from being the main game played to being something fired up for fun every so often.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Enzo on January 23, 2012, 11:04:53 pm
I find it sad, but the server was empty 99% of the time. It would have been cool if we had had more events with it, especially with the influx of F2P players, but shutting it down is probably a good call at this point.

It was always fun when I got a chance to actually play with you dudes though. Even across an ocean's worth of ping.

In other news, new TF2 themed avatar.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Orangebottle on January 24, 2012, 03:05:07 am
http://www.youtube.com/watch?v=j1kccz1qziE&feature=related
Anyone else seen this?
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Jackrabbit on January 24, 2012, 04:27:54 am
Yeah, WETA Workshop. If I had to find a cause to be patriotic, it'd be them.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: USEC_OFFICER on January 24, 2012, 04:30:37 pm
Damn, that's pretty sweet. The only problem is that the beeping noise is so ingrained into my consciousness that I'd probably duck behind something whenever I'd walk past it.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: The Scout on January 26, 2012, 05:52:18 pm
I've run into a problem. I've switched from a 42 inch Sony LCD to a LG 52 inch plasma, and my graphic card hates it. TF2 starts up, lags and has a bunch of graphic errors, then crashes to desktop. It then proceeds to run fine, but I cannot get it back up. Graphics card is AMD Radeon HD 5550. Help?
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on January 26, 2012, 06:19:20 pm
updated your drivers and made sure the resolution on tf2 is something that is supported?

  Sorry if that is obvious to you, but 90% of graphics card related probs = this.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Angel Of Death on January 29, 2012, 04:24:47 am
How the hell do I kill scouts as the soldier? They are so damn fast.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Putnam on January 29, 2012, 04:25:47 am
The same way you play Space Invaders when there's only one ship on screen.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Angel Of Death on January 29, 2012, 04:28:29 am
The same way you play Space Invaders when there's only one ship on screen.
Firing where they walk dosen't help, they just start moving the other way and will double jump over the rockets if they're trapped.

[edit] Seems as if going right up next to them and unloading a missile into their face is the only thing I can do.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on January 29, 2012, 07:37:21 am
 Depends on the skill of the scout and the terrain available. In cramped halls you can easily wreck them. Out in the open? they'll just jump over your head and shoot you into the ground. Best wait for them to double-jump and fire where you think they'll land. If you bounce them then hurah, next shot is gonna be easier. Unless you use the Black Box or other 3-shot launchers, then you probably won't have a rocket loaded.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on January 29, 2012, 08:18:19 am
Generally I find they try to land behind you, my clutch play for scouts is to shoot the ground behind me.  Other stuff that can work is baiting them to come through a door or in somewhere tight with you, big open areas are a scouts best friend, liberty launcher can be good against a good scout, gunboats as well (if you see someone who has killed you over and over coming, smart play can be just to fly away).

  Couple of other things ive learned from playing with comp scouts is, if you get in a tussle with a scout and need to get out, do it facing the scout, if they see your back after you get hit, they know you are on low health and will just power in and kill you, if you are facing em, they always have a chance of getting a rocket in the face if they come at you, so are more cautious.  Scouts are very fragile, and good ones like to run about on full health, if you wing them hard, generally they will bugger off and go find a healthpack.  Dont be afraid to throw some spam at em from a distance.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: The Scout on January 29, 2012, 10:51:38 am
I normally rocket jump up, then try to use the splash from the rockets to hurt them enough to leave. If they want to get close, I have Gunboats for a reason.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Siquo on January 30, 2012, 05:45:39 am
Splash is your friend, and them being in the air makes them more vulnerable to the knockback, so you can keep them airbound. It's mostly just predict, twitch and luck, though. If he has a shortstop and range, run&hide, because you will lose.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jc6036 on January 30, 2012, 07:41:35 am
Just got this game downloaded recently, and I'm having a blast.  Any protips you guys can hook me up with?
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Angel Of Death on January 30, 2012, 07:44:44 am
Just got this game downloaded recently, and I'm having a blast.  Any protips you guys can hook me up with?
If you see any scouts in your team moving suspiciously slowly, shoot them in the damn face. Also, if you see a friendly spy disguised and there are enemies around, shoot at the friendly spy (inaccurately). It will make them seem less like a spy. Thirdly, as a sniper, never, EVER go into head on combat unless it is needed. Snipers seem to be very weak.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Jackrabbit on January 30, 2012, 08:08:57 am
Snipers can manage being at the back-end of front line conflict. Just don't get caught on your own. Hell, I find it easier to snipe from the front lines, though it must be said I'm a shockingly bad sniper. One of my favourite things to do when the enemy team is doing a poor job of guarding their base is to sneak in as a sniper, make my way to a well known sniper spot and shoot the enemy sniper/s in the head from two feet away. Much rage/laughter abounds.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jc6036 on January 30, 2012, 08:29:25 am
Snipers are situational; I know that much.  I actually defended the hill with a sniper in a KOTH game.  But yeah, no direct combat with a sniper.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on January 30, 2012, 08:40:16 am
Just got this game downloaded recently, and I'm having a blast.  Any protips you guys can hook me up with?
If you see any scouts in your team moving suspiciously slowly, shoot them in the damn face. Also, if you see a friendly spy disguised and there are enemies around, shoot at the friendly spy (inaccurately). It will make them seem less like a spy. Thirdly, as a sniper, never, EVER go into head on combat unless it is needed. Snipers seem to be very weak.

Hell with that, shoot everybody in the face, or walk though them (you cant walk though enemies, so you will 'bump' spys).  If you manage to get good at melee then sniper can be VERY powerful front line if you are sneaky with the knife that always crits on jarated players.
  Generally id say the differences between a good and bad player are the ability to dodge and knowing when to back off and go for health, most good players I talk to play the game from healthpack to healthpack.  For more specific stuff, hit up some 'how to play ....... class' on youtube, for accuracy, download a training map, get ok then move to MGE if you want to be real pro, its a 1v1, first to 20 setup and will teach you how to airshot and other pro moves, though playing anything but scout, solli and demo (comp classes) will probs get you kicked, you are there to learn to aim, not get cheap kills with a tomislav. 
  And get involved in comp if you are serious about the thing, its alot of fun and will really up you level of play fast.

  Whatever you do, sneaky bastard is funnest way to play the game, get behind the lines and snipe em from behind as they come out of spawn, ambushes, traps, sneaky sentrys, etc.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Cecilff2 on January 31, 2012, 12:54:52 pm
  Whatever you do, sneaky bastard is funnest way to play the game, get behind the lines and snipe em from behind as they come out of spawn, ambushes, traps, sneaky sentrys, etc.

Think of how dangerous this could be if there was no kill-cam.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jc6036 on January 31, 2012, 03:26:03 pm
  Whatever you do, sneaky bastard is funnest way to play the game, get behind the lines and snipe em from behind as they come out of spawn, ambushes, traps, sneaky sentrys, etc.

Think of how dangerous this could be if there was no kill-cam.
That could make it into an entirely different game, with a slow, more methodical and strategic approach.

Also, I hate it when the team I'm on for some reason has 5 spys in a KOTH game.  And of course asking people to switch doesn't always work.
Also when NOBODY will play a medic for some reason.  Medics are game changers, damnit!
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Flying Carcass on January 31, 2012, 03:44:46 pm
Just got this game downloaded recently, and I'm having a blast.  Any protips you guys can hook me up with?

Just some class tips:

Sniper: Is your team getting stomped? Your team obviously needs a 5th sniper... do it! Be sure to stand next to the other snipers, they know what's up!

Soldier: Rocket jumping is useless and anyone who tells you otherwise is a darned, dirty liar. Moving across a map quickly and getting into unexpected positions is for noobs.

Heavy: You are teh heavy! You are INVINCIBLE!

Demoman: Demoknights (uses a shield in place of sticky grenades and focuses on melee combat) are highly valued by teams because of their versatility, lack of useless sticky grenades, and roguish good looks (If you wear a Ghastly Gibus hat you'll be sure to pick up all the chicks)

Medic: Medics are useless. I know this because no one on public servers ever plays them, so they must be bad. Don't play medic, its a scrub class.

Pyro: W + M1. Use the backburner. Frontal assaults only.

Scout: You are the counter to the engineer's sentry. See a level 3 sentry? Its your job to take it out.

Engineer: Build a level 3 sentry at spawn (anything less than a level 3 is useless!) Carry it to the battle and plop it down; it is teh sentry, it is invincible (unless of course a scout gets it!). Teleporters and dispensers are useless and it'd be a waste of time to make them... who needs teammates when you've got a sentry?

Spy: Be sure to get into disguise (scout!) as you run behind enemy lines (don't stealth because it'll use up your cloak energy).



/tongue-in-cheek


But seriously, a quick pyro tip: The detonator (one of the pyro secondary weapons) can be used to do a mini rocket jump. It won't get you as high as the soldier's rocket jump or demoman sticky jump, but it can get you up to some places too high for your normal jump, making it a good shortcut creator.

Quick spy tip: Be aware that when having the disguise menu open, the - key can be used to switch to your team's colors, allowing you to disguise as your own team. Useful in conjunction with the dead ringer.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Telgin on January 31, 2012, 04:06:51 pm
Just got this game downloaded recently, and I'm having a blast.  Any protips you guys can hook me up with?

Just some class tips:

Soldier: Rocket jumping is useless and anyone who tells you otherwise is a darned, dirty liar. Moving across a map quickly and getting into unexpected positions is for noobs.

Heavy: You are teh heavy! You are INVINCIBLE!

Medic: Medics are useless. I know this because no one on public servers ever plays them, so they must be bad. Don't play medic, its a scrub class.

Engineer: Build a level 3 sentry at spawn (anything less than a level 3 is useless!) Carry it to the battle and plop it down; it is teh sentry, it is invincible (unless of course a scout gets it!). Teleporters and dispensers are useless and it'd be a waste of time to make them... who needs teammates when you've got a sentry?

Guilty as charged.

I don't think I've ever built a teleporter.  Dispensers, yes, but right next to the sentry so I can keep the metal coming to keep my sentry going.

Heavy... yeah, I just tend to get headshotted or backstabbed anyway.  And seriously, nobody plays medic.  I know I don't want to.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on January 31, 2012, 04:11:44 pm
 It's surprising how straight some of those tips are. And if you have ever played Convoy you know that a scout is one of the most dangerous things to your sentry. Really quite amazing.

 Mt entire playstyle is just knowing the maps. Wander around, take a side path and try to catch your opponent off-guard. I just need to finally learn to know when to strike, because apparently it's my fault that after waiting twenty seconds for a clear opening as a spy a pyro rounds a corner and ganks me immediately.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: mr. macduggan on January 31, 2012, 04:22:56 pm
Play pyro with degreaser, shotgun, and axtinguisher. Airblast heavily- people, teammates on fire, projectiles (almost anything honestly).
Set them on fire, airblast, switch to axtinguisher, and KILL THEM.


Oh. Also, go into console, and type
fov_90
cl_interp 0
viewmodel_fov 75


and in the advanced settings tab turn on hit sounds and damage numbers. They help a lot, trust me.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on January 31, 2012, 04:36:15 pm
Damage numbers are essential.

  I have no idea why more people dont play medic, who is the most useful player on the team?  That medic, who is responsible for almost every push ever made?  That medic, who is responsible for every huge pile of kills?  Probably the medic over there with that kritzkrieg.  Funniest all 1 class team?  Medics.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: The Scout on January 31, 2012, 04:37:41 pm
...I go medic a good bit. I normally go rambo and destroy everyone though. Normally do more healing with the Concheror or the Sandvich.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Enzo on January 31, 2012, 04:48:43 pm
Yeah, people who think medic is boring are probably playing it wrong. You can't count on most teammates to protect their medic, if someone get's all up in your grill? UBERSAW'D. High move speed and health regen make you surprisingly dangerous. Which is not to say you shouldn't heal people, but it's not worthwhile sitting around building a charge while your teammates have all the fun.

I don't think I've ever built a teleporter.

Oh, so you're that guy. I hope you only ever play Arena and KOTH, otherwise you are a shame to the wrench.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Jackrabbit on January 31, 2012, 05:24:33 pm
Playing in teams that are level-headed enough to actually have two medics on a pub server (which are really all the servers I ever play) is an absolute joy. Provided everyone else isn't absolutely, shockingly horrible at the game you will barrel through the other team like they weren't even there.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on January 31, 2012, 05:28:11 pm
 Mt only problem with medic is having teammates that are totally incapable of dealing with a scout walking straight towards you and emptying his entire clip with no resistance whatsoever. Random deaths just feel more bitter and frequent.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: MrWiggles on January 31, 2012, 05:29:52 pm
Crappy Weapon Idea Time!


Engy Metal Beam!
It's a primary slot weapon. It prevents the engy from building a dispenser, and allows the engy to regenerate Metal. The Engy can target team mates, and give them metal/ammo. Maybe a build up time of no reloading.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: PTTG?? on January 31, 2012, 05:47:04 pm
Only if the engie can't build at all.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: MrWiggles on January 31, 2012, 05:56:39 pm
Only if the engie can't build at all.
If the Engy can't build at all, then it should defiantly get an ubercharged. Which I think should grant allow for instant reloading, and minicrits.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Putnam on January 31, 2012, 06:23:48 pm
Scout is actually the best disguise, under one very important condition:

You are cloaked as often as physically possible and are moving at all times.

So, these are the conditions that must be met:

0. Don't be using the C&D (0 because it's not that good anyway)
1. There is enough ammo on the map to stay cloaked regardless of current state of the map.
2. You have the skill and memory to know the locations of all the ammo on the map.
3. You are stealthy enough to not be seen while hiding even if you're forced to uncloak.

Number 3 is the big reason for why scout is best disguise: if you're crouching in a corner, looking around slightly paranoid, who's to say that's something a scout wouldn't do? More importantly, you are less likely to be seen looking around all paranoid crouched uncloaked in a corner if you're disguised as scout, because you don't have that big ol' flamethrower poking out. Scout is smallest class.

If you don't have all 4 of those conditions, then pretty much any disguise other than scout is good. You'd be surprised at how often those conditions are met, though.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jc6036 on January 31, 2012, 06:57:54 pm
...I go medic a good bit. I normally go rambo and destroy everyone though. Normally do more healing with the Concheror or the Sandvich.
I only play medic if there's a lot of people calling out for medics and noone is playing one, or if I'm in the mood for syringe gunning the shit out of people.
Also, my biggest healing record for medic (so far) is about 1300 (you know, without dying).  I like to think that I make a good medic.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Teneb on January 31, 2012, 07:00:25 pm
Strangely enough, I've found out that people rarely spy-check you if you are disguised as a heavy. Heck, you can even make a medic waste his übercharge on you.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: hemmingjay on January 31, 2012, 07:08:59 pm
Strangely enough, I've found out that people rarely spy-check you if you are disguised as a heavy. Heck, you can even make a medic waste his übercharge on you.

this is so true. The only time I have been fooled in the last 2 years was to a spy/heavy
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Telgin on January 31, 2012, 07:23:35 pm
Oh, so you're that guy. I hope you only ever play Arena and KOTH, otherwise you are a shame to the wrench.

Yep, that's me.  I never said I was any good as engineer.  :)

I really need to learn to play better, for pretty much every class.  Yes, I'm one of the free to play noobs.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Flying Carcass on January 31, 2012, 07:36:00 pm
You know what's fun? Disguising as a soldier or demo or something, tricking an enemy medic, and then leading him into a bunch of sentries.


Oh, and as a pyro, its great fun to air blast people off the map, like in PL_Upwards.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Strangething on January 31, 2012, 08:38:01 pm
My crummy, fluctuating FPS means I can't aim and can't dodge, so I play Heavy, Engineer, and Medic.

Playing heavy gives you a great appreciation for support classes. Without a teleporter, you can spend more time walking than fighting. So when I play engi, I build the teleports first and the sentry last.

I don't understand the appeal of playing Rambo medic. I get killed often enough with my usual cowardly approach. I have had fun with the crossbow. Spamming long range shots into crowded areas gives hilarious results. You're helping the team no matter who you hit!
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jc6036 on January 31, 2012, 08:41:00 pm
I always do more healing than killing with the medic.  I see an ok killing weapon as a bonus to the class more than anything.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Putnam on January 31, 2012, 09:02:00 pm
As you should. Battle medics kind of suck in this game. In TFC, they were king, but in this...
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: The Scout on January 31, 2012, 09:03:40 pm
Blutsauger, it can turn a medic to a killing machine. And crits. Syringes do 30 dmg when critting. Each.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Putnam on January 31, 2012, 09:04:41 pm
Blutsauger, it can turn a medic to a killing machine. And crits. Syringes do 30 dmg when critting. Each.

Yes, but crits are far too much to rely on. Also, you might as well just play heavy if you want to do massive crit damage.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Osmosis Jones on January 31, 2012, 09:28:50 pm
My crummy, fluctuating FPS means I can't aim and can't dodge, so I play Heavy, Engineer, and Medic.

Playing heavy gives you a great appreciation for support classes. Without a teleporter, you can spend more time walking than fighting. So when I play engi, I build the teleports first and the sentry last.

This, so much this; my primary classes are Heavy, Medic and Pyro. Playing heavy and medic both teaches you a lot about working with other classes; both are practically useless on their own (okay, not useless, but seriously less then effective), while pyro is great for pushing the need to find alternate paths.

A smart engy with a good teleporter for speedy, sneaky access to the front, a dispenser for those much needed health/ammo refills, and a sentry to hide behind when marauding scouts etc. come past is a godsend, and should be buffed/defended/spychecked as much as can be spared.

I don't understand the appeal of playing Rambo medic. I get killed often enough with my usual cowardly approach. I have had fun with the crossbow. Spamming long range shots into crowded areas gives hilarious results. You're helping the team no matter who you hit!

As Naxza says, it's an effective tactic when you don't have anything better to do; especially scouts. One on one, a blautsauger medic shouldn't have any trouble with a scout or pyro if he sees them coming. Even if surprised, the number of times I've forced a pyro or scout to actually hesitate when the 'soft n squishy' class goes charging (or backpedalling while shooting if v. pyro) while pumping them full of rapid fire hurt is insane; and, because of the health drain of the bs, you have them once they hesitate. Just make sure you learn to aim the syringes (remember gravity, and turn on 'on hit' sounds).

Of course, a single medic charging a whole team is usually a complete waste of time and resources.

EDIT: Ninja'd by Naxza, I was originally referring to his post a couple of pages back, but he makes good points this time around too...
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Jackrabbit on January 31, 2012, 09:30:41 pm
Man, I get 20 damage per shot from close range with syringes and when you're using a syringe, you're probably going to be at close range anyway. The thing about it is people are so unprepared for a medic to go after them that they oftentimes don't move out of the way, but just assume they can take the punishment. They cannot. And if you're getting health each time you hit them, they'd better run and run fast.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jc6036 on January 31, 2012, 09:59:49 pm
I just upped my medic healing record to about 3300; I guess that means I'm getting better at the game.
Man, I get 20 damage per shot from close range with syringes and when you're using a syringe, you're probably going to be at close range anyway. The thing about it is people are so unprepared for a medic to go after them that they oftentimes don't move out of the way, but just assume they can take the punishment. They cannot. And if you're getting health each time you hit them, they'd better run and run fast.
I love it when I angle the syringe gun just right and hit a sniper from afar.
Hilarious.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Teneb on January 31, 2012, 10:02:33 pm
Frankly, the only time I actually attack with a medic is when confronted by a spy or scout, when alone and when the person I'm healing gets killed (mostly by sniper, spy or demo trap).

I think the most unintentionally awesome thing I did with a medic was help a soldier and pyro cap the last point in junction by using the amputator taunt while the whole enemy team jumped on us. I love that damn saw.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Jackrabbit on January 31, 2012, 11:15:14 pm
How much does it heal by, anyway?
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on January 31, 2012, 11:46:15 pm
Up to 75 hp for the amputator taunt.  Pro tip: if you arent shooting more than you are healing, you dont want to be using the blutsager, the cost to regen is to high.  The bust (stone head melee wep) that lets you see health is great for the medic.  Makes it so easy to pick the low hanging fruit with a few needles.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Orangebottle on February 01, 2012, 12:29:15 am
Oh, so you're that guy. I hope you only ever play Arena and KOTH, otherwise you are a shame to the wrench.
And playing engie is a shame to every FPS ever.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on February 01, 2012, 12:33:44 am
Oh, so you're that guy. I hope you only ever play Arena and KOTH, otherwise you are a shame to the wrench.
And playing engie is a shame to every FPS ever.

99% of FPS deserve shaming. And need and engi.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Jackrabbit on February 01, 2012, 12:36:30 am
Oh, so you're that guy. I hope you only ever play Arena and KOTH, otherwise you are a shame to the wrench.
And playing engie is a shame to every FPS ever.
I don't even understand what you're saying. Are you saying it's a shame to every first person shooter, or frames per second? If you mean first person shooter and are implying Engies are a bad class, you are wrong, Engies are boss. If it's the second, I've never run into any FPS problems where Engies are concerned.

If you mean something else, I don't know the acronym. Sorry!
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on February 01, 2012, 12:53:40 am
I believe orange bottle is referring to the manshooter 16 style FPS where everybody has the same gun and stands in corners waiting for someone to wander past
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Osmosis Jones on February 01, 2012, 12:56:26 am
Pro tip: if you arent shooting more than you are healing, you dont want to be using the blutsager, the cost to regen is to high.

Eeeehhh, disputable. All you're doing is trading longterm regeneration for short term, which can be dealt with by changing playstyle.

Yes, the loss of regen is annoying but if you have a second medic on the team for quick buffs (Medics should always try to keep each other >100% health, where the regen doesn't matter), it isn't especially onerous. If you're the only med around it's a bit harder, but still possible by learning the location of medkits.

By contrast though, you gain the ability to survive random events to a greater degree; when your lovely kritzed soldier or demo gets headshotted and you have to beat a hasty retreat from pursuing scouts/pyros, or one of those classes gets behind the frontlines to try and take you out, it pays for itself.

Now, that said, I play pubs primarily; I'll happily admit that in a professional game, a scout or similar will not react with the half second of shock to a medic assault that you see on a pub player. As that half second can correspond to as much as a 65 point swing in health between myself and my enemy, it's an important distinction. Plus it's a lot harder to nail a scout that actually knows how to jink with 10 needles a second.

I believe orange bottle is referring to the manshooter 16 style FPS where everybody has the same gun and stands in corners waiting for someone to wander past

Sounds boring. Why would anyone want to play that?
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Jackrabbit on February 01, 2012, 01:15:32 am
Well, you know, anyone who plays vanilla Engie. But at least they're kickass looking guns, damn it.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Orangebottle on February 01, 2012, 01:28:31 am
I don't even understand what you're saying. Are you saying it's a shame to every first person shooter, or frames per second? If you mean first person shooter and are implying Engies are a bad class, you are wrong, Engies are boss. If it's the second, I've never run into any FPS problems where Engies are concerned.

If you mean something else, I don't know the acronym. Sorry!
First person shooter.
Why do you think engies are awesome? They're a weak combat class whose primary focus is on building an auto-aiming heavy+soldier combo, then building a supply locker right next to it and constantly healing and giving ammo to the heavy+soldier. Also, wrenching anyone who dares walk near their nest, despite the fact that they built it on the ramp leading to their base's exit.

I believe orange bottle is referring to the manshooter 16 style FPS where everybody has the same gun and stands in corners waiting for someone to wander past
Sounds boring. Why would anyone want to play that?
That's what I've seen many, many engineers do. Level3sentry, level3dispenser, tape m1 down,  ggnorekkthxbai



Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Enzo on February 01, 2012, 01:55:59 am
Sure, conventional Engi is boring to play. Why would you want to do that? You have all those fun toys at your disposal to play with.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Jackrabbit on February 01, 2012, 01:59:30 am
Okay, I was joking when I said anyone who plays vanilla engie does that. If you're sitting in the one place for an entire round, unless it's a CP game and the enemy team captured the first point in the first minute, you're not being a huge help. You should not be static for the whole round. Sentries can be moved, and should be moved as battle lines shift. Finding a good place to put a sentry, finding a great place for a tele, and appropriately placing a dispenser is vital to your team and can mean the difference between victory and defeat. It all depends on the sort of playstyle you like, when it comes right down to it. I personally love gunslinging my way round the map but it's satisfying to have a clever enough sentry placement that suddenly the enemy team has to redefine their entire assault around me. That's pretty awesome. Also, I defend the practise of smacking anyone who comes near me. It sounds like you're trying to say a spy couldn't get as far as the entrance to your base, but that's basically what they're built to do.

Also also, engies are not a weak combat class. Do not disrespect or disregard the shotgun or pistol. They can be lethal.

Out of interest, how much dislike of engies would you say comes from you dying to them a whole lot?
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: umiman on February 01, 2012, 02:04:19 am
I love the engie!

I can't aim for shit, but I enjoy plunking down mini sentries everywhere and helping my team out with teleporters and dispensers.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Jackrabbit on February 01, 2012, 05:02:30 am
I love this game.

I love this game SO MUCH.

Ess funny to me (http://steamcommunity.com/id/jackrabbit121/screenshot/651004495512885296?tab=public)
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on February 01, 2012, 05:15:59 am
If you cant work out how to deal with the turtle engi, then like people who cant deal with the w+m1 pyro, you really need to look at your game, the problem is you, sadly.

  And to Osmosis Jones, I used to play alot of comp medic, there is no way a competent team EVER plays with a blutsager med, 3 hp a sec is huge, means you really HAVE to be shooting alot of needles each life to make up the differnce, unless you are a full blown battle med (and ill give you its heaps of fun, but at the end of the day, you arent a serious combat class) you want to spend as much time as possible healing the hurt guys, who should usually be closest to the enemy, having to rely on whipping out the blutsager for more health when everybody around you is low is not a good thing, if you keep an eye on it, regen will heal you more than the blut in any but full battle med.  The blut will really hurt you where flames are involved with a diff of about 30 hp between that and the needles.
  Though I do generally find standing about taunting and ubered while the guy im attached to guts the enemy more fun than shooting
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Werdna on February 01, 2012, 10:59:57 am
Frankly, I think the teleporter is the engie's main weapon on many of the maps.  Team Fortress is all about 'pressure', trying to press the enemy back so you can either take a flag or a cap point.  Given two equally skilled teams, the distance from spawn point to the action is what determines who takes an objective because the closer team will get its guys in the fight more often.  The game already moves spawn points to adjust pressure each time you take a cap and it has a huge effect on the game.  A well-maintained teleporter is your team's way of adjusting your spawn point and effectively putting it right at or behind the action. 

To me the sentrygun's only point on non A/D maps is to act as a backstop just behind the lines, primarily to protect the teleporter.  The reason I think teleporters are more important is that as skill level increases, sg-life expectancy tends to get a lot shorter, and engies have to play it safer with the sg locations unless they want to be rebuilding it all game long.  As the locations get safer, they have less impact on the game.  Teleporters only increase in value, because it gets your most skilled players to the battle faster.  Teleporters are more iffy on CTF maps though, its hard to keep them running when the exit points are in areas you don't control. 

I've never been a huge fan of engie nests, but that's mostly TFC instincts kicking in (it just screams for a MIRV).  I prefer to spread it around so it can't be taken out all at once.  Plus, TF2's ability to move the gear around is just too awesome.  Against skilled players, moving that gun becomes critical.  Nothing more satisfying than to finish moving a gun after it racks up a few kills, and see stickies accumulating over where it used to be.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on February 01, 2012, 11:14:06 am
 The SG is not about getting kills, it's always about what Werdna says, applying pressure. In an offensive position it prevents anybody from sneaking by or getting into a good ambush scenario on your advancing team. Scouts finds it a lot more difficult to loop around behind you and take out your entrance like a goddan prick. On defense it provides a similar area denial aspect of forcing somebody to focus on it. Players you can sneak around and take advantage of distractions with. The SG doesn't fall for that crap. Taking it out also usually means predictable positions that your teammates can exploit.

 On maps with scarce healthkits the dispenser is pretty much a second medic. The utility for a team from these things is amazing. I don't really need to explain how great teleporters are.

 Engineer is not about combat, it's a heavy support class and should be expected to play such a role.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Orangebottle on February 01, 2012, 11:19:58 am
Okay, I was joking when I said anyone who plays vanilla engie does that. If you're sitting in the one place for an entire round, unless it's a CP game and the enemy team captured the first point in the first minute, you're not being a huge help. You should not be static for the whole round. Sentries can be moved, and should be moved as battle lines shift. Finding a good place to put a sentry, finding a great place for a tele, and appropriately placing a dispenser is vital to your team and can mean the difference between victory and defeat. It all depends on the sort of playstyle you like, when it comes right down to it.
I believe I've mentioned that I play a lot of 2fort.
This is the map where a good 80% of both teams decides,"Hey, let's go engineer and sit there in our nests until everyone dies of boredom because nobody can score a point."

Quote
I personally love gunslinging my way round the map but it's satisfying to have a clever enough sentry placement that suddenly the enemy team has to redefine their entire assault around me. That's pretty awesome.
I have no problem with gunslinger engineers. It's the upgraded sentries that bother me.

Quote
Also, I defend the practise of smacking anyone who comes near me. It sounds like you're trying to say a spy couldn't get as far as the entrance to your base, but that's basically what they're built to do.
No, I mean, some of those nest engies build their nests in the middle of some pathway that everyone on their team uses, then spends their time wrenching buildings and their teammates.


Quote
Also also, engies are not a weak combat class. Do not disrespect or disregard the shotgun or pistol. They can be lethal.
I can usually solo a lone engie pretty easily. The sentry makes that impossible, unless they're incredibly new in which case I sap their shit and backstab them and they can do nothing about it.


Quote
Out of interest, how much dislike of engies would you say comes from you dying to them a whole lot?
A lot of it. The rest is the coincidences and really really annoying tactics that make them practically unkillable.

Basically, when done in the most popular fashion, engie is four players.

If you cant work out how to deal with the turtle engi, then like people who cant deal with the w+m1 pyro, you really need to look at your game, the problem is you, sadly.
I usually start playing the game as scout.
I end up playing as demo or spy because holy fuck there are sentry nests all over the enemy base and they're all close enough to support eachother should I try to kill one. Ubercharge doesn't even work on them, cause the rockets and machineguns push me away from my medic.

Perhaps a heavy could do it, but the enemy team usually has at least one spy that stalks heavy+medics.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on February 01, 2012, 11:23:07 am
I believe I've mentioned that I play a lot of 2fort.

Well there's your problem.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Werdna on February 01, 2012, 11:30:55 am
2fort is the arsehole of the Team Fortress universe.  They have to put it into every release, but it stinks regardless.  It's stupid easy to defend.  Play some Payload maps Orangebottle, and you'll see a whole new engy.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on February 01, 2012, 12:45:06 pm
2 fort is played as a DM map these days, if you are trying to cap, you are doing it wrong.  Nothing wrong with it as a DM map though, I still have fun on it.  An ubered demo should be able to take out 3 sentry nests no worries, let the medic go infront to take fire and dont be stupid enough to take your feet ofg the ground and it isnt a problem, ive had a demo take out 10 buildings in 1 uber including 5 sentries.  If you are a scout, you use bonk and comms.  Bonk in, get either right up to the sentry or get the engi between the sentry and you so it kills him.  While the sentry is pounding the crap out of your invicibleness the rest of the team wanders in and takes it out (cause you did call what you were doing before you did it, right?)
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Orangebottle on February 01, 2012, 07:05:41 pm
2fort is the arsehole of the Team Fortress universe.  They have to put it into every release, but it stinks regardless.  It's stupid easy to defend.  Play some Payload maps Orangebottle, and you'll see a whole new engy.
But I like CTF, and I don't like payload.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Teneb on February 01, 2012, 07:19:33 pm
2fort is the arsehole of the Team Fortress universe.  They have to put it into every release, but it stinks regardless.  It's stupid easy to defend.  Play some Payload maps Orangebottle, and you'll see a whole new engy.
But I like CTF, and I don't like payload.
2Fort is not the only CTF map around, you know.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: MrWiggles on February 01, 2012, 07:22:51 pm
DM map?
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on February 01, 2012, 07:40:27 pm
DM map?

DM = Death match.  No real objective other than killing the other team in terms of map.  If DM ability = players skill in 1v1 head on fight, being 'out DM'ed' basically means going up against someone who is flat out better than you
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: mainiac on February 01, 2012, 07:43:23 pm
If anyone has a milkman to trade away, my name is "theamazingjex \TG/".
What is the customary exchange for an item like that?
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on February 01, 2012, 07:57:33 pm
2fort is the arsehole of the Team Fortress universe.  They have to put it into every release, but it stinks regardless.  It's stupid easy to defend.  Play some Payload maps Orangebottle, and you'll see a whole new engy.
But I like CTF, and I don't like payload.
2Fort is not the only CTF map around, you know.
Hell, even ctf_Sawmill is better than 2Fort.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on February 01, 2012, 08:00:34 pm
Probably another hat or a few refined (1-3 depending), little extra on the normal stuff cause of the set bonus.  There should be a fair few of em about by now, so they arent worth heaps though, dropping buyingmilkman onto your steam name while you play will often get you an offer.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Strangething on February 01, 2012, 10:24:55 pm
If you can't find someone to trade with, see if you can craft it:

http://www.tf2crafting.info/
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on February 01, 2012, 10:32:03 pm
milkman is 3 refined and fish/milk/shortstop
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: MrWiggles on February 01, 2012, 11:15:04 pm
I want a strange Force of Nature.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jc6036 on February 01, 2012, 11:23:50 pm
The Three Moods of Voice chat communication
1.Awesome-when several people have voice and help to coordinate and cooperate the team with minimal childish swearing
2.Eh-When your the only person on your team with voice or willing to use voice, so it's like talking to yourself essentially
3.Horrible-When young children are on with nothing but insults and viscious swearing, providing no help whatso ever to coordinating with team mates.  Also 'Screamers', people who just randomly screem into their mics when something goes wrong.
The moods are more rare on the extremes, with most cases for me being 'Eh'.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on February 01, 2012, 11:25:14 pm
 You forgot about soundclips, ranging from all levels of that spectrum.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on February 01, 2012, 11:49:51 pm
Id happily bear the children of the person who invented the mute button.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Enzo on February 01, 2012, 11:58:49 pm
Fourth Mood of Voicechat:
Affable Alltalk : On servers with a solid set of regulars, most of whom have mics. Pleasant combination of game-related talk, random conversations, and death threats.

Also, little children are awesome because you can troll them until they get annoying, and then mute them.

DOUBLE ALSO, anyone want to trade for a Strange Big Earner? I'm too lazy to necro the TF2 Trade thread and we already got some trade talk in here.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Angel Of Death on February 02, 2012, 12:12:50 am
DOUBLE ALSO, anyone want a Strange Big Earner? I'm too lazy to necro the TF2 Trade thread and we already got some trade talk in here.
I do!
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Orangebottle on February 02, 2012, 12:21:28 am
I tried blutsauger battlemedic today.
I can kill almost everything except a heavy and a level 3 sentry.
With another medic behind me, even those are at risk.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Angel Of Death on February 02, 2012, 12:25:20 am
I tried blutsauger battlemedic today.
I can kill almost everything except a heavy and a level 3 sentry.
With another medic behind me, even those are at risk.
For a minute, I thought your post was a Haiku. This is why I shouldn't read when tired.

The Blutsauger rules
It can kill almost all things
And it heals you, too!

How terrible is the common engineer? I once sapped an engineer's entire nest of dispensers and sentries and he just stood there, doing nothing.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Orangebottle on February 02, 2012, 12:31:57 am
Ahaha. TF2 haiku is awesome.

Considering the skill level required to play base(nest) engineer? Pretty damn awful.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on February 02, 2012, 01:16:42 am
 So I realized just now that I can craft a few things that don't want to drop for me, like the Phlog, and the Widowmaker.

 Holy shit these things are obscene.

 The Phlog I'm sorta okay with because it really changes how the pyro plays. You exchange an ability you can use anytime that provides an incredibly powerful survival tool for a tool under a bit of a cooldown that provides the ability to absolutely destroy anything around you. I'll even excuse the ability to do it when you are about to die for some free health and a getaway tool because generally the airblast would have saved you so many more times and so much more health.

 But jesus christ ambushes with this thing
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Siquo on February 02, 2012, 05:46:19 am
The teleporter is the engi's #1 weapon, especially if you play a lot on instant-respawn maps (which I tend to do because I hate waiting).
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: MrWiggles on February 02, 2012, 07:19:09 am
I dont like Instant respawn maps. It fucks with the balance of the maps and game types. (Unless, it was a map where it was designed with instant respawn in mind.)
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Strangething on February 02, 2012, 08:45:16 pm
Too many engi players insist on playing the boring way. Especially on attack/defend and payload maps. They build a sentry and a dispenser up to level three on the very last point, then sit and twiddle their thumbs until Blu fights their way to it. Which always happens, since Red was effectively short a team member.

Last night I was on a three-member team. When the payload was close to the final checkpoint, they both swapped to engi, and neither one was worth a damn at it. Only one dispenser between them, and it was nowhere near the action. One of them never got his sentry past level two because he spent so much time running back for metal.

I was playing Heavy, and my plan was to stand by a dispenser and hose down the cart. No such luck, unless I wanted to do so from a mile away.

More and more frequently I find myself groping through the voice commands for "Put dispenser here!" and "Put teleporter here!" Sometimes they listen.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: MrWiggles on February 02, 2012, 09:16:02 pm
I was recently playing a payload map, and one engy was holding off a demo and soldier (me). We were staggering in our attacks, due the spawn. He used the frontier justice and mini turrets on us, and it was surprising effective. He would stay out of site, until the turret was busted and hunt us down with crits.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: PTTG?? on February 03, 2012, 10:29:23 am
I was on a pub cp_5gorge map with a truly terrible team. We were just barely holding the last point and an engie set up a turret and started wrangling it. I switched to engie to set up a dispenser and start supplying his sentry, and for a few minutes it worked. Then the rest of our team fell asleep and the other side pushed, took us out, and won the game with one half-dead medic on the point.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jc6036 on February 03, 2012, 12:20:23 pm
I recently played on a server which I guess was a public clan gathering spot, so they were all pretty experienced. It was 2fort, and it was one of my first times playing 2fort (though of course now I could draw the map from memory).  I mean, I would step out on the embattlements and BAM! there goes my head, sniped.  But somehow, through some miracle, I got two intel captures with the scout when both teams were stuck battling eachother into a stalemate.  Twas Glorious.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Telgin on February 03, 2012, 01:59:14 pm
Too many engi players insist on playing the boring way. Especially on attack/defend and payload maps. They build a sentry and a dispenser up to level three on the very last point, then sit and twiddle their thumbs until Blu fights their way to it. Which always happens, since Red was effectively short a team member.

At least I don't do that.  I instead build sentries in stupid indefensible positions on these maps, although I do make an effort to build them close to the action.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Werdna on February 03, 2012, 02:01:23 pm
Quick tip for those die-hard O players in CTF pub maps where you're facing a turtle defense, particularly 2fort, and you're practically the only one making flag attempts - its boring sitting in the flagroom on D if nothing is coming.  So stop coming for awhile.  When an engineer is sitting in the basement bored to death and racking up 0 kills, he typically ditches his stuff and goes roaming or tries to do something cute like set up a tele into the enemy basement.  DM in middle for awhile until you start seeing the guys from the basement poking their heads outside for some action, then kill their ass and make a dive for the flag*.  If you bore the defense long enough, you'll see D players switch to deathmatch mode, or to less effective D like sniper, or maybe even offense. 

* thanks to 2fort's lousy design, you'll probably have to kill them a 2nd time on the way back out, but that's just a day in the life for an O player.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: PTTG?? on February 03, 2012, 02:07:40 pm
2Fort really, really needs a second entrance to the basement.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: DarkerDark on February 03, 2012, 02:30:02 pm
I like playing on CTF maps, they make for good warmup maps before moving on to something more team-oriented. I like 2fort for it's hectic spam and Death Match style gameplay, it makes it a perfect map to get your blood pumping. Doublecross is a lot better in terms of class balance, the map is set up in such a way that it allows every class to really show their strengths. Turbine is alright, but usually victory goes to the first team that can get sentries set up in the middle. Sawmill however, is pretty terrible if you only need 3 caps to win. There's a reason why hardly any servers run that map, it's way too easy to capture the intelligence. Servers that are set at 7 caps to win makes the map slightly better.

Once I start craving something that requires a little more teamwork, I switch to Control Point maps. I usually find myself willing to play on any CP map except for Badlands. In my opinion, it seems like Badlands was created with the competitive 6v6 in mind. The map is set in such a way that it's a dream come true for soldiers and scouts. Picking any other class with the exception of demo and medic will end up hurting your team unless you already have more soldiers and scouts than the opposing team.

I don't like playing Payload or Attack and Defend maps unless the teams are really well balanced. I find it incredibly boring if the defenders end up completely dominating the offense. It means the match will go on for the full duration without any way to end it quickly. At least with every other gametype, you can end the round quickly and force a team scramble to attempt to balance the teams.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: PTTG?? on February 03, 2012, 02:46:27 pm
Doublecross is a sticky-jumper's dream. First, get two or three guys. Second, wait for an opening in the enemy sniper row. Now, using the sticky-jumper, cross the gap and get into the enemy battlements. Go to the back door to the flag, spam the sentries down, grab the intel, and sticky-jump back.

Against a disorganized team, you could do it with one.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Metalax on February 03, 2012, 02:59:54 pm
2Fort really, really needs a second entrance to the basement.

The problem is where to put the entry to another route into the basement, such that it doesn't simply shortcut the other routes.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: DarkerDark on February 03, 2012, 04:16:02 pm
Yeah, sticky-jumpers and scouts with the FaN/triple jump can capture the flag really quick in doublecross. I usually counter sticky-jumpers by always displacing my sentry gun after every kill and then covering it from a distance or from an ambush position. I don't hug the gun, nor do I attempt to keep it repaired if he's spamming, I just keep the pressure on the demoman. Killing the sticky-jumper is my #1 priority. If he concentrates on you, retreat, if he concentrates on the gun, attack. The trick is to get the drop on him when he's occupied with your gun. Usually what happens, is he'll destroy the gun, but then in turn will die to my conventional weapons. Having a dispenser hidden nearby allows me to set up a new sentry before the sticky-jumper can respawn and make it back.

Of course, if you're dealing with a real pro demoman, then it's probably best to switch classes entirely and go with something like the scout, engaging him as soon as he touches down on your rooftop/battlements.

But, yeah, I usually find myself switching to Engineer to defend the intel because of pesky sticky/rocket jumpers and scouts. They're annoying to say the least.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Werdna on February 03, 2012, 04:39:33 pm
I think one of the best improvements TF2 made on TFC is to change the victory method.  In TFC, CTF was nothing more than a time limit and whomever had the most caps at the end of the time (usually a half hour) won.  If your team was awful you had to sit there and take a drubbing for all map_timelimit.  If their team was up by 3 caps and decided to turtle, you had to bash your head in for the full time limit on a wall of D.  By adding a X-caps-to-win model, they inherently eliminate turtling.  Turtling was an awful problem in TFC.  You can still turtle a lead in TF2, but there's way more incentive to just get another cap or two to finish the game.

The other great improvement TF2 made was to make other game modes beside CTF seriously popular... they had a few good A/D maps toward the end of TFC but TF2 really matured them.  CP and A/D I think is TF at its best because your whole team works together, instead of splitting into separate O and D teams that sometimes work to cross purposes (anyone here remember 'no chasing' or 'no midfield DM'?)

Personally, I'd fix 2fort by connecting water route to lower spiral, instead of coming out near the front door.  Currently its a long route for little reward.  Connecting it to spiral would force it to be defended, which forces one defender away from ramp room or flag room.  Imagine the underwater fights, when dragging a flag back out this way.  Even this suggestion would suck for comp play though, it'd probably end up similar to the old Well where teams would stick a heavy in the pipe to lock it down all game. 

2fort is simply too narrow for offense, with the tight halls and ceilings all over the place - its a dream for stickies, sgs, heavies, and soldiers to nail down.  What can a scout do in such a tight space?
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: PTTG?? on February 03, 2012, 05:14:24 pm
Die.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jc6036 on February 03, 2012, 05:15:35 pm
2fort is simply too narrow for offense, with the tight halls and ceilings all over the place - its a dream for stickies, sgs, heavies, and soldiers to nail down.  What can a scout do in such a tight space?
Dodge
Duck
Dip
Dive (and)
Dodge
Seriously, if I'm in an enemy base as a scout, I just turn back if there's an enemy in a hallway and take another.  If it's a wide open space (such as the space just before the stairways to the intel) then I'll pop a couple shots to supress them and run my merry ass to the basement.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on February 03, 2012, 05:28:31 pm
Seriously, if I'm in an enemy base as a scout, I just turn back if there's an enemy in a hallway and take another.
2Fort

It's a bullshit thing to refute something with a single reply, but his comment was about 2Fort. Nothing you said about scout applies there.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Jackrabbit on February 03, 2012, 05:43:07 pm
Further more, the 'open space' in front of the stairs to the intel is about as open as the area directly outside the enemy team's base. It's a tiny, tiny bit more open than otherwise,  but it's also right outside the enemy team's base. If you get past it, it's because you were lucky enough to have either faced no enemies, or just one or two. And then you have to luck out again on the way back. It does happen! But you shouldn't have to rely on either luck or a bad enemy team to make it out of there alive.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on February 03, 2012, 05:44:42 pm
 Oh, but you could watch the killfeed and time going out with a bunch of the enemy team respawning!

 Which is also a bunch of luck that they either won't head down for you or will do anything other than mope around the spawn hall for no reason.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jc6036 on February 03, 2012, 06:05:11 pm
Further more, the 'open space' in front of the stairs to the intel is about as open as the area directly outside the enemy team's base. It's a tiny, tiny bit more open than otherwise,  but it's also right outside the enemy team's base. If you get past it, it's because you were lucky enough to have either faced no enemies, or just one or two. And then you have to luck out again on the way back. It does happen! But you shouldn't have to rely on either luck or a bad enemy team to make it out of there alive.
I'm not saying it's completely skill that gets one to the basement as a scout, and luck does play a large part.  Like I said, if I see an enemy, I pop a shot and run.  I rarely stop to kill anybody after I get inside the base.  With a little luck, the scout isn't that terrible; the majority of my captures are with scouts, in fact.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Jackrabbit on February 03, 2012, 06:07:50 pm
If luck is playing a large part of your capture, and if you can't change that regardless of what you do, it's not a good map.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jc6036 on February 03, 2012, 06:10:21 pm
If luck is playing a large part of your capture, and if you can't change that regardless of what you do, it's not a good map.
I wasn't disputing that.  It really isn't a good map; I was just saying that scout's not as terribad as everyone thinks on 2fort (even if one does need a little luck to get by (which IS bs)).
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Jackrabbit on February 03, 2012, 06:15:59 pm
Oh, arright.

Yeah, I mostly play 2Fort for the dickaround aspect and if I notice the enemy isn't bothering to defend at all I'll occasionally win the map too. Mostly I use it just to get a bit better at sticky jumping. The sticky jumper is, undisputibly, the best and most awesome weapon in TF2 and I will hear no word against it.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jc6036 on February 03, 2012, 06:41:02 pm
I normally play 2fort to get better at shortrange bow sniping and medium range regular sniping, though sometimes I'll just go and grab the intel with scout if the teams are dicking around.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: PTTG?? on February 03, 2012, 06:46:16 pm
Oh, arright.

Yeah, I mostly play 2Fort for the dickaround aspect and if I notice the enemy isn't bothering to defend at all I'll occasionally win the map too. Mostly I use it just to get a bit better at sticky jumping. The sticky jumper is, undisputibly, the best and most awesome weapon in TF2 and I will hear no word against it.

It puts more focus on the Grenade Launcher and getting direct pills. The biggest loss in my opinion is in defensive power- you can't trap a point or flag anymore. But then, pyros will just airblast your traps away anyway...
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: The Scout on February 03, 2012, 06:46:46 pm
Idea for a sentry.
Cannot be reflected. (Rockets)
Shoots lasers instead of bullets and the soldier's laser things that go through people(Not everyone, should be a limit) instead of rockets, should do slightly more damage though.
No knockback.

It wouldn't do quite as much to a single person, or deny someone a room, but it would be harder to tell it's there and it would do quite a bit of damage against large groups of people all bunched up.

2fort is too crowded, all the other maps that small normally have several ways to go. But since it's a CTF map, and not CP or PL, it's harder to make a dynamic map and have multiple routes, due to them all having the same destination.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Werdna on February 03, 2012, 06:49:05 pm
Dodge, etc

I think you'd agree with me that all of these options, as scout, are a little more difficult in a constrained space where you can't double jump without hitting a wall or ceiling.  The areas are so tight a soldier could aim blindfolded, and still splash you. 

Seriously, if I'm in an enemy base as a scout, I just turn back if there's an enemy in a hallway and take another.

Scout's strong point, but missing the point.  All of 2fort's rooms and halls are relatively small.  Can you still do the D's you mentioned?  Of course.  Is it much more difficult to do so?  My point.  When you run into defense, and you will run into defense, you will need to start pumping out those D's to get past or to get away to try another route - and you have less room to do it in. 

Compare flag room of 2fort to the open one in Turbine.  Compare the two Turbine hallway sizes to the 2fort paths I mentioned above (never mind that 2fort's fd to fr path is twice as long).  Assume some defense in each path - no easy bypass routes.  Which would you rather play scout in?  Basically, compare the cramped 2fort base design to the base design on *every* Valve TF2 map and most 3rd party maps and you'll quickly see that TF2 maps are more open to allow space for the classes to properly do all the D's you mentioned.  2fort's cramped design is because it is an ancient, outdated map that's become both their flagship and their albatross. 

I'm not picking on scout or saying he sucks, I was just trying to point out a map design issue that constrains his best ability, the double jump.

(And I'm not saying every map should be a wide open airy wonderland, I'm just trying to point out that the openness of map design on CTF maps directly affects the balance between "too easy to D" and "too hard to D" - and 2fort's design is too easy to D.)
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Jackrabbit on February 03, 2012, 07:04:32 pm
Idea for a sentry.
Cannot be reflected. (Rockets)
Shoots lasers instead of bullets and the soldier's laser things that go through people(Not everyone, should be a limit) instead of rockets, should do slightly more damage though.
No knockback.

It wouldn't do quite as much to a single person, or deny someone a room, but it would be harder to tell it's there and it would do quite a bit of damage against large groups of people all bunched up.
Why should the rockets not be reflected? That'd make it a straight upgrade from a regular sentry. And the lasers, how fast would they shoot? If they shoot at the speed of the Righteous Bison, then scouts could bypass the sentry easily with no knockback and most other classes could dodge it too.

I'm not really seeing the tactical applications of this. It doesn't look it it'd be good at defending much of anything.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: The Scout on February 03, 2012, 07:08:13 pm
Same as normal, instant. The rockets would be like the soldier's laser sidearm, except faster and doing slightly more damage. If a scout ran in, he wouldn't get pumped out the door, he'd just start to die. But at the same time, it wouldn't be able to keep anything out of the area it is defending, aka spies, or a heavy who somehow got near it.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on February 03, 2012, 07:15:34 pm
 It would be kinda rad if the sentry fired the same shots as the soldiers Bison, just with an upped firerate to compete with the normal sentry DPS. Faster classes can dodge the shots and a lack of knockback makes the sentry weaker, but nothing from it can be reflected and it pierces enemies. And it fills the screen with whatever team color it is. Perhaps add a slight spread to make the visual more impressive, as the projectiles are wide enough to probably hit whatever they were aiming for anyway.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: The Scout on February 03, 2012, 07:18:48 pm
...You would need to up the speed too, if they were the main shots. The faster classes will murder their time while trying to dodge the shots too.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on February 03, 2012, 07:22:01 pm
 I guess you could increase the turn speed to make up for the slow projectiles. You'll be able to dodge them, but getting close will be difficult.

 I just want to see three engineers wrangle these things and turn the sky into whatever color team they are.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: kaenneth on February 03, 2012, 07:39:45 pm

 Grabbing the intel and bringing it all the way home as a Heavy on 2fort.  :)

  Twice in a row  8)
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Teneb on February 03, 2012, 07:46:36 pm
Last time I played 2Fort an enemy spy kept grabbing the flag and dying a few steps foward. He managed to drag it straight to the battlements where a scout picked it up. That resulted in a very angry me shouting at the team. Gotta give the spy some credit, however.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jc6036 on February 03, 2012, 07:46:54 pm
Dodge, etc

I think you'd agree with me that all of these options, as scout, are a little more difficult in a constrained space where you can't double jump without hitting a wall or ceiling.  The areas are so tight a soldier could aim blindfolded, and still splash you. 

Seriously, if I'm in an enemy base as a scout, I just turn back if there's an enemy in a hallway and take another.

Scout's strong point, but missing the point.  All of 2fort's rooms and halls are relatively small.  Can you still do the D's you mentioned?  Of course.  Is it much more difficult to do so?  My point.  When you run into defense, and you will run into defense, you will need to start pumping out those D's to get past or to get away to try another route - and you have less room to do it in. 

Compare flag room of 2fort to the open one in Turbine.  Compare the two Turbine hallway sizes to the 2fort paths I mentioned above (never mind that 2fort's fd to fr path is twice as long).  Assume some defense in each path - no easy bypass routes.  Which would you rather play scout in?  Basically, compare the cramped 2fort base design to the base design on *every* Valve TF2 map and most 3rd party maps and you'll quickly see that TF2 maps are more open to allow space for the classes to properly do all the D's you mentioned.  2fort's cramped design is because it is an ancient, outdated map that's become both their flagship and their albatross. 

I'm not picking on scout or saying he sucks, I was just trying to point out a map design issue that constrains his best ability, the double jump.

(And I'm not saying every map should be a wide open airy wonderland, I'm just trying to point out that the openness of map design on CTF maps directly affects the balance between "too easy to D" and "too hard to D" - and 2fort's design is too easy to D.)
You've made you point. Scout is a bad class for 2fort on account of the lack of D room (but that won't stop me from still capping intel while running in circles like a maniac :P).
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Telgin on February 03, 2012, 08:12:56 pm

 Grabbing the intel and bringing it all the way home as a Heavy on 2fort.  :)

  Twice in a row  8)

"Not usually my job..."

I absolutely suck at capture the flag.  And especially 2fort.  I should probably practice this some more next time I play.  Come to think of it, it's been over a month since I played.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jc6036 on February 03, 2012, 08:58:01 pm
So, is there a bay 12 server we can play on or do you generally just tool around on public servers?
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: MrWiggles on February 03, 2012, 09:05:51 pm
So, is there a bay 12 server we can play on or do you generally just tool around on public servers?
We had a server, then we neve used it.

I think we never used it because a lot of us experience stupid high ping on it.

And the lack of events probably didnt help either.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on February 03, 2012, 09:15:12 pm
Protip:  Nobody who plays this game for any length of time sees 2fort as anything other than a joke map, its the TF2 equivalent of pro wrestling.  If you are getting caps, its probably because 3/4 of the other team couldnt give a stuff about anything other than getting more kills.  Defensively 2fort can be totally locked down by 2 demos and an engi.  Offensively a good bonk scout can get to the intel 75% of the time, its not a serious map in any way shape or form, get over 2fort and go play any other map, then talk about strats and tactics
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jc6036 on February 03, 2012, 09:22:15 pm
Protip:  Nobody who plays this game for any length of time sees 2fort as anything other than a joke map, its the TF2 equivalent of pro wrestling.  If you are getting caps, its probably because 3/4 of the other team couldnt give a stuff about anything other than getting more kills.  Defensively 2fort can be totally locked down by 2 demos and an engi.  Offensively a good bonk scout can get to the intel 75% of the time, its not a serious map in any way shape or form, get over 2fort and go play any other map, then talk about strats and tactics
Jesus man, lighten up.  It's not like it's a clan competition or anything going on. 
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on February 03, 2012, 09:25:28 pm
Protip:  Nobody who plays this game for any length of time sees 2fort as anything other than a joke map, its the TF2 equivalent of pro wrestling.  If you are getting caps, its probably because 3/4 of the other team couldnt give a stuff about anything other than getting more kills.  Defensively 2fort can be totally locked down by 2 demos and an engi.  Offensively a good bonk scout can get to the intel 75% of the time, its not a serious map in any way shape or form, get over 2fort and go play any other map, then talk about strats and tactics
Jesus man, lighten up.  It's not like it's a clan competition or anything going on.

Sorry I just read 3 pages of people talking 2fort tactics and facepalmed fairly hard, had to get it out
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jc6036 on February 03, 2012, 09:44:33 pm
Protip:  Nobody who plays this game for any length of time sees 2fort as anything other than a joke map, its the TF2 equivalent of pro wrestling.  If you are getting caps, its probably because 3/4 of the other team couldnt give a stuff about anything other than getting more kills.  Defensively 2fort can be totally locked down by 2 demos and an engi.  Offensively a good bonk scout can get to the intel 75% of the time, its not a serious map in any way shape or form, get over 2fort and go play any other map, then talk about strats and tactics
Jesus man, lighten up.  It's not like it's a clan competition or anything going on.

Sorry I just read 3 pages of people talking 2fort tactics and facepalmed fairly hard, had to get it out
Understandable.  I'm new to the game so I didn't realize that 2fort was considered a joke by veteran players.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: MrWiggles on February 03, 2012, 09:46:49 pm
2fort is one of the few bad stock maps. Well isn't that good either.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Putnam on February 03, 2012, 10:10:09 pm
Goldrush is almost as bad, mostly because of how skewed towards red it is.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Werdna on February 03, 2012, 10:10:29 pm
I'd apologize for talking 2fort, but there was a day when I too was that guy playing 2fort 24/7 servers and yet getting really frustrated with it, and it took some good forum chat to convince me to move on and learn some other maps.  There's a lot of new players that need to hear it, and the more that hear it means a few more slots filled on the good, non-stock maps.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on February 03, 2012, 10:20:04 pm
2fort is great at doing what it does, which is DM.  If either team puts any sort of effort into defense it drifts into stalemate quickly, so there is no real teamwork or the like.  Its a bit of fun, but for serious team fortress fun, you want a map where you have to throw some sort of plan together and then pull it off for things to happen.

  If you check the official stats for goldrush, generally it works out 45% blu win, 55% red, which isnt really that bad.  But yeah, valve <3 red, spys and demos.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Flying Carcass on February 03, 2012, 11:03:41 pm
I rather like PL_Gold Rush and don't find it to be imbalanced. Blue almost always gets to the first point, as the first part is fairly open and the defenders have a longer run back to the battle at this point than blue (dealing with any engineer nests in the house isn't too difficult). The second point is where the match gets interesting. If blue tries to go through the entrance the cart comes out, blue will get rocked. The key to the match is controlling the two upper sections.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Putnam on February 03, 2012, 11:15:48 pm
The second point is the reason gold rush is imbalanced. It takes one hell of a push to get past that tight corner that anyone can spam all day.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on February 03, 2012, 11:18:01 pm
 I dunno, two attics provide a good way to break through if red is spread out enough. Although a die-hard team would probably wrangle some sentries on the roof of their spawn while demomen spam into windows all day long. I'll allow it because a quick and clever blue engie can sneak a teleporter into the tunnel behind their spawn and completely ruin Red before they realize what is going on.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jc6036 on February 03, 2012, 11:20:19 pm
I'll allow it because a quick and clever blue engie can sneak a teleporter into the tunnel behind their spawn and completely ruin Red before they realize what is going on.
This. Exactly this.
I remember spawning, seeing a teleporter and walking into it, and BOOM! My team had set up shop in the tunnel.  Two engineers had sentries, dispeners, and two telepoter systems running.  We all grouped together and bumrushed red.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Enzo on February 04, 2012, 02:24:39 am
2fort is one of the few bad stock maps. Well isn't that good either.

I actually like Well a lot more than 2fort. I tend to favor maps with big open area's over ones with lots of chokepoints, though. Well isn't all that great, but 2fort is nearly unplayable.

Goldrush is almost as bad, mostly because of how skewed towards red it is.

I find Upward much worse than Goldrush when it comes to unbalanced defense. Mostly just that last point though. That point is not fun to attack.

Also Swiftwater is clearly the greatest Payload map.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: DarkerDark on February 04, 2012, 08:11:23 am
PL_Hoodoo is probably my least favorite payload map. Everything's so cramped it leaves no room to maneuver and it invites massive amounts of unavoidable pipe spam.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: PTTG?? on February 04, 2012, 11:48:50 am
Come to think of it, I've played more games of TC_Hydro (one) than CTF_well or any variants.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jc6036 on February 04, 2012, 01:03:23 pm
I got my 360 gamepad set up for tf2, and started using it.  I was very disappointing; I don't know if it's the quality of my gamepad or unfamiliar feel of it in tf, but it sucked.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Flying Carcass on February 04, 2012, 02:02:58 pm
I got my 360 gamepad set up for tf2, and started using it.  I was very disappointing; I don't know if it's the quality of my gamepad or unfamiliar feel of it in tf, but it sucked.

People playing with controllers tend to have a hard time playing against folks playing with mouse and keyboard in first person shooters.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: MrWiggles on February 04, 2012, 08:21:44 pm
PL_Hoodoo is probably my least favorite payload map. Everything's so cramped it leaves no room to maneuver and it invites massive amounts of unavoidable pipe spam.

I found HooDoo very hard to understand its geometry. I also find the tracks course, to just be confounding. Its not as bad cp_steel (I think its steel). Whenever I play red, I almost always get stuck in the base. -_-;

----
The first Choke Point on Gold Rush is great. It is heavily in favor of Defenders, but its meant to bleed off time from blue. If Red's going to win, its because they've manage to hold off on the first choke point for so long. Then they have to wait for the second Choke Point to make a proper stand again. Down the ramp, toward the end goal, there lacks a murder zone for red team, and the defender is at a sudden disadvantage because they have no natural focus for defense.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Telgin on February 04, 2012, 08:26:05 pm
I got my 360 gamepad set up for tf2, and started using it.  I was very disappointing; I don't know if it's the quality of my gamepad or unfamiliar feel of it in tf, but it sucked.

People playing with controllers tend to have a hard time playing against folks playing with mouse and keyboard in first person shooters.

This.  My brother insists that shooters are easier to play with a controller.  I find a mouse and keyboard to be 1000x better.  Response time and precision are impossible to match, at least for me.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Putnam on February 04, 2012, 08:28:00 pm
Hoodoo is undoubtedly the worst map that comes with the game, and RED nearly always wins on it (seriously, I think it's ~85%), but it's community made.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jc6036 on February 04, 2012, 08:34:17 pm
I got my 360 gamepad set up for tf2, and started using it.  I was very disappointing; I don't know if it's the quality of my gamepad or unfamiliar feel of it in tf, but it sucked.

People playing with controllers tend to have a hard time playing against folks playing with mouse and keyboard in first person shooters.

This.  My brother insists that shooters are easier to play with a controller.  I find a mouse and keyboard to be 1000x better.  Response time and precision are impossible to match, at least for me.
I expected the gamepad to be easier to use since I'm used to playing 360 shooters, but mouse and keyboard are much better.  Especially with snipers.  I can't hit shit with a gamepad.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Putnam on February 04, 2012, 08:41:19 pm
360 shooters tend to have auto-aim out the wazoo, though.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: MrWiggles on February 04, 2012, 11:19:09 pm
Here something that I've notice with Halo Reach. When I first got Halo Reach, I had an SD tv. I was doing pretty spiffy really. Then it crapped out on us, and so we got an HD tv (Mostly because, you cant get another SD tv, and HD tv's are that expensive anymore.)

And my aiming ability grew worse. It made me think that there was a larger margin of error for users with SD tvs (and the applicable SD settings), then those with HD tv.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on February 05, 2012, 06:26:12 am
All FPS sniping is a point and click adventure
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Telgin on February 06, 2012, 01:54:17 am
Here something that I've notice with Halo Reach. When I first got Halo Reach, I had an SD tv. I was doing pretty spiffy really. Then it crapped out on us, and so we got an HD tv (Mostly because, you cant get another SD tv, and HD tv's are that expensive anymore.)

And my aiming ability grew worse. It made me think that there was a larger margin of error for users with SD tvs (and the applicable SD settings), then those with HD tv.

Perhaps for your eyes... might affect the way you aim.  In game though it shouldn't, unless the game is doing something very strange.  The decision on how to render the final display should be independent of the game logic itself.  Then again, I suppose it is possible, if unlikely that the game checks for this and genuinely behaves differently...
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: kaenneth on February 06, 2012, 07:02:32 pm
TV might have a 'game mode' in it's menus, try enabling it. it should lower the latency.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Thexor on February 06, 2012, 08:20:54 pm
Some TVs have delays between input and output. The largest TV in my house is nigh-useless for my Xbox because it has something like a 300-400ms delay. For a shooter, that's frigging huge.

It's probably the whole HD thing, yeah.

300-400ms?! Geez, I had to spend time debating between 5ms and 2ms latency when picking a new monitor. A 300ms display delay would make pretty much any online game unplayable - at least network latency can be smoothed out by lag compensation.  :o
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: PTTG?? on February 07, 2012, 01:01:23 am
Are you sure about that number? I work in video so I'll have to ask around at work but that sounds crazy.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Telgin on February 07, 2012, 12:52:52 pm
300-400ms sounds pretty ridiculous... but I guess a TV is intended to be a mostly interaction free streaming device and so once the stream starts it shouldn't much matter.

Still ridiculous though.  What sort of failure happened in the design process for this TV?
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jc6036 on February 07, 2012, 05:35:41 pm
I was playing foundry, and I prevented the last point from being capped by killing 2 pyros, a demo man, a scout, and a soldier.  As a sniper using a smg.
Feeling pretty badass right about now. (probably nothing compared to others epic moments, but still pretty awesome for me.)

EDIT:  Also, what's wrong with the random drop system?  I read on the team fortress 2 wiki that random drops are given at regular intervals of 30-70 minutes.  I hadn't gotten anything in a while so I played for about two and a half hours straight on the same map and server to test it out.  I still didn't get a random drop.  Wtf?
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Putnam on February 07, 2012, 09:56:49 pm
There's a weekly cap.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on February 07, 2012, 10:02:10 pm
In australia thursday is the change over day, so its probably wednesday in most other countries if that helps
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jc6036 on February 07, 2012, 10:31:50 pm
There's a weekly cap.
I read about the cap too, that must be it (even though I don't think that I played nearly enough to cap out).
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: SHAD0Wdump on February 07, 2012, 11:58:39 pm
Best Pyro suggestion ever...

http://forums.steampowered.com/forums/showthread.php?t=1725694
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Jackrabbit on February 08, 2012, 01:11:33 am
It's entirely possible I would never play another class ever again if that was implemented.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: squeakyReaper on February 08, 2012, 02:15:17 pm
There's a weekly cap.
I read about the cap too, that must be it (even though I don't think that I played nearly enough to cap out).
It functionally caps out at 9 to 11 drops a week.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Siquo on February 08, 2012, 02:30:05 pm
It's entirely possible I would never play another class ever again if that was implemented.
Oh yes. DO WANT.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: LASD on February 08, 2012, 02:37:01 pm
How the hell do I kill scouts as the soldier? They are so damn fast.

I just played a few games and I think I know the answer: Reserve Shooter. It pretty much one shots Scouts as they are in the air 70% of the time. It's a bit hard to hit them for the same reason, but goddamn how good it feels when you do.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on February 08, 2012, 02:53:43 pm
Even the shotgun itself does pretty well. Those meatshots sting just as hard on them as they do on you.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: MrWiggles on February 08, 2012, 02:57:44 pm
How the hell do I kill scouts as the soldier? They are so damn fast.

I just played a few games and I think I know the answer: Reserve Shooter. It pretty much one shots Scouts as they are in the air 70% of the time. It's a bit hard to hit them for the same reason, but goddamn how good it feels when you do.

Reserve Shot + Pyro Air Blast = HAHAHAHAHAH FUCK YOU!
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: The Scout on February 08, 2012, 04:18:21 pm
Degreaser + Reserve Shooter + Mailbox. You can kill people so fast. Or the new pyro flamethrower, the Reserve Shooter, and the Rake. So hard to kill you, and you can do so much damage. Which is why they make me angry.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Putnam on February 08, 2012, 07:09:40 pm
Degreaser + Reserve Shooter + Mailbox. You can kill people so fast. Or the new pyro flamethrower, the Reserve Shooter, and the Rake. So hard to kill you, and you can do so much damage. Which is why they make me angry.

Axtinguisher can be substituted for mailbox, obviously.

Why would you use the reserve shooter and the new flamer? The new flamer can't airblast, so it's pretty much useless with the reserve shooter...
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Flying Carcass on February 08, 2012, 07:44:15 pm
Personally, I like either the flare gun (90 damage on a target already on fire... good for finishing off folks out of mailbox reach... has good range too, useful for dealing with snipers) or the detonator (mostly for detonator jumping purposes).
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: The Scout on February 08, 2012, 08:22:21 pm
Degreaser + Reserve Shooter + Mailbox. You can kill people so fast. Or the new pyro flamethrower, the Reserve Shooter, and the Rake. So hard to kill you, and you can do so much damage. Which is why they make me angry.

Why would you use the reserve shooter and the new flamer? The new flamer can't airblast, so it's pretty much useless with the reserve shooter...
The switch speed helps. I've also seen people try to jump away from me, once they see I have that flamethrower.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on February 08, 2012, 08:39:36 pm
 The switch speed is nice, but where the RS offers a decent sidegrade to the vanilla shotgun when using the Flamethrower I kinda want more shots loaded when I break out the Phlog.

 Or use the flare to build MMHHH and unleash it in an ambush.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Strangething on February 08, 2012, 11:11:23 pm
I just played a few games and I think I know the answer: Reserve Shooter. It pretty much one shots Scouts as they are in the air 70% of the time. It's a bit hard to hit them for the same reason, but goddamn how good it feels when you do.

I thought the RS only critted if the target was blasted into the air. Or did that get changed in a recent update?
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: MrWiggles on February 09, 2012, 01:34:33 am
I just played a few games and I think I know the answer: Reserve Shooter. It pretty much one shots Scouts as they are in the air 70% of the time. It's a bit hard to hit them for the same reason, but goddamn how good it feels when you do.

I thought the RS only critted if the target was blasted into the air. Or did that get changed in a recent update?

No, it crits foes in mid after for a few seconds after its drawn. It makes it a nice target of opportunity weapon.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: LASD on February 09, 2012, 04:28:22 am
I just played a few games and I think I know the answer: Reserve Shooter. It pretty much one shots Scouts as they are in the air 70% of the time. It's a bit hard to hit them for the same reason, but goddamn how good it feels when you do.

I thought the RS only critted if the target was blasted into the air. Or did that get changed in a recent update?

That's for Direct Hit. And indeed it was changed and it used to work like the Reserve Shooter, but that change was made frighteningly long ago. Let's see exactly how long from the Wiki:

Oh wow, over two YEARS ago:
Quote
January 13, 2010 Patch
Changed the Direct Hit to only mini-crit enemies that have been launched into the air by an explosion.

P.S. Now that we're on the subject of time, this thread turns THREE YEARS OLD in a few weeks. That's pretty stunning.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: PTTG?? on February 13, 2012, 01:19:05 pm
Anyone else know where to find a copy of the Crafting Simulator? The site's down. (http://seanj.afraid.org/craft/)

It was fun for the few minutes I tried it...
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Strangething on February 14, 2012, 12:45:18 am
I'm not familiar with Crafting Simulator, but there's a great online tool for crafting here:

http://www.tf2crafting.info/

(Did already link to this, or am I thinking of another thread?)
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Jackrabbit on February 14, 2012, 06:13:54 am
I had no idea Gold Rush was two separate maps joined on to one another! I'm fully aware that having played for nearly 2 years without picking up on it this is something that makes me worthy of ridicule but man, that is so fucking cool.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Blargityblarg on February 14, 2012, 06:23:26 am
...Isn't it 3 maps?
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Jackrabbit on February 14, 2012, 06:26:21 am
Probably, yes.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Siquo on February 14, 2012, 09:43:24 am
... Spoiler for ya:
Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on February 14, 2012, 10:20:09 am
... Spoiler for ya:
Spoiler (click to show/hide)
Well, Hoodoo. But that's a cruddy map so whatevs.

They generally try to pull that off though. Don't know if I appreciate the implementation of it, just slapping down a bunch of fences to block off the previous map.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Siquo on February 14, 2012, 10:40:18 am
cp_dustbowl, cp_egypt...


Edit: oh, Thunder mountain is the exception, I stand corrected.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Putnam on February 14, 2012, 12:01:15 pm
cp_dustbowl, cp_egypt...


Edit: oh, Thunder mountain is the exception, I stand corrected.

Upward, Badwater basin...
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Enzo on February 14, 2012, 03:09:43 pm
cp_dustbowl, cp_egypt...

Edit: oh, Thunder mountain is the exception, I stand corrected.
Upward, Badwater basin...

...Those are one stage maps bro. And in Badwater Red's spawn stays the same the whole round.

So, anyone still dick around with replays? I just realized that they record voice chat now. This makes it about a million times better, as reactions are often the best part.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Jackrabbit on February 14, 2012, 03:23:35 pm
If it helps, I knew that most payload maps were done in groups, what I didn't realize was that they were physically connected. I guess I never really gave it much thought. I only realized after standing at the entrance to Goldrush until the round started and then having to turn round and run to the opposite end of the map.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on February 14, 2012, 06:03:06 pm
If it helps, I knew that most payload maps were done in groups, what I didn't realize was that they were physically connected. I guess I never really gave it much thought. I only realized after standing at the entrance to Goldrush until the round started and then having to turn round and run to the opposite end of the map.

Yeah, all the 3 stages are actually 1 big map broken up, thats how all tf2 maps work
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Metalax on February 14, 2012, 08:29:02 pm
New update has bad change.
Quote
Updated the Heavy's sandvich so it will only resupply ammo if the owner picks it up after dropping it. This means the only way to gain health from the sandvich is by eating it.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: USEC_OFFICER on February 14, 2012, 08:36:54 pm
New update has bad change.
Quote
Updated the Heavy's sandvich so it will only resupply ammo if the owner picks it up after dropping it. This means the only way to gain health from the sandvich is by eating it.

I am sad Heavy.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: The Scout on February 14, 2012, 09:14:01 pm
Throw sandvich does nothing. Also, TF2 is giving me gay item messages. It's amazing and concerning at the same time.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: PTTG?? on February 14, 2012, 09:21:26 pm
New update has bad change.
Quote
Updated the Heavy's sandvich so it will only resupply ammo if the owner picks it up after dropping it. This means the only way to gain health from the sandvich is by eating it.

I am sad Heavy.

It is bad day to be giant man :(.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Jackrabbit on February 14, 2012, 11:20:45 pm
I guess it was far too easy for a near dead heavy to go to a near full health heavy but I am still sad for my favorite Russian.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on February 15, 2012, 12:04:23 am
does it still give health to other players?
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Enzo on February 15, 2012, 12:37:43 am
does it still give health to other players?

Yes, unless it's bugged.

Actually, I'm kind of happy about this. Dropped sandvich basically made eaten sandvich obsolete, and made it far too easy for a heavy to heal himself quickly.

Throw sandvich does nothing. Also, TF2 is giving me gay item messages. It's amazing and concerning at the same time.

Every time you see "Player X accepted "Player Y's GAY MARRAGE FTW" someone just gave Valve $100. It's mind boggling.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Jackrabbit on February 15, 2012, 01:38:16 am
I think that gift is actually the first time I've ever seen Valve be outright manipulative for profit. It's pointless, useless, ridiculously expensive, they know people will buy it and the only person who actually gets anything tangible is them.

Hats off to you Valve. One more step on the road to adding the 'evil' adjective to your genius.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: MrWiggles on February 15, 2012, 03:17:55 am
I think that gift is actually the first time I've ever seen Valve be outright manipulative for profit. It's pointless, useless, ridiculously expensive, they know people will buy it and the only person who actually gets anything tangible is them.

Hats off to you Valve. One more step on the road to adding the 'evil' adjective to your genius.
Eh, its not anyone substantive then using jumbotron, or air writing, it's also on par with a nice box of chocolates and bundle of nice flowers.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Jackrabbit on February 15, 2012, 03:36:01 am
Except it costs $100.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Enzo on February 15, 2012, 04:07:54 am
Mr.Wiggles, do you play on the Lions Den server? Because someone called Wiggles was making the same Jumbotron argument earlier tonight on that server. CRAZY COINCIDENCE.

As with all their virtual goods, I can't do anything but commend Valve for their brilliant business maneuvering. People are apparently willing to pay $100 for a random announcement. Who knew?
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: MrWiggles on February 15, 2012, 04:13:12 am
Mr.Wiggles, do you play on the Lions Den server? Because someone called Wiggles was making the same Jumbotron argument earlier tonight on that server. CRAZY COINCIDENCE.

As with all their virtual goods, I can't do anything but commend Valve for their brilliant business maneuvering. People are apparently willing to pay $100 for a random announcement. Who knew?
Its become my server of choice.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Cecilff2 on February 15, 2012, 09:45:51 am
New update has bad change.
Quote
Updated the Heavy's sandvich so it will only resupply ammo if the owner picks it up after dropping it. This means the only way to gain health from the sandvich is by eating it.
Looks like I'll finally be switching to shotty.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on February 15, 2012, 09:50:18 am
I think that gift is actually the first time I've ever seen Valve be outright manipulative for profit. It's pointless, useless, ridiculously expensive, they know people will buy it and the only person who actually gets anything tangible is them.

Hats off to you Valve. One more step on the road to adding the 'evil' adjective to your genius.
To be fair they fully admit it is a completely stupid thing and nobody should buy it in their announcement.

 My guess? A bet over if he could release a $100 useless item and get some amount to win the bet.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: MrWiggles on February 15, 2012, 04:06:10 pm
Except it costs $100.
So?
I don't see how the price is materiel to this. Its not more expensive then other moderate valentine gifts, and it's on same level of other public affirmations.
---
I looked up the price for skywriting, and its thousand dollars and up. Which, is as pointless this quick little message.

Nice dinner for two at a nice restaurant could easily cost you 100 bucks. Not uncommon to go get a hotel room for the weekend.

The price seems to be pretty moderate.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on February 15, 2012, 04:12:54 pm
Except it costs $100.
So?
(http://i.imgur.com/gpWzj.png)

But yeah, not really a rebuttal to any points about Gabe and more about the community.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: MrWiggles on February 15, 2012, 04:16:28 pm
Except it costs $100.
So?
(http://i.imgur.com/gpWzj.png)

But yeah, not really a rebuttal to any points about Gabe and more about the community.
Eh.
I saw some obeseness messages besides one like thus, but baring racial epitaphs, you can probably bizarre messages written for sky writing, or a message on a jumbotron.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Descan on February 15, 2012, 09:24:08 pm
I thought this was pretty cute. I don't think they were trolling. So... yeah! (http://www.youtube.com/watch?v=VHp3KSGM2r4)
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on February 16, 2012, 01:57:03 am
Some of the trolls are almost worth the 100 bucks for the amount of people the reached. 'anne frank accepts adolf hitlers apology,'  'japan acccepts americas atomic bomb'
 
  Cringeworthy, but you must bow down to the size of the troll.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: PTTG?? on February 16, 2012, 11:11:06 am
Has there been anyone who actually proposed in TF2, for real, yet?
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Descan on February 16, 2012, 11:31:51 am
Yeah, that dude two posts up I put a video for. They're already married.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on February 16, 2012, 09:47:59 pm
 Holy hell, the sanvich fix has really caused a ton of people to whine. The Steam forums are especially bad about it, and I know how much they love to wine about little things. And I know they are wrong because they keep insisting that tossing a sanvich to the ground for instant 150hp is somehow considered skill.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: MrWiggles on February 16, 2012, 10:33:45 pm
Holy hell, the sanvich fix has really caused a ton of people to whine. The Steam forums are especially bad about it, and I know how much they love to wine about little things. And I know they are wrong because they keep insisting that tossing a sanvich to the ground for instant 150hp is somehow considered skill.
Its very hard to alt fire on the sandwich, then you gotta know where to aim so you can plan where you're running for best optimization of the health gain.

Its very hard. Its like pyro air blasting.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jc6036 on February 16, 2012, 10:59:22 pm
Holy hell, the sanvich fix has really caused a ton of people to whine. The Steam forums are especially bad about it, and I know how much they love to wine about little things. And I know they are wrong because they keep insisting that tossing a sanvich to the ground for instant 150hp is somehow considered skill.
I wish that Valve would give us another 100 dollar item that, if bought, would alert a valve employee and tell them to go and and give whiners a (physical) slap to the face.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on February 16, 2012, 11:14:46 pm
My bigger problem is ive never heard anybody complain about it, compared to about 10 other weps that are obviously oped/underpowered and nothing gets done
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Enzo on February 16, 2012, 11:25:01 pm
I'm happy with the heavy debuff. It's more fun having to find somewhere safe to hide and eat between bouts, rather than just carrying a medium healthpack around at all times.

Its very hard. Its like pyro air blasting.

I know you're being facetious, but are you saying airblasts don't require skill? There's a lot involved with using airblasts to maximum effectiveness.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on February 16, 2012, 11:56:06 pm
My bigger problem is ive never heard anybody complain about it, compared to about 10 other weps that are obviously oped/underpowered and nothing gets done
The Sanvich got a great deal of grief when it first came out because of all the classes to receive essentially free self-healing, it had to be the class with the most health to sustain itself with. It really is one of the oldest problem weapons. And where the Natasha got nerfed into oblivion, this got minor changes to the point where it was kind of silly.

 I'll concede that the sanvich could be improved. How abouts when using M1 the food bar won't deplete, only when you drop it for a teammate. Unlimited self-heals, but only if you survive.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on February 17, 2012, 12:42:40 am
Well, it still heals other players, so im not all that unhappy about it, heavy is for noobs anyway.
  Still  FIX THE DAMN ENFORCER AND DEADRINGER VALVE YOU SHITTERS.  rant
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Osmosis Jones on February 17, 2012, 12:52:04 am
I'll concede that the sanvich could be improved. How abouts when using M1 the food bar won't deplete, only when you drop it for a teammate. Unlimited self-heals, but only if you survive.

So... going back to how it was when the M2 option was first added?
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on February 17, 2012, 12:52:58 am
I'll concede that the sanvich could be improved. How abouts when using M1 the food bar won't deplete, only when you drop it for a teammate. Unlimited self-heals, but only if you survive.

So... going back to how it was when the M2 option was first added?

Pretty much.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Orangebottle on February 17, 2012, 04:07:04 am
Well, it still heals other players, so im not all that unhappy about it, heavy is for noobs anyway.
  Still  FIX THE DAMN ENFORCER AND DEADRINGER VALVE YOU SHITTERS.  rant
I don't see how they're broken.

Deadringer's cloak is much shorter than that the other two watches, and then there's all the weapons that counter cloaking. Jarate(MON DIEU!), Mad Milk, Flamethrower, Backburner, Degreaser, Phlogistinator, Flare Gun, Detonator, Man Melter, Volcano Fragment(I do believe I'm on fire.), Southern Hospitality, Pomson 6000(one hit seals Spy's fate or cuts his DR time in half), Boston Basher, Three-rune Blade, Sydney Sleeper, Tribalman's Shiv, Cow Mangler(alt fire), Minigun*, Iron Curtain*, Tomislav*, Brass Beast*, and Natascha*.

With the Enforcer, if you nerf it, spies will just use the Ambassador(which kills most classes with two well-placed shots). Nerfing it is pointless.

Besides that, most classes have weapons that are powerful(Backburner, Sydney Sleeper, Loch n Load, Huntsman, Machina, Level 3 Sentry, Widowmaker, Pomson, Wrangler, Phlogistinator, Black Box, Direct Hit). Spy is the most difficult class to play and shouldn't be nerfed at all.

*provided heavy can aim his bullet hose of choice in the right direction.


I actually like the new heavy update. I can actually pick my sandvich back up when I miss the teammate I'm tossing it to and they don't come back to nom it.

I'll concede that the sanvich could be improved. How abouts when using M1 the food bar won't deplete, only when you drop it for a teammate. Unlimited self-heals, but only if you survive.
No, that just leads to people bitching about the heavy who camps one area and heals himself constantly.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Enzo on February 17, 2012, 04:49:09 am
The problem with Enforcer + DR is that it's a straight upgrade. There is literally no benefit to using the default revolver with the DR. While it may not be overpowered, it's certainly unbalanced. The difference with the other weapons you listed is that they all have a trade-off.

Also, since when is the Sydney Sleeper a powerful upgrade to the regular Rifle? Did I miss something?
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on February 17, 2012, 04:55:11 am
DR basically makes the spy invincible and invisible, there isnt a hell of alot of skill to it, there are alot of loops where a spy can grab full metal and some health, jump into enemy teams, stagger round in a blindingly obvious fashion and then stagger back to the full metal and health pile and do it all again.  DR takes all the skill out of spy.  Even if you do happen to hit a cloaked DR with any of the weps you have mentioned besides the pomson (ill pay that is almost a counter) 70% of the time the spy will be able to stagger back to his lines with 4 enemies attacking him constantly, the 90% damage reduction is just stupid.

  Problem with the enforcer is 2 fold.  Blindingly obvious one being with the DR it has no debuff at all.  Noob spys everywhere have worked this one out.
Second being that the revolver was already a powerful gun.  Giving the spy the ability to take down 3 full health players without reloading or requiring any serious aiming is again stupid.  The spy has backstabs for 1 shot kills, they require a bit of skill.  Staggering round, 2 shotting an engi infront of 1/2 his team then happily wandering off with 2 players hammering crap out you cause you know they will never be able to take you down (16 stickies cant even kill a DR) has turned the spy from a high skill class into a bit of a joke. 

  For some fun proof of this, get a friend to go kritzmed and you go DR/enforcer spy, then play him like a face up combat class with the med on you.  Better damage output than almost any other gun ruins the spy.


edit, ninjaed.  And sleeper is lower powered than normal rifle, backburner lower than normal, (phlogy is getting a nerf though, its more powerful).  Actually everything but the phlogy you mentioned there is less powerful than the vanilla versions
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: MrWiggles on February 17, 2012, 06:27:48 am
Pholg doesn't need to be nerfed. @.@

No random crits, and no air blasting are a huge debuff. I can't tell ya how naked you feel going against soldiers & demo's. I feel sorta useless not being able to airblast team mates.

The Crit System being turned off the weapons, means that you're playing flat, irrespective on how your playing. The Crit System gets kicked in when you're having a low, or having a high. Its a great system.

The huge Damage Block for when you're taunting is necessary. What happens when you taunt in game? You die. (And of course I'm not talking about taunting during start up times.) Then of course, your MmMph timer starts to go down as soon as you initiate the Taunt, which of course announces that you're about to become an eternal force of flames.

What about the health gain? Who cares. The Health Gain makes triggering the MmmmMph a strategic option, and a save your ass button, much like how medic can bust out Uber. It makes the using the MMMmmph viable, similar to how Demo swords allow them to gain health in alternative methods.
And the MmMph meter gets restarted when you go to a resupply cabinet.

There are far more wasted MMMmph then there are successful ones, and its counter strategy run parallel to that of an uber. Spread Out, Avoid, or Air Juggle.

Lets define wasted Mmmph charges. A wasted MMmph charge is when its completed, but you die, or when its completed but you visit a resupply cabinet, or you activate it, but die before your taunt is done, you die when its activated, you activate and there no one to use it on.

A somewhat decent Pyro with luck can be pretty devastating with it, and  MMMph + Uber combo, is quite opponent.  (Though the Taunt time eats a lot into the uber time.) But this isn't a unique statement for the pyro.

I switched away from the Pholg because it lacks air blast.
-------------------------
Selling my Dupes. Check Signature for Back Packs.
Buying 2 New Misc. Items for the Pyro.  Send me a PM.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Orangebottle on February 17, 2012, 12:51:34 pm
The problem with Enforcer + DR is that it's a straight upgrade. There is literally no benefit to using the default revolver with the DR. While it may not be overpowered, it's certainly unbalanced. The difference with the other weapons you listed is that they all have a trade-off
There is literally no benefit to using the default revolver, period.


Quote
Also, since when is the Sydney Sleeper a powerful upgrade to the regular Rifle? Did I miss something?
It's a fast-shooting rifle that jarates targets it doesn't outright kill at full charge. It doesn't even require you to aim as well, because it can't get headshots. Also, that entire set is incredibly OP in sniper vs sniper combat.


DR basically makes the spy invincible and invisible, there isnt a hell of alot of skill to it, there are alot of loops where a spy can grab full metal and some health, jump into enemy teams, stagger round in a blindingly obvious fashion and then stagger back to the full metal and health pile and do it all again.  DR takes all the skill out of spy.  Even if you do happen to hit a cloaked DR with any of the weps you have mentioned besides the pomson (ill pay that is almost a counter) 70% of the time the spy will be able to stagger back to his lines with 4 enemies attacking him constantly, the 90% damage reduction is just stupid.
Um, no. Flamethrowers, flare guns, volcano fragment, and throwable jars of <insert liquid> reveal him. It's also stupid easy to guess where the DR spy is going: the nearest medkit/ammo box. Four enemies attacking constantly would destroy DR spy; have you ever played as him? It's still just as difficult, because you have to get into the enemy base without any real cloak(or have a high chance of being noticed).

Quote
Problem with the enforcer is 2 fold.  Blindingly obvious one being with the DR it has no debuff at all.  Noob spys everywhere have worked this one out.
It does have a debuff. I believe I've mentioned the cloak time before. I've had several moments where my cloak has run out at the absolute worst time(IE in front of a pyro) and lead to my death. There's also the incredibly loud and obvious decloaking sound.

Quote
Second being that the revolver was already a powerful gun.  Giving the spy the ability to take down 3 full health players without reloading or requiring any serious aiming is again stupid.
That's assuming he hits them. I have problems with hitting people with the enforcer, even at close range.
 
Quote
Staggering round, 2 shotting an engi infront of 1/2 his team then happily wandering off with 2 players hammering crap out you cause you know they will never be able to take you down (16 stickies cant even kill a DR) has turned the spy from a high skill class into a bit of a joke.
Engie has it too easy, IMO. Especially with the advent of the Pomson. Remember that by nerfing the spy, you're buffing the engineer, the class that spy is designed to counter. Also, two players hammering the crap out of the spy would kill him before or after he used his DR, depending on the class. Sure, two scouts might have trouble, but a pyro and a heavy? Pow, spy is dead. Twice.


Quote
For some fun proof of this, get a friend to go kritzmed and you go DR/enforcer spy, then play him like a face up combat class with the med on you.  Better damage output than almost any other gun ruins the spy.
Do you realize how utterly ridiculous that sounds? You're saying that the Enforcer is better than any minigun, any rocket launcher, any flamethrower, and any grenade launcher.

Quote
edit, ninjaed.  And sleeper is lower powered than normal rifle, backburner lower than normal, (phlogy is getting a nerf though, its more powerful).  Actually everything but the phlogy you mentioned there is less powerful than the vanilla versions
Not really, no. Backburner does massive crit damage from behind(almost instantly killing every class), flare gun does crit damage, Southern Hospitality and Tribalman's Shiv do bleed damage, the Degreaser makes it easier to do more crits by switching to your flare gun/axtinguisher, the Phlogistinator is OP as fuck(it's the only weapon I know that can destroy an entire team in seconds flat), and the Pomson pierces targets while draining ubercharge and cloak and having infinite ammo.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Strange guy on February 17, 2012, 01:02:12 pm
the Phlogistinator is OP as fuck(it's the only weapon I know that can destroy an entire team in seconds flat)

Apparently you aren't aware of the heavy class (higher dps than crit phogistinator). The Phlog really isn't OP at all, it's damage can be high sure but it's close range and on a class with unimpressive mobility and health.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Orangebottle on February 17, 2012, 01:29:52 pm
the Phlogistinator is OP as fuck(it's the only weapon I know that can destroy an entire team in seconds flat)

Apparently you aren't aware of the heavy class (higher dps than crit phogistinator). The Phlog really isn't OP at all, it's damage can be high sure but it's close range and on a class with unimpressive mobility and health.
I'm aware that heavy exists. He's too slow compared to the Pyro. He also needs a medic + maybe an uber to wipe out an entire team, and he doesn't do it as fast as Phloggy Pyro can.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on February 17, 2012, 01:30:01 pm
 Dang, bad weapinions all up in here.

 DR is fine. A skilled spy can utilize it to delightful effect. Bad spies just take a little longer to deal with but are still killed. It is a very difficult item to use with its loud decloak sound and you have to know how far you can escape to with how much cloak you have.

 The Enforcer is an odd one. I do feel the damage boost is quite hefty for the class and proper downsides for what strength it grants would just make it useless. I don't think spies should have their primary attack deal that much damage all the time. They have incredible tools at their disposal balanced by their low survivability straight up and a more difficult time killing things with their gun(Which is already really incredibly strong). That much power with those tools is just frustrating.

 Phlog is mostly fine. Less able to straight-up deal with guys in exchange for a very powerful ambush ability. I would be perfectly okay with the required fire damage being upped and/or damage resistance during taunt being lowered. A pyro should not be able to bumrush a crowd, fill their MMHHH in a second and instantly get full health and resistance for a few seconds. That is a bad ambush and they should feel bad. I feel one should activate it behind cover and then rush out with their basically mobile minigun. Health is fine, as you'll save a lot more health with reflects than health regained from the taunt. It also makes the Pyro better capable of surviving roaming around, as he'll have to do to utilize this ambush weapon.

 Most of the weapons Orange listed sorts overloooked the downsides that make most of them weaker than vanilla weapons in general play.

 Pomson is sorta in the Phlog category of a good concept that could use a few tweaks. Uber drain is fine I got no problem with it when playing as a medic. Just have it tweaked so pierce hits don't drain uber and uber drain drops over range. Hit a medic through his heavy? Deals damage but doesn't draim uber. You were either ambushed or have bad positioning if the engineer hit the medic before the medic target. Drain reduced at range helps deal with the spammy nature of the weapon. Getting nailed four times? You just slowed down by a second or so. No problem.
 I kinda want to keep the ballsy engineer who jumps at an uber pair before they try to take on his sentry and drains them as the medic deploys, causing them to be shredded by the sentry. Easy to avoid problem by ubering a little earlier and a huge reward for an engineer who has BALLS.

 
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Enzo on February 17, 2012, 03:43:44 pm
Continuing to address the misunderstanding of the Enforcer problem because I can't help myself:

The problem with Enforcer + DR is that it's a straight upgrade. There is literally no benefit to using the default revolver with the DR. While it may not be overpowered, it's certainly unbalanced. The difference with the other weapons you listed is that they all have a trade-off
There is literally no benefit to using the default revolver, period.

Except that the default revolver has higher base damage than any other spy gun excluding the enforcer. Improved damage is a benefit, and don't tell me the Ambassador has higher DPS because of the headshots since it's incredibly difficult to pull them off reliably on moving targets. The other guns are better in certain situations or playstyles, but if you're already using the DR the Enforcer is just a straight damage boost.

Quote
Problem with the enforcer is 2 fold.  Blindingly obvious one being with the DR it has no debuff at all.  Noob spys everywhere have worked this one out.
It does have a debuff. I believe I've mentioned the cloak time before. I've had several moments where my cloak has run out at the absolute worst time(IE in front of a pyro) and lead to my death. There's also the incredibly loud and obvious decloaking sound.

The DR itself isn't the problem, it has it's own tradeoffs (shorter cloak, not being able to cloak when you want, being vulnerable unless it's completely filled), but is powerful enough that it doesn't need an upgrade. The Enforcer is exactly that, it gives a bonus without any penalty if you're using DR.

Quote
Second being that the revolver was already a powerful gun.  Giving the spy the ability to take down 3 full health players without reloading or requiring any serious aiming is again stupid.
That's assuming he hits them. I have problems with hitting people with the enforcer, even at close range.

That doesn't really have anything to do with the gun. The point is that if you can hit your target, it makes spies viable in head-to-head combat against anything except the power classes, especially in conjunction with the DR's ability to let you absorb a blow and make an escape if things end up going pear-shaped. This is in addition to their original array of skills.

In other news, the Phlog and the Pomson could use a bit of a debuff, but they're mostly fine.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on February 17, 2012, 04:46:31 pm
Apparently the debuff the phlog is lined up to get is to loose the damage reduction on taunt.  Which I dont think is silly.  The problem with it imo is that you can drop onto a pile of guys, get your mfffffhh up, then pop in in their faces when you have low health and chainsaw them all.

And from the tf2 wiki
Quote
The Enforcer delivers 20% more damage to enemies than the Revolver, at the expense of a 0.5 second increase in the time it takes to activate the Spy's Cloak ability. This delay applies to all watches except the Dead Ringer.

Again, there is no debuff if you use the enforcer with the DR.  Its a flat damage upgrade at no cost.

  And yes, with a personal kritz med a DR enforcer spy can front on sollis and demos in the right hands, 5 and 6 kill kritzs put it on par with the rocket launcher.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Strange guy on February 17, 2012, 05:25:48 pm
I'm aware that heavy exists. He's too slow compared to the Pyro. He also needs a medic + maybe an uber to wipe out an entire team, and he doesn't do it as fast as Phloggy Pyro can.

Every class should be able to kill a pyro before they get into flamethrower range with varying difficulty (no airblast pyros are a joke for soldiers and demos, heavies and sentries shred them, scouts outrun them, back-peddle and needle should work, spies and snipers shouldn't have it easy), taking out a heavy with their longer range and greater health is a bit more challenging. Pyros do have to earn those crits anyway, heavies are that deadly constantly.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Keltiknight on February 17, 2012, 07:11:37 pm
My point of view on the deadringer: it is not that hard to kill a DR spy if you have A: A pyro who can airblast or puff and sting B: A persistent as hell pyro C: Pomson. Oh god the Pomson. Bane of my existance as spy... D: Can surround him, cannot count how many times I have been fucked over by an enemy stepping in the way of my escape route. Does not work very well on wide open maps, though. Enforcer, on the other hand, needs to have SOME debuff on a DR spy, maybe less damage reduction while cloaked? And also: My personal build: Spycicle, ambassador, DR, occasionally CND. Also, finally, my view on Spycicle: Its only two seconds, If the spy is in a bad spot, he is fucked, such as a tight space, or bad luck. but its main use seems to be dealing with pyros who throw a single puff of fire at everyone to spycheck, which I must say, killed me countless times before I started using spycicle, but honestly, does not exactly save you much after you are caught, unless the pyros are not very bright, good, or the spy is good as running away quick.

I know, that was a text wall, and very unorganized, but its just my thoughts on the matter, mainly from personal experience as a spy (My most played class.)
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on February 17, 2012, 07:19:51 pm
DR takes 7+ axeting crits to kill while cloaked from full health and having to have 4 players surround a cloaked spy to kill him is silly. 
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: The Scout on February 17, 2012, 07:43:13 pm
The 90% reduction doesn't last the entire cloak. Only a few seconds. Then hell will be upon the spy who stays that long.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on February 17, 2012, 08:29:23 pm
The 90% reduction doesn't last the entire cloak. Only a few seconds. Then hell will be upon the spy who stays that long.


Lasts the entire time cloak is active, as well as for the hit that actually causes the cloak.  Check the item details or the wiki
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: USEC_OFFICER on February 17, 2012, 08:32:24 pm
The 90% reduction doesn't last the entire cloak. Only a few seconds. Then hell will be upon the spy who stays that long.


Lasts the entire time cloak is active, as well as for the hit that actually causes the cloak.  Check the item details or the wiki

That's assuming that you don't pick up any ammo or refill your cloak meter. The damage reduction ends after the ~6.5 seconds or so that it takes for the cloak to normal drain, regardless of whether you are cloaked or not. Extending the cloak won't extend the length of the damage reduction.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on February 17, 2012, 08:38:32 pm
Sorry, yeah, its 6.5 secs damage reduction time, during which time the spy can take approx 1250 damage.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Enzo on February 18, 2012, 03:52:41 am
Alright, I'm bored arguing about weapons now.

Let's all just enjoy something beautiful. (http://www.youtube.com/watch?v=xOqxUsnSA2c)
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Myroc on February 22, 2012, 11:05:50 am
So I don't know if anyone noticed, but there seems to be a couple of new Dr. Grordbort weapons incoming, for the Medic and the Scout, respectively. Not sure if these are 100% trustworthy, but they look snazzy nonetheless.

Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: mr. macduggan on February 22, 2012, 12:22:08 pm
I don't want more lasers in my 1950s themed game Q.Q
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Strange guy on February 22, 2012, 12:29:48 pm
I don't want more lasers in my 1950s themed game Q.Q

Not sure if you are being sarcastic or not, but if not I kind of agree, but think that horse has bolted. The artstyle is far too dead to be further damaged by anything that's not totally horrible.

Saboteur as a scout weapon name? Mule molester? Not the best names. Supposedly the mule molester is a pun based on 'ass kicker', but molesting and kicking are slightly different things... Medic ones are alright.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: PTTG?? on February 22, 2012, 02:35:12 pm
Scouts have a rarely-publisized second role of harrassing the primary engie buildings: teleporters. Of course, it seems like most engies build one-shotable nests with turrets, making them resistant to scout attack.

Ideally, the Sabatour would somehow mitigate the sentry somehow, giving the scout an edge. Perhaps it has an alt-fire that stuns turrets? Anyway, something to let him get in close to untended engie nests and clear them out.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on February 22, 2012, 02:41:14 pm
 Spies have been theorizing that the Saboteur would eventually be a spy weapon due to the name. Seems the makers of these things themselves decided it was a scout weapon, so no real base for saying the scout took it from the spy. The scout already has a secondary for dealing with sentries, wouldn't mind another.

 I absolutely love the Mule Molestor
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: MrWiggles on February 22, 2012, 04:36:11 pm
Molester doesn't just mean harmful unwanted sexual attention. That's its popular interpretation. It means unwanted, aggressive harassment.

Which works for the Scout.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Flying Carcass on February 22, 2012, 05:00:15 pm
Look, I think it'd be best to just keep the scout away from any pack animals...   :P

On a side note, there's an idea for an engineer secondary...:

Brass Beast of Burden
Allows the construction of a robot mule the engineer can store a built sentry, dispenser, and teleporter inside at the the same time (they would be in the unbuilt, "carried" state, of course). The items stored inside could be of any level. The robot mule would have the health of a mini sentry and would be vulnerable to sappers. It would follow the engineer until the engineer removes all the items from inside it. Equipping the Brass Beast of Burden would remove the wrench's ability to speed up assembling by hitting buildings. Replaces the pistol. The Brass Beast of Burden would provide engineers with a convenient method of getting an engineer nest to the front lines quickly while remaining vulnerable to interception.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: PTTG?? on February 22, 2012, 05:29:42 pm
NO! NO! NO! NO! NO!

The engie should never carry anything for more than five seconds. He certainly should never carry everything from the spawn to the front lines.

A level one sentry that is operational ten seconds from now is far, far more useful than a level three sentry that will be operational several minutes from now, and infinitely more useful than a level three that was destroyed when the engie carring it was shot.

Here's a quick primer on engie strategy:

1: First, build an entrance. If there's setup time, upgrade it. If it's level 3 and you still have time in setup, build everything else.
2: Leave everything there. Get shotgun. Get out the front gate asap. Kill enemies
3: Find a good place for a teleporter exit. Throw it down and keep moving.
4: Set up the sentry in a good place to harass the enemy.
5: Set up the dispenser in a good place to help your allies.
6: 3,4, and 5 should be different places.
7: Rotate between these places and mix it up.

Of course, it's a bit different in defense; you have time to establish a nest before the game starts. However, don't just build all three things on top of each other. Space them out enough so that enemies can't take them all out at once.

Remember, if you've carried something for more than five seconds, you might as well leave it be, then remote-detonate it and rebuild it whereever you're going.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: umiman on February 22, 2012, 06:06:55 pm
I find that more engies should focus on the teleporter than anything else.

It's probably the most important thing in his arsenal.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: PTTG?? on February 22, 2012, 06:35:19 pm
Absolutely. One player, of any class, is more powerful than a sentry, on average. A teleporter can bring you ten players per minute.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Enzo on February 22, 2012, 06:53:23 pm
Absolutely. One player, of any class, is more powerful than a sentry, on average.

I wouldn't say that, necessarily. But a sentry's usefulness is inversely proportional to the skill of the enemy team. Against a skilled, or even just coordinated team they're little more than a distraction.

The only time I prioritize a sentry over a tele is when there's a short distance between spawn and the area I'm trying to lock down, or the battlefield's a huge clusterfuck and I'm worried about being able to defend my other gear.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: MrWiggles on February 22, 2012, 07:29:08 pm
It feels like a sentry is generally used wrong.
A sentry is an denial of area weapon, and to give your team mates a safe place to fall back too.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on February 22, 2012, 09:04:20 pm
 I understand the point of building up on the front line instead of quickly making a level 3 back at spawn and porting it to the front lines, but comeon guys. How many times as the enemy team absolutely crushed you before you could build anything up, always seeming to attack when your teammates could barely not help you? Sometimes you just need a solid NO of a sentry to deter some teams, and you gotta build that at spawn.

 If you have tried to build on the front lines but get interrupted a few times then just build at spawn.

 Also new sentry idea because this one is baller.

 +Shots have reverse knockback
 +200% knockback effect
 +Rockets at Level 3 increase knockback effect on target by 200%(Additive)
 -Suffers falloff
 -Damage reduction(15-20%, whatever works best)

 Basically a sentry for going "GET OVER HERE!". I want it to do low damage at range but pulls enemies closer, dealing quite a bit of damage at close range. I was considering a much more massive damage nerf(50%?) and dealing minicrits at point-blank range, but the pull mechanic seems more of the point and is already incredibly powerful. I may want to decrease the health or make this sentry not be affected by falloff/allow crits to deal extra damage to allow a chance for captured enemies to escape the situation, and force engies to help it out and kill their victim before they destroy the gun.

 Knockback changes will just be simple. When hit by the level 3 rockets the victim will receive double knockback force for perhaps eight seconds? I want to leave some extra time on there so soldiers and demos can have some fun, but not too much time so a wall of bullets doesn't become a pushback wall on whatever uberpairs decide to rush in. The bullets of this gun would deal quadruple knockback on targets affected by the rocket debuff.

 Two options for how falloff would work. Either the very edge of the range for the sentrygunwould suffer a .5 multiplier to damage which would be reduced until a 1.0 multiplier at midrange. Or the second option of having .5 damage at the furthest tip which curves up to 1.0 at point-blank. Both of these would apply to the max range of the Sentrygun, 1100 HU. Midrange for the gun would just be halfway, 550 HU.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: PTTG?? on February 23, 2012, 01:12:14 am
If your team can't protect you long enough to build a level 1 sentry, what makes you think you can get a level 3 built, carried, and then deployed under fire any better? And worse, the time it takes you to build that sentry is time the enemy isn't dealing with your sentry at all. A level one in place is worth something; a level three that isn't placed somewhere, or died in transit when the enemy team targets the soft, squishy engineer carrying it, is worthless.

A sentry that has reverse knockback and no other changes might be interesting...
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Orangebottle on February 23, 2012, 03:01:11 am
A sentry that has reverse knockback and no other changes might be interesting...
If by interesting you mean,"The most OP weapon in the game", sure.
It's hard enough to not die from a sentry when you CAN run away from it. A vacuum sentry would be a direct upgrade. Buffing something that doesn't need buffing at all is bad.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: klingon13524 on February 23, 2012, 03:55:00 am
Also new sentry idea because this one is baller.

 +Shots have reverse knockback
 +200% knockback effect
 +Rockets at Level 3 increase knockback effect on target by 200%(Additive)
 -Suffers falloff
 -Damage reduction(15-20%, whatever works best)


At that point just make it a straight up deploy-able tractor beam. Has more health than a normal sentry, faster to set up, longer range, prioritizes fast moving targets, completely distinct art and hitbox, can only shoot around 50 degrees in front of itself, replaces normal wrench and replaces normal sentry. Not sure about leveling it up.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: ThtblovesDF on February 23, 2012, 10:32:35 am
Sentry counters scouts, oh wait, silly items everywhere now nothing makes sense anymore :I

Tractor beam sentry sounds like fun. Add a shield (take only 10% of normal damage or so from the front)
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on February 23, 2012, 10:40:27 am
 See, changing stuff up too much just feels weird. I kind prefer minor changes with one quirky feature as the core.

 The addition of falloff to the SG would help mitigate the tractor beam effect at longer ranges and provide a way for enemies to escape if they are quick on their feet. It also ensures that despite dealing constant damage it won't kill a target before it gets pulled in close. Knockback boost is added to compensate for the heavily reduced damage at most ranges so it can achieve its job somewhat. I consider adding slower turn speed to help out scouts a little bit.

 Gotta be fragile though; I want foes to have a chance of dealing with this thing. Some mechanic for dealing more damage to it the closer you are. I don't know if ramp-up affects sentries though. I know crits don't, so who knows.

If your team can't protect you long enough to build a level 1 sentry, what makes you think you can get a level 3 built, carried, and then deployed under fire any better? And worse, the time it takes you to build that sentry is time the enemy isn't dealing with your sentry at all. A level one in place is worth something; a level three that isn't placed somewhere, or died in transit when the enemy team targets the soft, squishy engineer carrying it, is worthless.

A sentry that has reverse knockback and no other changes might be interesting...
A level 1 sentry can easily be dealt with by two people. A level 3 is slightly more problematic and provides much better area denial. This generally works better on cart maps where you can afford to take some time letting the enemy team advance so long as your gun is denying a part of the track later on. It's still a very situational tactic though.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Sonlirain on February 23, 2012, 12:18:41 pm
Some time ago i got lucky and dropped the axe for my demoman completing my Demoknight set (well it's not exacly a set but hitting people with a broken bottle when wearing booties and targe was strange).

Any tips for playing a fully melee demo?
Or should i just forget about the whole thing and spam stickies?
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Angel Of Death on February 23, 2012, 12:36:55 pm
Any tips for playing a fully melee demo?
1: Ambushing is your friend

2: Do NOT charge into battle just to kill 1 person when you will surely die.

3: Cornered people are dead people. Back people into corners as much as you can.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on February 23, 2012, 12:41:36 pm
2: Do NOT charge into battle just to kill 1 person when you will surely die.
Unless you have the Critana
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Sonlirain on February 23, 2012, 12:55:27 pm
Ok. So basically i should just pretend i'm a non disguisable spy that cannot cloak and runs barely faster than a heavy but can instakill alonst everyone after a charge.

Oh and i should aquire a Half Zatochi.

Points taken.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: MaximumZero on February 23, 2012, 12:56:06 pm
Mule molester? Not the best names. Supposedly the mule molester is a pun based on 'ass kicker', but molesting and kicking are slightly different things... Medic ones are alright.
If they're going to go that far with it, it should be named the "Donkey Puncher". :P
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: klingon13524 on February 23, 2012, 01:10:15 pm
I suppose this is as good a time as any to spout my irrelevant opinion that demoknights are a broken tacked on no skill mess that make no sense in any context whatsoever in this dimension or similar time-space dimensions and promote Valve's agenda of monetization and world dominance as well as cultural degradation and condistinction.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Sonlirain on February 23, 2012, 02:10:47 pm
I suppose this is as good a time as any to spout my irrelevant opinion that demoknights are a broken tacked on no skill mess that make no sense in any context whatsoever in this dimension or similar time-space dimensions and promote Valve's agenda of monetization and world dominance as well as cultural degradation and condistinction.

Well you're pretty much right.

Demoknights are probably the only class that completely changes it's playstyle by items alone.
A soldier acts like a soldier no matter what rocket launcher he uses. A Heavy is more or less the same with every gun (maybe with the exeption of the steak + brass beast + spirit but that set kinda sucks) but a demoman? Nope he changes from being a demolitions expert into a raging sword/axe swinging berserker.

Those dudes could ba a class of their own.

I still want the guard dogs tho...
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Enzo on February 23, 2012, 03:00:31 pm
Honestly, I have way more luck using "old-school" demoknight with the pill-launcher than the booties. You can still demospam against large groups rather than bumrushing them, and if you mess up a charge (or have it denied by knockback or something not your fault) you have a powerful weapon to fall back on.

Other tips: The axe is one of the worst demo melee weapons, a speed penalty is one of the harshest penalties in the game. The Splendid Screen is also widely considered an upgrade to the Targe, I never see anyone using the Targe anymore. Remember to use your charge to escape when seriously damaged. Never charge a sniper who is facing you - traveling in a straight line towards a sniper, however fast, results in head-shoot. Or a spun-up Heavy for that matter. Also, practice on KOTH maps, one of the places they're most viable. Nucleus and Harvest are the only maps I can MVP as demoknight (on a server with decent players, I mean).

And I don't want to necro the trade thread so I'm selling stranges + hats:
Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on February 23, 2012, 03:05:30 pm
 The axe works alright with the sticky jumper. NOBODY CAN ESCAPE
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on February 23, 2012, 07:47:40 pm
The axe works alright with the sticky jumper. NOBODY CAN ESCAPE

Caber is better, induces soo much rage
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Cbast on February 23, 2012, 10:34:20 pm
Hey folks ! I didn't know this forum had a TF2 thread :3 I have some files on the workshop if you mind to take a look : http://steamcommunity.com/id/Shizzy-san/myworkshopfiles
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on February 23, 2012, 11:24:03 pm
Hey folks ! I didn't know this forum had a TF2 thread :3 I have some files on the workshop if you mind to take a look : http://steamcommunity.com/id/Shizzy-san/myworkshopfiles

Nice stuff, love the pyro train thrower, though Id say the axe would be better with a steam whistle or something hanging off it to make it a bit more steampunkish
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Enzo on February 23, 2012, 11:37:44 pm
Oh, hey. I saw that spy set the other night. All 3 items are pretty cool. The Conductor is my favourite though. Elegantly steampunk. The train and axe are a little over the top. But I guess with all this Groodbort business that's not an issue anymore.

Which brings up an interesting point, actually. This TF2012 business, they seem to only be bringing in community misc items. I wonder if they'll start implementing weapons, at least as officially sanctioned reskins.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: MrWiggles on February 23, 2012, 11:55:17 pm
Weapons are a much larger deal and actually impact the play on TF2. Considering how much shit each new weapon that Valve introduces, and also considering that everyone thinks they're a game designer from their office, it'll probably spell diaster.

There are exceptions though, but not very many.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jc6036 on February 24, 2012, 12:10:44 am
I just had a good moment on thunder mountain; The enemies were extremely close to the final point, but made the mistake of clustering together.  I was playing demoman.  Hilarity Ensued.
Let's just say that all it took was two trigger pulls to eliminate half of the enemy team.
Awesome.

Also, question.  I tried a map I hadn't seen before, called Steel.  It has a unique capture point system to any other I've seen, and I was wondering what it's major faults are.  I quit before the round was out because I joined mid game and my team was in a seemingly unpassable chokepoint, so I didn't see much of it.  At the least the 4 control points allowing access to the main center point sounds like an interesting concept (or maybe a glorified and overcomplicated version of Attack/Defend).  So what are your thoughts on it?
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Osmosis Jones on February 24, 2012, 12:11:51 am
They have implemented quite a few fanmade weapons (http://wiki.teamfortress.com/wiki/List_of_community-contributed_items); I'd say about half of which have their own rules at a quick glance.

Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: MrWiggles on February 24, 2012, 12:20:50 am
I hate steel. I hate stell so god damn much.

I find it's geometry confusing as fuck. I've only recently been able to get out Red to Point A or B.

God damn. Its fucking confusing.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on February 24, 2012, 12:29:57 am
 Steel is the best map on the standard playlist.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: MrWiggles on February 24, 2012, 12:30:32 am
Steel is the best map on the standard playlist.
I hate you.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Enzo on February 24, 2012, 12:45:01 am
The deal with Steel is that the final point is always open to capture, but it's right beside Red spawn, incredibly open to attack, for the first couple of points you can only reach it by double/sticky/rocket jump and Blue has to take an alternate route avoiding the current cap point to reach it. It makes it harder to defend because a single scout on point E can make half of Red team divert their attention. It's kind of a fun map, but I'm pretty bad at it. It's also a horrible spy map, attacking or defending. The worst. It's practically designed as a big fuck-you to spies.

I find it's geometry confusing as fuck. I've only recently been able to get out Red to Point A or B.

God damn. Its fucking confusing.

Red spawn has signs telling you which exit to use.

Weapons are a much larger deal and actually impact the play on TF2. Considering how much shit each new weapon that Valve introduces, and also considering that everyone thinks they're a game designer from their office, it'll probably spell diaster.

There are exceptions though, but not very many.

Which is why I specified, "at least as officially sanctioned reskins". I'm expecting more reskins, weapons with a different look but same effect, in the future considering valve has already opened that door with the Postal Pummeller, Maul, Wanga Prick, etc. Seems likely there'll be a bunch more eventually, but right now valve is sticking to misc items to fill out their 2-misc-slots upgrade.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: SHAD0Wdump on February 24, 2012, 12:59:17 am
Steel is the best map on the standard playlist.
I hate you.
Hate me too then.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: MrWiggles on February 24, 2012, 01:14:24 am
The deal with Steel is that the final point is always open to capture, but it's right beside Red spawn, incredibly open to attack, for the first couple of points you can only reach it by double/sticky/rocket jump and Blue has to take an alternate route avoiding the current cap point to reach it. It makes it harder to defend because a single scout on point E can make half of Red team divert their attention. It's kind of a fun map, but I'm pretty bad at it. It's also a horrible spy map, attacking or defending. The worst. It's practically designed as a big fuck-you to spies.

I find it's geometry confusing as fuck. I've only recently been able to get out Red to Point A or B.

God damn. Its fucking confusing.

Red spawn has signs telling you which exit to use.
And they don't fucking help.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on February 24, 2012, 01:22:43 am
And that pretty much sums up steel, you either love it or you hate it, people feel the same about it in the highlander scene where everybody actually knows the map.  Its either 'why the hell arent all maps like this' or 'who gave a brain damaged circus monkey access to hammer'.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on February 24, 2012, 02:54:32 am
It's also a horrible spy map, attacking or defending. The worst. It's practically designed as a big fuck-you to spies.
What no are you kidding? Yes the small halls make pyros maul spies, but the blind turns and hidey-holes and side-routes make Scouts, Spies and Pyros work incredibly well on this map. It's made for ambushes and out-maneuvering your opponent.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Enzo on February 24, 2012, 03:28:31 am
Alright, maybe that falls into me being bad at that map. But Steel makes it hard to sneak behind enemy lines as a spy. At the early points there are very few low-traffic places to decloak anywhere near the spawn exits (and the ones that exist become incredibly obvious to those that have played the map before), and on later points you're forced into traversing small corridors opposite the flow of enemy traffic (bad news for spies). Add onto that the fact the map degrades into absolute chaos anywhere around the final point and...

You know what? Maybe I'm just bad at this map. Actually, attacking as spy I've had a bit of luck since Red team sort of expects people to be running all over the place in random directions, giving you a bit of leeway. But defense spy has very little opportunities to operate effectively.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Kilroy the Grand on February 24, 2012, 03:35:22 am


Your avatar freaks me out. The first time I saw it I wasn't sure if it was moving or not.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Enzo on February 24, 2012, 03:40:34 am
Your avatar freaks me out. The first time I saw it I wasn't sure if it was moving or not.

SUCCESS.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: NinjaBoot on February 24, 2012, 05:02:58 am
So, uh.. do snipers have rifles that let them no-scope yet? :D 

Ps.  Best TF2 map ever is any point-capture map! :)
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Kilroy the Grand on February 24, 2012, 05:26:07 am
So, uh.. do snipers have rifles that let them no-scope yet? :D 

Ps.  Best TF2 map ever is any point-capture map! :)

Yeah, it's called the huntsman.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: NinjaBoot on February 24, 2012, 05:40:35 am
So, uh.. do snipers have rifles that let them no-scope yet? :D 

Ps.  Best TF2 map ever is any point-capture map! :)

Yeah, it's called the huntsman.

Pfft, real snipers don't use bows and arrows, they use fully charged scopes in no-scope to walk around the map virtually impervious! :O  Miss that from TFC :(

Yeah, I dunno.. never been a fan of the huntsman.  I guess I'm just used to shooting heads with a rifle!
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Kilroy the Grand on February 24, 2012, 06:15:14 am
So, uh.. do snipers have rifles that let them no-scope yet? :D 

Ps.  Best TF2 map ever is any point-capture map! :)

Yeah, it's called the huntsman.

Pfft, real snipers don't use bows and arrows, they use fully charged scopes in no-scope to walk around the map virtually impervious! :O  Miss that from TFC :(

Yeah, I dunno.. never been a fan of the huntsman.  I guess I'm just used to shooting heads with a rifle!

I'm only good with classes they need finesse and great skill to play as. So mostly Pyro, Demoknight, and Medic.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Exerosp on February 24, 2012, 07:07:15 am
You need good footwork, and be on a server with good ping to box your way to victory as a heavy. Otherwise the "Pootis-Pow!" will get you miles away 'cause of laggers. Trust me.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on February 24, 2012, 07:36:35 am
noscope+kritzkrieg = 150 damage a shot = hilarious
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: klingon13524 on February 24, 2012, 07:48:17 am
So, uh.. do snipers have rifles that let them no-scope yet? :D 

Ps.  Best TF2 map ever is any point-capture map! :)
I'd suggest listening to the developer commentary, they designed the sniper specifically so nobody could noscope with him. Since then they've added the huntsmen, but mostly that principle stand true.

Also, add [DFC]klingon13524 to your Steam friends list if you need scrap banking!
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on February 24, 2012, 08:29:11 am
Not to sound silly, but what is scrap banking and how does it work?
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Metalax on February 24, 2012, 08:31:42 am
It is giving someone two weapons that you can't craft together into scrap, such as one weapon from each of two classes, to someone and recieving a scrap in return. By doing this multiple times the banker aquires weapons that they can craft together over multiple trades, or weapons that they can trade at a higher rate to those who are looking for them.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: klingon13524 on February 24, 2012, 09:01:31 am
Not to sound silly, but what is scrap banking and how does it work?
Weapons in TF2 are pretty much useless to you if you have more than one of each, or if you never use that weapon. Give me two of any weapon, and I'll give you a piece of digital scrap metal. A weapon you actually would like to have is worth one "scrap", while you can only craft "scraps" with two junk weapons. You can't just craft them together yourself usually because they must be usable the same class. I then take these weapons and either turn them into more scrap for 0 profit, or sell them for one scrap each and profit.

It's a win win situation, as we render services to each other and we both "profit". When I first started playing, I thought it was just a common form of charity!
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Cecilff2 on February 24, 2012, 11:35:51 am
noscope+kritzkrieg = 150 damage a shot = hilarious

My friend was trying to mess me up with a kritz medic once on turbine when I was sniper.  Running in front of my scope, only healed me, jumped around drawing attention to the area.

He eventually kritzed me.  Ran out of the tunnel I was in and killed 6 people with noscope shots.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Werdna on February 24, 2012, 12:02:16 pm
Every time I think of Steel I think of that time where, as soldier, I went to go rocket someone off the last CP, and it had to be a pyro with perfect reflecting skills. 
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: PTTG?? on February 24, 2012, 12:20:20 pm
I had a good night as medic yesterday, got stack babbed a couple times but only after I'd been causing some trouble. The big problem I had was the team having some kind of medic-phobia and avoiding me like the plauge while I'm trying to charge up my uber... and that one demo who decided that the best use for an uber is to switch to bottle.

I did notice a LOT of engies with the minisentry using them like a normal sentry.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: penguinofhonor on February 24, 2012, 01:51:53 pm
I had a good night as medic yesterday, got stack babbed a couple times but only after I'd been causing some trouble. The big problem I had was the team having some kind of medic-phobia and avoiding me like the plauge while I'm trying to charge up my uber... and that one demo who decided that the best use for an uber is to switch to bottle.

That's the most hilarious kind of uber. I approve.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Jackrabbit on February 24, 2012, 05:57:08 pm
I need to get back into TF2. Like, actually get back into it. For the past month all I've been doing is finding 2fort servers with dug in snipers and using the sticky jumper and the bottle to get all up in their business. Since 2fort is TF2's most prominent all-chat whingefest this is usually hilarious.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: PTTG?? on February 24, 2012, 06:01:22 pm
Didn't they add a big new 5cp map? I haven't seen anyone play it at all...
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jc6036 on February 24, 2012, 06:08:05 pm
So in your guys's opinions, steel is actually like tomatoes.  Love it or Hate it.  I guess there's mostly haters though, because I never see steel being played.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Strangething on February 25, 2012, 01:25:19 am
Didn't they add a big new 5cp map? I haven't seen anyone play it at all...

You mean Foundry? It's a lot of fun.

Also, I have a question. I recently got a decal tool. Does anyone know whether this drops as a hat or as a weapon? Because I have not gotten a random hat since I upgraded to Premium.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on February 25, 2012, 06:53:29 am
Didn't they add a big new 5cp map? I haven't seen anyone play it at all...

You mean Foundry? It's a lot of fun.

Also, I have a question. I recently got a decal tool. Does anyone know whether this drops as a hat or as a weapon? Because I have not gotten a random hat since I upgraded to Premium.

Its a tool actually, like duels, nametags or paint, that said, if you are thinking there is a timer between hat drops or something, its totally random, ive had 2 in a week and none for 2 months
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jaxy15 on February 25, 2012, 08:23:57 am
Mother of god. I found a hat. The hot dogger. I like playing the scout, so I'm very happy.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Jackrabbit on February 25, 2012, 08:29:08 am
In the year and a half of owning this game, I'm fairly certain I have never found any hats at all, ever.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: klingon13524 on February 25, 2012, 08:43:01 am
Me neither. Lucky hatstards!
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Metalax on February 25, 2012, 08:55:59 am
In the roughly 2500 hours I've played TF2 I've found seven hats as random drops. Two of those were found one after another on one of the double drop weeks.

To the best of my knowledge the only items that have a seperate drop timer are crates, everything else shares the same timer.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jc6036 on February 25, 2012, 12:30:07 pm
So, I've got 3 series 37 crates and nothing to open them with.
I think I'd like to trade them to my fellow bay 12ers for something.
I'm looking at some junk heavy stuff, since I'm trying to craft a new heavy primary.  I've already got a slot token, I just need a class token and I don't have enough stuff to fabricate or recreate one. 
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: DJ on February 25, 2012, 02:13:04 pm
You can get hats as random drops?
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on February 25, 2012, 02:29:42 pm
You can get hats as random drops?
I've got a few, just a month ago I got the soldier cowboy hat. I am super happy about it.

Although I'm willing to trade that badboy away for the new conquistador hat.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: DJ on February 25, 2012, 02:39:52 pm
I have like 250h clocked and no hats whatsoever :'(
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: SHAD0Wdump on February 25, 2012, 02:43:17 pm
Forsome reason I've had hats drop more often for me as of recently. Lately I got a backbiter's billycock and a purity fist, completely at random.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jc6036 on February 25, 2012, 03:48:38 pm
So, I've got 3 series 37 crates and nothing to open them with.
I think I'd like to trade them to my fellow bay 12ers for something.
I'm looking at some junk heavy stuff, since I'm trying to craft a new heavy primary.  I've already got a slot token, I just need a class token and I don't have enough stuff to fabricate or recreate one.
I double checked, it's actually two series 34 crates and one series 37 crates.  Anybody want them/have anything to trade for them?
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Kilroy the Grand on February 25, 2012, 06:17:36 pm
If  anyone wants to buy 4 random weapons for two scrap, add Slutty Twilight Sparkle
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: mr. macduggan on February 26, 2012, 12:35:04 am
I once found 2 hats after the same life. Thing is, they were two HATLESS ENGINEERS. Imagine my rage.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: SHAD0Wdump on February 26, 2012, 12:46:39 am
Craft together for great profit?
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: PTTG?? on February 26, 2012, 01:06:16 am
I thought hatlesses were still kinda valuable...
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: MrWiggles on February 26, 2012, 08:17:28 am
I cant fucking play TF2.

Keep getting errors:

SteamStartup() failed: SteamStartup(0xf,0x0xbffff1cc) failed with error1: Timed out waiting for Engine to start
SteamStartup() failed: SteamStartup(0xf,0x0xbffff23c) failed with error 1: Timed out waiting for Engine to start


*sighs*
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on February 26, 2012, 08:35:12 am
verify your files.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: MrWiggles on February 26, 2012, 08:37:28 am
It's an issue with mac users in general.

Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: dragonshardz on February 26, 2012, 02:31:06 pm
Don't use a Mac, then.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Bronimin on March 09, 2012, 03:10:51 am
-
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Enzo on March 09, 2012, 03:14:09 am
Was it on the roof on Badwater, against a team that doesn't know how to access the roof? Because that's how I got my 29 sentry kills.

Don't want to be a downer or anything, but if you get 29 kills with a sentry it's because the opposing team has no idea what's going on.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: klingon13524 on March 09, 2012, 04:15:31 am
just got 29 kills with my sentry turret on payload as red :) I really need to get more stuffs dropping for engie, like a Jag or something.
Jag is very underpowered, be glad you don't have it.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on March 09, 2012, 05:21:22 am
Jag isnt bad, though its like hitting people with a wiffleball bat in melee, if you hit a friendly engis mini sentry after he builds, it pretty much insta builds, 2x jag engis wacking at a lvl 3 dumped infront of an enemy spawn will get it up before most teams can work out what happened.  Pomsom is the best engi wep availible imo.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Cecilff2 on March 09, 2012, 10:18:33 am
Jag isnt bad, though its like hitting people with a wiffleball bat in melee, if you hit a friendly engis mini sentry after he builds, it pretty much insta builds, 2x jag engis wacking at a lvl 3 dumped infront of an enemy spawn will get it up before most teams can work out what happened.  Pomsom is the best engi wep availible imo.

Hearing the uber depleted sound is pretty much the best thing ever.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Teneb on March 09, 2012, 10:21:33 am
Jag isnt bad, though its like hitting people with a wiffleball bat in melee, if you hit a friendly engis mini sentry after he builds, it pretty much insta builds, 2x jag engis wacking at a lvl 3 dumped infront of an enemy spawn will get it up before most teams can work out what happened.  Pomsom is the best engi wep availible imo.

Hearing the uber depleted sound is pretty much the best thing ever.

I prefer the widowmaker myself, but only because I can take on unaware heavies with it.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on March 09, 2012, 10:25:47 am
Jag isnt bad, though its like hitting people with a wiffleball bat in melee, if you hit a friendly engis mini sentry after he builds, it pretty much insta builds, 2x jag engis wacking at a lvl 3 dumped infront of an enemy spawn will get it up before most teams can work out what happened.  Pomsom is the best engi wep availible imo.
The build speed bonuses are pretty negligible. Two engies whacking off the same thing will make it come fast enough no matter what they use.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Descan on March 09, 2012, 01:53:30 pm
You did that on purpose.

Anyway, does anyone know of a payload map that has blue spawn in front of a large area, with sunken regions where the payload goes, and very-short (two meters at most) where there are huts and stuff? There are 4 blue exits into the area, and after that is a slope upward, a large concrete barrier you can walk on with a wooden wall on it on one side, and a wall that is topped with a huge barn on the other?

After that is a wide-ish area with the barn on one side, tracks in the middle, and a wooden building on stilts opposite the barn?

I'm trying to remember that map, I love playing spy on it, but I can never find it!
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: kaenneth on March 09, 2012, 02:02:37 pm
The "Unlicensed Plumber Hat" made me laugh exceptionally hard.

http://steamcommunity.com/sharedfiles/filedetails/?id=14607 (http://steamcommunity.com/sharedfiles/filedetails/?id=14607)
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Karnewarrior on March 09, 2012, 02:54:19 pm
Jag isnt bad, though its like hitting people with a wiffleball bat in melee, if you hit a friendly engis mini sentry after he builds, it pretty much insta builds, 2x jag engis wacking at a lvl 3 dumped infront of an enemy spawn will get it up before most teams can work out what happened.  Pomsom is the best engi wep availible imo.
The build speed bonuses are pretty negligible. Two engies whacking off the same thing will make it come fast enough no matter what they use.
I use the Jag because it makes the normal sentry build pretty fast at level one. It's about halfway between the mini-sentry and the normal sentry, but you can upgrade it if you have time, unlike the minisentry. It's difficult to be a defensive engie with the gunslinger, but the jag does well on both sides.

 I'm not sure what's going on with your game if the bonus is "negligible". It's fairly noticeable for me.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on March 09, 2012, 03:03:47 pm
It's literally a bonus of less than a second at each level. (http://www.youtube.com/watch?v=l1Gde4yGZIs&feature=related)

 I know TF2 is a game where actions take place in fractions of a second, but it's not a speed boost beefy enough for me to really find it useful. And Ninjaneering is luck-based enough that this boost doesn't seem too helpful. Either you have the time frame long enough to get it up without anybody noticing you or they flank you/stumble upon you the moment you plop it down/intercept you before you get into position.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: PTTG?? on March 09, 2012, 04:55:53 pm
The ultimate problem with the jag is that trying to get the speed bonus takes longer than not.

If you stand still for the whole construction process just to gain less than one second, then you've lost several seconds when you could be moving somewhere else.

Worst of all, let's say that you're in a situation where being one second early matters. Let's say that the enemy is going to get there one second before the sentry is fully assembled.

With the wrench, the sentry will be at nearly full health and can most likely survive long enough to turn and fire at the enemy a second after he appears.

With the jag, then the sentry can open fire one second earlier... once. After that it's the same as a normal wrench. That very, very rare one second advantage just doesn't cut it for me. Most of the time, if you can afford to sit and wrench your sentry up, then you have way more than one second of extra time.

If you want to make the Jag useful, here's what you do:

(+)Buildings always build at full speed)
(-)-50 Health on wielder

So now your engie is throwing down things and sprinting away, avoiding direct confrontations while using sentries to harrass remotely.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: kaenneth on March 09, 2012, 05:07:29 pm
My favorite tactic as a defending engie on Push maps is to build a teleport receiver at the beginning of the round in a hidden corner that's unlikely to be checked.

When the cart makes it far enough that the receiver is behind the enemy spawn, I build the transmitter, and notify our spies of it's availability.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: 3 on March 09, 2012, 07:48:31 pm
If you stand still for the whole construction process just to gain less than one second, then you've lost several seconds when you could be moving somewhere else.

It doesn't work like that. You could be spending those several seconds moving elsewhere with any other wrench as well.  In fact, because the construction time is shorter (and nearly everyone hits the sentry during construction anyway), you'll have more chance to move around with the Jag than you will with other wrenches. Albeit only marginally.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on March 09, 2012, 09:01:06 pm
Anyway, does anyone know of a payload map that has blue spawn in front of a large area, with sunken regions where the payload goes, and very-short (two meters at most) where there are huts and stuff? There are 4 blue exits into the area, and after that is a slope upward, a large concrete barrier you can walk on with a wooden wall on it on one side, and a wall that is topped with a huge barn on the other?

Sounds like barnblitz, if its a stock map you are talking about.

Ive played a few hundred hours of engi, and I find the jag balanced its great for stuff like building up a lvl 2 somewhere and then moving it somewhere really aggressive.  If you are a serious combat engi, the 1 second makes a real difference.   
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Descan on March 09, 2012, 09:46:09 pm
Nah, it's a desert tileset.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on March 10, 2012, 12:21:49 am
Nah, it's a desert tileset.

is it a stock map?
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Descan on March 10, 2012, 01:04:41 am
I'm not sure. I thought it was, it had the quality of a stock map, but I haven't been able to find it in stock map lists. :/
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Enzo on March 10, 2012, 02:06:30 am
Kind of sounds like the first stage of Goldrush? Or the first stage of Hoodoo? I'm having trouble fulling visualizing your description though. Especially the concrete-block thing.

My favorite tactic as a defending engie on Push maps is to build a teleport receiver at the beginning of the round in a hidden corner that's unlikely to be checked.

This is how I play Swiftwater every time I'm defending. There are a couple really hidden spots for Tele exits, some that end up right behind the Blu spawn when it moves up. Build the exit, if they get far enough that their spawn moves up, build the entrance and a level 3 Sentry. Carry and place it outside Blue spawn door during a low traffic moment. So many lols.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on March 10, 2012, 02:25:14 am
If you stand still for the whole construction process just to gain less than one second, then you've lost several seconds when you could be moving somewhere else.

It doesn't work like that. You could be spending those several seconds moving elsewhere with any other wrench as well.  In fact, because the construction time is shorter (and nearly everyone hits the sentry during construction anyway), you'll have more chance to move around with the Jag than you will with other wrenches. Albeit only marginally.

If you don't spend time wrenching a thing faster the Jag is underwhelming. And generally it's a good idea to build in a semi-safe place to build up your stuff, get other buildings set and generally be better prepared than trying to get one thing up as absolutely fast as possible.

And tele-schenanegans will never be as glorious as what you can pull off in Gold Rush. Like getting a base set up in the left alternate route as RED before the first checkpoint is reached. Or hiding a teleporter behind RED spawn on offense.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Untouchable on March 10, 2012, 03:14:59 am
Crafted two Apocofists in a row today. Shame both used achievement items because I could trade one away for something.

Because I seriously wanted some fists of steel.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on March 10, 2012, 03:57:40 am
Crafted two Apocofists in a row today. Shame both used achievement items because I could trade one away for something.

Because I seriously wanted some fists of steel.

you realize there are recipes for crafting the fists of steel without random crafting?

1 reclaimed and a kgb according to the wiki, no need for random crafting for any of the weps that arent just reskins.


edit, hell i just checked my inventory, and I have a spare one if you want to trade, ill happily take 2 weps or a scrap.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: PTTG?? on March 19, 2012, 07:10:58 pm
So I played PL_Cashworks the other day. I've got an idea for a PL map.

So BLU spawns on top of the cart. The tracks are ten feet long. RED spawns over a pit full of flames, several hundred miles away from BLU, the cart, and the tracks.

The name would be "PL_Cashworks".

(The point is that it is difficult to defend on cashworks.)
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Enzo on March 19, 2012, 07:37:03 pm
What, really? There are some great Sentry locations throughout the map (and at least 1 downright matchbreaking one at the last point), the hill (between points 1 and 2, IIRC) is super easy to defend with explosive spam, 2/3 routes to the last point are absolute Sniper heaven. There are lots of ways to lock Blue down on that map. Especially the last point. It's up there with the last points of Hoodoo and Dustbowl in terms of making the attackers feel impotent.

Of course, that all only applies if you're team if familiar with the map. Not knowing the battlefield will trip a team up on any map.

Also, I have a mostly unrelated question for all you B12ers: Favourite custom map?
I am torn between KOTH Waste and PL Swiftwater, personally.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on March 19, 2012, 08:11:56 pm
PL cranetop, the 2 stage version
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on March 19, 2012, 08:19:11 pm
pl_Dogbread

And cp_Crash
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: PTTG?? on March 26, 2012, 07:12:45 pm
This update is crazy! Strange Parts, AND the promise of strange sappers and Build PDAs. Anyone else excited?
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Enzo on March 26, 2012, 08:04:52 pm
Strange Sapper: One more item I need for my fully-strange spy loadout.  :[
Also strange Diamondback, since I am like the only person who likes that weapon. Hopefully I can get one on the cheap.
Strange parts are pretty meh, because they don't really track particularly interesting stats. I guess the airshot counter is kinda cool.

Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: PTTG?? on March 27, 2012, 12:36:17 am
I have a diamondback. I'll take a similar strange or a few refined-equivalents for it.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Enzo on March 27, 2012, 12:52:45 am
Strange Diamondback? Check the Spoiler in my last post, I'd happily trade any of the Stranges listed or either of the uncraftable hats for it. Or two of the less valuable items, even. Don't actually have a whole lot of metal kicking around, just tried my hand at hat crafting (and got the Ornaments).

So yeah, let me know.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: PTTG?? on March 27, 2012, 10:31:22 am
How about S. Diamondback and a reclaimed for the G. Pip-boy?
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Strangething on March 27, 2012, 11:32:16 pm
I've been looking for a Southern Hospitality. Not a strange one, just a regular one. Anyone have a spare?

EDIT: Here I am: http://steamcommunity.com/profiles/76561198012903744
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: DarkerDark on March 27, 2012, 11:47:26 pm
I've been looking for a Southern Hospitality. Not a strange one, just a regular one. Anyone have a spare?

EDIT: Here I am: http://steamcommunity.com/profiles/76561198012903744

Sent you a friend request as 'Sizzilin Bacon'.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Orangebottle on March 27, 2012, 11:53:11 pm
I've been going scattergun-bonk-sandman scout recently. Kicking ass with it too. Also, turbine was designed for huntsman snipers, spies, and scouts.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on March 28, 2012, 05:40:32 am
I've been going scattergun-bonk-sandman scout recently. Kicking ass with it too. Also, turbine was designed for huntsman snipers, spies, and scouts.

and mini sentry/justice engis, once you get a few crits up the pipe you can merrily camp the hell out of your opponents vents, hilarious.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Orangebottle on March 28, 2012, 08:04:05 am
Have you tried huntsman sniper there?
I sat in the vents and killed about five people in the span of thirty seconds.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Metalax on March 28, 2012, 06:33:48 pm
Hmmm. New update, the bribe people with a hat for who can throw the most money at us each day update.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Levi on March 28, 2012, 06:52:43 pm
Hmmm. New update, the bribe people with a hat for who can throw the most money at us each day update.

I find it so funny that people always claim that Activision or EA are such evil companies, but whenever Valve tries to manipulate people into forking over yet more money for TF2 they just lap it up.

:)

Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Duke 2.0 on March 28, 2012, 07:02:35 pm
 Valve isn't technically Lawful Evil, just Chaotic Neutral. At this point I think they think this is what we want.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Putnam on March 28, 2012, 07:05:24 pm
I think the main reason is that most of the pay-for valve items are purely cosmetic and all of them that aren't and most that are can be gained otherwise >_>
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Thexor on March 28, 2012, 07:33:06 pm
Hmmm. New update, the bribe people with a hat for who can throw the most money at us each day update.

I find it so funny that people always claim that Activision or EA are such evil companies, but whenever Valve tries to manipulate people into forking over yet more money for TF2 they just lap it up.

:)

I see nothing wrong with Valve manipulating other people into forking over more money, as long as I'm not expected to partake in the forking.

I can happily ignore stamp purchases, or duel wins, or strange part purchases, or whatever other cosmetic purchases are available. It's a heck of a lot harder to ignore map packs or game modes that are added to standard map rotations. I've never been dropped from a TF2 server because I didn't spend $14.99 for whichever map the server is switching to.  >:(
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: jester on March 28, 2012, 07:51:33 pm
Hmmm. New update, the bribe people with a hat for who can throw the most money at us each day update.

I find it so funny that people always claim that Activision or EA are such evil companies, but whenever Valve tries to manipulate people into forking over yet more money for TF2 they just lap it up.

:)

I see nothing wrong with Valve manipulating other people into forking over more money, as long as I'm not expected to partake in the forking.

I can happily ignore stamp purchases, or duel wins, or strange part purchases, or whatever other cosmetic purchases are available. It's a heck of a lot harder to ignore map packs or game modes that are added to standard map rotations. I've never been dropped from a TF2 server because I didn't spend $14.99 for whichever map the server is switching to.  >:(

Ditto, EA does unlocks and map packs for cash, valve does purely cosmetic items that you could still get in a trade server with a little bit of clever trading with only the 5 bucks or so you would have spent getting the game off free to play.  I know a guy who only ever spent the original 10 bucks on the game a few years ago, recently sold the stock of unusual hats he had built up for enough to buy himself a new computer, its silly, but it shows you can have all the weapons and many cosmetic items for only the initial purchase whereas I own battlefield 3, and there are a pile of weps and maps I wont have access to unless i fork out more cash. 
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Strangething on March 28, 2012, 10:16:10 pm
Sent you a friend request as 'Sizzilin Bacon'.

Oh, that was you? I was wondering. You aren't part of the DF Steam group, so I wasn't sure where you got my name.

Feel free to ask for any of my dupes. I'd rather they go to a good home that be broken down for scrap.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Enzo on March 28, 2012, 11:51:33 pm
the 5 bucks or so you would have spent getting the game off free to play.

Heck, you could buy a $4 game during a Steam sale and spend the change on a Sticky Jumper. BAM. Premium account.

As long as they continue to stay far away from Pay-To-Win, I'm willing to put up with Valve's shenanigans. Nobody is forcing you to buy hats or keys. Right now you're required to make a single purchase to unlock all the premium benefits (which didn't sound all that restrictive anyway). Pretty much everything in the store is available from drops (or trades). Maps and new weapons are made available for free. If Valve's making metric shit-tons of money, which they are, it's because players are throwing it at them. I have no problem with them releasing silly cosmetic items for people to throw money at.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: dragonshardz on March 29, 2012, 02:57:01 am
Like I've said before, Valve has done microtransactions right.

Unlike some other developers (CCP and EA, for example).
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: Jackrabbit on March 29, 2012, 04:24:38 am
the 5 bucks or so you would have spent getting the game off free to play.

Heck, you could buy a $4 game during a Steam sale and spend the change on a Sticky Jumper. BAM. Premium account.
On top of this, taking this route nets you the best gun in the game. Do this.
Title: Re: Team Fortress 2: Free To Play! World's #1 war-themed hat simulator "Gentlemen?"
Post by: LASD on March 29, 2012, 03:01:17 pm
If I'm not mistaken, around half of the stamp money actually goes to the people that made the maps, so they are pretty much making the community pay to make the community produce more things for the community. Community.

Quote
Possession of the hat is not permanent and is limited to a single day.
Wait, what? I didn't get that at all from the Administrator text. I'm not sure if limiting these to a day makes the hats better or worse.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: PTTG?? on March 29, 2012, 05:01:50 pm
It's only one day... and they're pretty ugly if you don't like top hats...
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Duke 2.0 on March 29, 2012, 05:03:48 pm
 Valve should go to the dark side and provide Anti-Stamps. You buy money away from going to a map.

 Lookin' at you Hoodoo
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Strangething on April 07, 2012, 07:35:30 pm
Yes, I'm necroing a months-dead thread just to brag about this:

(http://i.imgur.com/mmfSq.jpg)

Genteel pipe smoke, yo. I did not buy or uncrate it, it was a totally random drop, and for my second-favorite class, too!
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Jackrabbit on April 07, 2012, 07:45:05 pm
That's crazy awesome.

You know what else is crazy awesome? The Huntsman. I never used to use the thing, because I am a dreadful shot at the best of times but man am I getting the hang of it, and it is brilliantly fun, especially when you plink scouts as they try and double jump out of the way.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Putnam on April 07, 2012, 11:45:01 pm
months-dead thread

it was barely more than a week >_>
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Thexor on April 08, 2012, 12:53:50 am
months-dead thread

it was barely more than a week >_>

Hey hey hey, the last post before his was in March, and now it's April. That's a whole month difference!  ;)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: klingon13524 on April 08, 2012, 03:59:04 am
Well since the TF2 trading thread is truly months dead, I'll leave a strange shop here.
Spoiler (click to show/hide)
Go ahead and try to find a better deal, http://tf2tp.com/searchMongo72.php (http://tf2tp.com/searchMongo72.php) and http://www.tf2outpost.com/search (http://www.tf2outpost.com/search) are waiting. The link to my profile is http://steamcommunity.com/profiles/76561198027628076 (http://steamcommunity.com/profiles/76561198027628076) for when you realize how futile your quest is.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: The Scout on April 08, 2012, 08:37:42 am
I like that Blutsauger and Amputator. I'll see what I can do.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Orangebottle on April 08, 2012, 11:54:52 am
That's crazy awesome.

You know what else is crazy awesome? The Huntsman. I never used to use the thing, because I am a dreadful shot at the best of times but man am I getting the hang of it, and it is brilliantly fun, especially when you plink scouts as they try and double jump out of the way.
Oh god I love the huntsman.
I had one epic moment on 2fort with it.

I was sitting between the bridge and the entrance to my base, and I see this enemy scout halfway across the bridge's roof. I shoot straight up and get a headshot on him. Blind freakin luck.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: cameron on April 08, 2012, 12:24:08 pm
I'll trade for the Boston basher
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: klingon13524 on April 08, 2012, 12:28:24 pm
I'll trade for the Boston basher
Which you did. The store currently:
Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: The Scout on April 08, 2012, 03:37:25 pm
Through the decimation of my inventory, I have enough for both the Blutsauger and the Amputator. Then you go offline. Waiting time.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: klingon13524 on April 09, 2012, 02:02:52 am
Maybe you should consider moving to Europe, it's pretty nice bleak and cold here.

I'll hold on to them for you.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on April 09, 2012, 02:41:29 am
That's crazy awesome.

You know what else is crazy awesome? The Huntsman. I never used to use the thing, because I am a dreadful shot at the best of times but man am I getting the hang of it, and it is brilliantly fun, especially when you plink scouts as they try and double jump out of the way.
Oh god I love the huntsman.
I had one epic moment on 2fort with it.

I was sitting between the bridge and the entrance to my base, and I see this enemy scout halfway across the bridge's roof. I shoot straight up and get a headshot on him. Blind freakin luck.
Dont get me started on 2fort xD

2fort is one of the most horrible maps ever to be created passed over from the earlier versions, along with turbine.
But they are great fun :D
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: klingon13524 on April 09, 2012, 07:56:49 am
Now that those are gone...

The store currently:
Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: The Scout on April 09, 2012, 08:52:03 am
I'll also grab the Strange Bonesaw.
Now, what do I call my new Strange Blutsauger, Amputator, and soon to be Bonesaw?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: klingon13524 on April 09, 2012, 09:08:36 am
If you have a S. Amputator (which I just sold you), you'll never need the bonesaw unless you play competitively. The Amputator's a straight up upgrade to the vanilla saw.

Blutsauger:
Syringelogger (number 2-9)000
The 10 Ccs of pain and buffering

Amputator:
The triage
The harming healer
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: The Scout on April 09, 2012, 09:55:36 am
Funnily enough, I do. And I have a Blutsauger to get rid of.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: klingon13524 on April 09, 2012, 10:00:08 am
The fishcake is a limited quantity promo item, in case you weren't aware. It's worth more than a sharking scrapbanker would want you to know.

A strange Bazaar Bargain and a strange Bonesaw for it?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: The Scout on April 09, 2012, 10:01:00 am
Wat? I was doing the Scrap and the weapon for the bonesaw.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: klingon13524 on April 09, 2012, 10:09:13 am
Oh, I thought the
Quote
Funnily enough, I do
part was referring to the fishcake, not competitive play. 6v6 or highlander?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: The Scout on April 09, 2012, 10:09:47 am
Highlander.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Strange guy on April 09, 2012, 10:26:50 am
If this thread is now containing trading maybe I should mention I got a The Big Steel Jaw of Summer Fun by random drop. Not a massive fan of it, so I'm looking to trade it away 1:1 for another hat/misc I'd actually want to wear. I haven't really kept up with all the cosmetic items added so I can't say which ones I'd accept.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jester on April 09, 2012, 12:19:50 pm
If you have a S. Amputator (which I just sold you), you'll never need the bonesaw unless you play competitively. The Amputator's a straight up upgrade to the vanilla saw.
You can only use the bonesaw for comp where you are? that sux.  I play highlander in Australia and all the med weps are ok, dont think anything is blocked for 6v6 either.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Cecilff2 on April 09, 2012, 03:07:23 pm
I crafted a sticky jumper.

This thing is the best weapon.  I don't know if I ever want to go back to regular stickies.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: The Scout on April 09, 2012, 03:09:33 pm
I hated the Sticky Jumper. I always used the stickies as an offensive weapon, blowing them up in the air.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: klingon13524 on April 09, 2012, 03:36:37 pm
The sticky jumper is not a serious weapon, obviously. Use it for training or for !!FUN!! loadouts.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: PTTG?? on April 09, 2012, 03:50:55 pm
Quite frankly the sticky jumper is probably overpowered. It amounts to more or less the ability to teleport around the map at will. Combine it with a good melee weapon and either grenade launcher and you're basically god.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: klingon13524 on April 09, 2012, 03:58:19 pm
You lose your most valuable asset, and you'd be destroyed by a good pyro or anyone good with a hitscan weapon. You can only go for frags in fairly specific situations.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Enzo on April 09, 2012, 04:06:43 pm
You lose your most valuable asset, and you'd be destroyed by a good pyro or anyone good with a hitscan weapon. You can only go for frags in fairly specific situations.

Not if you know how to connect pills. And if you're suggesting a pyro will reflect every pill back into your face, I believe you're referring to a "godlike" pyro rather than a "good" one. In which case, stickyjump away and find a better target. Grenade Launcher's more powerful than most people give it credit for at mid-range.

It is just the greatest feeling in the world to stickyjump into a Snipers nest and tauntkill them 5 seconds into the round. I don't care how useful regular stickies are, nothing can diminish that feeling.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Cecilff2 on April 09, 2012, 04:19:11 pm
The biggest asset in TF2 is mobility.  This is why so many demos and soldiers do explosive jumps despite the fact it hurts them.

Sticky jumper grants an amazing amount of it and leaves you with a weapon that does 80-100 upon direct hit and has 4 shots.

I should plug these too
http://www.youtube.com/watch?v=lBp8LM2me4g
http://www.youtube.com/watch?v=pTxWhN1FEKw
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: umiman on April 09, 2012, 05:06:57 pm
Hahahaha, that's the same guy that did the Battlefield 3 jump-out-of-airplane-and-RPG-another-plane-and-jump-back-in thing!
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: SHAD0Wdump on April 09, 2012, 05:21:09 pm
Hahahaha, that's the same guy that did the Battlefield 3 jump-out-of-airplane-and-RPG-another-plane-and-jump-back-in thing!
RPG? No, that was a sniper rifle, and he hopped into THE OTHER GUY'S plane.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Gunner-Chan on April 09, 2012, 05:24:10 pm
He did both.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: SHAD0Wdump on April 09, 2012, 05:25:01 pm
The sniper is better. >_>
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: dragonshardz on April 09, 2012, 05:59:05 pm
If this thread is now containing trading maybe I should mention I got a The Big Steel Jaw of Summer Fun by random drop. Not a massive fan of it, so I'm looking to trade it away 1:1 for another hat/misc I'd actually want to wear. I haven't really kept up with all the cosmetic items added so I can't say which ones I'd accept.

I wants. http://steamcommunity.com/id/dragonshardz/inventory
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Jackrabbit on April 10, 2012, 02:24:10 am
The sticky jumper is not a serious weapon, obviously. Use it for training or for !!FUN!! loadouts.

The Sticky Jumper made Demo probably my most played class. Frankly, the enormous mobility it grants you is probably kinda unbalanced. You would not believe how many times I've been able to basically backstab people with the Lock'N'Load. It'd ruin you as a viable threat in competitive play to be sure, but I only ever play pubs. And in pubs, it is just the best thing.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Enzo on April 10, 2012, 02:41:25 am
If we're doing the trading thing, I'm selling this stuff for < market value (http://tf2spreadsheet.blogspot.ca/), and will also take item offers:

Spoiler: selling/trading (click to show/hide)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Xotes on April 10, 2012, 03:50:49 am
kinseti, is 2 refined enough for both a Black Box and a Knife? That's an offer I'm willing to make.

Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: klingon13524 on April 10, 2012, 04:08:49 am
There's a .ca version of the spreadsheet? Does that value spy items and frying pans slightly higher or something?

Anyways, here's my store with updated stock. Some of the stuff is coming in later today:
Spoiler (click to show/hide)
Go ahead and try to find a better deal, http://tf2tp.com/searchMongo72.php (http://tf2tp.com/searchMongo72.php) and http://www.tf2outpost.com/search (http://www.tf2outpost.com/search) are waiting. The link to my profile is http://steamcommunity.com/profiles/76561198027628076 (http://steamcommunity.com/profiles/76561198027628076) for when you realize how futile your quest is.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Sonlirain on April 10, 2012, 04:37:26 am
Ok heres a small question...

Not long ago i droped a Sun on a stick.
Decided to try it out and even managed to kill a sniper and spy with it before i got called "noob" for using it and banned from the server.
Didn't try using it again but can anyone elighten me and tell me what's wrong with this weapon?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Xotes on April 10, 2012, 04:44:53 am
It sounds like you just ended up playing with idiots, I'll be honest. The SOAS is a perfectly fine bat.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: klingon13524 on April 10, 2012, 05:02:01 am
Nothing is wrong with it, you must of played on the worst server to exist. It's VERY situational to the point of it being a downgrade, I wouldn't suggest using it though.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Sonlirain on April 10, 2012, 05:09:21 am
I didn't see anything wrong with it when i used it.
The first hit was lighting them on fire so i guess every hit after the first were upgraded to minicrits/crits.

Either this or i was followed by a aimbotting ninja launcher pyro.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: klingon13524 on April 10, 2012, 06:26:45 am
The first hit light them on fire? I thought it was just an axtinguisher for the scout.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jester on April 10, 2012, 07:24:12 am
well, the sun on a stick doesnt normally set people on fire, so either it was the magic pyro, or there were some weird server mods running that made that happen.  Definately not something that would get you banned in a normal server, as stated above, its basically a downgrade.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Descan on April 10, 2012, 12:36:51 pm
I sent Kinseti a PM, but I figured I'd say it here. Dibs on the black-box and the fists! :D
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Strange guy on April 10, 2012, 01:22:34 pm
I wants. http://steamcommunity.com/id/dragonshardz/inventory

Unfortunately you don't really have anything I'm interested in. The hats/miscs you have are mostly halloween, achievement or ones I have with the couple of exceptions being ones I'm not interested in.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: dragonshardz on April 10, 2012, 01:52:35 pm
What about items/weapons? I have a few duplicates.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Enzo on April 10, 2012, 01:53:56 pm
Just completed the trade with Descan :3

kinseti, is 2 refined enough for both a Black Box and a Knife? That's an offer I'm willing to make.
Sounds fair. Add me, Steam username's kinseti.

There's a .ca version of the spreadsheet? Does that value spy items and frying pans slightly higher or something?
No, blogspot seems to just auto-redirect me to the .ca because I'm in Canada, and I copy-pasted the link. I think the spreadsheets should be the same.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: klingon13524 on April 10, 2012, 03:25:16 pm
There's a .ca version of the spreadsheet? Does that value spy items and frying pans slightly higher or something?
No, blogspot seems to just auto-redirect me to the .ca because I'm in Canada, and I copy-pasted the link. I think the spreadsheets should be the same.
Is that your opinion, or what you think is going on?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Enzo on April 10, 2012, 03:31:10 pm
There's a .ca version of the spreadsheet? Does that value spy items and frying pans slightly higher or something?
No, blogspot seems to just auto-redirect me to the .ca because I'm in Canada, and I copy-pasted the link. I think the spreadsheets should be the same.
Is that your opinion, or what you think is going on?

I don't think I understand the question. tf2spreadsheet.blogspot.com redirecting me to .ca because I'm in Canada is a fact. I can only assume the spreadsheets are the same because I can't access the .com one. Because it redirects me.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Strange guy on April 10, 2012, 07:37:51 pm
What about items/weapons? I have a few duplicates.

No weapons I don't have. Though while I was mostly hoping for a new hat/misc I could settle for some weapons/metal. Normal miscs are around 1 1/2 refined, though I might be willing to part with it for 1 (or the equivalent in weapons. Since I'm generally using tf2wh for trading where weapons have 1/2 scrap or sometimes slightly higher value weapons are slightly superior) refined.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: klingon13524 on April 12, 2012, 06:16:29 am
In degroot or whenever you can flank an enemy, the holiday punch is hilarious. Ly lethal.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Jackrabbit on April 17, 2012, 04:13:13 am
HAT DROP.

FIRST HAT DROP IN A YEAR.

IT'S A MEXICAN PYRO HAT AND IT KINDA SUCKS BUT I LOVE IT ANYWAY.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: klingon13524 on April 17, 2012, 04:29:24 am
YOU'RE LUCKY ENOUGH TO GET A HAT DROP? WOW!

What would you guys say the most practical taunts are? The huntsman stabstabstab is obviously way up there.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jester on April 17, 2012, 05:45:17 am
Huntsman stab is the fastest kill taunt, solli equalizer taunt is best for getting kills as loosing team.  For me pyro taunt is probably next best (comes with the largest range of weps too) also fully charges your mppphh bar for the phlog and I have actually won a game or 2 getting a taunt kill in on a sniper as med then dropping in to uber at the last second for an epic win.  But yeah, huntsman is the fastest and you can see people using it as a semi viable attack at times. 
  Scouts is the slowest by memory, I think the demos sword sweep is next slowest, though you can kill multiple enemies with it.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: klingon13524 on April 17, 2012, 07:15:16 am
The Heavy's 'showdown' taunt (POW! Haha!) seems to be one of the more viable ones in the game. It aims wherever your crosshair is, and goes roughly the length of 1 shipping crate (the big ones, like in ctf_Turbine) horizontally, and 2 stories vertically. The total length of the taunt is 3 seconds, but the actual killing part comes much sooner than that.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jester on April 17, 2012, 07:17:37 am
The Heavy's 'showdown' taunt (POW! Haha!) seems to be one of the more viable ones in the game. It aims wherever your crosshair is, and goes roughly the length of 1 shipping crate (the big ones, like in ctf_Turbine) horizontally, and 2 stories vertically. The total length of the taunt is 3 seconds, but the actual killing part comes much sooner than that.

Pity, it used to go across the map if you were accurate enough.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Siquo on April 17, 2012, 08:05:00 am
The Soldiers grenade taunt on point C of the De Groot Keep (Which I'm spelling as it should be spelled). It is super-effective.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: klingon13524 on April 17, 2012, 08:09:32 am
If I could remain alive long enough to do that there, I'm sure it would be.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: hemmingjay on April 17, 2012, 11:00:26 am
Had an awesome time on my fav server last night where we had 15 vs 15 Demoknights and 2 random douchebags who refused to go along with it.

Someone had 79 heads at one point.

Epic.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: The Scout on April 17, 2012, 04:23:26 pm
As Soldier and Demoman, you can easily destroy everyone in short to medium range. Demoman can use his stickies offensively, exploding them in the air, and use his pipebomb launcher to blow people charging up to him or sitting around. Soldier can rocket jump allowing you to shoot from some crazy angles and allowing you to travel terrain quickly. Gunboats included, you can rocket jump constantly and towards people to get close enough to ensure direct hits.

Then heavies. They make me fear for my life. -_-

A quick guide on what I've seen decent demoman and soldiers do.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: PTTG?? on April 17, 2012, 04:43:55 pm
I need to say this- I hate the DR. It basically makes spies invulnerable. So many times, I've seen an obvious spy- a scout taking a stately plod into our front door, for instance- and I flame them. The spy instantly dies, so I flame all over the place. No floating flames. Two seconds later, another scout shows up, I get good hits on them three or four times with my shotgun while they're at range, close and ignite them, then keep the spray on them. The spy drops a corpse, then I get floating blue flames. The DRed spy then backs up, decloaks, shoots me twice with the Enforcer, killing me, WHILE I AM FLAMING HIM, then disguises again and goes off to facestab the medic or something with no less than 50% health.

I swear, this has happened to me multiple times.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Enzo on April 17, 2012, 04:55:29 pm
If you have a continual flame on the spy, he'll re-ignite as soon as he DRs. Airblast him into a wall or corner and lol for a few seconds as his cloak runs out. If you're chasing him and continually flaming him as he decloaks, there's a delay where he takes full damage and is unable to attack, which is long enough to kill him without him firing a shot. If you activate a DR and he gets away, go to the nearest large ammo container that has any sort of cover, because that's where the spy's going to decloak 90% of the time - and when he does he'll have no feign to save him. Remember that while the DR increases survivability with conditional get-out-of-jail-free card, it also reduces cloak time, removes the spy's ability to cloak at will, and makes a loud sound when he decloaks (at which point he's caught with his pants down, without a feign to activate). More annoying, but definitely not more powerful than Invisiwatch.

Unless you're talking about DR + Spycicle + Enforcer which I agree is a bullshit combo and people who use it should feel bad.

(Also, 3 or 4 "good" shotgun hits will kill a full health spy, I don't know what you're on about there.)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Jackrabbit on April 17, 2012, 04:57:57 pm
I'm fairly confident demos can't detonate stickies in mid air. Otherwise, this class is holding out on me. You can detonate vanilla stickies the instant they hit the ground, which does kinda look like they went off in midair from some angles.

Also, I don't hate the DR as much as you do but it is a massive pain in the ass. There's nothing better than killing a spy that just decloaked, cause then you know he's dead.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: USEC_OFFICER on April 17, 2012, 05:02:48 pm
I'm fairly confident demos can't detonate stickies in mid air. Otherwise, this class is holding out on me. You can detonate vanilla stickies the instant they hit the ground, which does kinda look like they went off in midair from some angles.

They can detonate them mid-air, but after a second or two delay, not instantaneously. If you kill thirty people that way, then you get the Something Stickied This Way Comes achievement, so it's obviously not something that Valve sneaked in or anything.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: 3 on April 17, 2012, 05:05:22 pm
Not like it's that useful most of the time, since a direct hit does so much more damage, but it helps every now and then.

And yeah, kinseti's right: The DR doesn't offer any way of getting away from a Pyro other than survivability at the expense of being able to do any damage at all. If you decloak while being focussed down, you'll just get set on fire instantly and die; the best you can hope for is that the damage reduction gets you back to friendly lines or you find a pickup and give him the slip. On the other hand, the Pyro has to commit to chasing you until you run out of cloak.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jester on April 17, 2012, 08:02:48 pm
DR is cheap, DR/enforcer combo is just broken.

Oh, and mid air detonating stickies are pretty much one of the best weps in the game, used right its a rocket launcher and a mine layer all in one, kritz stickies are often referred to as 'winbombs'
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: PTTG?? on April 17, 2012, 08:46:10 pm
I've dabbled with airburst stickies from time to time and I've always been much more effective with the regular pill launcher.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: klingon13524 on April 18, 2012, 06:01:12 am
Not like it's that useful most of the time, since a direct hit does so much more damage, but it helps every now and then.
There's no such thing as a "direct hit" with a sticky, what are you talking about.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: 3 on April 18, 2012, 06:14:22 am
Yeah sorry, I meant direct pill hits. Airbursting is good if you're absolutely precise, but consistently getting max damage isn't really practical for the average player. Unless you're trying to hit an inattentive Sniper or something.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on April 18, 2012, 10:58:17 am
Also, I don't hate the DR as much as you do but it is a massive pain in the ass. There's nothing better than killing a spy that just decloaked, cause then you know he's dead.
Hm, a DR spy can easily be detected usually.
They drop dead just a little bit too soon.
But i always play pyro so.... (dont worry, i dont use the backburner)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: The Scout on April 18, 2012, 06:36:10 pm
You guys are gonna hate me but, I use the Spycicle, DR, and the Enforcer. I can imagine a pyro being angry when shoot to death by a spy while he is flaming him. BUT IT'S SO FUN!
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: PTTG?? on April 18, 2012, 08:41:57 pm
You have made a trivial enemy this day.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jester on April 18, 2012, 08:48:51 pm
You guys are gonna hate me but, I use the Spycicle, DR, and the Enforcer. I can imagine a pyro being angry when shoot to death by a spy while he is flaming him. BUT IT'S SO FUN!

Its fun cause its easy, if a weapon combination is giving you a distinct advantage over anyone not using it, you have a balance problem
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: ThtblovesDF on April 19, 2012, 06:05:24 am
DR spys are very easy to detect. All spys are dr spys.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jester on April 19, 2012, 09:08:12 am
DR spys are very easy to detect. All spys are dr spys.

Most of the 'good' spys ive played with use the vanilla watch, knife and ambassador. On a majority of the maps you can potentially run from one end to the other cloaked if you are smart about metal pickups.  An intelligent and patient vanilla spy can do alot more damage than one with DR, it just takes alot more skill.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: hemmingjay on April 19, 2012, 09:59:11 am
The only good spy is a dead spy. I am a dedicated spy hunter. 8)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on April 19, 2012, 12:16:36 pm
I have a friend and he's an awesome spy, he uses C&D as main watch.
I personally prefer the invisiwatch, since its much, much better for getting behind enemy lines and then arriving 'from spawn', because they wont really suspect those people. (works best on payload maps, namely frontier, since its so long).
But i agree that a player thats good at a class can rock everybody using just the default equipment.
(rage-inducing named described flamethrower ftw!)
Nothing like burning a spy, while he hopelessly tries to throw himself in the moat at 2fort, then shooting him in mid-air with my trusty shotgun, and seeing him die a fraction of a sec before he hits the water.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: 3 on April 19, 2012, 12:28:49 pm
Honestly, the Enforcer+DR nonsense aside, the Spy has one of the most balanced loadout selections around. There's nothing that's a considered a straight upgrade; everything's useful given different situations and playstyles. It's very possible to play an effective Spy using all three watches throughout a game.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Duke 2.0 on April 20, 2012, 05:42:23 pm
Honestly, the Enforcer+DR nonsense aside, the Spy has one of the most balanced loadout selections around. There's nothing that's a considered a straight upgrade; everything's useful given different situations and playstyles. It's very possible to play an effective Spy using all three watches throughout a game.
Most of his knives are kinda shitty though

Kunai is a bad weapon and there are too many bad spies using it. Only excuse for using it is the high of using its novelty for fun.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Putnam on April 20, 2012, 08:53:01 pm
Vanilla is generally the best loadout to go with for general usage, except in a few specific circumstances:

1. Degreaser. Simple.
2. Axtinguisher. Also pretty obvious.
3. Atomizer. Triple jump doesn't hurt you if you don't do it.
4. Equalizer or Disciplinary Action. Move bonus is always good.
5. Caber. Always good fun.
6. Tomislav. Overpowered, man.
7. Sandvich. Why are you using a shotgun when you have a minigun?
8. Jarate. It's equally as useful as the SMG, oddly enough.
9. Flare gun. Dem crits.
10. Enforcer at its current stage, ambassador if you can aim and don't mind the whole "no random crits" thing.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: mr. macduggan on April 20, 2012, 09:26:14 pm
Vanilla is generally the best loadout to go with for general usage, except in a few specific circumstances:

1. Degreaser. Simple.
2. Axtinguisher. Also pretty obvious.
3. Atomizer. Triple jump doesn't hurt you if you don't do it.
4. Equalizer or Disciplinary Action. Move bonus is always good.
5. Caber. Always good fun.
6. Tomislav. Overpowered, man.
7. Sandvich. Why are you using a shotgun when you have a minigun?
8. Jarate. It's equally as useful as the SMG, oddly enough.
9. Flare gun. Dem crits.
10. Enforcer at its current stage, ambassador if you can aim and don't mind the whole "no random crits" thing.


I will second this and add
11. The frying pan for demoman. because.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Osmosis Jones on April 20, 2012, 09:49:17 pm
Ubersaw as well; medic shouldn't be using his melee except in ambush situations anyway. Random crits; save you from 1 guy, maybe. Suddenly jumping up to full ubercharge can save you, and friends, and push the enemy back.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: The Scout on April 20, 2012, 10:54:21 pm
Ubersaw as well; medic shouldn't be using his melee except in ambush situations anyway. Random crits; save you from 1 guy, maybe. Suddenly jumping up to full ubercharge can save you, and friends, and push the enemy back.
I've seen medics single handily fuck the entire enemy team over. A random crit streak with those 30 dmg needles, or surprising them and murdering them all with your bonesaw.

(Only good if they can aim.)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Osmosis Jones on April 20, 2012, 11:04:09 pm
If a medic is attacking the entire enemy team single handedly, he's playing the wrong class. Particularly with a melee weapon.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Jackrabbit on April 21, 2012, 12:56:17 am
I almost never run with the degreaser, flare gun and axetinguisher combo. It's fun, but it leaves you basically completely ineffective against anything other than the most inattentive pyro and helpless against a decent one with a shotgun.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Enzo on April 21, 2012, 01:06:54 am
Kunai is a bad weapon and there are too many bad spies using it. Only excuse for using it is the high of using its novelty for fun.

SIR. You have insulted my honor. Kunai is best knife to use when DRing:

If you take more than 60 damage as spy with your cloak down, more often than not you're boned anyway (against decent players).
If you're using the dead ringer the low health vulnerability can be largely negated anyway.
The health buff after a stab lets you (if spotted) escape without major risk, engage others head on, or continue a chain-stab even under heavy fire (since you keep getting overheals). As long as you make the first stab, you're golden.
You can ignore healthpacks completely. Just find another back.
Backstabs extinguish you. Totally boss.

TL;DR <3 Kunai
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Putnam on April 21, 2012, 01:15:27 am
Or you could use the big earner and DR quicker >_>
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Enzo on April 21, 2012, 02:21:55 am
Big Earner does not give heals. Inferior weapon.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on April 21, 2012, 05:40:27 am
Btw, playing as shotgun heavvy seems to be awesomely great fun, havent tried it myself.
Jarate rocks too. I once stopped a combo coming to our base in hightower by jumping from a  balcony while throwing jarate then quickly switching to my bushwaka. <3
Anyway, whats your favorite weapon?
Mine is 'Prometheus's Gift', a rage-inducing *flamethrower*
(Bonus points for who gets the name.)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on April 21, 2012, 05:45:31 am
The proper term for playing as a Heavy that only uses his fists and shotgun is "fat scout", and yes it is fun.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jester on April 21, 2012, 12:21:35 pm
Btw, playing as shotgun heavvy seems to be awesomely great fun, havent tried it myself.
Jarate rocks too. I once stopped a combo coming to our base in hightower by jumping from a  balcony while throwing jarate then quickly switching to my bushwaka. <3
Anyway, whats your favorite weapon?
Mine is 'Prometheus's Gift', a rage-inducing *flamethrower*
(Bonus points for who gets the name.)

My strange wrench is called 'Ozymandias'  = look on my works ye mighty and despair., my fav wep is probably the gunslinger, but I havent named that yet, suggestions would be appreciated
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Descan on April 21, 2012, 01:10:30 pm
I have two knives I use, one is a Strange Knife, the other, a YER I named "My Suit" with a description of "You got blood on it."

I love playing as spy. Or heavy. Or medic. Lately soldier too.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on April 22, 2012, 02:31:39 am
What would a good name for a Holiday Punch be?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Vertigon on April 22, 2012, 02:48:30 am
Office party? Or is that the wrong kind of punch? :P

...actually, continuing on that note, Spiked Punch?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on April 22, 2012, 08:02:45 am
Office party? Or is that the wrong kind of punch? :P

...actually, continuing on that note, Spiked Punch?
A spiked punch would be the polar opposite of what this is.
http://wiki.teamfortress.com/wiki/Holiday_Punch (http://wiki.teamfortress.com/wiki/Holiday_Punch)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on April 22, 2012, 01:18:46 pm
Btw, playing as shotgun heavvy seems to be awesomely great fun, havent tried it myself.
Jarate rocks too. I once stopped a combo coming to our base in hightower by jumping from a  balcony while throwing jarate then quickly switching to my bushwaka. <3
Anyway, whats your favorite weapon?
Mine is 'Prometheus's Gift', a rage-inducing *flamethrower*
(Bonus points for who gets the name.)

My strange wrench is called 'Ozymandias'  = look on my works ye mighty and despair., my fav wep is probably the gunslinger, but I havent named that yet, suggestions would be appreciated
Gunslinger is awesome indeed. I dont like sitting behind a sentry all the time. Btw, dont get your hopes up for a s gunslinger, these things are rare as hell, or so i have heard. At least i have a vintage :D
I like my names with a meaning that not everybody can understand tough. mayby wikipedia can give a name.
EDIT:
Btw, Prometheus is the god that, in greek mythology, stole the fire from the titans and gave it to the humans.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Sonlirain on April 22, 2012, 01:53:47 pm
Btw, Prometheus is the god that, in greek mythology, stole the fire from the titans and gave it to the humans.

Not quite.
He was a titan who stole flame from the gods and gave it to the humans.
After that he got punished and chained to a mountain where he spent (near) eternity having his liver eaten by the same vulture over and over again (the liver regrew during the night).

Hercules broke him out later.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: PTTG?? on April 23, 2012, 12:37:23 am
I don't know if I can play anymore. It used to be that I could do pretty well in most classes, even heavy or soldier. Now I can't be credit to team at all. If I try one of the slow classes, I'm eaten alive by spies and snipers where I used to be able to do things. I guess the game's skill ceiling has just gone up past my ability to compete.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Fiskav on April 23, 2012, 02:33:34 am
.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Osmosis Jones on April 23, 2012, 02:55:12 am
...wait, you're telling a guy who's complaining of spies and snipers to play medic!? That's just evil, man :P
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Fiskav on April 23, 2012, 03:05:29 am
.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jester on April 23, 2012, 03:18:28 am
snipers is mostly learning the lines you shouldnt be walking in, spies is learning who isnt moving right and blowing crap out of em. Then blowing crap out of the guys who are moving right, just incase.  That and just flat out spinning around an looking behind you every 20 steps
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Sonlirain on April 23, 2012, 03:33:05 am
Well there are only 2 things you can do to counter spies.

1 - Look behind you every 10 steps.
2 - Have more than one pyro in your team (or play as one)

As for snipers...

They're either harmless because they can't aim or will wipe the floor with you at any range.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jester on April 23, 2012, 08:53:35 am
solli is pretty good anti spy as well, and my god, the pomsom... engi with pomsom and a mic will pretty much shut down DR spys.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on April 23, 2012, 11:29:09 am
Mh, just practice more.
Try playing pseudo-defensive, engie with gunslinger, shotgun and pistol.
So much fun! (and points)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Cecilff2 on April 23, 2012, 12:04:23 pm
7. Sandvich. Why are you using a shotgun when you have a minigun?
8. Jarate. It's equally as useful as the SMG, oddly enough.

I take issue with these two

The nerf has really made sandviches much less useful.  If you have a medic buddy, I understand, but otherwise, I don't see a reason to carry it around.  The reason you use shotgun is that you don't get any movement penalty and don't have to wait for spinup etc.  If you walk into an enemy group you have time to back off to cover and can punish pursuit at the same time  Use shotgun while scouting and switch to mini once you determine where to ambush at.

8.  Jarate > everything else.  SMG is less useful but infinitely more useful than the razorback
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Myroc on April 23, 2012, 02:04:50 pm
8.  Jarate > everything else.
My SMG would like to have a word at you. I have tons of respect for jarate, I can definitely see the perks of it and why people use it, but it's by no means completely superior to the SMG. Seriously, that thing has saved my hide more times I can remember, as long as you can keep your little squishy body alive for long enough, it can remove huge chunks of enemy HP at close range (which is, by the way, where you should be using it). I've cleared points with the damn thing, for crying out loud.

Oh, and if you pair it up with the sydney sleeper, you can eat the cake and keep it. Jarate + SMG can kill fully healed heavies if you know what you're doing.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Enzo on April 23, 2012, 02:17:31 pm
The nerf has really made sandviches much less useful.  If you have a medic buddy, I understand, but otherwise, I don't see a reason to carry it around.  The reason you use shotgun is that you don't get any movement penalty and don't have to wait for spinup etc.  If you walk into an enemy group you have time to back off to cover and can punish pursuit at the same time  Use shotgun while scouting and switch to mini once you determine where to ambush at.

I don't know why people think the sandwich is ruined forever. Let's ignore the fact that you're still a walking healthkit dispenser for your teammates (protip, not just pocket medics!). Clear and area but take a lot of damage in the process, get in an ambush position without full health, kill a pyro whose afterburn is going to finish you? Munching on Sandvich is still often quicker than running down a healthkit. Sure, sometimes you get caught munching, but honestly I think that makes it more balanced and fun. It still comes in more useful than the shotgun, for me.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Cecilff2 on April 23, 2012, 02:51:28 pm
8.  Jarate > everything else.
My SMG would like to have a word at you. I have tons of respect for jarate, I can definitely see the perks of it and why people use it, but it's by no means completely superior to the SMG. Seriously, that thing has saved my hide more times I can remember, as long as you can keep your little squishy body alive for long enough, it can remove huge chunks of enemy HP at close range (which is, by the way, where you should be using it). I've cleared points with the damn thing, for crying out loud.

Oh, and if you pair it up with the sydney sleeper, you can eat the cake and keep it. Jarate + SMG can kill fully healed heavies if you know what you're doing.

The problem I have with this is it's a solo oriented build made solely for getting points.  Not a team-oriented build.  Jarate is MUCH more useful to your team.  Extinguishes teammates, discovers spies, causes minicrits on enemies in a wide area.

The nerf has really made sandviches much less useful.  If you have a medic buddy, I understand, but otherwise, I don't see a reason to carry it around.  The reason you use shotgun is that you don't get any movement penalty and don't have to wait for spinup etc.  If you walk into an enemy group you have time to back off to cover and can punish pursuit at the same time  Use shotgun while scouting and switch to mini once you determine where to ambush at.

I don't know why people think the sandwich is ruined forever. Let's ignore the fact that you're still a walking healthkit dispenser for your teammates (protip, not just pocket medics!). Clear and area but take a lot of damage in the process, get in an ambush position without full health, kill a pyro whose afterburn is going to finish you? Munching on Sandvich is still often quicker than running down a healthkit. Sure, sometimes you get caught munching, but honestly I think that makes it more balanced and fun. It still comes in more useful than the shotgun, for me.

Oh it's not ruined forever, but shotty takes the lead by a little bit IMO.  Maybe if you're not good at aiming the sandvich is better, but the shotty is quite deadly and allows you to keep your mobility when you need it.


On a seperate note.  http://www.youtube.com/watch?v=J62pnmQnJl0
How are these spies destroying my sentry!?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Duke 2.0 on April 23, 2012, 03:48:05 pm
Kunai is a bad weapon and there are too many bad spies using it. Only excuse for using it is the high of using its novelty for fun.

SIR. You have insulted my honor. Kunai is best knife to use when DRing:

If you take more than 60 damage as spy with your cloak down, more often than not you're boned anyway (against decent players).
If you're using the dead ringer the low health vulnerability can be largely negated anyway.
The health buff after a stab lets you (if spotted) escape without major risk, engage others head on, or continue a chain-stab even under heavy fire (since you keep getting overheals). As long as you make the first stab, you're golden.
You can ignore healthpacks completely. Just find another back.
Backstabs extinguish you. Totally boss.

TL;DR <3 Kunai

Sorry buddy, health bonus is less than a soldiers total, and they also die near-instantly to everything. Especially in the point-blank range of maximum rampup needed for stabs. DR works just fine with other knives and more health, healthkits are generally next to metal pickups you want anyway. Only now you can be oneshot by everyone instead of two!

Minigun is also still boss enough to forego the shotgun in favor of a portable slow large healthkit. You'll still probably kill everyone who tries to ambush you unless you were wounded previously.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Myroc on April 23, 2012, 04:27:43 pm
8.  Jarate > everything else.
My SMG would like to have a word at you. I have tons of respect for jarate, I can definitely see the perks of it and why people use it, but it's by no means completely superior to the SMG. Seriously, that thing has saved my hide more times I can remember, as long as you can keep your little squishy body alive for long enough, it can remove huge chunks of enemy HP at close range (which is, by the way, where you should be using it). I've cleared points with the damn thing, for crying out loud.

Oh, and if you pair it up with the sydney sleeper, you can eat the cake and keep it. Jarate + SMG can kill fully healed heavies if you know what you're doing.

The problem I have with this is it's a solo oriented build made solely for getting points.  Not a team-oriented build.  Jarate is MUCH more useful to your team.  Extinguishes teammates, discovers spies, causes minicrits on enemies in a wide area.
Most of the points I get are from assists made by sydney sleeper hits or genuine combat assistance via the SMG. The SS still makes it a very viable supportive sniper build, just stand back a moment, aim for a second, shoot the guy that's the most important to the enemy team and let your teammates handle the rest. The SMG is used to get out alive from an ambush, or help a teammate do the same. Jarate is a very good way to help your teammates, but so is riddling the enemies they're facing with bullets. If you're good enough you can even apply jarate to the opponents that need it and still have the time and opportunity to attribute some real firepower.
Title: Meet the Pyro, coming soon
Post by: Kilroy the Grand on April 27, 2012, 08:46:53 pm
(http://28.media.tumblr.com/tumblr_m35lrcqx7F1rq7eyzo1_1280.jpg) (http://www.youtube.com/watch?feature=player_detailpage&v=dBDFvixF1zA#t=74s)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: USEC_OFFICER on April 27, 2012, 08:48:36 pm
Alternate universe Aperture Science gets to see Meet the Pyro before we do? Damn it, that's unfair!
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on April 28, 2012, 03:00:14 am
The pyro is my favorite class.
Nothing like people goin all liek: 'PYRO EEZ NOSKILL  BRAH!' and then falling out of the sky with my flamethrower, burning him and running away while i unload lead into his body.
Thats why i want meet the pyro.
Tough i wonder what new weapons will come for the pyro? The only good alternative flamethrower is the degreaser. lets hope valve doesnt screw up again.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Osmosis Jones on April 28, 2012, 03:08:32 am
The pyro is my favorite class.
Nothing like people goin all liek: 'PYRO EEZ NOSKILL  BRAH!' and then falling out of the sky with my flamethrower, burning him and running away while i unload lead into his body.

Heh. That, or having someone bitch about how pyros are useless, and can't do anything about a sentry. Cue another pyro demolishing said sentry nest singlehandedly.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Enzo on April 28, 2012, 04:11:22 am
Pyro's can be scary, but not from ambushing with a flamethrower. I was playing huntsman tonight when a pyro reflected my jarate, and then immediately reflected my arrow into my head. When I WTF'd, his response "I'm a Pyro."

Yes you are sir. Yes you are.

Makes me wish I could pull that kind of crap, but I never really play Pyro anymore. I play with a lot of people who can reflect effectively, and that alone makes Pyro a viable class. Shit is deadly.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on April 28, 2012, 09:00:48 am
Yup.
My reflection skills are getting worse tough, so i need to play more pyro.
Another funny thing about pyro is how there are 3 or 4 excellent pyros on my favorite server. (including me)
and how we all play pyro diffrently, but all are awesomely good.
Sentry's are hard for pyros to take down unless you can get to them and start circlestrafing them. (but thats true for every class)
Deflecting arrows is hard. But nothing like owning a charging demo by just standing still and pressing m2, then proceeding to shotgun him.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Heliman on April 28, 2012, 11:33:13 am


Kunai is a bad weapon and there are too many bad spies using it. Only excuse for using it is the high of using its novelty for fun.

SIR. You have insulted my honor. Kunai is best knife to use when DRing:

If you take more than 60 damage as spy with your cloak down, more often than not you're boned anyway (against decent players).
If you're using the dead ringer the low health vulnerability can be largely negated anyway.
The health buff after a stab lets you (if spotted) escape without major risk, engage others head on, or continue a chain-stab even under heavy fire (since you keep getting overheals). As long as you make the first stab, you're golden.
You can ignore healthpacks completely. Just find another back.
Backstabs extinguish you. Totally boss.

TL;DR <3 Kunai
Sorry buddy, health bonus is less than a soldiers total, and they also die near-instantly to everything. Especially in the point-blank range of maximum rampup needed for stabs. DR works just fine with other knives and more health, healthkits are generally next to metal pickups you want anyway. Only now you can be oneshot by everyone instead of two!
Yeah, as a primary spy player kunai isn't worth the effort. Any pyro worth his salt isn't going to let a spy stab freaking anything after they find one. They just corner spies with airblasts. If a pyro findes you, the first thing you should be doing is making the DR fake-kill and extinguish you while you run like a little girl.

At most, the only two knifes I end up using are the normal one and the Eternal Reward, the latter only being used with the Familiar Fez & L'Etranger to make use of the silent decloak ability.

Silent DR decloaks are fantastic, by the way. Only downside is that because of the Eternal Reward you're basically worthless around engineers until you can stab up a decent disguise.


The nerf has really made sandviches much less useful.  If you have a medic buddy, I understand, but otherwise, I don't see a reason to carry it around.  The reason you use shotgun is that you don't get any movement penalty and don't have to wait for spinup etc.  If you walk into an enemy group you have time to back off to cover and can punish pursuit at the same time  Use shotgun while scouting and switch to mini once you determine where to ambush at.
I don't know why people think the sandwich is ruined forever. Let's ignore the fact that you're still a walking healthkit dispenser for your teammates (protip, not just pocket medics!). Clear and area but take a lot of damage in the process, get in an ambush position without full health, kill a pyro whose afterburn is going to finish you? Munching on Sandvich is still often quicker than running down a healthkit. Sure, sometimes you get caught munching, but honestly I think that makes it more balanced and fun. It still comes in more useful than the shotgun, for me.
The thing that made the sandvitch so useful for a heavy is that it made for a perfect retreat mechanic. If you were taking too many hits, turning tail, dropping one down, pulling out the running gloves, then retreating to the next choke point back was a fantastic strategy. Now, that mechanic is totally bungled because heavies now have to be incapacitated while eating it normally. Retreating under the buffer made by that initial, quick heal is made impossible now.

Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: PTTG?? on April 28, 2012, 11:54:52 am
The problem was, every single heavy had the sandvich, precisely because it was so good. Now it fulfills more of its original use- healing in exchange for being incapacitated for several seconds- and doesn't make the shotgun entirely useless.

Honestly, I'm not cheering that it happened, but I do respect that Valve is putting effort into making the game stay at a constant power level instead of each new item being slightly stronger than earlier weapons.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on April 28, 2012, 12:10:04 pm
The problem was, every single heavy had the sandvich, precisely because it was so good. Now it fulfills more of its original use- healing in exchange for being incapacitated for several seconds- and doesn't make the shotgun entirely useless.

Honestly, I'm not cheering that it happened, but I do respect that Valve is putting effort into making the game stay at a constant power level instead of each new item being slightly stronger than earlier weapons.

pff, if they'd want to do that, they'd remove the 10% extra damage from the backburner.
No offense to you. But backburner gives the pyro a bad name and causes people never to learn anything new, instead jsut infinitly w+m1-ing at the enemy infinitely.

EDIT:
Anybody opposing me, think about this:
If you are ment to attack people from behind. why would you be able to win from a normal pyro in 1v1 combat?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Heliman on April 28, 2012, 01:50:52 pm
Not to mention the enforcer, essentially all of the spy cloaking devices, the Jag, the equalizer and the splendid screen...
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Putnam on April 28, 2012, 02:29:20 pm
Not to mention the enforcer, essentially all of the spy cloaking devices, the Jag, the equalizer and the splendid screen...

Wait, are you calling the C&D overpowered?

???
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Heliman on April 28, 2012, 02:43:37 pm
compared to the invisibility watch, a spooky ghost sheet would be an upgrade.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Putnam on April 28, 2012, 04:30:29 pm
compared to the invisibility watch, a spooky ghost sheet would be an upgrade.

I see you don't use it often. It's the best watch of them all.

Why do you think it's so bad?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Jackrabbit on April 28, 2012, 06:21:52 pm
Not to mention the enforcer, essentially all of the spy cloaking devices, the Jag, the equalizer and the splendid screen...
If you're claiming all of those are overpowered or a straight upgrade, you should look at a video of how much time the jag takes off construction.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jester on April 28, 2012, 10:26:03 pm
Id say the Jag is fairly balanced, though I play alot of engi, as an eg:  My strange normal wrench has a sentry kill:melee kill ratio of 11:1, my gunslinger has 6:1 and my Jag has 30:1,  the build speed is great but it often feels like using a wiffleball bat for melee, which is pretty much essential against spys
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Putnam on April 28, 2012, 10:30:18 pm
Id say the Jag is fairly balanced, though I play alot of engi, as an eg:  My strange normal wrench has a sentry kill:melee kill ratio of 11:1, my gunslinger has 6:1 and my Jag has 30:1,  the build speed is great but it often feels like using a wiffleball bat for melee, which is pretty much essential against spys

Or you could use your shotgun that does more damage at a similar range and longer besides >_>
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: cameron on April 28, 2012, 10:57:07 pm
afaik, melee weapons crit way more then ranged ones
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: The Scout on April 28, 2012, 11:00:32 pm
The Jag's speed adds up. When you have 5 engies constantly throwing down new sentries and dispensors, it pays to have someone with a Jag. Also, Pomson is best gun.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jester on April 28, 2012, 11:15:15 pm
Shottie is a better killing gun, they are definately situational
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Thexor on April 28, 2012, 11:17:44 pm
afaik, melee weapons crit way more then ranged ones

They do. But it's still a base 15% chance, which translates to an 85% chance to not crit. Even with the Sentry's damage boosting your crit chance, I'd rather a reliable weapon than a lucky weapon.

Plus, the shotgun can kill a Spy that backpedals while shooting you, as opposed to whiffing with a melee attack.  :P
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: SHAD0Wdump on April 28, 2012, 11:22:44 pm
afaik, melee weapons crit way more then ranged ones
They do. But it's still a base 15% chance, which translates to an 85% chance to not crit. Even with the Sentry's damage boosting your crit chance, I'd rather a reliable weapon than a lucky weapon.
However, crit chance builds up with damage, which happens very often for the engineer due to his sentry(and there is even theory his dispenser's healing boosts it), which means he's almost guaranteed to have 65% chance to send fragments of your own skull into your brain.
 Not perfectly reliable but it's definitely enough to give pause.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Heliman on April 29, 2012, 01:15:37 am
compared to the invisibility watch, a spooky ghost sheet would be an upgrade.

I see you don't use it often. It's the best watch of them all.

Why do you think it's so bad?


The cloak and dagger beats it straight out because it lets you take your time with kills, none of that decloaking in an unfortunate place business.

The DR beats it because if you use fall damages right, move in the line of fire in a smart way, DR is basically an invisi watch that has a built in escape mechanic and some AWESOME(90%!) bullet protection at the price of (checks wiki) 2.5 seconds of cloaking and some noise that you have to go a little out of the way to get rid of.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Putnam on April 29, 2012, 03:25:09 am
compared to the invisibility watch, a spooky ghost sheet would be an upgrade.

I see you don't use it often. It's the best watch of them all.

Why do you think it's so bad?


The cloak and dagger beats it straight out because it lets you take your time with kills, none of that decloaking in an unfortunate place business.

The DR beats it because if you use fall damages right, move in the line of fire in a smart way, DR is basically an invisi watch that has a built in escape mechanic and some AWESOME(90%!) bullet protection at the price of (checks wiki) 2.5 seconds of cloaking and some noise that you have to go a little out of the way to get rid of.

No, that's not right at all. You shouldn't be taking your time with kills. Don't wait for the perfect kill, make that shit perfect. Waiting around does nothing at all. Besides, if you don't know all the ammo spots on the map, you're playing spy wrong anyway. 2.5 seconds of cloak is a lot. The noise is horrible.

With the right knowledge, the invis watch is far better. (http://www.youtube.com/watch?v=ZC-1ITQNZdY)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on April 29, 2012, 03:51:35 am
Above is 100% right
The inviswatch is awesome if you know how to use it, and its helluva lot more fun then the cloak and dagger at times, because with the cloak and dagger im usually walking 5 meters, waiting a minute, walking another 5 meters and repeating that, making for a very boring way to the sentry i want to sap, and then forgetting to disguise. Inviswatch is just sooo much fun to use <3

The backburner is a direct downgrade for good pyros, but a direct upgrade for bad f2p ghastly gibus faggot w+m1 pyros, i'm afraid.
(http://cdn.memegenerator.net/instances/400x/19643223.jpg)

EDIT:
Btw, i would LOVE to play a game with you guys, but i dont exactly know where :P
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jester on April 29, 2012, 03:59:38 am
well, Im in australia, and my usual stomping ground is gamers UN server 44, where I am Jimboblordofeskimos
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on April 29, 2012, 04:10:14 am
My ping isnt really good to australia (i live in belgium :P), but i usually hang out around the aerolitegaming servers, as [ALG]Miauw
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Enzo on April 29, 2012, 04:11:15 am
People still complain about the Backburner? I thought the Phlog fixed that. Phlog = Backburner2
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jester on April 29, 2012, 06:40:44 am
People still complain about the Backburner? I thought the Phlog fixed that. Phlog = Backburner2

Ditto, IMO if you are getting killed by w+m1 pyros, you probably deserve to die to w+m1 pyros.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on April 29, 2012, 08:26:56 am
You cant always escape the backburner.
But i dont see why valve had to give noobs a free auto-loading kritzkrieg (if youre not doing damage, youre not doin it rite) in their flamethrower and taking away something they dont give a shit about.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on April 29, 2012, 08:39:46 am
Burning Hatred for Crows: Coming to Bandcamp 2016
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on April 29, 2012, 09:43:41 am
We need a df steam group.
Anyway, add me, i'm [ALG]Miauw, and i'll invite you to my home servers (hosted in europe, i think)
The C&D is not neccesarily bad, but i prefer the invisiwatch, just because its 10 times more fun.
DR is neat too, unless used in combination with the enforcer and the spycicle, then it just becomes pyro hell. (irony?)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on April 29, 2012, 09:51:24 am
We need a df steam group.
Anyway, add me, i'm [ALG]Miauw, and i'll invite you to my home servers (hosted in europe, i think)
The C&D is not neccesarily bad, but i prefer the invisiwatch, just because its 10 times more fun.
DR is neat too, unless used in combination with the enforcer and the spycicle, then it just becomes pyro hell. (irony?)
There's like 5 Bay12 steam groups. The one I'm in is Dwarf Fortress Community (http://steamcommunity.com/groups/dwarfortress (http://steamcommunity.com/groups/dwarfortress)).
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Strangething on April 29, 2012, 12:59:04 pm
When I play pyro ... I use the backburner. :-[  Please don't hate me.

I wish I could airblast like a pro, and pull off flare-gun/axtinguisher weapon-swap crits, but my crummy FPS makes it too frustrating. Seriously, I can't even circle-strafe properly.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Putnam on April 29, 2012, 01:57:40 pm
I'm in Europe, and can usually be found on any map but cp_steel.

Not to mention the enforcer, essentially all of the spy cloaking devices, the Jag, the equalizer and the splendid screen...
You think the C&D and splendid screen are upgrades?

Well, if you compare it to its alternative--the chargin' targe--and disregard the sticky launcher entirely, hell yeah it is.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Strange guy on April 29, 2012, 03:28:10 pm
You cant always escape the backburner.
But i dont see why valve had to give noobs a free auto-loading kritzkrieg (if youre not doing damage, youre not doin it rite) in their flamethrower and taking away something they dont give a shit about.

Try using it against decent players. When you don't have a charge you're a crippled pyro and even with it people can run away while you taunt and easily kill you when it ends. It's a bit too good at capping points, needs either a real rework or just an uber-like inability to cap while taunting, and can be argued to charge too fast, but it's underpowered. Sure no airblast is no downside in the hands of a very bad player, but if they are that bad they shouldn't be doing enough damage to get charges (and even if your own team is equally terrible you should still be able to deal with them even with a charge without too much trouble, with them getting occasional lucky kills).
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on April 30, 2012, 10:44:29 am
There you have a point.
But i'll give you something to think about.
A long time ago.
Airblast didnt exist.
Ofcourse, thats an invalid argument. but it proves that you can still do well as pyro without airblast.
There even is a entire tutorial video for it. (http://www.youtube.com/watch?v=QGIISxhYRYE)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: PTTG?? on April 30, 2012, 11:05:28 am
even with it people can run away while you taunt and easily kill you when it ends.

That's just the problem. There are many times where being forced to run away is game-endingly bad. If blu is on the cart pushing close to the base with little time, then it should take more than one pyro to get them off the cart- it should at least take a well-organized team of several players to do that.

I don't get why they put damage reduction on the taunt. They don't give heavies reduction when they are eating their sandvich, nor do they help scouts with drinks. It should be risky to activate the mmmph, not an automatic win.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 01, 2012, 05:23:01 am
Ye, the phlog and the backburner need to be seriously nerfed. very seriously. I dont care if they make them semi-useless ,they just need a nerf.

btw, strangething, just use the normal flamethrower, and try to airblast whenever you can. Hell, i used to use the backburner in the good ol days when it was 'no airblast,  but crits from behind', so that means i wasnt born with the ability to airblast everything either, i cant airblast much more then a default rocket.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Strange guy on May 01, 2012, 10:23:42 am
Ye, the phlog and the backburner need to be seriously nerfed. very seriously. I dont care if they make them semi-useless ,they just need a nerf.

Backburner is fine (maybe the flamethrower needs to go up to the same damage level and thus the bonus removed, but that's not really a problem with the bb), phlog needs a buff and probably a rework with it.

I usually use the degreaser, only using the phlog or bb when not playing seriously. It's just the best flamethrower, or at least the best without substantial weaknesses as I know a lot of people do well with the bb, and pyro isn't like heavy where I feel bad about using the best primary.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: PTTG?? on May 01, 2012, 10:38:56 am
People keep saying you should use the Jag. This is wrong. The Jag's improvement is very small, and only appears if you sit still and wrench it the entire time. If you skip even one strike, then your sentry takes just as long to set up as before.

You gain about a second, which might be useful if it applied the same percentage gain in build speed even when not wrenching, but that is not the case. In situations where a second matters, it's better to just throw down something and get out of there.

Here's an idea- if you have the Jag, all buildings are built with full health, but have 75% max health. So you can put something up under fire and expect to get it built, but these things are more temporary.

Now there's something worth considering
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Strangething on May 02, 2012, 08:41:51 pm
People keep saying you should use the Jag. This is wrong. The Jag's improvement is very small, and only appears if you sit still and wrench it the entire time. If you skip even one strike, then your sentry takes just as long to set up as before.

Yeah, I though it was awesome at first, but then I realized that I spent a lot more time looking for metal than actually banging on my buildings. And being able to club a spy is absolutely essential to an engineer. Southern Hospitality all the way.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Putnam on May 02, 2012, 08:53:58 pm
People keep saying you should use the Jag. This is wrong. The Jag's improvement is very small, and only appears if you sit still and wrench it the entire time. If you skip even one strike, then your sentry takes just as long to set up as before.

Yeah, I though it was awesome at first, but then I realized that I spent a lot more time looking for metal than actually banging on my buildings. And being able to club a spy is absolutely essential to an engineer. Southern Hospitality all the way.

Or, as I've said, you can shoot him with your short-range pelletstomper. Don't underestimate the shotgun.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jester on May 02, 2012, 10:19:48 pm
I mostly use the Jag for comp Highlander play where any advantage is a serious advantage, If you are serious about it the difference is noticeable, also great for 2 or more engis working together to get up an aggressive sentry over a point or something where 1/4 second can be a loong time.
  As stated above, the shottie is a better dps weapon as well, I cant stand the southern hospitality as meeting a pyro up close always seems to equal dead when I have it, anything else and im reasonably confident of 2 shotting them with my shottie as they come at me.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: LASD on May 03, 2012, 03:44:56 am
I just tried the Pomson somethingthousand and I love it. Especially as I ended up on a Valve server, where all the new people seem to play. Blasting shots at the sniper camping spot in Badlands yields surprising amounts of kills as it passes through 4 snipers on ever shot. It's such a great feeling to disintegrate someone.

Also, I was happy to see that after a longish break I can still do really well.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: umiman on May 03, 2012, 10:49:48 am
Argh, gotta get that teleporting engie wrench!

Considering I never move my stuff anyway since I'm a backdoor mini sentry super aggro engie. :P It's perfect!
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: PTTG?? on May 03, 2012, 11:46:57 am
The teleporting wrench is a nice idea, but I can't bring myself to switch from my strange wrench.

On paper, the teleporter wrench is really powerful (when you tie it with a teleporter, you're effectively right next to your own spawn, anywhere!), but in practice I'm not comfortable being unable to move buildings from time to time.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: umiman on May 03, 2012, 12:08:17 pm
Hey, that means if you ever get one, trade it to me. :P

Yeah, it does seem super specialized. But it's my engie's niche~
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 03, 2012, 12:44:01 pm
I move my buildings around all the time.
Especially my dispenser on the middle floor of 2fort.
I MUST HAS THE PERFECT DISPENSER ANGLE! (i hope you know where this dispenser is placed on the middle 2fort level, else you should play more 2fort)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: PTTG?? on May 03, 2012, 12:45:01 pm
If only the teleporter wrench worked with THE CLAAAWWWW.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: umiman on May 03, 2012, 12:59:26 pm
Yey, I got one~ Traded it for one scrap.

How's the new pyro laserguns?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 03, 2012, 01:48:48 pm
The manmelter?
Thats just a failed remake of the flaregun/detonator, the bullets go straight down nigh instantly. Really not worth it, unless youre a faggot phlog/bb pyro, ofc.
I prefer my shotty <3
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Teneb on May 03, 2012, 03:04:50 pm
I really don't see much point in not using a shotgun/reserve shooter unless you are use the phlog. Even with the backburner you can push your enemy in the air and shoot him. Altough I may be biased due to extensive use of degreaser and reserve shooter.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Enzo on May 03, 2012, 03:14:46 pm
I really don't see much point in not using a shotgun/reserve shooter unless you are use the phlog. Even with the backburner you can push your enemy in the air and shoot him. Altough I may be biased due to extensive use of degreaser and reserve shooter.

The flare does 90 if you hit a burning opponent, so puffing them back and shooting works almost as well as the Reserve Shooter (sometimes better, if you puff them back too far). The flare is also better at long range spam whereas the shotty/reserve shooter is better at medium range. Detonator is great at being really annoying, also flarejump ambushes.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: cameron on May 03, 2012, 05:43:41 pm
yea with the flare you can take out heavies from far away which is rather useful on more open maps
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Matz05 on May 03, 2012, 08:59:25 pm
I like the new Pyro stuff, kinda think the Detonator is a better weapon than the Manmelter, but the Manmelter has some nice situational perks (fire-eating being the main one). Flamethrower might be a little overpowered, but they all are, just in different ways. All the flamethrowers are situational, so they are both OP and useless, depending on the battle conditions.
Normal for the airblast-ninjas.
Backburner for the DPS ambushes/chasing.
Degreaser for the flare/quickdraw flame/quickdraw Axetinguisher comboes
Phlog for repeated skermishes followed by a major push.

Now if I could just get that Engie beam rifle... Pomson somethingsuch.

Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: umiman on May 03, 2012, 09:02:42 pm
I have the Pomson. It's hilarious.

The hitbox on that thing is so ridiculously huge I feel like I'm shooting walls at enemies.

I got all the new weapons by trading two scrap for each. It's pretty neat, having all these traders.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jester on May 03, 2012, 09:03:39 pm
Normal flares also give you the ability to 2 shot most classes (looking at the medic mostly) from right across the map, means it can be an absolute murder machine.  It is also a more powerful weapon for punting people up in the air then hammering then with a secondary than the reserve shooter on a dps scale.

  The new flare (manmelter) is really only good for 2 things, putting people out then getting a krit for it, though if the other team has alot of pyros you should probably be running the shottie, it also charges you meter for the phlog.

Pomson is the best gun in the game to get kritzed with.

Gahhh double ninja.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: NobodyPro on May 03, 2012, 10:34:41 pm
People keep saying you should use the Jag. This is wrong. The Jag's improvement is very small, and only appears if you sit still and wrench it the entire time. If you skip even one strike, then your sentry takes just as long to set up as before.

Yeah, I though it was awesome at first, but then I realized that I spent a lot more time looking for metal than actually banging on my buildings. And being able to club a spy is absolutely essential to an engineer. Southern Hospitality all the way.
I cannot stress this enough.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 04, 2012, 10:06:48 am
To above, i must disagree.

MECHANICAL HAND ****YEAH!


(i dont really play with wrenches, just because i always end up turtling and playing very defensive, wich is boring, gunslinger is just so much fun to play with.
an example: smart spy thinks he is smart by sapping your mini-sentry, a bit afront of the base, causing you to scream "spy!" and alerting your team that there is a inbound spy. pyros are annoying tough, these usually get my mini quickly. so i a tip from me: put your mini-sentry in water whenever possible)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: PTTG?? on May 04, 2012, 10:18:26 am
I propose that this update forever be known as the PAN update.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on May 04, 2012, 11:13:04 am
CLANG CLANG CLANG

First the Ellis' cap, and now the pan gets more valuable. Unfortunatly, Valve has ran out of L4D2 items to valuidify.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Descan on May 04, 2012, 11:53:47 am
New Heavy Weaspon: L4D2 Minigun.

*6 months later*

"L4D2 mini-gun now usable by Spy, Medic, Scout, and Pyro"
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: PTTG?? on May 04, 2012, 12:44:45 pm
Heavy needs a steampunk laser minigun.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 04, 2012, 01:10:54 pm
I kind of agree with above, tough over/underpowered steampunk lazers are the new tf2 hype, it seems :(

Valve screwed up nearly every steampunk lazer weapon by under/overpowering it: pomson, phlog, cow mangler, manmelter...
That doesnt make them any less awesome looking. Do we have these (http://t1.gstatic.com/images?q=tbn:ANd9GcT7yUBapjq1KInjBM8iVi3W5z8Eslq41Sba1M3kegBq4xkk53odCturRCU8) already?

One other thing that makes me sad:
There are few worthwhile hats and good weapons for the pyro. You're pretty much stuck with default, flare, detonator, axethinguisher or degreaser.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Cecilff2 on May 04, 2012, 02:00:43 pm
I propose that this update forever be known as the PAN update.

This makes me so very happy.  I will definitely be switching my scout and medic loadouts.  Possibly heavy too, though not for serious.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: PTTG?? on May 04, 2012, 02:32:17 pm
I'd suggest selling your pan now. Get 7 refined for it.

In two weeks, buy it back for 1 or 2 scrap as normal.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: DJ on May 04, 2012, 03:09:26 pm
I think Manmelter is pretty decent, because it lets me put out teammates without using up my precious Backburner ammo. I use Backburner because it rips through entire teams if you can come in from behind, which is what pyro should be trying to do anyhow. With default I find myself getting killed before I can do enough damage for them to burn to death.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: adwarf on May 04, 2012, 07:59:04 pm
Been trying my hand at this as an Engineer, and a Heavy, I like both and love the game so far, but my weapons just don't pack as much punch as those special ones, and its a bit challenging against the players who've been there longer
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Karnewarrior on May 04, 2012, 08:18:13 pm
Been trying my hand at this as an Engineer, and a Heavy, I like both and love the game so far, but my weapons just don't pack as much punch as those special ones, and its a bit challenging against the players who've been there longer
Don't worry, you'll get special weapons soon enough.

I use Jag, since I usually bang on my sentry anyways. I can set up a pre-built sentry fast enough to kill a scout even after he saw me.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: mr. macduggan on May 04, 2012, 11:47:04 pm
Been trying my hand at this as an Engineer, and a Heavy, I like both and love the game so far, but my weapons just don't pack as much punch as those special ones, and its a bit challenging against the players who've been there longer
There is pretty much nothing at all wrong with the weapons that the engineer comes with, and with practice you should be just fine. For heavy, try to get your hands on a sandvich and a gloves of running urgently. The gloves can be crafted specifically iirc, just look up the recipe. The sandvich will either have to drop at random or traded for.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jester on May 05, 2012, 12:48:30 am
You can get both alot of decent weps inc. sandvich for heavy and the gunslinger for engi from achieves.  Milestone 1 2 and 3 all grant weapons for every class, Ive also got doubleups of almost every wep, im happy to trade 1:1 for any extras you have, my steam name is jimboblordofeskimos.

  Oh and you should get around 10 item drops per week, not inc crates.  Thats for roughly 10 or so hours of gameplay, the week clicks over on thursday, (in australia anyway).  If you dont play that much set yourself up for idleing (google tf2 idling),  you can just have the game running in the background while you do other things.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Enzo on May 05, 2012, 12:52:27 am
Been trying my hand at this as an Engineer, and a Heavy, I like both and love the game so far, but my weapons just don't pack as much punch as those special ones, and its a bit challenging against the players who've been there longer
There is pretty much nothing at all wrong with the weapons that the engineer comes with, and with practice you should be just fine. For heavy, try to get your hands on a sandvich and a gloves of running urgently. The gloves can be crafted specifically iirc, just look up the recipe. The sandvich will either have to drop at random or traded for.

You can get both from achievements, can't you? Or just the sandvich? MacDug's right, very few of the default weapons are actually underpowered, and most of the fancy weapons have tradeoffs or are overspecialized. Most underpowered vanilla weps are melee weapons now that I think about it, as well as pretty much the entire Pyro loadout.

Somewhat related, the server I play on is planning on holding a vanilla-only night once a week. Will be fun.

(ninja'd)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: adwarf on May 05, 2012, 11:39:01 am
EDIT:  Nevermind
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Sonlirain on May 05, 2012, 12:09:29 pm
Been trying my hand at this as an Engineer, and a Heavy, I like both and love the game so far, but my weapons just don't pack as much punch as those special ones, and its a bit challenging against the players who've been there longer
There is pretty much nothing at all wrong with the weapons that the engineer comes with, and with practice you should be just fine. For heavy, try to get your hands on a sandvich and a gloves of running urgently. The gloves can be crafted specifically iirc, just look up the recipe. The sandvich will either have to drop at random or traded for.
Come to think of it... the only Heavy gun with more firepower than the stock gun is the Brass Beast. All the others have less firepower (Natasha) or lower fire rate (Tomislav).
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: PTTG?? on May 05, 2012, 12:17:15 pm
Been trying my hand at this as an Engineer, and a Heavy, I like both and love the game so far, but my weapons just don't pack as much punch as those special ones, and its a bit challenging against the players who've been there longer

Here, check this place out. (http://steamcommunity.com/groups/redditarmory/#/btn/)

They give weapons to new players to help them start up.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Thexor on May 05, 2012, 12:48:45 pm
If you want advice: don't bother crafting weapons. Pretty much any weapon can be obtained through a trade server for one scrap metal (that's two random drops worth), which is a heck of a lot cheaper than any crafting recipe.

Get the free achievement weapons, then collect random drops and trade the ones you don't like for the ones you do. You'll have a full set of your favourite weapons within a week or two, easily.  :)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: adwarf on May 05, 2012, 01:10:00 pm
I started this B12 Tourney (http://www.bay12forums.com/smf/index.php?topic=108860.0) if anyone wants to join.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jc6036 on May 05, 2012, 02:13:58 pm
I think I've said this before, but why doesn't anybody play medic? Medics are a huge asset to the team when used properly and can often carry the team through to victory in a tight spot. Are they considered a noob class because it's so easy to top the leaderboards with them, or what?

I personally love medics, and I just don't understand why hardly anybody plays them, or when they do they go all battle medic.

What gives?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: The Scout on May 05, 2012, 02:49:34 pm
When I go medic, I go battle medic. Cause my team never tries to cap the point or push the cart. Then I like to insult them when I have 100 more points then them.
*shrug*
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Enzo on May 05, 2012, 02:58:29 pm
Usually people think medic is boring (protip - it's not), or like Da Scoot said, get frustrated that they can't really complete objectives without their team backing them up and doing their job. Nothing more frustrating than ubering a player who runs past a sentry nest to try and get a kill on a scout. Playing medic is great fun though if you're playing with people who know what they're doing. It's actually the most tense class to play for me, since you're a primary target for the other team, you're outgunned in most situations, and there's an actual consequence for your team if you die beyond the respawn time (dropping charge). Also, ubersawing. So satisfying. Thanks for the charge, dummkopf.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jc6036 on May 05, 2012, 03:23:50 pm
I only ever use the damage dealing stuff when I'm in a tight spot, and I usually get kills, but other than that nothing. What I see are people running around not healing at all and just blasting away when they play medic; that's what I think of when I hear somebody says that they play battle medic. But yeah recently I had a good experience with somebody that was a good heavy and he and I held off a final push for a good 50+ seconds. I see things like that and wonder why such a critical class is never played.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jc6036 on May 05, 2012, 07:00:34 pm
I put a [B12] tag on my name so that fellow bay12ers could recognize me. Do you all have specific things that identify you or anything?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: umiman on May 05, 2012, 07:25:53 pm
Medic has the best melee attack in my book. =P

I've gotten so many killing sprees with the saws.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: The Scout on May 05, 2012, 07:33:56 pm
I put a [B12] tag on my name so that fellow bay12ers could recognize me. Do you all have specific things that identify you or anything?
[DFC]
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: SHAD0Wdump on May 05, 2012, 08:28:35 pm
Medic has the best melee attack in my book. =P

I've gotten so many killing sprees with the saws.
Fastest class that still has a 'normal' melee. And increases the chance of crit just by healing teammates? Yes, he's deadly.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Orangebottle on May 06, 2012, 12:24:10 am
I only ever use the damage dealing stuff when I'm in a tight spot, and I usually get kills, but other than that nothing. What I see are people running around not healing at all and just blasting away when they play medic; that's what I think of when I hear somebody says that they play battle medic. But yeah recently I had a good experience with somebody that was a good heavy and he and I held off a final push for a good 50+ seconds. I see things like that and wonder why such a critical class is never played.
See, I battlemedic, but I also take the time to heal nearby teammates. Which is why I quickfix.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Putnam on May 06, 2012, 01:24:43 am
Medic has the best melee attack in my book. =P

I've gotten so many killing sprees with the saws.
Fastest class that still has a 'normal' melee. And increases the chance of crit just by healing teammates? Yes, he's deadly.

I'm pretty sure that it's just damage inflicted by the player that increases crit chance, not assist damage/points...
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: The Scout on May 06, 2012, 03:33:48 am
It's kills. But yeah, assists count for kills.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jester on May 06, 2012, 04:44:55 am
It goes off damage done, and any damage done by the person you are healing counts for the medic as well.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on May 06, 2012, 01:10:30 pm
I put a [B12] tag on my name so that fellow bay12ers could recognize me. Do you all have specific things that identify you or anything?
[DFC]
This.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: SHAD0Wdump on May 07, 2012, 01:50:55 am
http://forums.steampowered.com/forums/showthread.php?t=2687929

Any opinions on this?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Jackrabbit on May 07, 2012, 03:10:11 am
I agree with the first poster in a less dickish way. It's doable as it, just hard, and I don't like the idea that the minute a soldier gets above me he starts homing in on me. It's not like a rocket you can deflect, it's a dude with a lot of health that you probably won't kill before he hits you.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Sonlirain on May 07, 2012, 05:39:12 am
http://forums.steampowered.com/forums/showthread.php?t=2687929

Any opinions on this?

Manthreads are kinda hard to use but making them home on target is not a good idea imo.
I'd rather see them send out a small shockwave when the soldier lands on a non cranial surface dealing damage equal to 1.5x or 2x the soldiers fall damage. It would hit everyone in a small area around him (and normal fall damage for the soldier himself) a bit like the equalizer taunt..
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Osmosis Jones on May 07, 2012, 05:55:40 am
http://forums.steampowered.com/forums/showthread.php?t=2687929

Any opinions on this?

I like it, mainly because I doubt the homing effect would be very large. Small enough that pretty much any sort of motion on the part of the victim would allow them to avoid it, it's just a little bit of an assist against stationary targets. Of course, if the homing effect is too strong, then yeah, Jackrabbit's concerns become valid.

Also, any weapon with knockback would pretty much stop them. Wait... mantreads drop knockback by 75%, don't they? Most weapons then, but not all.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on May 07, 2012, 11:05:48 am
Mantreasd and Gunboats would make better sense merged, but it might be too late to do that now.

-50% self damage
-50% fall damage
-50% knockback (from enemies)
If you land on an enemy, they receive 2x your fall damage.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jester on May 07, 2012, 12:03:36 pm
Mantreasd and Gunboats would make better sense merged, but it might be too late to do that now.

-50% self damage
-50% fall damage
-50% knockback (from enemies)
If you land on an enemy, they receive 2x your fall damage.

Thats a massively powerful weapon for a skilled player you have there.   Pretty much boots of flight for anyone who can rocket jump well
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 07, 2012, 12:33:26 pm
Agreed with above, thats very, very powerfull, there are lots, no, METRIC FUCKTONS of good soldiers on my favorite servers, and if they would get their hands on THAT... i think i'll just die instantly when i see one. and when i dont see one.

But, a few pages back, they say that default pyro loadout is underpowered, and i agree that afterburn could use a buff, and that the normal melee is never used by any serious player, but you cant say that the shotgun is bad, nothing beats the shotty, on 3 classes! (pyro, heavy, engie)
-50% ammo is a HUEG drawback on the shotgun, even tough it doenst look like much on the first sight, those 3 extra ammoes have saved my life more then once.
I agree that the flaregun or the detonator are also good weapons, but i cant say much because i dont play with them, but shotgun, flaregun or detonater are the only viable secondary choices imho.
(oh, btw, more pyro derails \o/)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on May 07, 2012, 12:37:07 pm
[SO REDACTED]
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: 3 on May 07, 2012, 12:54:16 pm
The general concept itself is unbalanced. Lower the stats and the benefits would be so spread out as to make it useless. Keep it as it is and it'd be too strong.

The only way something like that would ever be balanced is if you made it powerful but introduced massive penalties or some other impractical alteration. Even in that case it's dangerously close to the "balance through imbalance" mentality, which would encourage counterpicking as opposed to creative play.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: PTTG?? on May 07, 2012, 02:45:15 pm
MVM mode, what is it?

There are hints that it is Mann Vrs. Machines, and will feature the blue and/or red teams against a team of robots. There are theories these will include bosses and waves of underlings, and robot versions of almost all the classes.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Enzo on May 07, 2012, 03:00:06 pm
MVM mode, what is it?

There are hints that it is Mann Vrs. Machines, and will feature the blue and/or red teams against a team of robots. There are theories these will include bosses and waves of underlings, and robot versions of almost all the classes.

I have painstakingly tracked down a link (http://www.reddit.com/r/tf2/comments/t61jn/new_sound_references_in_the_new_update_mvm_a_new/) as to what you're talking about. The soundfiles include neat words like "tank" and "deploy" and "upgrade" and "sentrybuster" and "giant_heavy_explodes". Giant soundfiles for most classes actually.

These photos (http://wiki.teamfortress.com/w/images/4/4a/Cp_foundry_photos.jpg) appear to be robotic versions of the classes (demo and pyro in the middle, outside two are uncertain).

So Mann Vs. Machine seems like a pretty good bet. Maybe based off Saxton Hale mode, a boss-battle against a giant robot player of their chosen class? Or something Monday-Night-Combat-esque?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: SHAD0Wdump on May 07, 2012, 03:32:50 pm
These photos (http://wiki.teamfortress.com/w/images/4/4a/Cp_foundry_photos.jpg) appear to be robotic versions of the classes (demo and pyro in the middle, outside two are uncertain).
Looks like both the outsides are heavies to me.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 08, 2012, 11:53:08 am
Well, this combines well with the 2 (!) robot head series at the workshop, so this could be fun!
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 10, 2012, 11:54:44 am
bump for the sake of intresting discussion
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Duke 2.0 on May 10, 2012, 01:31:30 pm
Thats a massively powerful weapon
Erm, no. Not at all.

I fear for your sanity if you think this is as good or better than the shotgun.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: PTTG?? on May 10, 2012, 02:00:43 pm
Certainly from the perspective of dealing damage directly, yes. But if you consider one's usefulness to the team, the increased mobility combined with increased resistance to knockback (a major problem for ubered sentryhunters), and the fact that in most situations, you're going to either use rockets or that stupid pickaxe, then it's actually pretty good.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Duke 2.0 on May 10, 2012, 02:09:24 pm
But if you consider one's usefulness to the team
Are you even reading this?

 It is incredibly difficult to land one of these things and the damage usually isn't even that high. It just isn't reliable enough for me to jump into a crowd of enemies.

 I'd consider it a sidegrade. It's very dangerous but it provides some passive bonuses to self-damage to help deal with the fact that it won't deal damage as well as the shotgun.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: PTTG?? on May 10, 2012, 02:58:16 pm
You don't need to deal damage to be credit to team. A soldier that can bounce around, get into a good place, and rain rockets on a sentry nest from afar is more useful than one that kills dozens of ground level enemies without moving forward.

I'll agree it's a sidegrade... but that's just the point. We don't want the unlockables to be upgrades. They are changes to gameplay, not a simple pay-to-win mechanism.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Duke 2.0 on May 10, 2012, 03:01:30 pm
 My anger was primarily directed towards people saying it's somehow overpowered. I see it as a pretty good sidegrade to the shotgun. I don't see justifications for how anything about combining both boots is overpowered.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: 3 on May 10, 2012, 07:02:16 pm
The Gunboats are already a perfectly good sidegrade. Combining them with the Mantreads will either result in something just as gimmicky as the Mantreads already are (if the stomp effect stays the way it is), which is to say, totally impractical, or it'll be ridiculously synergistic (if the stomp effect is buffed to the point of actually being useful).

Better to leave the Gunboats alone and buff the 'Treads.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jester on May 11, 2012, 12:27:05 am
The reason I say its overpowered is the combination on all the damage reductions make it very easy to rocket jump all over the place without taking much damage and the knockback reduction is a noticeable difference to a good player.  To a normal tf2 player they are a sidegrade, to someone who is good they are a way to fly over the map bombing enemy meds and other soft targets while staying at almost full health.  If you havent seen how the gunboats can be alot more powerful than the shotgun in the right hands then you probably wont understand what im talking about.

  I play alot of comp team games and its a real eye opener on what weapons can be super powerful in the right hands.  For most people the loch and load and the direct hit are sidegrades, for pros, they are flat upgrades.  If a solli isnt going to be working tight with a med, then the gunboats are usually the better option than the shottie.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on May 11, 2012, 01:41:47 am
I know how to balance it, no random crits.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Cecilff2 on May 11, 2012, 09:28:50 am
I know how to balance it, no random crits.
/valvelogic
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jc6036 on May 12, 2012, 05:17:39 pm
I think that I've asked this before, but...what are your favorite public servers, assuming you ever go on public servers? I'm rather fond of the Ponyville servers and the 24/7[INSERT MAP HERE] servers.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: hemmingjay on May 12, 2012, 07:03:15 pm
Ace Fortress 2. But please don't go there, as I have a hard enough time getting in as it is.  :D
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Enzo on May 13, 2012, 12:47:40 am
I think that I've asked this before, but...what are your favorite public servers, assuming you ever go on public servers? I'm rather fond of the Ponyville servers and the 24/7[INSERT MAP HERE] servers.

The Lions Den (US-West) whenever it's not full. Alltalk server, active when I usually play, chill regulars, decent ping, custom maps played often (with map noms + voting rather than rotation). Best of all, usually a high percentage of good players on. I hate it when you join a server and 1 or two people have 3x the score of everyone else, because they're the only ones who have any idea what they're doing :|. Much more satisfying getting MVP on a team of skilled players.

The Machine - Advanced Teamplay (also US-West) is also a really good server. Fits most of what I described for the Lions Den (except alltalk), I just prefer The Lions Den for the chill atmosphere.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on May 13, 2012, 01:44:44 am
If I feel like owning n00bz, any Valve server. Rocket Blast otherwise.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 13, 2012, 03:46:25 am
Aerolite gaming (http://aerolitegaming.com/) ftw! (3 servers: turbine 24/7, 2fort 24/7 and payload vote, soon to have unofficial maps from tf2maps.net)
But if youre going on the valve servers, and those are full of noobs, wont there be a HUGE concentration of backburners, phlognisators, machina bodyshotters, tomislavs, and all the others?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Enzo on May 13, 2012, 04:57:29 am
I honestly don't understand the drive to join servers full of players drastically less skilled than you. Empty victory much?

But if youre going on the valve servers, and those are full of noobs, wont there be a HUGE concentration of backburners, phlognisators, machina bodyshotters, tomislavs, and all the others?

I don't see how this would matter anyway. Giving bad players these weapons doesn't suddenly give them an unfair advantage or anything, it just lets them mitigate the consequences of being bad.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 13, 2012, 05:14:28 am
Still annoys me tough.
So i usually only really play tf2 when alot of the server regs are on the servers.
If you want some really hilarious things, just start up a bot game and play as spy.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on May 13, 2012, 05:15:44 am
Usually I do want to challenge myself against good players, but sometimes you just want to feel like an uberpw3r.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: umiman on May 13, 2012, 05:58:52 am
I usually just click the play button and hope for the best. I tend to ignore everyone anyway and just run around engineering or medic-ing and hoping people will understand what engineers or medics do.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 13, 2012, 06:24:18 am
Sticking around in a server with social people is alot of fun, you should really try it!
But people indeed dont usually understand what engies or medics do :(
AND NO SPY IM NOT GIVING YOU THE DAMN UBERCHARGE!
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jc6036 on May 13, 2012, 06:37:59 am
I've been on some lion's den servers before, I think. And I never go on valve servers purely because I always seem to do terribly on them.

EDIT: Also I tried out battle medic last night, snagging kills and then turning around and healing.

Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on May 13, 2012, 02:52:34 pm
NO SPY IM NOT GIVING YOU THE DAMN UBERCHARGE!
What about Kritzkreig?

And I never go on valve servers purely because I always seem to do terribly on them.
Same thing here. It's hard to be a pr0 pwn3r when your medics are more concerned with overhealing an engineer than helping a burning 10 health demoman.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: DarkerDark on May 13, 2012, 02:55:26 pm
All my favorite servers died when TF2 implemented the "Play now" feature. So now I just use that feature whenever I start the game. If I get assigned to a valve server or another server full of unskilled players, I'll just switch to a "fun" loadout.

SMG Sniper? Sure! Why not?
Soldier using nothing but the Righteous Bison? Go for it!
Melee only Heavy? Sounds like fun!
Backburner Pyro? ... Well, maybe not that... But you get the idea. :P
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Descan on May 13, 2012, 06:07:48 pm
My favourite "Fun Loadouts" are Fist Heavy, Boston Basher Scout (ONLY the bat, no shooting of guns), Flare+Axstinguisher Pyro, and Sleeper+SMG Sniper. I also battle-medic sometimes and Suicide-Demoman with the caber, one of the shields, and the loch-and-load/one of the boots.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Putnam on May 13, 2012, 06:48:36 pm
Flare+axtinguisher is actually pretty badass, since they both crit when the target's on fire >_>
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on May 14, 2012, 02:04:56 am
Fun loadouts?

Fat scout: Any minigun (do not use), shotgun or Family Business, KGB. You act like a scout, taking the same flanks and doing the same role.
Spyper: Ambassador, Dead ringer. You sit with your snipers and try to headshot people. Keep your DR out when not firing, it'll save your life many times.
Battle medic: Blutsauger, Kritzkreig, Solemn Vow. Don't heal unless it's very convenient for you, just go out and kill fools.
Or just trying to level my strange Quick-Fix to Hale's Own.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Siquo on May 14, 2012, 06:13:59 am
Scout + only the mackarel. Nothing is more humiliating :P
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Jackrabbit on May 14, 2012, 06:49:41 am
Flare+axtinguisher is actually pretty badass, since they both crit when the target's on fire >_>

It's definitely a very fun loadout, and one I played with exclusively for like four months until I realized that I was being completely dominated by competent pyros. Then I switched to shotgun and axetinguisher and I am never going back.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on May 14, 2012, 11:15:08 am
Scout + only the mackarel. Nothing is more humiliating :P
You'd probably want milk or either cola with that. Just as humiliating and somewhat more practical.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 14, 2012, 12:25:27 pm
Flare+axtinguisher is actually pretty badass, since they both crit when the target's on fire >_>

It's definitely a very fun loadout, and one I played with exclusively for like four months until I realized that I was being completely dominated by competent pyros. Then I switched to shotgun and axetinguisher and I am never going back.
Yea, shotty all the way.
I like how this place has many pyros. Sometimes i feel like pyro is the most hated class. People say that "PYR0 1Z E4S3H!", while, no offense to anybody, engineer, sniper, or heavy are much, MUCH more straightforward (badum-tish) classes. I'm not saying that these classes are horribly easy and noob classes, there is a heavy on the servers i play on, and damn, hes ****ing good. The server co-admin is a unbeatable sniper, and i know engies that can mutilate a heavy using only their shotgun, pistol and melee.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: LASD on May 14, 2012, 03:20:21 pm
Sleeper+SMG Sniper.
This is the best thing, mini-critting SMG does so much damage. I even named my SMG, rather childishly, "Are you pissed?" to go with the build.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Burnt Pies on May 14, 2012, 04:14:50 pm
Degreaser, Shotgun and Postal Pummeller is my Pyro loadout currently. Still working on getting my Airblasts right, I can get ~75% of normal rockets and maybe 5-10% of anything else. Got a few awesome reflected Huntsman kills, which I'm proud of, but they were all luck.

I do, on occasion, shout "You Have Mail!" when I melee someone.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Jackrabbit on May 14, 2012, 04:37:57 pm
Finally got around to using my name and description tag with the wholly unoriginal "Urine Good Company" and "100% naturally sourced urine (headshots not included)" just to annoy people.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Strangething on May 14, 2012, 08:08:26 pm
Is there anything to recommend the regular flaregun over the detonator? It seems like a pure upgrade.

Someday I will be credit to team and use the backburner/mailbox combo, but for now I'm a lowly backburner pyro. Good thing I only play pyro if no one else is playing one. My favorite classes are Engi, Medic, and Heavy, so naturally I have spies.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Duke 2.0 on May 14, 2012, 08:16:14 pm
Is there anything to recommend the regular flaregun over the detonator? It seems like a pure upgrade.

Someday I will be credit to team and use the backburner/mailbox combo, but for now I'm a lowly backburner pyro. Good thing I only play pyro if no one else is playing one. My favorite classes are Engi, Medic, and Heavy, so naturally I have spies.
Flaregun has crits on burning enemies, the dreaded flarepunch combo. Detonator only minicrits.

 I kinda feel the Detonator isn't terribly good. Has a neat gimmick, but the cost is too high for me.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Flying Carcass on May 14, 2012, 08:20:04 pm
Personally, I prefer the detonator on maps that provide shortcuts to those who can get up ledges... pl_goldrush comes to mind.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Jackrabbit on May 14, 2012, 09:14:55 pm
I have never been able to effectively use the detonator, personally. I have awful timing.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Putnam on May 14, 2012, 11:13:06 pm
Is there anything to recommend the regular flaregun over the detonator? It seems like a pure upgrade.

Someday I will be credit to team and use the backburner/mailbox combo, but for now I'm a lowly backburner pyro. Good thing I only play pyro if no one else is playing one. My favorite classes are Engi, Medic, and Heavy, so naturally I have spies.

The degreaser is far better with the mailbox/axtinguisher. Easier to use, too.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: dragonshardz on May 15, 2012, 12:30:56 am
I'm not very good at rocketjumping or stickyjumping. This makes me sad.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on May 15, 2012, 04:05:11 am
What about wrangler or detonator jumping?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: The Scout on May 15, 2012, 05:13:13 am
I'm pretty good at rocket and sticky jumping, but the detonator and wrangler are a mystery to me. The Gunboats used to be my Soldier's preferred load out, but switching to the shotgun I die a lot less.
Probably due to the fact I have a back up weapon that doesn't kill myself. But if you're still going to fire the rocket launcher at close range, then you're gonna die a lot.

There's only one things in this game that make me angry. Anything able to insta-kill. Mostly because they're almost unavoidable when half of the enemy team is snipers and spies, but when the only thing that kills you is that random crit grenade, you get paranoid.

Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on May 15, 2012, 05:43:53 am
Gah, instakill. I might as well go on a small rant about that.

Backstabs: A good game mechanic, but trickstabs need to go. When I'm looking directly at and attacking an enemy spy, I don't want them to be able to "backstab" me.

Sniper rifles: Fairly well balanced on most maps, but infuriating nonetheless. No matter how good you are at dodging (and you can get very good), someone with a hitscan infinite range and accuracy one hit kill weapon just kills you, end of story. Like most death in TF2, you simply try to avoid the circumstance.

Huntsman: The problem is that is uses the huge stonking projectile hitbox. http://www.youtube.com/watch?v=hx-YFFnruDs (http://www.youtube.com/watch?v=hx-YFFnruDs)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 15, 2012, 09:51:19 am
Is there anything to recommend the regular flaregun over the detonator? It seems like a pure upgrade.

Someday I will be credit to team and use the backburner/mailbox combo, but for now I'm a lowly backburner pyro. Good thing I only play pyro if no one else is playing one. My favorite classes are Engi, Medic, and Heavy, so naturally I have spies.
EDIT:
Nvm, it was a typo on his side, no offense!
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: PTTG?? on May 15, 2012, 10:04:40 am
No, the Phlog is the real crutch weapon. It eliminates the Pyro's ability to help other players and allows him to self-uber at will.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jc6036 on May 15, 2012, 02:51:50 pm
So I saw some discussion about rocket and sticky bomb jumping earlier...

I have to admit that I'm getting pretty good with explosive jumps. I just have a hard time landing some of the stickybomb jumps sometimes. I'm less of a flying demo and more of a wildly flailing through the air demo.

And as for all of the pryo weapons, I have to agree that both the Phlog and Backburner make me rage very hard. Phlog doesn't have airblast, right? So for people that just WM1 it's a dream come true and a straight upgrade, but for people that actually can play and use airblast it's a flat sidegrade, correct?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Duke 2.0 on May 15, 2012, 02:59:54 pm
 If you think the Backburner and Phlog imply you are bad at Pyro

 Well

 Buddy, I'm sorry to say you are missing the point
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jc6036 on May 15, 2012, 03:06:04 pm
I don't know, I'm just going on what I've seen. Trading air blast for damage just seems very strange to me for some reason.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: The Scout on May 15, 2012, 03:31:35 pm
It's been nerfed enough it's not a problem. While taunting, the pyro is almost invincible. This is when you run the hell away. When he's done, he's just a normal pyro with a kritz and no medic. Still easy to kill, unless they manage to sneak up on you. Then it's fair game.
I use it a good bit, and I use the taunt to kill heavies. They mostly don't give a damn and mow me down anyways. No airblast makes any decent demoman, soldier, or pyro a major threat. Demoman's man's stickybombs, and the soldier's rockets are now a constant threat. And a pyro with the Degreaser can just airblast you away and shotgun you to death. But eh, my opinion might not be worth much.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Descan on May 15, 2012, 03:44:35 pm
http://youtu.be/6npO-NoOPOg?t=45s (http://youtu.be/6npO-NoOPOg?t=45s)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: The Scout on May 15, 2012, 03:56:33 pm
http://youtu.be/6npO-NoOPOg?t=45s (http://youtu.be/6npO-NoOPOg?t=45s)
Rockets to the feet, grenades to the face. Also the unholy arrow.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: PTTG?? on May 15, 2012, 06:45:37 pm
It's been nerfed enough it's not a problem. While taunting, the pyro is almost invincible. This is when you run the hell away.

Which is rediculously overpowered. One player should not be able to annihilate a coherent push by the other team simply by taunting at them, nor should he be able to drop onto a point and cap it uncontested since anyone who sticks around will be instakilled with critical fire.

We don't give bonk-drinking scouts invincibility, and sandvich-noming heavies are not rendered immortal during lunchtime. The pyro should have to balance the rewards of activating the taunt with the risks of being killed before being able to use it.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Blargityblarg on May 15, 2012, 06:51:04 pm
Both the omnidirectional burner and the fagnisator are fag weapons imo.
Using them is basically like screaming out very loud: 'i cant play pyro at all!'
I agree that the phlog is worse, there is no reason to give a random pyro a kritzkrieg in his flamethrower, but the backburner still annoys me.

Y'might wanna make a new choice of derogatory term there, bucko. Gays are people too.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Strange guy on May 15, 2012, 07:24:33 pm
We don't give bonk-drinking scouts invincibility, and sandvich-noming heavies are not rendered immortal during lunchtime. The pyro should have to balance the rewards of activating the taunt with the risks of being killed before being able to use it.

It's an ability that has to be earned, doesn't last very long, requires getting nearly point blank to other players, leaves you as vulnerable as a no airblast pyro who shouldn't be playing careful or using their secondary or will waste it.

It can sometimes be ridiculous- it not stopping capturing points while scaring enemies away is pretty overpowered, but a crit flaming pyro isn't much more dangerous then a spun up heavy, and it's certainly harder to set up. Anyway the phlog is underpowered but occasionally overpowered, needs a real rework. Seeing valves history on balancing items I wouldn't count on it though.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Karnewarrior on May 15, 2012, 08:32:06 pm
 
Thank you for your valuable contribution to the discussion, good sir.
Both the omnidirectional burner and the fagnisator are fag weapons imo.
Using them is basically like screaming out very loud: 'i cant play pyro at all!'
I agree that the phlog is worse, there is no reason to give a random pyro a kritzkrieg in his flamethrower, but the backburner still annoys me.

Y'might wanna make a new choice of derogatory term there, bucko. Gays are people too.
Unless the Phlog makes pyro fly around with rainbows shooting out his ass while singing Lady Gaga tunes and pelvic thrusting towards the nearest spy I think calling the weapon "gay" may be a bit of a non-sequitur.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Jackrabbit on May 15, 2012, 09:14:19 pm
Well, clearly the Toad got involved, so good job miauw62. Stay classy.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: cameron on May 15, 2012, 09:14:48 pm


whoops never-mind that post has been deleted or somthing
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jc6036 on May 15, 2012, 09:15:44 pm
Thank you for your valuable contribution to the discussion, good sir.
-snip-
Unless the Phlog makes pyro fly around with rainbows shooting out his ass while singing Lady Gaga tunes and pelvic thrusting towards the nearest spy I think calling the weapon "gay" may be a bit of a non-sequitur.
Oh god the mental image.

I'm in tears.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Enzo on May 15, 2012, 10:06:43 pm
Yeah, kind of not surprised. It's not the first time he's dropped certain uncool words into his descriptions of weapons in this thread.

ON TOPIC: Phlog is not at all suited for serious play, it cripples good pyros by removing their airblast, and a smart enemy team can counter it without trouble. It can be a lot of fun to dick around with on pubs though. So I'm OK with it overall.

Backburner is fine, why people still hating on BB? Ever since they returned airblast (with increased cost) it's completely viable if you're doing more ambushing than defensive play.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Strangething on May 15, 2012, 11:35:19 pm
Is there anything to recommend the regular flaregun over the detonator? It seems like a pure upgrade.

Someday I will be credit to team and use the backburnerdegreaser/mailbox combo, but for now I'm a lowly backburner pyro. Good thing I only play pyro if no one else is playing one. My favorite classes are Engi, Medic, and Heavy, so naturally I have hate spies.
Backburner implies that you cant play pyro.

Arg, I meant to say degreaser there. I gotta stop posting in such a hurry.  :( I ruined the whole point of the sentence. I'd rather be a weapon-combo badass but I don't have the skills. So instead I roam the engi and sniper nests and spy check.

Anybody else get the strong impression that Valve doesn't like the airblast? They added it late in the original Beta test. All the flamethrower replacements have either nerfed or removed it. But now it's such an essential part of the pyro's arsenal, it would take a lot to replace it. Giving the pyro a built-in uber just lacks the airblast's finesse.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Osmosis Jones on May 16, 2012, 12:13:22 am
Actually, I think they kind of love it; it gives a great way to add a buff/nerf to the weapon beyond just damage output, and completely revolutionised the way pyro is played.

I remember back before the first pyro update, the pyro was a lacklustre class. Not impossible to use, sure, and necessary to keep spies in check, but it didn't really have much impact in the game. Adding things like airblast meant a pyro actually had a way to respond to classes like the soldier and demo.

The fact that there are nerfs on all the other weapons' airblasts is simply because, that is the main advantage of the default weapon. Everything else does more damage or has special abilities; if the blasts wasn't nerfed, they'd be upgrades, not the sidegrades Valve aim for.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 16, 2012, 06:00:41 am
And as for all of the pryo weapons, I have to agree that both the Phlog and Backburner make me rage very hard. Phlog doesn't have airblast, right? So for people that just WM1 it's a dream come true and a straight upgrade, but for people that actually can play and use airblast it's a flat sidegrade, correct?
Very, very correct.

EDIT:
The problem with having no/high cost airblast as a con is, bad pyros dont use the airblast, so its a straight upgrade for them, but for any good pyro it really makes you much, much weaker.
Also, strange, i edited my post, no problem!
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Karnewarrior on May 16, 2012, 06:06:31 am
I'd like to see one that nerfs damage for increased airblast, as a sort of opposite for the Backburner.

And stop bashing my weapons! (backburner pyro, YER/cloak&dagger spy, I am everything you hate.)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 16, 2012, 06:47:03 am
I dont really have any problem with any spy loadout except for DR+enforcer, and backburner... Ye, you know my opinion on that xD
But such a weapon sounds like a good idea, anti-omnidirectionalburner!
Would actually add some more tactics to pyro, while disencouraging w+m1.
I say:
-x% damage
-50% airblast cost
+50% airblast area

Or mayby it wont be a 'real' weapon, but rather like the sticky/rocket jumper.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Jackrabbit on May 16, 2012, 06:56:00 am
Sticky jumper is not only a real weapon, it is the best weapon and nothing will shake my assurance of this.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 16, 2012, 07:00:25 am
Well, it was not ment as a real weapon, but i'm sure some people love it, i dont have it, but i'm sure (AGH REPEATING MYSELF) the extra mobility is awesome.
I rather use the default one.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Cecilff2 on May 16, 2012, 08:48:27 am
I dont really have any problem with any spy loadout except for DR+enforcer, and backburner... Ye, you know my opinion on that xD
But such a weapon sounds like a good idea, anti-omnidirectionalburner!
Would actually add some more tactics to pyro, while disencouraging w+m1.
I say:
-x% damage
-50% airblast cost
-50% firing speed

How bout this instead

Edit: Actually scratch that.  Can you imagine a pyro at an engie dispenser with near constant airblast ability?

Or mayby it wont be a 'real' weapon, but rather like the sticky/rocket jumper.

I can understand you saying that about the rocket jumper(Why hasn't valve removed the massive penalties on this one?), but the sticky jumper really is the best weapon in the game.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: cameron on May 16, 2012, 09:10:11 am
C&D + YER is not somthing I dislike for being easy or OP or anything but becuase spies who use it almost always spend half the match either sitting in a corner or moving to a corner to sit in while doing absolutely nothing useful.

YER with the other watches though, can be rather useful in certain situations
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 16, 2012, 11:03:36 am
I dont really have any problem with any spy loadout except for DR+enforcer, and backburner... Ye, you know my opinion on that xD
But such a weapon sounds like a good idea, anti-omnidirectionalburner!
Would actually add some more tactics to pyro, while disencouraging w+m1.
I say:
-x% damage
-50% airblast cost
-50% firing speed

How bout this instead

Edit: Actually scratch that.  Can you imagine a pyro at an engie dispenser with near constant airblast ability?

Or mayby it wont be a 'real' weapon, but rather like the sticky/rocket jumper.

I can understand you saying that about the rocket jumper(Why hasn't valve removed the massive penalties on this one?), but the sticky jumper really is the best weapon in the game.
I dont think the sticky jumper is the best weapon in the game, why the hell do people keep saying that?
Okay, it gives you ALOT more mobility, but it basically induces the same penalties as using a shield does, you cant damage enemies using stickies, and stickies can be goddamn usefull when you're retreating.
Also, to above, thats actually true.
Useless people are annoying.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Karnewarrior on May 16, 2012, 12:01:46 pm
C&D + YER is not somthing I dislike for being easy or OP or anything but becuase spies who use it almost always spend half the match either sitting in a corner or moving to a corner to sit in while doing absolutely nothing useful.

YER with the other watches though, can be rather useful in certain situations
Yeah, it usually takes a few minutes to get into position, then you might get a kill streak and then you have to position again.

But if you're real sneaky you can get around sometimes without the watch even being on.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 16, 2012, 12:36:55 pm
Obviously, thats not exactly an option on maps like 2fort xD
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Cecilff2 on May 16, 2012, 02:37:26 pm
I can understand you saying that about the rocket jumper(Why hasn't valve removed the massive penalties on this one?), but the sticky jumper really is the best weapon in the game.
I dont think the sticky jumper is the best weapon in the game, why the hell do people keep saying that?
Okay, it gives you ALOT more mobility, but it basically induces the same penalties as using a shield does, you cant damage enemies using stickies, and stickies can be goddamn usefull when you're retreating.
[/quote]

If you can fly away from battle at a rate that no one can hit you, that's a lot more useful.

Typically I use them to get far behind enemy lines and destroy the teles.  Or just behind the sentry nests themselves.(Sentries can't track stickyjumping demos fast enough)  This can be a real game changer.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Enzo on May 16, 2012, 02:43:27 pm
I dont really have any problem with any spy loadout except for DR+enforcer, and backburner... Ye, you know my opinion on that xD
But such a weapon sounds like a good idea, anti-omnidirectionalburner!
Would actually add some more tactics to pyro, while disencouraging w+m1.
I say:
-x% damage
-50% airblast cost
-50% firing speed

How bout this instead

Edit: Actually scratch that.  Can you imagine a pyro at an engie dispenser with near constant airblast ability?

I want to see a flamethrower with charged airblast - hold down and release M2:
< .5 second charge: -50% knockback, reflected projectiles don't mini crit
>.5 second charge: same as default airblast
>1 second charge: +50% knockback, reflected projectiles become crits
And then something like reduced afterburn time and/or base damage, perhaps reduced movement speed when an airblast is charged.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Siquo on May 16, 2012, 03:18:46 pm
Better yet, increase afterburn time/damage and bring the casual flame damage down. Name it the "Slow Boil" or something. It'd reward you for getting in close, doing your business of lighting everyone up, then bugging out of there and discouraging Leeroy Jenkins Mode.
I'd love that. Afterburn is my friend. Combine it with flarecrits and you're toast.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Descan on May 16, 2012, 04:48:15 pm
Yeah, I regularly just do a burst of flame and bug out. I'd love for that gameplay to be rewarded.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Enzo on May 16, 2012, 08:12:27 pm
So, in an effort to bring my spyplay up I've been trying to learn to use the Amby effectively. I figured out a bind to disable viewmodels when using the Amby (to prevent my precious auto-reloads from totally blocking the screen), that's helping a lot. But I just played a few rounds of knifeless spy and I need some assistance. Y I no got headshoots? Is there some trick to this, or just lots of practice?

I did manage to get the achievement for headshotting 3 scoots though. Still need the Sniper one.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Strangething on May 16, 2012, 08:38:36 pm
Better yet, increase afterburn time/damage and bring the casual flame damage down. Name it the "Slow Boil" or something. It'd reward you for getting in close, doing your business of lighting everyone up, then bugging out of there and discouraging Leeroy Jenkins Mode.

I would so take this over the backburner.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Strange guy on May 16, 2012, 09:07:29 pm
Better yet, increase afterburn time/damage and bring the casual flame damage down. Name it the "Slow Boil" or something. It'd reward you for getting in close, doing your business of lighting everyone up, then bugging out of there and discouraging Leeroy Jenkins Mode.

Because when I think of skill-full flame-thrower use rewarding people for merely touching foes with a bit of flame immediately comes to mind. And it's not like afterburn is easily countered, making it a downgrade in many situations. At the moment we've basically got the general purpose/aero/combo flamethrower as the degreaser and the ambushing flamethrower as the backburner, so more variety and playstyles would be nice, but I don't think airblast or afterburn focused flamers are the way to do it.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: PTTG?? on May 17, 2012, 12:49:40 am
Afterburn damage is drastically increased, but only lasts as long as you're alive. Toss in some HP reduction too. Now you have to run in, ignight, and get away again without being killed.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 17, 2012, 02:54:56 am
Default afterburn needs a buff imo.
i dont know how much damage it does atm, but i can hardly get any kills with it.
Say, we keep the afterburn time, but we increase the damage so it does 100 damage when not healed. (i'm certain it does less damage now).
That would actually make it a threat to most classes, instead of the quite-weak thing it is now.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Enzo on May 17, 2012, 03:04:44 am
Default afterburn needs a buff imo.
i dont know how much damage it does atm, but i can hardly get any kills with it.
Say, we keep the afterburn time, but we increase the damage so it does 100 damage when not healed. (i'm certain it does less damage now).
That would actually make it a threat to most classes, instead of the quite-weak thing it is now.

It seems particularly strange for someone hating on ambush-pyro weapons (backburner, for instance) to be supporting increased afterburn.

Afterburn deals 60 at max (slightly more with minicrits) if I'm correct, with about a thousand ways to extinguish yourself before then. Lighting a bunch of people and running away should be no more than an annoyance or a last-ditch option, which it is now, rather than a legitimate damage-dealing strategy. I make no exaggerations when I say that the first thing I learned in TF2 was how to run into a group of enemies and light them all on fire. Don't bitch about newb pyro weapons and then say afterburn needs a buff.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 17, 2012, 03:28:49 am
I dont hate on the ambush part of the backburner, i hate on the +10% damage part.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: The Scout on May 17, 2012, 05:41:11 am
The 10% Dmg doesn't mean much. The crits from behind are more concerning.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: cameron on May 17, 2012, 06:12:39 am
So, in an effort to bring my spyplay up I've been trying to learn to use the Amby effectively. I figured out a bind to disable viewmodels when using the Amby (to prevent my precious auto-reloads from totally blocking the screen), that's helping a lot. But I just played a few rounds of knifeless spy and I need some assistance. Y I no got headshoots? Is there some trick to this, or just lots of practice?

I did manage to get the achievement for headshotting 3 scoots though. Still need the Sniper one.
mostly its just practice, some other things that can help are disabling mouse acceleration and making a bind to lower sensitivity for when you are trying to make a shot
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 17, 2012, 07:54:56 am
The 10% Dmg doesn't mean much. The crits from behind are more concerning.
The crits from behind, pff, i barely see them used.
If you are an ambush pyro, you should not be able to take on a default pyro on straight-on.
Recently i made a anti-bb tactic.
Its basically making sure they cant reach healthpacks, and keeping your back to one if you need it, then just doing the regular pyro versus pyro combat.
So, in an effort to bring my spyplay up I've been trying to learn to use the Amby effectively. I figured out a bind to disable viewmodels when using the Amby (to prevent my precious auto-reloads from totally blocking the screen), that's helping a lot. But I just played a few rounds of knifeless spy and I need some assistance. Y I no got headshoots? Is there some trick to this, or just lots of practice?

I did manage to get the achievement for headshotting 3 scoots though. Still need the Sniper one.
mostly its just practice, some other things that can help are disabling mouse acceleration and making a bind to lower sensitivity for when you are trying to make a shot
Also, i dont use the ambassador, because the default revolver actually does ALOT of damage, you wouldnt say at first, but a few good shots can take out most low-health classes (if i'm right, 4 of the 9 classes), granted they are already damaged.
But the ambassador needs time between shots to do crits on heads, i think.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Siquo on May 17, 2012, 10:45:07 am
Because when I think of skill-full flame-thrower use rewarding people for merely touching foes with a bit of flame immediately comes to mind.
Depends on what you define as skillful. Twitch aim is a skill, but putting yourself in a tactical position so you can hit&run is a skill as well. The increased afterburn (damage or time?) would also increase the usefulness of extinguishing, suddenly jarate is more useful, for instance.

So we've got: Slow Boil
+afterburn damage
+afterburn duration
-damage
-health
-damage cone

I'd play that.

As for the ambassador, it can only headshot when the crosshair is at it's smallest, and then the shot will hit the exact center of that crosshair. After that first shot, you need to wait a second or so until it's at it's smallest again.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 17, 2012, 11:03:47 am
Hm, now we only need somebody to pump up a model.
What would it look like?
I *could* try and see if i can blender something togheter, even tough i'm not really expirienced with that.
Also, remember, we already have a lazer flamethrower, a home-made one, a even more home-made one and a home-made one with a special nozzle.
Soooo...
Mayby this could be a specialized flamethrower, comparing to the normal flamethrower as a racing bike to a normal city bike.
Aka, cool streamlines, neat and smooth textures...
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: cameron on May 17, 2012, 11:16:04 am
I think some kinda loss to health would be neccesary as just buffing afterburn at the expense of particle damage would just lead to suicide charging pyros

somthing else you could do instead of just lowering particle damage is greatly lower max ammo (say cut it in half), that with a health reduction would push pyros to retreat instead of just flamming till they die
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Siquo on May 17, 2012, 12:15:29 pm
I think some kinda loss to health would be neccesary as just buffing afterburn at the expense of particle damage would just lead to suicide charging pyros
And this is different from the current pyros how? :)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 17, 2012, 01:21:55 pm
I think some kinda loss to health would be neccesary as just buffing afterburn at the expense of particle damage would just lead to suicide charging pyros
And this is different from the current pyros how? :)
Oh, so true xD
Well, its diffrent from good pyros.
Survival is the key to victory.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: cameron on May 17, 2012, 01:47:06 pm
I think some kinda loss to health would be neccesary as just buffing afterburn at the expense of particle damage would just lead to suicide charging pyros
And this is different from the current pyros how? :)

presumably you did not want to add a weapon so that people could play exactly as they do now
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Strange guy on May 17, 2012, 01:50:39 pm
The crits from behind, pff, i barely see them used.
If you are an ambush pyro, you should not be able to take on a default pyro on straight-on.

Considering how the flamethrower mechanics (S+M1 gets you out of range unless they W+M1 but particle mechanics mean the retreating pyro will win, airblast) turn pyro fights into 'who has the shotgun' (and whose better with it if both do) backburner pyros should be equal. And even if it does come down to flaming the two 'Aero' flamers shouldn't be the better option. The backburner is fine, sure it's the straight up best option for terrible pyros, but it's not good enough to maker them a threat and at higher skill levels it's not a problem (though could do with some tweaks, I use the degreaser but people who use the BB say the crit angle isn't really enough).

Afterburn is easy to apply, and often easy to remove. You'd need to complicate things a bit to make a decent afterburn based flamethrower, and even then getting the right mechanics wouldn't be easy. Also backburner and degreaser are very good for what they do while being decent all rounders as well (especially degreaser). It would be hard to make a sidegrade to them.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 17, 2012, 02:00:54 pm
Yeah, i read that.
But i think we need to remove/reduce the bonus anyway, since you have now convinced me that the 10% is not a big deal, we should convince the terrible pyros it isnt a big deal either, so they have a bigger chance of choosing something else. AKA, reduce bonus to 5%?
Also, mayby expanding crit angle is a good idea.
Not 180 degrees tough, that would be too much. 140 degrees? a bit less? a bit more?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Enzo on May 17, 2012, 02:25:37 pm
Also, i dont use the ambassador, because the default revolver actually does ALOT of damage, you wouldnt say at first, but a few good shots can take out most low-health classes (if i'm right, 4 of the 9 classes), granted they are already damaged.
But the ambassador needs time between shots to do crits on heads, i think.

At close range, any of the revolvers can be pretty useful. But when you're at a fair range, you're looking at a difference between 25ish damage with the default revolver and over 100 on a headshot. And the cooldown between headshots is only a little over a second, and also guarantees no bullet spread (which is essential at long range).

mostly its just practice, some other things that can help are disabling mouse acceleration and making a bind to lower sensitivity for when you are trying to make a shot

Yeah, that's a good idea. I might add it to my hide-viewmodel bind for longrange shots.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 17, 2012, 03:07:25 pm
I can see amby being very usefull, but i'm just too lazy.
Also, if its 25 at normal, then its 75 at crit (because crit is x3)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: SHAD0Wdump on May 17, 2012, 05:09:43 pm
I can see amby being very usefull, but i'm just too lazy.
Also, if its 25 at normal, then its 75 at crit (because crit is x3)
Crits are not subject to drop-off, so it's 3x base damage, or for the ambassador 35x3=105.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: cameron on May 17, 2012, 08:50:14 pm
fairly sure its 34 and 102
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jester on May 17, 2012, 11:02:06 pm
fairly sure its 34 and 102

OHHHHHH... BURN
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: SHAD0Wdump on May 17, 2012, 11:06:07 pm
Indeed that's right... I guess my mind flipped the 2 into a 5.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jester on May 18, 2012, 02:01:37 am
TF2 wiki says 120 damage as well, though that is 3 times midrange, not point blank, by memory 120 is right though, the revolver is a bit of a beast, it even makes a good anti building weapon.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: dragonshardz on May 18, 2012, 03:57:49 am
Best anti-building weapon I've ever run across is a fully-charged Machina.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jc6036 on May 19, 2012, 02:26:42 pm
Quick question.

Why do people get angry over body shots with the regular sniper rifle? I killed an enemy sniper twice, but they happened to be body shots and he got angry. What gives?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Descan on May 19, 2012, 02:54:18 pm
*shrug* They think it means you're not as good a sniper. Or something.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: hemmingjay on May 19, 2012, 03:00:34 pm
Amongst a certain sect of snipers it is considered dishonorable to body shot other snipers. It's a code of ethics that you can choose to ignore, or adopt. If you are worth your salt as a sniper you should be able to out headshot the other sniper, or else you are just holding your team back. A semi-effective sniper is a waste of a slot, when instead you could be more use as something(anything) else.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on May 19, 2012, 03:00:57 pm
In your situation: Body shots are of course much easier than headshots and are seen as completely unskillful by some, but he's mostly upset over nothing.

In my experience: No matter how skillful at dodging you are, a competent sniper will be able to bodyshot you to death at long range when you're in an open area, despite anything you do. This is infuriating.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Tyler6498 on May 19, 2012, 03:11:20 pm
While I don't like snipers bodyshotting snipers, it tends to happen and as such I think it's alright you know, unless the sniper is bodyshotting on purpose and not even trying for the head.

The most frustrating thing about playing a scout on an open field is getting body shot IMO, and it does frustrate me a bit even though I understand how hard it is to hit my head.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jc6036 on May 19, 2012, 03:16:15 pm
*shrugs* I didn't know. I body shot scouts because they're so damn fast, but I usually go for headshots on everybody else. I guess people will always find something to complain about >_>
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Metalax on May 19, 2012, 04:14:24 pm
My view has always been that if a low health class steps into view when I'm already charged, then I'm of course going to go for the guaranteed kill of a body shot rather than risk missing it with a headshot. Those who whine about it being "low skill" are missing the point of the excercise, which is to make the other team dead.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jc6036 on May 19, 2012, 04:16:37 pm
Exactly.

Also that reminds me for some reason of retreating through the vents in Turbine with the sniper rifle aimed but uncharged, headshotting the first person to pop through. Hilarious.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Tyler6498 on May 19, 2012, 09:44:15 pm
But wouldn't the practice of headshots mean you'd get more headshots quicker? I just look at bad weaponry usage leading to bad habits causing you to be stuck at a certain level of ability. It's just my thoughts though, no need to call the Spanish inquisition on this subject.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jc6036 on May 19, 2012, 10:03:49 pm
But wouldn't the practice of headshots mean you'd get more headshots quicker? I just look at bad weaponry usage leading to bad habits causing you to be stuck at a certain level of ability. It's just my thoughts though, no need to call the Spanish inquisition on this subject.
Spoiler: It's fucking go time (click to show/hide)
:P
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Putnam on May 19, 2012, 10:07:03 pm
I never even charge when I play with enemy snipers around. I strafe around, cursor at head height, then scope and shoot when I see them and unscope immediately after.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Tyler6498 on May 19, 2012, 10:57:54 pm
But wouldn't the practice of headshots mean you'd get more headshots quicker? I just look at bad weaponry usage leading to bad habits causing you to be stuck at a certain level of ability. It's just my thoughts though, no need to call the Spanish inquisition on this subject.
Spoiler: It's fucking go time (click to show/hide)
:P

Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: umiman on May 20, 2012, 02:58:17 am
I view the people who complain about bodyshots as the same people who complain about rushing or spamming units or campers or backburner pyros or whatever else that kills them.

In that the complaint is not so much "bodyshots are useless scrubs", but rather "X killed me, therefore X is something only scrubs use since they must rely on scrub tactics whereas I'm a pro god amongst men".

They'd probably complain about knives being scrubby if they got stabbed in real life. Since real people only use their fists to kill people.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: The Scout on May 20, 2012, 08:35:15 am
I personally hate bodyshots. Not that I think they're newbs. They're just really annoying. Try to play anything with less then 151 health, and you die no matter where they hit you. Can't rocket or sticky jump without dieing on impact. I don't run across too many snipers though.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: DJ on May 20, 2012, 08:57:09 am
I always go for bodyshots, but my weapon of choice is Sydney Sleeper. Just charge enough to get the Jarate effect, and let the team finish them off.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: DarkerDark on May 20, 2012, 09:14:39 am
My sniper rifle is named "Crotchshots" with the description "Say goodbye to your two best friends." People are much more forgiving about bodyshots if your weapon is named appropriately.

I usually always try for quick-scope headshots, but I have no problem bodyshotting people either. As long as I hit my target, I'm happy.  :D
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 20, 2012, 09:35:41 am
Ah, weapon names, the most delightfull things ever.
For me, a weapon name just has to be a good joke or a reference, but not something everyone can comprehend.
Prometheus's gift is my only named weapon, but can you guess what weapon it is?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: DJ on May 20, 2012, 09:37:46 am
Degreaser?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 20, 2012, 09:39:17 am
Close, flamethrower.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: hemmingjay on May 20, 2012, 10:39:57 am
I have a backburner named Clay Achin'

The name was given to it by my gay best friend, so I think it's ok.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jc6036 on May 20, 2012, 10:59:54 am
Speaking of named weapons...

what do people normally trade for keys?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: DarkerDark on May 20, 2012, 11:52:36 am
Refined metal.

I think the going rate is 2.33/2.5 refined for a key.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jc6036 on May 20, 2012, 11:55:35 am
Wow. That seems like quite a lot. Doesn't one refined metal require at least 3 reclaimed/9 scrap/18 items? And how in the world does the 2.33 work?

I will have my strange weapon!

Some day ;_;
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Thexor on May 20, 2012, 12:11:05 pm
Wow. That seems like quite a lot. Doesn't one refined metal require at least 3 reclaimed/9 scrap/18 items? And how in the world does the 2.33 work?

I will have my strange weapon!

Some day ;_;

The .33 is easy: A refined is 3 reclaimed. 0.33 of a refined, therefore, is 1 reclaimed. I'm a little less certain about how the "2.5" works.

But yeah, keys are expensive. Remember that you're offering something that anyone can obtain, for something that originally cost $2.50 to purchase. No wonder the value's going to be sky-high.  :(
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 20, 2012, 12:12:02 pm
2.33 ref is 2 ref and one rec, 2.55 ref is 1 ref, 1 rec and 2 scrap, etc.
Also, s shotgun is only 2 rec.
I am saving a fast learner, and thats more then some stranges.
Btw, what strange do you want? if im right, a strange spy knife is not worth that much.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jc6036 on May 20, 2012, 12:33:31 pm
I dunno really. I was kind of hoping for either a strange sniper rifle of some sort or maybe a blutsauger.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Siquo on May 20, 2012, 12:48:30 pm
I'm not a trader and my backpack is full, so I've been deleting crates... What to do?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 20, 2012, 12:50:23 pm
I'm not a trader and my backpack is full, so I've been deleting crates... What to do?
Either buy keys or try to sell them, if you have a crate that has a s gunslinger in it, dont let them rip it from you, those are worth quite alot.
Also, very old crates have good value too
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: DarkerDark on May 20, 2012, 01:08:01 pm
Find which crates are worth a lot, sell those for profit, then sell all the worthless ones in bulk for really cheap.

Alternatively, ask if anyone wants crates for free when you join a random server, chances are a new player will be interested and you'll certainly make his day by unloading a bunch of worthless crates onto him. One man's trash is another man's treasure. heh.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: hemmingjay on May 20, 2012, 01:18:14 pm
BTW- I am looking for a strange machina.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Descan on May 20, 2012, 02:20:36 pm
I go by "Spades Slick" in the game, and my strange knife has the description "Here, stick this in your pipe and bleed to death slowly."

My YER is called "My Suit" and the description is "You got blood on it."

I tend to play spy a lot, have you noticed? :P
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on May 20, 2012, 02:22:49 pm
I dunno really. I was kind of hoping for either a strange sniper rifle of some sort or maybe a blutsauger.
What's your username on Steam? I have a strange bazaar bargain and like 5 strange blutsaugers.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Siquo on May 20, 2012, 02:39:42 pm
Find which crates are worth a lot, sell those for profit, then sell all the worthless ones in bulk for really cheap.
Selling? How does that even work? I can make money off of this? I've still got a few #1 and #4 crates, loads of other crap.

Anyway, if anyone needs anything, just tell me:
http://www.tf2items.com/profiles/76561197995274422
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: DarkerDark on May 20, 2012, 03:57:26 pm
Find which crates are worth a lot, sell those for profit, then sell all the worthless ones in bulk for really cheap.
Selling? How does that even work? I can make money off of this? I've still got a few #1 and #4 crates, loads of other crap.

Anyway, if anyone needs anything, just tell me:
http://www.tf2items.com/profiles/76561197995274422

Oh, I meant selling in trading terms. Like trading crates for metal. And yes, if your crate is rare enough, you might be able to make money off of it. I believe people are still going crazy over the crate that contains a strange machina, I could be wrong though, the crate market fluctuates from week to week. What was once a highly prized, very valuable crate one week is a worthless waste of space the next.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: hemmingjay on May 20, 2012, 04:02:33 pm
yeah, the crate containing strange machina goes for a lot since the strange machina itself goes for 10-14 keys. Yup, $25-30 USD.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jc6036 on May 20, 2012, 05:46:45 pm
I dunno really. I was kind of hoping for either a strange sniper rifle of some sort or maybe a blutsauger.
What's your username on Steam? I have a strange bazaar bargain and like 5 strange blutsaugers.

My steam ID is 14bronze.


I've done a bit of spring cleaning recently, making that reclaimed metal.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Teneb on May 20, 2012, 07:02:13 pm
I envy your clean backpack. Mine has almost a full page filled with nothing but crates. I think there's a #7 and #8 in there.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Siquo on May 21, 2012, 02:37:06 am
Find which crates are worth a lot, sell those for profit, then sell all the worthless ones in bulk for really cheap.
Selling? How does that even work? I can make money off of this? I've still got a few #1 and #4 crates, loads of other crap.

Anyway, if anyone needs anything, just tell me:
http://www.tf2items.com/profiles/76561197995274422

Oh, I meant selling in trading terms. Like trading crates for metal.
I really do not have the patience for that. Negotiating and trading are nonexistent on my skill-list.

So: FREE WEAPONS FOR WHOEVER WANTS EM (http://www.tf2items.com/profiles/76561197995274422) (provided I have more than one).
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on May 21, 2012, 07:51:28 am
(conversation)

(http://i.imgur.com/MeYhx.png) (http://imgur.com/MeYhx)
Can I have a link to your Steam community profile?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: DarkerDark on May 21, 2012, 09:26:59 am
Find which crates are worth a lot, sell those for profit, then sell all the worthless ones in bulk for really cheap.
Selling? How does that even work? I can make money off of this? I've still got a few #1 and #4 crates, loads of other crap.

Anyway, if anyone needs anything, just tell me:
http://www.tf2items.com/profiles/76561197995274422

Oh, I meant selling in trading terms. Like trading crates for metal.
I really do not have the patience for that. Negotiating and trading are nonexistent on my skill-list.

So: FREE WEAPONS FOR WHOEVER WANTS EM (http://www.tf2items.com/profiles/76561197995274422) (provided I have more than one).

You gotta turn those doubles into metal, Siquo. Then trade it for something neat like the Laughing Taunt or something.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Siquo on May 21, 2012, 10:16:32 am
I... don't really like the laughing taunt. And I'd like to help out B12 newbs who need weapons. I'll probably craft the rest of the crap into hats.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jester on May 21, 2012, 10:22:26 am
update is coming soon, with many new things to craft your crap into.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 21, 2012, 12:29:42 pm
I have a page and half full of crates.
Also, if you have a crate with a s gunslinger in it, dont let them take it off you.
I think a s gunslinger is about the rarest strange in existance.
I also still have a crate with the shaudenfreude in it, etc, etc.
I prob have a few valuable crates lying around.
I unboxed once, in the time of no stranges.
"you have found:"
"vitasaw!"

I was all jelly and going like: "this must be a awesome and exclusive item :D"
Oh, the good ol times... I still use that vitasaw, i think.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on May 21, 2012, 01:59:23 pm
I wonder if Russia will invade Crimea in the next few years. Nah.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jc6036 on May 21, 2012, 02:34:46 pm
(conversation)

(http://i.imgur.com/MeYhx.png) (http://imgur.com/MeYhx)
Can I have a link to your Steam community profile?
Huh. That's weird.

Here ya go: http://steamcommunity.com/profiles/76561198033757160 (http://steamcommunity.com/profiles/76561198033757160)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: dragonshardz on May 22, 2012, 12:51:51 am
I really do not have the patience for that. Negotiating and trading are nonexistent on my skill-list.

So: FREE WEAPONS FOR WHOEVER WANTS EM (http://www.tf2items.com/profiles/76561197995274422) (provided I have more than one).

I'll take:

Vintage Scotman's Skullcutter
Vintage Buff Banner
Eviction Notice
Mad Milk
Loch-N-Load
Vintage Wrangler
L'etranger
Homewrecker
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Fiskav on May 22, 2012, 01:54:54 am
.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on May 22, 2012, 05:27:38 am
Valve would sell so many keys if there was a strange frying pan.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Cecilff2 on May 22, 2012, 10:19:15 am
I really do not have the patience for that. Negotiating and trading are nonexistent on my skill-list.

So: FREE WEAPONS FOR WHOEVER WANTS EM (http://www.tf2items.com/profiles/76561197995274422) (provided I have more than one).

Would you mind parting with a soda popper?

I see you have two.  It's one of the few weapons I still don't have(Scottish handshake and manmelter being the others)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 22, 2012, 11:39:46 am

Oh, I meant selling in trading terms. Like trading crates for metal.
I really do not have the patience for that. Negotiating and trading are nonexistent on my skill-list.

So: FREE WEAPONS FOR WHOEVER WANTS EM (http://www.tf2items.com/profiles/76561197995274422) (provided I have more than one).
[/quote]

I think i'll take:
Back scratcher
Loch N Load
Family buisness
Backburner (i hate it, but i think i'll take one just for completeness)

And thats it.
Man, i nearly have every avaiable weapon.
I miss:
Phlog, backburner, manmelter, cozy camper,  pomson, eureka effect, buffalo steak sandvich, holiday punch, persian persuader, rocket jumper (dont need this one), sticky jumper, wrap assasin, crit a cola, fan o war.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Siquo on May 22, 2012, 12:10:30 pm
So how do I give these items to you? (I've never done this before) (Steam name is Siquo, btw)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 22, 2012, 12:39:28 pm
So how do I give these items to you? (I've never done this before) (Steam name is Siquo, btw)
Eh, go here:
http://steamcommunity.com/id/miauw62

and add me as a friend, then just trade me.
Not too late to change mind tough, you could craft A LOT of metal out of all those weapons, and you could trade them for a neat hat.
Just find somebody that you trust and that knows the prices, then go on a trading server and type something like: "Buying Hat X, Y.ZZ ref! trade me!"
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Siquo on May 22, 2012, 12:40:17 pm
Hat Schmat, I'm here to kill people.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Descan on May 22, 2012, 12:51:21 pm
Aside from my Spy (I go by Spades Slick, so I need the hat and maybe a shirt I can dye black :?) I keep a pink Bills Hat on all my classes, just so that if I spot a spy disguised as me, I can yell "Kill the dude with the pink hat, he's a spy!"
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: dragonshardz on May 22, 2012, 01:10:02 pm
So how do I give these items to you? (I've never done this before) (Steam name is Siquo, btw)

steamcommunity.com/id/dragonshardz

Add me as friend, send me a trade request.

I might even give you some metal in return for the weapons.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Fiskav on May 22, 2012, 02:57:54 pm
.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: BunnyBob77 on May 22, 2012, 03:57:44 pm
I really do not have the patience for that. Negotiating and trading are nonexistent on my skill-list.

So: FREE WEAPONS FOR WHOEVER WANTS EM (http://www.tf2items.com/profiles/76561197995274422) (provided I have more than one).
I'd like:
Brass Beast
Your eternal reward
Direct hit
L'etranger
Gloves of running urgently
I'm BunnyBob77 on steam.  Thanks in advance!
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Siquo on May 22, 2012, 04:54:34 pm
do a trade request.
And that button has been hidden... where?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: dragonshardz on May 22, 2012, 04:58:08 pm
Look here. (https://support.steampowered.com/kb_article.php?ref=6748-ETSG-5417#howtotrade)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Siquo on May 22, 2012, 05:00:26 pm
... nice way to hide it, steam.  ::)

Edit: That's one satisfied receiver. The rest of you didn't respond/didn't accept invite, I'll try again later (or try me if you see me online).
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Teneb on May 22, 2012, 06:24:50 pm
Since weapons are being given away freely, I decided to unclutter my inventory by offering you fine people any crate from it for free. My backpack (http://www.tf2items.com/id/Dwarfnator?p=1#). If anyone is intrested, just tell me which one you want.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Fiskav on May 23, 2012, 12:36:48 am
.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Siquo on May 23, 2012, 03:27:23 am
Fiskav, that'll be tomorrow, I've got guests tonight for nerd-dinner (And RSI again, a night not spent gaming might be a good thing).

Oh, and I do have a crate with a gunslinger in it. What do I do with that?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on May 23, 2012, 03:40:21 am
Either trade it to someone (do your research and make sure you're getting a fair price) or use a key on it. I'd offer to buy it, but I don't have enough virtual metal to give you a good price.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Siquo on May 23, 2012, 05:27:03 am
Except that I'm lazy. Anyone with any offer can take it. It's a series #18 (http://wiki.teamfortress.com/wiki/Template:Crate_series/18) crate, and anyone interested in trading can resell it with a profit for all I care.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on May 23, 2012, 08:06:08 am
That crate isn't valuable at all. It has a chance of a gunslinger, not a strange gunslinger.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Siquo on May 23, 2012, 09:35:41 am
Sorry, nevermind then :) I play this game to kill people, the gotta catch em all aspect is completely lost to me.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 23, 2012, 09:55:09 am
I added you.
You even got a new tab, bay12
Anybody here 'the legendary strangler' or will i have to ask him why he invited me?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on May 23, 2012, 11:13:23 am
Sorry, nevermind then :) I play this game to kill people, the gotta catch em all aspect is completely lost to me.
What's the point of killing if you look like a noobleteer doing it? Besides, hats have some gameplay advantages.

Let's say I'm a medic in setup with 100% uber and two friendly heavies are by me revved up. One of them is completely hatless, and one of them is wearing an unusual. I assume (and rightfully so, usually) that the one who looks cool has more experience and I should ubercharge him. There's also of course the polycount update hats that give set bonuses.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 23, 2012, 11:43:58 am
Yeah, but there arent many set bonusses.
Tough i highly recommend that you try to aquire a few hats for the classes you like most.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Fiskav on May 23, 2012, 03:41:58 pm
.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Strangething on May 23, 2012, 08:16:18 pm
That might be me. My full steam name is The Legendary Strangething. It's possible that it got cut off - it's a very long name.

Also, anyone have a spare ubersaw?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Putnam on May 23, 2012, 09:32:08 pm
Just got one of those all-class Fargo hats.

That makes 10 hats :3

(not counting miscs)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jc6036 on May 23, 2012, 09:35:14 pm
I have two hats. That's it.

The Spiral Sallet and The Ghastly Gibbus.

I'm like a poor homeless man in the tf2 world ;_;
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: NobodyPro on May 23, 2012, 10:43:20 pm
I have Ghastly Gibus, that damn Treasure Hat, and a fireman's helmet. I'm mildly more prestigious than you!
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: umiman on May 23, 2012, 10:49:23 pm
I have about 32 hats. I don't know what to do with most of these. I had hat mania until I had one hat for each class, after which all the new ones are junk to me.

I can't fathom what people with every single hat do with theirs. It's not like they can show them off since there aren't enough classes to equip them on. =|
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Putnam on May 23, 2012, 10:49:52 pm
I have two hats. That's it.

The Spiral Sallet and The Ghastly Gibbus.

I'm like a poor homeless man in the tf2 world ;_;

I didn't even count those :P

I only counted hats that are gained through drops, no achievements or anything like that.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: DarkerDark on May 23, 2012, 11:08:43 pm
Look for "dirty" (uncraftable) hats in the trade servers. They tend to go cheap. I traded my fancy fedora for a dirty version of the same hat plus a dirty glengary bonnet, plus a dirty batter's helm. T'was a good deal, I think, since I love the look of all 3 of those hats.

The only hat I'm really looking to get is the Scotch bonnet. It looks so natural on the demoman, it's like the hat he would have worn before hats were introduced in the game.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Metalax on May 24, 2012, 02:44:00 am
That might be me. My full steam name is The Legendary Strangething. It's possible that it got cut off - it's a very long name.

Also, anyone have a spare ubersaw?
Got one, give me a shout, http://steamcommunity.com/id/metalax (http://steamcommunity.com/id/metalax)

Also Siquo, can I grab one of those spare razorbacks off of you? cheers.

If anyone has a spare powerjack send me a trade. Any of the weapons of the first page of backback (http://www.tf2items.com/id/metalax) are for trade.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Fiskav on May 24, 2012, 04:16:10 am
.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Siquo on May 24, 2012, 04:19:53 am
:D

I have some hats. I especially like my bright pink heavy-hair, and my orange pyrohelmet. I still need something fun for the soldier and engy, I tend to play those a lot as well. Perhaps I'll craft something with a class token instead of surprising myself with yet another useless sniperhat.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on May 24, 2012, 05:13:48 am
We're talking about our swag now?

[REDACTED]
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Cecilff2 on May 24, 2012, 09:15:23 am
Vint merryweather always paired with foster's facade on my pyro.(Looks real nice)
Bonk Boy + Bonk Helmet for my scout. (Have a bakers but it just doesn't fit as well with the bonk boy)
Only have a grenadiers softcap for soldier
Samur-eye and Hustler's for my Demo.  Like both, switch between the two now and then.
Toque(Best hat ever) and steel jaw for my heavy.  Though I wouldn't mind the black hair hat.  Then spamming this (http://www.youtube.com/watch?v=Ap0zJeeqB6k) and running around with KGB's out would be fun.
My medic has a tyrolean.
Engie has prairie heels, pip boy, and hotrod
sniper has villain's veil and Sola Topi
My spy has no drop hat.  But he does have a painted black coule rol which is very spiffy.  I tossed the mannco cap on him because it makes him look like a classy redneck frenchman.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: DarkerDark on May 24, 2012, 09:36:25 am
Hats I have no use for:

L'Inspecteur for the spy
Ol' Geezer for the engie
Wingstick (misc slot item) for the engie
Foster's Facade for the pyro
Magistrate's Mullet for the spy
Vintage Camera Beard for the spy

Did you want one, Jc? It would make you less poor and Irish.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: USEC_OFFICER on May 24, 2012, 09:57:11 am
My hat swag is sorely lacking. Most All of my hats are from achievements/holidays/promotions. All of them. I do have a Genuine Janissary's Ketche/Hetman's Headpiece though (along with the Halloween Sniper set) , so I'm not complaining.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: DarkerDark on May 24, 2012, 11:17:13 am
While you are not entirely poor, your hats are still lacking. Do you have the manniversary paper hat? I'll trade you for it if you do.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: USEC_OFFICER on May 24, 2012, 11:20:30 am
While you are not entirely poor, your hats are still lacking. Do you have the manniversary paper hat? I'll trade you for it if you do.

I do have it, but currently it's being used to give my Soldier a roguish look. Sorry.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: DarkerDark on May 24, 2012, 11:24:07 am
Well, I do have a Genuine brainbucket for the soldier if you're interested.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 24, 2012, 12:26:44 pm
I have a GHASTLIEREST gibus. That means my gibus is better then your gibus (and less nooby, ghastly gibus could have been a nice hat, but now its just a overused piece of junk). Also, yellow mann co cap, i use that on most classes.
2 solly hats, stout chako and that captain cap thingy, a pyro hat ( <3 flamboyant flamenco), the cosa nostra cap (spy hat, looks just perfect).
I have a heavvy hat, the outdoorsman, i unboxed it (not an unusual, sucks, right?) and i think i'm selling it for 2.55, if anybody is intrested. (i dont play heavvy all that much and i have a yellow mann co cap, wich looks good on heavvy)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: PTTG?? on May 24, 2012, 12:31:33 pm
I picked up a manniversery gift a while back. I kind of want to hold on to it, at least until the second manniversery to see what happens.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 24, 2012, 12:37:26 pm
http://wiki.teamfortress.com/wiki/Manniversary_Package

Just a paper hat, or rarely a second hat or weapon.
Also, you wont recieve a second, so no use in holding onto it.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: DarkerDark on May 24, 2012, 12:59:15 pm
Yeah, I'll trade 2.55 for that Outdoorsman.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: USEC_OFFICER on May 24, 2012, 02:50:28 pm
Well, I do have a Genuine brainbucket for the soldier if you're interested.

Eh, I think that I'll hold onto the paper hat for now.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on May 25, 2012, 07:30:22 am
I think a paper hat on the pyro looks great, but it's so common it looks nooby. I'd rename it "The origami killer", but nametags are pricey.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: TherosPherae on May 25, 2012, 09:14:40 am
For some reason, I keep getting practically baptized in dropped hats. And then I sell them off and do a shitty hat-crafting spree to keep my backpack clean. :P
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: PTTG?? on May 25, 2012, 11:29:05 am
I despise you. What next, are you going to tell me that you get a salvaged crate every few days?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 25, 2012, 11:39:32 am
You should not craft hats, you should just sell them here or on trade servers and trade the ref gained for hats that you want.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: PTTG?? on May 25, 2012, 01:56:05 pm
So someone found a hidden thing. (http://www.teamfortress.com/classless/hidden/populace/)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Putnam on May 25, 2012, 10:02:42 pm
Very, very old.

As old as king of the hills.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 26, 2012, 06:00:53 am
Well, there are some rumors (http://aerolitegaming.com/forums/showthread.php?8702-Big-Team-Fortress-2-Update) that on the anniversary of the pyro update we are going to get a big new update.... (yes, this is shameless advertising for my community.)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Siquo on May 28, 2012, 07:17:58 am
I cleaned up, and crafted a towel for the heavy and the steampunk einstein hair for the engy, too bad the only hat that looks good on that I have is the angel-circlet. Me gusta.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 28, 2012, 08:08:48 am
A cheater's lament is quite a nice hat, and it says that you have been playing this since long :P

Also, that hair is worth about 4.66 ref! (!!!)

I'm rendering my first replay atm.
I'll post it here soon.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Siquo on May 28, 2012, 08:18:14 am
Since launch, and I still play it. TF2 has provided me with the second-best value-for-money I ever spent. 653 hours so far.
(Although this week I won't, since I'll be forced to stay in a place called "Mol". I doubt there's even electric power there. (And I know you know where that is)).
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on May 28, 2012, 08:54:11 am
First, NVM MY VIDEO.
It wont let me upload it :x

To you siquo.

BELGIUM FTW FTW FTW FTW FTW!
:D


EDIT:
Nvm the nvm!
Here it is! (http://www.youtube.com/watch?v=njz9HexpXoo&feature=plcp)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: TherosPherae on May 31, 2012, 07:33:46 pm
Quote from: recent patch
Added The Surgeon's Side Satchel
Added new promotional items
Updated The Stickybomb Jumper
     Players with this weapon equipped cannot carry the intelligence
Updated The Rocket Jumper
     Attributes now match The Stickybomb Jumper
     Players with this weapon equipped cannot carry the intelligence
     Updated the model and material
Updated The Enforcer
     +20% damage bonus while undisguised
     -20% firing speed
     No random criticals
Updated The Last Breath to fix some clipping issues
Updated the localization files
In short, new item, rocket jumpers about to explode in price (pun intended) and IT'S ABOUT DAMN TIME THE ENFORCER GOT A NERF
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: The Scout on May 31, 2012, 07:40:57 pm
Not a nerf for me. The ability to chase someone, decloak, and blast them in the back of the head is a plus. Getting Rocket Jumper now.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: 3 on May 31, 2012, 07:44:08 pm
Interesting way to handle the Enforcer problem. My hunch is that it'll go well with the C&D. I wouldn't be surprised if people started using it as a sniping weapon like the Ambassador, but more opportunistically.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Putnam on May 31, 2012, 07:44:45 pm
Not a nerf for me. The ability to chase someone, decloak, and blast them in the back of the head is a plus. Getting Rocket Jumper now.

You could do that before, it's just now you can't be disguised at the same time :P

(doesn't affect me, though: I can press mouse5 to undisguise instantly)

Interesting way to handle the Enforcer problem. My hunch is that it'll go well with the C&D. I wouldn't be surprised if people started using it as a sniping weapon like the Ambassador, but more opportunistically.

Nothing goes well with the C&D unless you're on a map with no ammo on it (2FORT!)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: The Scout on May 31, 2012, 07:47:14 pm
You couldn't follow people before. They'd either mow you down, or activate the Dead Ringer and chase you down. Guess you also can't use it to blast engineers then sap stuff.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: 3 on May 31, 2012, 07:58:43 pm
Nothing goes well with the C&D unless you're on a map with no ammo on it (2FORT!)

Sure things do. You just have to be more concious of your actions than you are with the other watches. The C&D requires a more psychological approach, that's all.

Whether or not that's actually a viable tactic in a given case depends on team composition and countless other things.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on June 01, 2012, 10:05:39 am
Yay, last breath fix :D (SOME clipping issues is a bit of a understatement i think)

Looks like valve is in the nerfing mood.
I hope that they nerf the backburner soon.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on June 01, 2012, 11:10:28 am
And by that you mean buff the flamethrower? It's pretty easy to deal with backburner pyros if they don't sneak up behind you.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on June 01, 2012, 11:20:04 am
I mean:
'Remove the 10% extra damage'
If you are going to be a backburner pyro, why have extra damage from all directions? especially if you consider that crits are nearly instakill usually.
Again, my problem with the bb is that its supposed to be a AMBUSH weapon, but the 10% extra damage makes that nearly nobody uses the crits from behind.
Anyway, lets not go down that path because i recieved a warning for it last time, and i rather not recieve a warning again.


*ahem*

Favorite map?

(mines probably pl_frontier_final. its always alot of fun)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Descan on June 01, 2012, 12:34:42 pm
 PL_Halfacre.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on June 01, 2012, 02:08:08 pm
cp_gravelpit
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jc6036 on June 01, 2012, 03:09:02 pm
cp_gravelpit for CP

pl_goldrush for Payload
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: DJ on June 01, 2012, 03:54:59 pm
5gorge. It's pretty much the only map I play, because my crappy computer takes ages to load so I stick to servers that only run a single map. And 5gorge is the best of those IMO. Well, granary is good too, but it doesn't have servers quite as good AFAIK.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mishy on June 01, 2012, 05:11:35 pm
So yeah. Upon reading TF2 is free, i downloaded steam and TF. Played it for a little, got bored. The game is not as good as i expected. Soon after i started playing quake live and i havnt put it down.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Levi on June 01, 2012, 05:20:25 pm
So yeah. Upon reading TF2 is free, i downloaded steam and TF. Played it for a little, got bored. The game is not as good as i expected. Soon after i started playing quake live and i havnt put it down.

It was better a long time ago.  Honest!   :P
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Enzo on June 01, 2012, 07:19:07 pm
Favorite map?

Koth_watermill or cp_freight. Freight never gets any love.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Putnam on June 01, 2012, 07:30:25 pm
Freight gets plenty of love!

In competitive play :P
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Ninteen45 on June 01, 2012, 07:42:19 pm
Freight gets plenty of love!

In competitive play :P

Actually it's well regarded as the "casual 5cp"
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Enzo on June 01, 2012, 08:10:36 pm
It gets played in comps a bit, but not much compared to other 5cps. And I rarely ever see it in pubs unless I nominate it myself and spam "fr8 is gr8" in the chat.

Really I just like it so much because it's the greatest spy map ever. It's almost too easy to get behind people.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Strangething on June 01, 2012, 08:50:47 pm
Anyone else like playing super pyro brothers in medieval mode? That's where one of you takes the volcano fragment, and the other takes the axtinguisher or mailbox. Good times.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: The Scout on June 01, 2012, 09:05:25 pm
Heavy Bros. Two heavies with the Bear Claws, and the Sandvich. Wrecks everything, till either a spy or demoknight instakills them.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on June 02, 2012, 01:53:03 am
Did you know that carrots are orange because you're supposed to be cautious that you don't poke your eye out while eating them?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Putnam on June 02, 2012, 02:11:05 am
It gets played in comps a bit, but not much compared to other 5cps. And I rarely ever see it in pubs unless I nominate it myself and spam "fr8 is gr8" in the chat.

Really I just like it so much because it's the greatest spy map ever. It's almost too easy to get behind people.

Nah, I prefer Badlands and Badwater for that (especially since badlands is the best spycapping map EVER with it's 1 second final cap)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Scelly9 on June 02, 2012, 08:23:44 am
Ok, seriously. Fuck this crafting system.
(http://i814.photobucket.com/albums/zz61/Nafar_photos/stupid.png)
Anyone else see the problem with this item?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on June 02, 2012, 08:36:11 am
What problem?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Scelly9 on June 02, 2012, 08:42:55 am
What problem?
Nevermind, I thought it applied to itself. I'm tired.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on June 02, 2012, 09:39:20 am
Its a your eternal reward reskin.
I remember playing on a server and there was this entire fuss about everybody suddenly wanting a sharp dresser xD
(i crafted one, its my spy knife now :P)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on June 02, 2012, 01:03:53 pm
Well your other option is installing a rootkit. A region locked one too, I can't download it in Europe.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on June 02, 2012, 01:21:54 pm
Eh?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on June 03, 2012, 07:37:26 am
There are 2 default spy knife reskins. One of them you can get by crafting or pre-purchasing Assassin's Creed: Revelations, and the other is the Black Rose.

About the Black Rose: http://www.youtube.com/watch?v=FDKO_MnQdLo (http://www.youtube.com/watch?v=FDKO_MnQdLo)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on June 03, 2012, 07:58:00 am
I have both.
The sharp dresser (the AC promotion item) is also craftable.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jc6036 on June 03, 2012, 10:58:07 am
I actually play Alliance of Valiant Arms too and I have the Black Rose reskin. It's pretty badass.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on June 03, 2012, 11:07:43 am
I'm going to look into removing that rootkit tough....
I dont play AVA anymore anyway, its a pretty crappy and generic game.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: The Scout on June 17, 2012, 12:55:06 pm
Yay, new weapon ideas.

Dispensor/Medi-gun for Medic.
Heals for a stable 48 dmg a second, and provides a steady stream of ammo for the target. Not enough that a Heavy could fire indefinitely.
Maybe a +15% Uber Gain Rate.
Uber provides the same effect, except the healing rate is halved. Target gets healing and ammo from both effects.
Engineers get a small stream of metal. Extremely small.
Throw a +5% fire rate on the uber, and it's good for a group charge.

Okay, tear me apart.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on June 17, 2012, 01:03:27 pm
Yay, new weapon ideas.

Dispensor/Medi-gun for Medic.
Heals for a stable 48 dmg a second, and provides a steady stream of ammo for the target. Not enough that a Heavy could fire indefinitely.
Maybe a +15% Uber Gain Rate.
Uber provides the same effect, except the healing rate is halved. Target gets healing and ammo from both effects.
Engineers get a small stream of metal. Extremely small.
Throw a +5% fire rate on the uber, and it's good for a group charge.

Okay, tear me apart.
Overpowered.
I dont see the negative side.
48 per sec is good for alot of things. I THINK that the normal one heals less, not sure tough.

Btw, thanks for bumping this thread back up.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: The Scout on June 17, 2012, 01:06:16 pm
Normal one heals from 24 to 72. Maybe no overheal?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on June 17, 2012, 01:10:13 pm
Possibly.
We have to change something about the uber tough.
Having it heal slower during the uber doesnt matter that much.
Tough making it a area effect would be a bad idea, since all ubers are one target only, so i guess we better do the same thing.

One of the problems with mediguns is that there isnt really much to tinker with.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: The Scout on June 17, 2012, 01:20:51 pm
Eh, I wanted a team buff for the medic. Just one.

A good demoman or anything except scout, could still easily kill anyone under the effects of the uber.

Kritzkrieg charges faster, and can make someones DPS skyrocket, murdering anything save for a sentry.
Regular Uber makes one person invincible. They just charge forward with nothing to worry about, except some extreme knockback.
The Quick-Fix also charges faster, makes them unable to be knocked around, and can almost match it's healing at the base rate, but insta-kills still work.

Maybe make medics not be effected by it? No stacking with the Amputator, or the another medic with the same uber?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on June 17, 2012, 01:33:42 pm
Did you suggest a team buff in the first place?

I was thinking you were suggesting a regular uber with the heal effects halved.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jester on June 17, 2012, 01:35:38 pm
Every so often someone talks about putting the overhealer back in (no decay on health buffs), other than that, im not really sure what else there is for an uber to do that isnt stoopidly op.  Increase speed and accuracy maybe?  reduce gravity?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on June 17, 2012, 01:41:40 pm
Every so often someone talks about putting the overhealer back in (no decay on health buffs) other than that, im not really sure what else there is for an uber to do that isnt stoopidly op.  Increase speed and accuracy maybe?  reduce gravity?
Accuracy is not too much of a concern for many people, it would only work on heavvies, and speed, nobody really cares about that, especially if its a uber effect.
Reduce gravity sounds hilarious, but i dont think they would put it in :(

Yeah, the medic is pretty much out of new weapons.

(unless you're going to make the medigun a offensive weapon)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Matz05 on June 17, 2012, 02:45:04 pm
Oooh. Like a vampire medigun? Hurts enemies, fills tank. Heals superfast, empties tank. Can't heal while empty?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: NotAQuisling on June 17, 2012, 02:50:40 pm
You could take the fat princess route and make it unable to kill people just lower health to a set point.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Derekristow on June 17, 2012, 04:27:05 pm
I like that ammo mechanic, maybe the uber could capitalize on that.  Perhaps it removes ammo restrictions (as opposed to health restrictions) on the ubered player.  You could escort an engineer behind enemy lines, pop the uber, and have him set up a whole base as quickly as his wrench can swing.  It would be pretty interesting to see how the 'ideal' class to pair with as a medic would change.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Osmosis Jones on June 17, 2012, 09:26:12 pm
Oooh. Like a vampire medigun? Hurts enemies, fills tank. Heals superfast, empties tank. Can't heal while empty?

I'm liking this one. I'd do it slightly differently though; leave healing untouched, but make uber only build when you or your patient damage an enemy. This damaging fills uber at a rate twice the normal rate if you lock on to the enemy yourself, otherwise at a rate proportional to the damage your patient does.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Duke 2.0 on June 17, 2012, 09:37:11 pm
Yay, new weapon ideas.

Dispensor/Medi-gun for Medic.
Heals for a stable 48 dmg a second, and provides a steady stream of ammo for the target. Not enough that a Heavy could fire indefinitely.
Maybe a +15% Uber Gain Rate.
Uber provides the same effect, except the healing rate is halved. Target gets healing and ammo from both effects.
Engineers get a small stream of metal. Extremely small.
Throw a +5% fire rate on the uber, and it's good for a group charge.

Okay, tear me apart.
Overpowered.
I dont see the negative side.
48 per sec is good for alot of things. I THINK that the normal one heals less, not sure tough.

Btw, thanks for bumping this thread back up.
Comparatively underpowered compared to invincibility and 3x damage with no falloff.

I would personally want the medigun to grant clipsize overheal/firerate overheal for stream weapons. Instead of providing teammates with more health you provide them with more firepower. The Uber would probably instantly fill the clip of the first guy you uber and grant reload speed/more firerate.

Cannot possibly be overpowered compared to x3 damage/150% health/invincibility. I would dig a medigun that had an area effect for pushes, but I don't know if the current musings would work with that.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on June 18, 2012, 02:13:49 am
Flashing around a Quick-Fix uber smartly is pretty much a team supporting buff.

Heals for a stable 48 dmg a second

Okay, tear me apart.
Read this: http://www.teamfortress.com/post.php?id=1656 (http://www.teamfortress.com/post.php?id=1656)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: The Scout on June 18, 2012, 02:25:02 am
...It's pretty much in the middle. It's not really built around healing, from what I've said. Seems it would be best to ammo someone up and send them on their way.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Neyvn on June 18, 2012, 03:42:22 am
Hmmm, that Plotighus thing... Pyro Weapon...

A little overpowered is it not? It ignores the pyros ability to take less damage from other pyros and such. Just did a test, he killed me faster then i could kill him with any other pyro weapon...
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Siquo on June 18, 2012, 03:44:19 am
A little overpowered is it not?
Yes.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Enzo on June 18, 2012, 04:15:15 am
A little overpowered is it not?
Yes.

The Phlog? Yes, taking away the Pyros most useful tool and reducing damage in exchange for a usually avoidable kritz, completely OP. If the other team knows to backpeddle when the pyro taunts, there's not a whole lot of benefit to using the weapon.

Of course, a lot of people don't know to backpeddle. And that's why it's fun to use.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Putnam on June 18, 2012, 04:18:00 am
A little overpowered is it not?
Yes.

The Phlog? Yes, taking away the Pyros most useful tool and reducing damage in exchange for a usually avoidable kritz, completely OP. If the other team knows to backpeddle when the pyro taunts, there's not a whole lot of benefit to using the weapon.

Of course, a lot of people don't know to backpeddle. And that's why it's fun to use.

Only scouts can backpedal faster than pyros can walk.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Enzo on June 18, 2012, 04:22:21 am
But everyone can backpedal faster than they can taunt.
backpeddle pro spelling
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Putnam on June 18, 2012, 04:23:49 am
But everyone can backpedal faster than they can taunt.

It's a 3-5 second taunt >_>
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Siquo on June 18, 2012, 04:32:28 am
That means that ONE guy can make an ENTIRE team retreat. Which is an awesome superpower. Even a heavy-medic-uber can't do that, and that's 2 people who need to work together to get that uber. Phlog is a "Solo Fortress" weapon.

In other news, I'm learning sniping on pub servers, and it's fun. We won a koth game with a 50% sniper team. That bad.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Enzo on June 18, 2012, 04:40:26 am
Speaking of snipers, a sniper or a spy can end a Phlog charge in one hit. Really, any concentrated fire can take out a kritz pyro as well, even a single power class with a bit of distance between them. Unless you catch the other team completely off guard (which takes some legitimately skillful maneuvering), the phlog doesn't accomplish too much against players who know how to counter it.

I'm a terrible Pyro who can't airblast so it's a sidegrade for me, but any respectable Pyro I play with wouldn't touch it with a ten-foot pole.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Siquo on June 18, 2012, 04:42:41 am
any respectable Pyro I play with wouldn't touch it with a ten-foot pole.
True dat, but I play on pub servers, and lately make it a sport playing my least-played classes and still trying to end up as #1 :) On pub servers the Phlog is... devastating.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Enzo on June 18, 2012, 04:51:10 am
I usually pub too, but I regular a server with a couple comp pyros. That is how I got good at spy. Trial by fire, as they say.

But yeah, like a said. Lots of pub players can't understand the concept of strategic retreat...even for three seconds. And again, that's what makes the Phlog fun to use.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Siquo on June 18, 2012, 05:30:31 am
Speaking of servers, now that we don't have our own anymore, on which servers is everyone playing these days?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on June 18, 2012, 07:40:45 am
Aerolitegaming.
'tis my community, and they have neat servers with neat people.
(well, the payload server is neat. 2fort/turbine 24/7, 32 players and instarespawn is a tad less neat :P)

If they just took away the reduced damage during the taunt, the phlog would be half as bad.

(same goes for backburner, take away 10% extra damage, get non-op weapon. But thats more because 10% extra damage disencourages ambushing. I only see a few new pyro players use the backburner as it was ment, hiding around corners and such. Then they think over the 10% extra damage, and go all w+m1.)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Siquo on June 18, 2012, 09:04:35 am
Aerolitegaming.
'tis my community, and they have neat servers with neat people.
I think I've killed your clanmates quite a few times then... [ALG] is it?

I'll be around ;)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Duke 2.0 on June 18, 2012, 09:34:34 am
Hmmm, that Plotighus thing... Pyro Weapon...

A little overpowered is it not? It ignores the pyros ability to take less damage from other pyros and such. Just did a test, he killed me faster then i could kill him with any other pyro weapon...
Nah

Darn thing will get you killed more often than not. You honestly don't need to backpedal with three dudes working on the guy, you'll kill him faster than he can kill one of you. If you are less than three dudes than that is hardly an entire team and plenty of other classes can be that intimidating. If you are reloading/don't see him approach/are distracted with other dudes then congrats, you just got ambushed.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: The Scout on June 18, 2012, 10:10:48 am
NCG guys are my group. Most of them are pretty bad, but they're pretty lucky at times.
Airblasting back arrow after arrow has an awesome feel to it. Until you let a team mate die.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on June 18, 2012, 10:16:54 am
Yup, [ALG].

A old friend from the minecraft freebuild server i used to roam:

"Is your clan name algebra?"
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Metalax on June 19, 2012, 08:07:30 pm
http://forums.steampowered.com/forums/showthread.php?t=2757143 (http://forums.steampowered.com/forums/showthread.php?t=2757143)

Looks like somethings coming up shortly.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Enzo on June 19, 2012, 09:51:06 pm
Is this the MvM update, or Meet the Pyro? Because it's about damn time for either of those things.

Mysterious. Very mysterious.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: PTTG?? on June 19, 2012, 10:30:54 pm
Aparently the new "garbage" drops appear every time you get any drop, including gifts. Anyone want to hop on some server? I'll open a big gift thingy so everyone gets at least one.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Enzo on June 20, 2012, 01:26:20 am
So, it's not every time you get a drop. I've received 0, 1, and 2 junk items with various drops. It's seemingly random but very common to get 1 on most drops.

Also thanks for the gift PTTG :3
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on June 20, 2012, 03:15:26 am
I better stock up on this shit, i dont want to miss out on the achievement hat.


EDIT:

Btw, i'm preparing for the next wave of overpowered pyro weapons that will obviously come with meet the pyro.

*complaining before there is anything to complain about :3*
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: The Scout on June 20, 2012, 03:40:55 am
In before every other class gets new weapons but pyro.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on June 20, 2012, 03:44:14 am
I wouldnt care too much, really.
Valve fucked up on the phlognisator, they didnt add anything that was really usefull.

Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: DJ on June 20, 2012, 06:55:29 am
I for one find phlog to be awesome. When it's on the other team. And I'm playing as soldier.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on June 20, 2012, 07:02:53 am
true dat, my friend!

EDIT:

Somebody traded me an s overdose for a mad milk.
No ripoff, i asked him for 1 scrap or 2 weps, and he was all like "ah shit, i dont got no more scraps or weps, take this!"

awesome.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Metalax on June 20, 2012, 01:34:02 pm
There was just another update, update #298. Current thought on SPUF is that valve are deliberately doing smaller updates so whatever big thing is coming up will be the 300th update. Looks like something was changed in dustbowl, 2fort and gravelpit in this update.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on June 20, 2012, 01:34:35 pm
Hmm, weird.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: DJ on June 20, 2012, 02:51:55 pm
Oh God, it's gonna be an update revolving around the "This is Sparta!" meme.

Hm, you know, it could work as a taunt kill in Nucleus...
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on June 20, 2012, 03:07:28 pm
There was just another update, update #298. Current thought on SPUF is that valve are deliberately doing smaller updates so whatever big thing is coming up will be the 300th update. Looks like something was changed in dustbowl, 2fort and gravelpit in this update.

New update was to fix a console command that could crash servers.

I'm just getting one of every one of these items and selling the rest for 1 ref.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Duuvian on June 20, 2012, 03:42:12 pm
Got me a banana peel and something else I think. Someday I will make use of them I assume. Either way it's something for me to flash to the pitiful trolls of summer.Speaking of 'someday' in the limitless future  I'll invent something that sends a small electric shock through a series of tubes directly into headphones and their wearer for this time of year.

I like to point them towards FL Studio music producing software because if they have enough spare time to pretend to be a troll by mic spamming then they probably could do it even better if they had their own original music or sound track. That way it isn't just screaming naughty words.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Metalax on June 20, 2012, 07:12:32 pm
There was just another update, update #298. Current thought on SPUF is that valve are deliberately doing smaller updates so whatever big thing is coming up will be the 300th update. Looks like something was changed in dustbowl, 2fort and gravelpit in this update.

New update was to fix a console command that could crash servers.

I'm just getting one of every one of these items and selling the rest for 1 ref.

The changes to the maps appear to have been for bot navigation.

In addition, if you have the http://wiki.teamfortress.com/wiki/Eliminating_The_Impossible (http://wiki.teamfortress.com/wiki/Eliminating_The_Impossible) set equipped in a server, the descriptions of the new items now change when viewed. Put together the new descriptions forms a quote from sherlock holmes.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: PTTG?? on June 21, 2012, 12:15:03 am
There was just another update, update #298. Current thought on SPUF is that valve are deliberately doing smaller updates so whatever big thing is coming up will be the 300th update. Looks like something was changed in dustbowl, 2fort and gravelpit in this update.

New update was to fix a console command that could crash servers.

I'm just getting one of every one of these items and selling the rest for 1 ref.

I'm buying. I'm looking for cheese, or the diary, or the capacitor.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: The Scout on June 21, 2012, 01:49:50 am
Hahaha, got 4 friends pouring crates and these drops into me. Hell of alot of pocket lint.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Scelly9 on June 21, 2012, 01:58:13 am
Hahaha, got 4 friends pouring crates and these drops into me. Hell of alot of pocket lint.
How do you get this stuff? It seems incredibly rare for me.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Putnam on June 21, 2012, 02:52:20 am
You usually get some of that junk stuff with every drop.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Enzo on June 21, 2012, 03:19:40 am
Hahaha, got 4 friends pouring crates and these drops into me. Hell of alot of pocket lint.
How do you get this stuff? It seems incredibly rare for me.

Yeah, like I said. On average it seems to be about 1 junk-per-drop, but it varies from at least 0-2 junk drops per item.

Presumably one will be able to craft these into useful items. A hat? New Pyro items? Mann Vs Machine specific items? Who knows!

Some items also seem to be more common than others. I've seen a ton of banana peels, lint, and barn doors but the other stuff seems a lot more uncommon. Anybody wants a banana peel let me know, I've got a shitton.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on June 21, 2012, 03:47:29 am
The quote...
Hmm.
Would it be the pyro or MVM?
Anyway, i'm staying with my opinion:
get all of them, or achievement hats will not be yours!
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on June 21, 2012, 05:37:56 am
I have a decal tool and a conscientious objector, but no idea what I want the image to be.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Scelly9 on June 21, 2012, 06:10:02 am
I mean drops in general. I played for about eight hours, got one.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on June 21, 2012, 06:30:08 am
Make it a dwarf or something. If the decal tool is tradeable, you may just be better off simply trading it.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: jester on June 21, 2012, 10:35:34 am
I mean drops in general. I played for about eight hours, got one.

Generally you get about 1 drop every hour or so up till around 10 items a week, crates not included, maybe 3 crates a week.  Timer resets at midnight on wednesday, (so thursday is new drops day) thats the day here in australia anyway.


  Though im happy for someone to give some more exact numbers.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: PTTG?? on June 21, 2012, 07:12:22 pm
Has anyone found anything besides the banana error? (craft two banana peels together)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: TherosPherae on June 21, 2012, 07:30:34 pm
Has anyone found anything besides the banana error? (craft two banana peels together)
Nope. People are currently compiling the various banana errors into a PNG, so if you want to contribute yours, just hop on over there.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Duke 2.0 on June 21, 2012, 07:51:23 pm
 Urg, I'm stuck with a unique situation

 I know new items and crafting is going down. I'm preparing for this, stockpiling my junk, the usual. Always keeping at least two of everything so I can always craft one and still have an extra to use. This on top of the handful of hats I have is enough to completely fill an inventory. Welp. Gotta find some way of liquidating this stuff other than scrap metal, I've done as much as I can for that.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: The Scout on June 21, 2012, 08:06:43 pm
Give me the extra?
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Putnam on June 21, 2012, 08:18:31 pm
http://tf2.com/cajtaypvdbyl.jpg
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Tyler6498 on June 21, 2012, 08:38:24 pm
In the "How a gun is made" posted by Tf2 blog it shows something known as the "scorch shot" and tells us to be looking forward to it in a soon to be released update, seems like a new flare gun for the Pyro...this could mean Pyro trailer?

Also I bet the "Meet the Pyro" and the Summer sale will kick off at the same time. That's my guess.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Putnam on June 21, 2012, 09:46:56 pm
http://tf2.com/tn125a5ym6sn.jpg

Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: The Scout on June 21, 2012, 10:38:28 pm
Ugh, haven't gotten the diary, or capacitor yet. The banana error eats two bananas. Not pleased so far.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: PTTG?? on June 21, 2012, 10:41:22 pm
The banana error does not consume the bananas. I've done it several times.

Also, those images appear to be two separate pages. Of 500% enriched hilarity.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Putnam on June 21, 2012, 11:48:13 pm
Here's the big one. (http://i.imgur.com/9jjnD.jpg)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Osmosis Jones on June 22, 2012, 12:58:10 am
<3 Saxton Hale.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on June 22, 2012, 05:42:10 am
Mh.
I'm not too excited for new pyro stuff.
(probably because i got a s shotty and a s named described server-clearing ft :P)
And valve will probs fuck it up anyway, and make them overpowered or useless.

Yeah, i dont trust them when it comes to the pyro.
They seem to really HATE the pyro.


EDIT:

Yeah, i want to make some more refz, so i'm trading any weapon i have double for one scrap, or a salty dog for 2 ref.
My steam name is still "[ALG] Miauw" (note the space between ] and M, quotes not included obviously.)

( http://www.tf2items.com/id/Miauw62 check there if you cant be bothered to send me a friend request only to find out that i dont have your weapon yet)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Metalax on June 22, 2012, 09:06:26 am
Yeah, i want to make some more refz, so i'm trading any weapon i have double for one scrap, or a salty dog for 2 ref.
My steam name is still "[ALG] Miauw" (note the space between ] and M, quotes not included obviously.)

( http://www.tf2items.com/id/Miauw62 check there if you cant be bothered to send me a friend request only to find out that i dont have your weapon yet)

Sent a friends req from http://steamcommunity.com/id/metalax (http://steamcommunity.com/id/metalax). I'll grab your spare powerjack and razorback if I can, that'll let me finish off crafting the last weapons with specified recipies for my collection.

edit: thanks, now just to hunt down the last 6 or so token crafted weapons.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: The Scout on June 22, 2012, 11:55:30 am
Anyone got a Mann's Mint they would trade? I want to paint my Dangeresque Glasses.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Putnam on June 22, 2012, 03:19:19 pm
Here's another biggie. (http://www.adultswim.com/promos/valve/)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: DarkerDark on June 22, 2012, 04:13:34 pm
Here's another biggie. (http://www.adultswim.com/promos/valve/)

I'm guessing it's "Meet the Pyro" but I'm hoping it's "TF2 - The Series." :D
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Putnam on June 22, 2012, 05:06:06 pm
Mmm Mmmph! (http://teamfortress.com/post.php?id=8256)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: USEC_OFFICER on June 22, 2012, 05:12:57 pm
Mmm Mmmph! (http://teamfortress.com/post.php?id=8256)

Soon...
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Duke 2.0 on June 22, 2012, 05:14:15 pm
 Long words are dashes, short words are dots

 M O N D A Y
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: BunnyBob77 on June 22, 2012, 05:22:00 pm
Long words are dashes, short words are dots

 M O N D A Y
That was... fast.  Well, meet the pyro is coming on monday then.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Duke 2.0 on June 22, 2012, 05:23:34 pm
That was... fast.
Not what she said, and my degree finally has a use!
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: The Scout on June 22, 2012, 08:38:47 pm
Augh, anyone got a server that runs a pslide map? Bonus if it's empty.
Edit: Hahahaha, not a single server on the list of of 3000 is running the map.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: DarkerDark on June 22, 2012, 09:52:06 pm
Scout, would you be able to start your own local server running that map and still be able to achieve whatever goal you were hoping to accomplish? I remember seeing a server option that allowed you to pick any custom map that's been introduced to the steam servers and download it automatically to play on it locally. Saw it in someone's Rocket jumping tutorial videos.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: The Scout on June 22, 2012, 11:58:20 pm
Scout, would you be able to start your own local server running that map and still be able to achieve whatever goal you were hoping to accomplish? I remember seeing a server option that allowed you to pick any custom map that's been introduced to the steam servers and download it automatically to play on it locally. Saw it in someone's Rocket jumping tutorial videos.
...Not up there.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on June 23, 2012, 04:07:51 am
Im glade there ar so many cleaver peopel in the world to solve theese ARGs for mei.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Enzo on June 23, 2012, 04:37:45 am
I assume people have checked the mmmppph hmmmph (http://wiki.teamfortress.com/wiki/Main_Page) recently, right? It's looking like meet the pyro season.

There seems to have been some changes in links, masked by everything being renamed as MMMPH etc. I'm too lazy and don't have the unedited version to work with, but it probably contains some hints, and I'll wake up in the morning and someone who's a bigger nerd than I am will have figured it out already.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on June 23, 2012, 05:10:16 am
ASDFK
EXCITEMENT
EXCITEMENT
GAAAGAGHAGHAGHAGHAHGHGAGHAGHAGHAHG.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: micelus on June 23, 2012, 05:16:16 am
I assume people have checked the mmmppph hmmmph (http://wiki.teamfortress.com/wiki/Main_Page) recently, right? It's looking like meet the pyro season.

There seems to have been some changes in links, masked by everything being renamed as MMMPH etc. I'm too lazy and don't have the unedited version to work with, but it probably contains some hints, and I'll wake up in the morning and someone who's a bigger nerd than I am will have figured it out already.

The only obvious thing I can find is that something was added to the pyro page and then quickly removed.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: GaxkangtheUnbound on June 23, 2012, 05:23:21 am
In case you don't go on reddit, here's the 'explaining like you're five' reddit post. (http://www.reddit.com/r/tf2/comments/veu75/psa_arg_update_explaining_like_youre_five/) Should be helpful for those who aren't understanding too well.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Scelly9 on June 23, 2012, 12:10:35 pm
In case you don't go on reddit, here's the 'explaining like you're five' reddit post. (http://www.reddit.com/r/tf2/comments/veu75/psa_arg_update_explaining_like_youre_five/) Should be helpful for those who aren't understanding too well.
I think the top comment says it all:
Quote
I swear, we could solve the hardest questions in the world if they say we'll get a update.
Seriously. These guys are crazy.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: miauw62 on June 23, 2012, 12:25:23 pm
Hmm.
So we are getting meet the pyro AND mann versus machine?


EDIT:

I find this awesome tough. Valve releases an ARG and the entire community mobilizes to solve the mystery.
COMMUNITY POWER FUCKYEAH
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Enzo on June 23, 2012, 03:03:18 pm
That's what I really like about ARGs, I can just wildly speculate and let everyone else do the work for me.

Also, are people really paying 1 or 2 rec. for goldfish and bananas and stuff? They're so common, if this is true I feel as though I should dump mine for a profit.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Scelly9 on June 23, 2012, 03:08:02 pm
That's what I really like about ARGs, I can just wildly speculate and let everyone else do the work for me.

Also, are people really paying 1 or 2 rec. for goldfish and bananas and stuff? They're so common, if this is true I feel as though I should dump mine for a profit.
Yeah, do it now. You don't want to sell after the value drops because whatever their for is released and turns out to not be that good.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Duke 2.0 on June 23, 2012, 03:10:58 pm
 Don't give a crap, wana play with new pyro stuffs
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Enzo on June 23, 2012, 03:17:00 pm
OK, I am DETECTIVING. the "Did You Know" ("Did you mmmph") section of the wiki is all mmmphs and seems to have had the links changed from the previous funfacts. We can't tell what they say because, you know, mmmph, but lots of the links lead to topics so seemingly unrelated, and arg-related, that this may contain a CLUE. Or the Wiki be trollin.
Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: UltraValican on June 23, 2012, 04:05:51 pm
The whole pre-Pyro extravganza led me to the TF2 comics. I didn't know the classes actually had names.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Scelly9 on June 24, 2012, 07:30:32 am
Anyone need paint? I got green and purple.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: PTTG?? on June 24, 2012, 11:38:53 am
You might want to hold on to them. In a few hours paintable weapons might be released.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: The Scout on June 24, 2012, 04:33:43 pm
Anyone got a Strange Shotgun? I'm using it more then any of the other secondary guns, as of now.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: The Scout on June 24, 2012, 11:57:38 pm
It's monday. Constant refreshing till something pops up. Staying up till it happens.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Putnam on June 25, 2012, 12:01:16 am
Monday to valve means "11 PM PST".

I'm not even being facetious, I've seen it happen.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Neyvn on June 25, 2012, 12:37:05 am
The whole pre-Pyro extravganza led me to the TF2 comics. I didn't know the classes actually had names.
What names??? Nearly all of the comics refer to them by their class names... Except for Blue Engie... His name is Dell Conagher...
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Dermonster on June 25, 2012, 12:45:16 am
Soldiers name is Jane Doe and the Demo is named... Tarvish Degroot I think
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Neyvn on June 25, 2012, 12:47:03 am
Soldiers name is Jane Doe and the Demo is named... Tarvish Degroot I think
Oh yeah, I remember Red Demo's name now, but where is Soldiers???

You got to remember the colours guys, they differ the two kinds of classes as people that way... :P
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Putnam on June 25, 2012, 01:15:56 am
Soldiers name is Jane Doe and the Demo is named... Tarvish Degroot I think
Oh yeah, I remember Red Demo's name now, but where is Soldiers???

You got to remember the colours guys, they differ the two kinds of classes as people that way... :P

Blue Soldier's name is in the Soldier's portion of the comic where Red Demoman's is.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on June 25, 2012, 01:54:03 am
Soldiers name is Jane Doe and the Demo is named... Tarvish Degroot I think
Oh yeah, I remember Red Demo's name now, but where is Soldiers???

You got to remember the colours guys, they differ the two kinds of classes as people that way... :P
The soldier's actual name is Jane Doe.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Mmm Mmmph!"
Post by: The Scout on June 25, 2012, 02:10:07 am
...Where the hell is that update.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Mmm Mmmph!"
Post by: jester on June 25, 2012, 02:13:09 am
...Where the hell is that update.

Valve time

edit: and they usually set these things up to drop on a friday, with buildup during the week, so my money is on this friday, or the next, or maybe the one after that.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Mmm Mmmph!"
Post by: Putnam on June 25, 2012, 02:35:09 am
...Where the hell is that update.

Valve's "monday" actually means "9:00 PM local time at the earliest".

Local time for valve is PST.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Neyvn on June 25, 2012, 03:02:09 am
Soldiers name is Jane Doe and the Demo is named... Tarvish Degroot I think
Oh yeah, I remember Red Demo's name now, but where is Soldiers???

You got to remember the colours guys, they differ the two kinds of classes as people that way... :P
The soldier's actual name is Jane Doe.
I don't remember the first name being mentioned, only Doe, gotta look again...
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Mmm Mmmph!"
Post by: Techhead on June 25, 2012, 03:21:17 am
http://www.teamfortress.com/war/soldier/
Page 16. Bam.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Mmm Mmmph!"
Post by: Neyvn on June 25, 2012, 03:39:16 am
http://www.teamfortress.com/war/soldier/
Page 16. Bam.
You know, I never noticed that thing on the Door...

Naturally Its prob not his real name considering how much of a Psycho he is...
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Mmm Mmmph!"
Post by: Siquo on June 25, 2012, 05:01:12 am
just over-rated.
Personally I do not give a damn about ratings. TF2 managed to entertain me for over 600 hours, I've yet to see any game match that.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Mmm Mmmph!"
Post by: miauw62 on June 25, 2012, 09:35:35 am
Yeah, tf2 with stock weapons is perfect from a design point of view.
Every little detail was tought over ten times.
Valve took time to build up the TF universe. and they did a damn good job.
Ofcourse, that doesnt say anything about gameplay, but the gameplay is usually good as well...


(this video (http://www.youtube.com/watch?v=jPJp_R0ldqg&feature=related) demonstrates it well)
Title: Re: Team Fortress 2: Pyromania Update! "Mmm Mmmph!"
Post by: LASD on June 25, 2012, 10:43:57 am
A real update, whooo!

http://www.teamfortress.com/pyromania/ (http://www.teamfortress.com/pyromania/)

Theeeere we go, it was Monday after all.

EDIT: Wow, I apparently beat the TF2 official group to it, I managed to visit the blog right after they updated.
Title: Re: Team Fortress 2: Pyromania Update! "Mmm Mmmph!"
Post by: USEC_OFFICER on June 25, 2012, 10:51:21 am
A real update, whooo!

http://www.teamfortress.com/pyromania/ (http://www.teamfortress.com/pyromania/)

Theeeere we go, it was Monday after all.

EDIT: Wow, I apparently beat the TF2 official group to it, I managed to visit the blog right after they updated.

...

Well, there goes the rest of my day. And my week. And most of next week too.
Title: Re: Team Fortress 2: Pyromania Update! "Mmm Mmmph!"
Post by: miauw62 on June 25, 2012, 11:05:39 am
Its just a new gamemode.

SHAMELESS ADVERTISING PROTOCOL ACTIVATE


ALG will soon turn their PL/CP serv into a DD serv.
Title: Re: Team Fortress 2: Pyromania Update! "Mmm Mmmph!"
Post by: mr. macduggan on June 25, 2012, 12:04:28 pm
Has anybody actually found a server with this map running? What is the actual map title so I can search for it in the server browser?
Title: Re: Team Fortress 2: Pyromania Update! "Mmm Mmmph!"
Post by: Descan on June 25, 2012, 12:09:32 pm
The... update isn't out yet...
Title: Re: Team Fortress 2: Pyromania Update Day 1 Doomsday! "Mmm Mmmph!"
Post by: LASD on June 25, 2012, 01:15:16 pm
The... update isn't out yet...

Oh yeah, sorry for the slightly misleading title, I'll change it. This is like the old-fashioned updates (original class updates) where they reveal stuff for a few days before it actually comes out.
Title: Re: Team Fortress 2: Pyromania Update! "Mmm Mmmph!"
Post by: Scelly9 on June 25, 2012, 01:16:06 pm
The... update isn't out yet...
There's three pieces of it. Scroll down on the page.
Title: Re: Team Fortress 2: Pyromania Update! "Mmm Mmmph!"
Post by: The Scout on June 25, 2012, 01:18:10 pm
http://www.teamfortress.com/pyromania/thepoopyjoefiles/ (http://www.teamfortress.com/pyromania/thepoopyjoefiles/) The entire transcript, Valve style.
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: Descan on June 25, 2012, 01:30:24 pm
The... update isn't out yet...
There's three pieces of it. Scroll down on the page.
Yes, but can you play the map? No? There you go.

I was talking to the guy who tried looking for the map in servers.
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: Scelly9 on June 25, 2012, 01:31:21 pm
The... update isn't out yet...
There's three pieces of it. Scroll down on the page.
Yes, but can you play the map? No? There you go.

I was talking to the guy who tried looking for the map in servers.
Ah, thought you forgot to scroll :P
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: Enzo on June 25, 2012, 01:37:45 pm
Kind of reminds me of Infiltration style maps like Vector (http://forums.tf2maps.net/showthread.php?t=7088), basically Attack/Defend with an intel required to cap. In fact, the tagline in the Vector teaser image contains the word "DOOMSDAY". And the guy who made it also made Coldfront, so his maps have been picked up before...

I really hope Vector isn't made official. It's kind of broken and unfun most of the time. Surely I'm just wildly speculating.
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: Metalax on June 25, 2012, 04:10:13 pm
If you scroll down and click the bananna, you get the poopyjoe files (http://www.teamfortress.com/pyromania/thepoopyjoefiles/), the first 2 pages of which were what the mini arg over the past week has uncovered.
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: Matz05 on June 25, 2012, 04:20:54 pm
Judging by the legal staff's reactions in the classified part, the world is ending.

I wonder what role our "perfect idiots" are playing?
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: Tyler6498 on June 25, 2012, 07:28:43 pm
I still think Pyro is Poopy Joe, Pyro got items from space in that one comic where the engi asked him if he knew anyone in space and no one truly knows what the Pyro is, monkeys can be very gender neutral.
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: The Scout on June 25, 2012, 08:06:42 pm
Anyone got a Series 20, 21, or 28 crate? Ricky's a bloody extortionist.
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: mr. macduggan on June 25, 2012, 09:01:14 pm
All right, I figured it out on my own eventually. I thought valve had abandoned this style of update- I haven't seen it in a long time. Thanks though. I'm excited for the developments tomorrow!
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: Putnam on June 25, 2012, 09:02:55 pm
All right, I figured it out on my own eventually. I thought valve had abandoned this style of update- I haven't seen it in a long time. Thanks though. I'm excited for the developments tomorrow!

Last time was the F2P update, wasn't it?
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: Ricky on June 25, 2012, 10:05:19 pm
Anyone got a Series 20, 21, or 28 crate? Ricky's a bloody extortionist.

I take offense to that comment
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: The Scout on June 25, 2012, 10:29:24 pm
Anyone got a Series 20, 21, or 28 crate? Ricky's a bloody extortionist.

I take offense to that comment
Haggled the hell out of that deal. I'm happy with it.
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: Mongol13524 on June 25, 2012, 11:17:17 pm
[REDACTED]
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: Putnam on June 25, 2012, 11:26:17 pm
...did Vector leave again? >_>
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: PTTG?? on June 26, 2012, 12:38:01 am
MvM stands for Mann versus Monkey.
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: jester on June 26, 2012, 05:09:21 am
MvM stands for Mann versus Monkey.


Assuming they will put in the monkey as a boss again maybe?
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: miauw62 on June 26, 2012, 10:13:48 am
I think doomsday will be koth with a flag.
At least, thats what i can make up from the description and the screenie at the bottom.
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: Techhead on June 26, 2012, 10:51:30 am
I think it's neutral flag, actually.
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: miauw62 on June 26, 2012, 11:17:23 am
Its better then overpowered pieces of shit.
Still, some actual love for the pyro would have been nice...

Ugh, its such a hard class to play, such a great class, yet valve says fuck this and every server had the pyro hater that says "PAIROZ R GAI CUZ DEM BE EASEH!".
Look me into the eyes and tell me that pyro is easy, and that heavy and engineer are hard. Whenever somebody says that, i want to punch them in the face twenty times. Because they wont change opinion. They never do.
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: Duuvian on June 26, 2012, 11:51:32 am
...Am I the only one disappointed about this turn of events? Really? Space monkeys?

What's it have to do with the Pyro anywho?

Umm... Poopy Joe is an incredibly important personage. Why would Valve have documentation of hearings concerning only him with Senators for Mr. Hale to beat up otherwise?

Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: mr. macduggan on June 26, 2012, 01:06:06 pm
Plus I'd imagine the pyro is going to get some new weapons in this update anyway. The "Process of creating a new weapon" blog post showed a flare gun that we should expect in "an upcoming update."
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: miauw62 on June 26, 2012, 01:12:49 pm
Still.

"pyro update!"

"NEW GAMEMODE UNRELATED TO PYRO DURR DURR DURR"


EDIT:

I THINK that this just appeared!
Look at the countdown screen, there is now a pyro with the scorch shot on it.
I'm not sure, but i think it appeared
http://www.teamfortress.com/pyromania/
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: 10ebbor10 on June 26, 2012, 01:26:11 pm
There's a short 2 page story(link between countdown), but nothing else.
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: Dermonster on June 26, 2012, 01:29:18 pm
Soldier is homeless now :(
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: Matz05 on June 26, 2012, 01:32:56 pm
No, he took the Red Spy's home because he was playing dead.

This can't end well.
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: 10ebbor10 on June 26, 2012, 01:34:38 pm
The screen just changed.

Valve giving us meet the pyro frame by frame?
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: BunnyBob77 on June 26, 2012, 01:34:48 pm
New weapons!
http://www.teamfortress.com/pyromania/cityonfire/ (http://www.teamfortress.com/pyromania/cityonfire/)
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: Enzo on June 26, 2012, 01:35:04 pm
Day 2 JUST went up (http://www.teamfortress.com/pyromania/cityonfire/) as I refreshed the page.

Too slooooow :C
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: jaxy15 on June 26, 2012, 01:39:55 pm
I'm interested in the Soldier's bazooka, the Sniper's rifle, the Scout's pistol and the Scorch Shot. They seem like fun.
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: Putnam on June 26, 2012, 01:40:47 pm
Wow, that scout shotgun looks pretty bad.
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: mattie2009 on June 26, 2012, 01:43:35 pm
Has anyone seen the bottom of the City on Fire page?
Specifically, the picture of the Pyro shooting the scout?

Look at the bottom left corner of that image. We may have hope for ol' asbestos-mask yet.
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: BunnyBob77 on June 26, 2012, 01:44:26 pm
I think the triple shot rocket launcher is the coolest. I'd also probably use the scout pistol, since extra health and no fall damage is pretty cool.
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: Putnam on June 26, 2012, 01:45:42 pm
Has anyone seen the bottom of the City on Fire page?
Specifically, the picture of the Pyro shooting the scout?

Look at the bottom left corner of that image. We may have hope for ol' asbestos-mask yet.

...What do you mean by that? We've known MTP was coming out tomorrow since Monday...
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: mattie2009 on June 26, 2012, 01:46:56 pm
Oh. I think my rustiness with TF2 is showing. I lost interest last year, never really caught up. MtP is a nice surprise for me.
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: Matz05 on June 26, 2012, 01:47:12 pm
Burst-fire rocket launcher? Yes please.

The pistol and scattergun replacements look to be mutually canceling--one PREVENTS FALL DAMAGE and the other is harmed by JUMPING.
The scattergun looks more like a conventional shotgun though--MUCH tighter spread there. If the falloff isn't too bad, it might be good for long-range harassing.
Sniper weapons are cool--seem to encourage lurking in wait for an opportunity followed by a brief rampage.
What does "upscoping" mean? Being kicked out of zoom (temporarily if a certain setting is checked) when firing? That could be a really good thing--you can aim at the next guy while still reloading!

Scorch shot seems like a pretty cool Detonator varient--impact trigger and a concussion warhead rather than the heavy fire damage of the other flares.
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: USEC_OFFICER on June 26, 2012, 01:57:11 pm
None of the new weapons really appeal to me, mostly because I never play sniper, solider or scout. I'd might use Pretty Boy's Pocket Special, mostly because I have ammo issues while using the regular pistol, and some more health could be helpful. Baby Face's Blaster could be useful depending on how quickly boost builds up. It's definitively an ambush weapon though, since you'll only move as fast as a pyro, engineer, sniper or spy while you're not boosted. I not too sure about The Cleaner's Carbine. The Hitman's Heatmaker is definitively going to get a lot of use, since it's basically a straight upgrade for a competent sniper. I'm expecting all the people who complain when you bodyshot them to be using it. The Beggar's Bazooka is like the Cow Mangler 5000's alt-fire, but with much, much more potential for fun.

What does "upscoping" mean? Being kicked out of zoom (temporarily if a certain setting is checked) when firing? That could be a really good thing--you can aim at the next guy while still reloading!

I think that upscoping means that the crosshairs move upwards after each shot. So no upscoping means that your aim won't be ruined, unless I'm understanding this wrong.
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: TherosPherae on June 26, 2012, 02:04:59 pm
Pyromania - where The Sniper and the Scout get some fancy new stuff, the Soldier gets YET ANOTHER primary weapon, and the Pyro gets... a flare gun. Oh, and everyone gets new hats and miscs. Except the Pyro.

If the Pyro doesn't get a flood of new toys tomorrow, Valve, I will be disappoint.
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: Putnam on June 26, 2012, 02:07:48 pm
I'm pretty sure that upscoping is the opposite of downscoping, which means taking your eye from the scope.
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: Matz05 on June 26, 2012, 02:12:29 pm
Yeah, that rifle doesn't look like a bolt-action, does it? I guess the Sniper no longer has to do his "reload" (actually just ejecting a shell) unzoomed, and instead you just have an equal delay between shots. That's actually really great-sounding.

I dunno if your crosshairs move up after firing in TF2, because you leave zoom immediately.
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: The Scout on June 26, 2012, 02:14:20 pm
...Cozy Camper might actually be good for that gun. Like, I'll piss myself when I see a sniper.
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: mr. macduggan on June 26, 2012, 02:22:45 pm
The thing is, all of these weapons are OK from the PERSPECTIVE of a pyro. Scouts more vulnerable to pyro? OK. Soldiers spamming inaccurate rockets that you can reflect 3 at a time? OK. Snipers that don't leave their scope? OK.
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: Matz05 on June 26, 2012, 02:27:03 pm
hmm... true.

Scouts that are fire-vulnerable, stay on the ground more, and slow down after they jump over you.

Snipers that have less panic-close-combat ability and stay in scope more (also means more tasty toasty spies).

Soldiers who shotgun rockets instead of sniping with them.

All very pro-pyro.

EDIT: Oh, and the scout weapon is less of a point-blank face tearer-offer!
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: The Scout on June 26, 2012, 03:25:08 pm
....That shotgun better work on damage, and not just a "hit". I want to run up to a heavy, blast him in the back and run away, not snipe people then run up for easy kills.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Putnam on June 26, 2012, 03:25:55 pm
....That shotgun better work on damage, and not just a "hit". I want to run up to a heavy, blast him in the back and run away, not snipe people then run up for easy kills.


You'd better be using the scattergun for that, then.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Enzo on June 26, 2012, 03:32:45 pm
Omigosh I just realized. The scattergun isn't a present for the scout, it's a present for the spy.

Suddenly my slow-scout disguise is 100% more viable!
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: The Scout on June 26, 2012, 03:37:12 pm
They're all for other classes. Also, why is the soldier painted? Is his weapon model not completely done, or maybe his tin can grenades.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Spinal_Taper on June 26, 2012, 03:40:18 pm
I'm thinking that the Pyro is going to get a bunch of weps tommorow. No way that during the MtP update they'll only give him one wep.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: USEC_OFFICER on June 26, 2012, 06:43:22 pm
They're all for other classes. Also, why is the soldier painted? Is his weapon model not completely done, or maybe his tin can grenades.

I think that Valve is just being fancy and showing off some concept art. He seems to be rendered perfectly fine at the top of the page.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Vherid on June 26, 2012, 07:43:17 pm
I eagerly await the new sniper items. The sniper rifle might give me a reason to use something other then the machinima, and the SMG could possibly be an interesting way to let snipers be more aggressive, it also looks like it could just be complete ass though.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Descan on June 26, 2012, 07:49:17 pm
You use the huntsman, get someone low on health, finish them off with the SMG, mow down everyone.

SMG crits are powerful, man.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Rex_Nex on June 26, 2012, 08:14:56 pm
I feel bad. One of my friends traded me a few items to get me on my feet, but now I cant play anymore. Apparently one of the items (Big Steel Jaw of Summer Fun!) is pretty rare and there's no way for me to give him it back until I purchase TF2 :C
Title: Re: Team Fortress 2: Pyromania Update! Day 1: Doomsday! "Mmm Mmmph!"
Post by: Duke 2.0 on June 26, 2012, 08:19:37 pm
If the Pyro doesn't get a flood of new toys tomorrow, Valve, I will be disappoint.

Medic didn't really get his weapons on his Meet The video until the last day, right? Don't get ahead of yourself, we gots time for some cool stuff.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Karnewarrior on June 26, 2012, 08:23:26 pm
I feel bad. One of my friends traded me a few items to get me on my feet, but now I cant play anymore. Apparently one of the items (Big Steel Jaw of Summer Fun!) is pretty rare and there's no way for me to give him it back until I purchase TF2 :C
It's only about a dollar or so for the cheapest thing in the store, and that'll take the limits off.

Or "splurge" on a key that might net you a neat Strange, which is basically the normal gun with a kill-counter stuck on. Or you could get a hat.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Putnam on June 26, 2012, 09:29:08 pm
You can add a minimum of $5 to the steam wallet.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: TherosPherae on June 26, 2012, 10:35:41 pm
If the Pyro doesn't get a flood of new toys tomorrow, Valve, I will be disappoint.

Medic didn't really get his weapons on his Meet The video until the last day, right? Don't get ahead of yourself, we gots time for some cool stuff.
Yeah, I'm hoping they roll the same way they did with Meet the Medic where all the awesome class-focused stuff shows up on the last day.

On the plus side, I run a little token shop, so this update and the resulting "OMG NEW WEAPONS" panic has resulted in nothing but profit for me.
And before I get swamped with token-buying requests, I'm pretty much sold out until next week when the new-stuff hype has calmed down.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Putnam on June 26, 2012, 10:38:58 pm
If the Pyro doesn't get a flood of new toys tomorrow, Valve, I will be disappoint.

Medic didn't really get his weapons on his Meet The video until the last day, right? Don't get ahead of yourself, we gots time for some cool stuff.
Yeah, I'm hoping they roll the same way they did with Meet the Medic where all the awesome class-focused stuff shows up on the last day.

On the plus side, I run a little token shop, so this update and the resulting "OMG NEW WEAPONS" panic has resulted in nothing but profit for me.
And before I get swamped with token-buying requests, I'm pretty much sold out until next week when the new-stuff hype has calmed down.

That is brilliant economics and a great idea.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: mr. macduggan on June 26, 2012, 10:52:07 pm
I have found tokens to be less and less helpful as each class gets more and more weapons for every slot. Pretty much the best way to make stuff is to use the custom recipes imo.

Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: TherosPherae on June 26, 2012, 11:01:27 pm
Yeah, I'm hoping they roll the same way they did with Meet the Medic where all the awesome class-focused stuff shows up on the last day.

On the plus side, I run a little token shop, so this update and the resulting "OMG NEW WEAPONS" panic has resulted in nothing but profit for me.
And before I get swamped with token-buying requests, I'm pretty much sold out until next week when the new-stuff hype has calmed down.

That is brilliant economics and a great idea.
Yeah, I'm pretty happy with it. It even has a fairly steady income during non-update times because certain melee reskins are only craftable through the token system.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Enzo on June 26, 2012, 11:59:41 pm
You can add a minimum of $5 to the steam wallet.

Yes, but you can buy a stickylauncher for 50 cents, wait for a steam sale, and buy a decent indie game with the remaining wallet funds. I'm not saying TF2 isn't TOTALLY WORTH the 5 bucks, I'm just thinking practically.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: miauw62 on June 27, 2012, 03:59:22 am
Didnt take time to read the stuff between this and my last post.

BUT IM RAGING RIGHT NOW.

THIS IS A PYRO UPDATE.
THE PYRO GETS ONE. SINGLE. WEAPON.
OTHER CLASSES GET 2 WEAPONS.
SERIOUSLY VALVE. WHAT. THE. FLYING. ****?


This annoys me to a great extent. I'm not saying that the new pyro weapon is bad, but you'd expect more things for the pyro in a pyro update. :(

(well, the pyro actually got two things, a new weapon and a shitty scout pistol that allows you to have afterburn kill them if nothing is done about it, if you do it right.)

EDIT:

Oh, and i just noticed that the title above the pyro weapon is "Plus a new toy for the pyro" as if the pyro is the least important thing in this update.
Anyway, i'm going to try to make my epic double-crocket reflect replay into a movie so i dont lose it and i can submit it to the saxxy's.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: 10ebbor10 on June 27, 2012, 04:13:26 am
Well actually, all weapons have a weakness to the pyro.

Scout is slower and stays longer on the ground, sniper remains zoomed in for much longer and the soldier shotguns unaimed rockets, making airblasting easier.

Valve will probably release the real Pyro items tomorrow. If not, I'm going to petition for a scout based update so that I can get some new engineer items.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: miauw62 on June 27, 2012, 04:14:30 am
Thing is, most people will recognize these items as being shit, and thus not use them.
Makes the easy ones easier, but the good players stay good.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Siquo on June 27, 2012, 04:42:10 am
Yep, all new weapons suck. I see no situation in which they could be useful. :(
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Metalax on June 27, 2012, 04:44:24 am
In case people missed it at the bottom of the main pyromania page there has been added a discarded drinks can that links to  http://www.teamfortress.com/pyromania/soldierhome/ (http://www.teamfortress.com/pyromania/soldierhome/), a continuation of the story from the halloween update.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Mongol13524 on June 27, 2012, 05:39:59 am
The weapons are all balanced fairly well, and would be useful in many a situation.

Yep, all new weapons suck. I see no situation in which they could be useful. :(
You've never played or watched competitive, have you?
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Siquo on June 27, 2012, 05:50:47 am
The weapons are all balanced fairly well, and would be useful in many a situation.

Yep, all new weapons suck. I see no situation in which they could be useful. :(
You've never played or watched competitive, have you?
Nope. :D Enlighten me.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Duke 2.0 on June 27, 2012, 06:59:52 am
Didnt take time to read the stuff between this and my last post.
Then you missed us already pointing out that the Medic didn't get anything until the last day of his Meet The video update. There is absolutely no reason to think the Pyro won't get more stuff

 Chill out
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: miauw62 on June 27, 2012, 07:08:46 am
Oh, okay.
Thanks for pointing that out. (again)
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Elu on June 27, 2012, 07:18:54 am
So far the only weapon that seem interesting is the sniper rifle. Assuming you take your time to land headshot, you get the chance to go on a killing spree, although i imagine that as soon as a head vanish the whole group around it start running everywhere...

also is an increase in accuracy(and the "boost") really worth the damage and speed lost?
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: jester on June 27, 2012, 07:25:02 am
The weapons are all balanced fairly well, and would be useful in many a situation.

Yep, all new weapons suck. I see no situation in which they could be useful. :(
You've never played or watched competitive, have you?
Nope. :D Enlighten me.

ok, ill bite.

1:  sollis rocket launcher is potentially a wrecking machine, 3 rockets at once will just brutalize the opposition if used right, in comp anything that lets you oneshot a med is huge.
2: the scout pistol is rather huge if only for the +15% health (does that mean +15 hp or +15%?)  scout in a pros hands is one of the most powerful classes in the game and a good scout will pretty much never let a pyro get into flamethrower range, +15 is a noticeable advantage to a good scout and in comp, any advantage needs to be seized and kicked to death so it cant run away.  The shottie is a little differnt, but the accuracy bonus makes it interesting, not being able to jump with it probably makes it fairly useless for comp, but again, the scout is powerful, depending on how the accuracy bonus vs the damage nerf plays out, it may be a 'sniping' wep.
3. The snipers stuff is differnt, the smg isnt really useful comp, 'mini heavy' style play is generally a waste of a sniper, but it looks like alot of fun for pub, 20 shots in the clip isnt alot, shall be interesting to see how it plays.  I play alot of highlander against some reasonable teams (for my country) and to be a sniper in one of these teams you need to be a freaking beast.  Headshotting sticky jumping demos, h/s scouts from 1m away while they are jumping about, for eg, in my last game I watched our sniper wipe almost 1/2 the enemy team in the time it took him to reload and fire 4 times BANG 'med down' BANG 'solli down' BANG 'scout down'  BANG 'demo down'.  The effectiveness on the focus on this gun will be pretty dependant on if the no unscope thing changes reload times, that can be all that holds some of these guys back when they get on a roll, again, it will really depend on how it is to play with, tbh there are alot of things im unsure about in terms of that gun.

  Pyro flare will depend on if you can rocket jump with it and what sort of damage bonus it gets on burning players, but tbh i think -50% damage is too much to make it more than a toy.

And yeah;  THERE WILL BE MORE WEPS, THERE ALWAYS IS.


Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Siquo on June 27, 2012, 07:36:54 am
ok, ill bite.
Thank you! But... :)

Well, you just approved three weapons. One is just a 15% health increase (and pretty useless as a weapon itself). 15% isn't that much on the class with the least health.
The three rockets... Well, it depends on how they fire. One after the other in close succession? Spread out? Can you strafe with em? A medic that gets blown away by the first arriving rocket might not be hit by the following two.

Only the sniper gun in the hands of a pro sniper is going to be pretty useful, I have to admit.

Also: the pyro thing has knockback and ignites in a radius. It's basically a pyro-rocket-launcher.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: miauw62 on June 27, 2012, 07:47:45 am
That made me think of this (http://wiki.teamfortress.com/wiki/Pyro_(Classic)#Weapons). Thanks Siquo!
The bottom wep.


My community has a very good sniper. Not sure if he can do those crazy headshots.
But jarate.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Vherid on June 27, 2012, 07:48:52 am
3. The snipers stuff is differnt, the smg isnt really useful comp, 'mini heavy' style play is generally a waste of a sniper, but it looks like alot of fun for pub, 20 shots in the clip isnt alot, shall be interesting to see how it plays.  I play alot of highlander against some reasonable teams (for my country) and to be a sniper in one of these teams you need to be a freaking beast.  Headshotting sticky jumping demos, h/s scouts from 1m away while they are jumping about, for eg, in my last game I watched our sniper wipe almost 1/2 the enemy team in the time it took him to reload and fire 4 times BANG 'med down' BANG 'solli down' BANG 'scout down'  BANG 'demo down'.  The effectiveness on the focus on this gun will be pretty dependant on if the no unscope thing changes reload times, that can be all that holds some of these guys back when they get on a roll, again, it will really depend on how it is to play with, tbh there are alot of things im unsure about in terms of that gun.

I agree I didn't like the look of the SMG at all at first, it's usually better to get the croc skin on the back because that will usually save your ass against shitty snipers who get lucky, and numerous other things. But it does look amusing to play every now and then, possibly.  The clip reduction is indeed the least appealing.

But snipers don't reload? I think that if you're a good sniper, it's only gonna make you faster at killing people, faster charges mean faster kills depending on the target, in a production value type of manner, it's really good. The faster you are, would amplify the effectiveness of getting faster charges, which would overall make your killing even faster. Plus you activate it, when the meter is full, you shoot someone and then it activates, staying scoped in and charging faster. This will make it nice for if there's a medic/class combo or some other group of people you want to decimate fast.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: The Scout on June 27, 2012, 12:24:03 pm
...The scout's shotgun is very anti-pyro. Just run backwards while blasting them in the face. You will quickly be able to outrun them.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Dermonster on June 27, 2012, 12:34:51 pm
Countdown: Twenty Minutes.

On an unrelated note, has anyone else have this problem where your really really good upon joining a game for about ten minutes or so but then start to kinda suck?

On a separate unrelated note, anyone have the problem where the game freezes randomly for about a second and a half?
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: The Scout on June 27, 2012, 12:39:06 pm
Yeah, on both. The freezing is my graphics card rendering everything at the start of the match, and the sucking is normally my aim going down the drain.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: 10ebbor10 on June 27, 2012, 12:41:54 pm
It can also be the game temporaly loosing connection with steam, and quickly reestablishing.

My old laptop had a problem with it's graphic card, resulting in some or all textures being replaced by white and purple dots (The missing texture texture) as the game went on. My new laptop does it better though.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Dermonster on June 27, 2012, 12:42:57 pm
Mine is more freezing at thge worst possible times. About to kill a heavy from behind? Freeze and give the medic free 50% uber. Deathmatch with a scout as a scout? I'm dead.

Walking down a random hallway? Freeze and suddenly there's a pyro in my face.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: miauw62 on June 27, 2012, 12:49:11 pm
...The scout's shotgun is very anti-pyro. Just run backwards while blasting them in the face. You will quickly be able to outrun them.
A good pyro wouldnt try to chase scouts anyway...
Try to flame and trap them with your airblast for lots of damage, else shotgun+s+m1
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Dermonster on June 27, 2012, 12:51:38 pm
Right, there's three minutes left. Everyone ready their F5's, and brace for epic.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Bordellimies on June 27, 2012, 12:53:32 pm
(http://gyazo.com/c21fc7cd1f2998df69a1b3b662debd99.png?1340819311)

Feels good man
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: UltraValican on June 27, 2012, 12:53:45 pm
less than minute
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: miauw62 on June 27, 2012, 12:54:14 pm
ITS HERE!


https://www.youtube.com/watch?v=WUhOnX8qt3I , the webpage is overloaded
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Dermonster on June 27, 2012, 12:55:34 pm
I think the site crashed.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Scelly9 on June 27, 2012, 12:56:02 pm
Dammit.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: mattie2009 on June 27, 2012, 12:57:53 pm
One would expect the tsunami of players rushing to watch it would do that.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Teneb on June 27, 2012, 12:58:04 pm
Unable to see anything here. I guess the site can't handle the awesome that must be the video.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: miauw62 on June 27, 2012, 12:58:04 pm
It did.
We are awesome.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Bordellimies on June 27, 2012, 12:58:09 pm
http://www.youtube.com/watch?v=WUhOnX8qt3I&feature=player_embedded

(http://gyazo.com/333be4c68b74a5f52984d6f409ed2108.png?1340819582)



EDIT: Not nearly as awesome as Meet The Spy. But on the other hand, 100 x more funny.

Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Dermonster on June 27, 2012, 12:58:50 pm
My god its perfect
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Ricky on June 27, 2012, 01:01:27 pm
Oh ye gods
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: UltraValican on June 27, 2012, 01:01:52 pm
I almost bust a gut.
This was certainly worth the wait.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: miauw62 on June 27, 2012, 01:02:06 pm
This is horrible, actually.
They made the pyro look all brony-like.
Ugh, now i wont be able to play pyro ever again without "LOL BRONY!".
I'm not a brony hater, but that community should just leave me alone.

Anyway, i'm happy to be the first person to say "ITS HERE!". Feels good man.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Teneb on June 27, 2012, 01:02:52 pm
This is horrible, actually.
They made the pyro look all brony-like.
Ugh, now i wont be able to play pyro ever again without "LOL BRONY!".
I'm not a brony hater, but that community should just leave me alone.

Anyway, i'm happy to be the first person to say "ITS HERE!". Feels good man.
What does bronies have anything to do with that masterpiece of a video?
I loved it, couldn't stop laughing.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Scelly9 on June 27, 2012, 01:03:29 pm
That is wonderful.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Metalax on June 27, 2012, 01:04:01 pm
Well the spy is correct, utter horror lies behind the mask.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: jaxy15 on June 27, 2012, 01:04:28 pm
This is horrible, actually.
They made the pyro look all brony-like.
Ugh, now i wont be able to play pyro ever again without "LOL BRONY!".
I'm not a brony hater, but that community should just leave me alone.
What the fuck does it have to do with bronies? It's based on hallucinogens.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: miauw62 on June 27, 2012, 01:05:05 pm
True, bronies dont have anything to do with it, but the bronies will MAKE it have something to do with it.
I'm just afraid, the pyro is my favorite class.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: mattie2009 on June 27, 2012, 01:05:40 pm
...The first part is amazing, then I died of diabetes. Valve is trying to kill us.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Dermonster on June 27, 2012, 01:06:27 pm
Dammit I want to see the new updates but the site is being flooded :(

(Aka pyromania, the vid I saw on youtube)
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Bordellimies on June 27, 2012, 01:10:02 pm
By the end of the day, we still don't know anything more about they Pyro's identity, but I did chuckle.
Oh, we do. We used to speculate that he was mentally insane. Now we know for certain.
And now we know he isn't an evil man who enjoys the smell of burning flesh and the screams of anguish.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: miauw62 on June 27, 2012, 01:10:40 pm
The pyro stays as mysterious. That makes him so epic.

Well, the last meet the team vid is here.
Thats what you call going out with a bang incineration.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Dermonster on June 27, 2012, 01:11:31 pm
That's not to say it's the last TF2 video.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: miauw62 on June 27, 2012, 01:12:32 pm
I know, but it IS the last meet the team video.
I wonder what the next vid will look like.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: mattie2009 on June 27, 2012, 01:12:59 pm
>talking about the pyro with gender labels
Guys, I hate to break it to you, but we still don't know the gender of the pyro.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Scelly9 on June 27, 2012, 01:13:10 pm
HOLY SHIT. Guys, I got the site to load, they introduced something else as well.
sourcefilmmaker.com
This is gonna be fun.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Metalax on June 27, 2012, 01:13:15 pm
Main thing from this, announcment of http://www.sourcefilmmaker.com/ (http://www.sourcefilmmaker.com/).
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Ricky on June 27, 2012, 01:13:39 pm
I bet those weapons the pyro were using are going to be released. the rainbow blower and the bubbles and the lollipop.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: miauw62 on June 27, 2012, 01:14:26 pm
Source filmmaker could already be (illegally) obtained, it was leaked in a very old version of TF2, and has been used by some people to make TF2 videos, it allows one player to record multiple plays, as if there were 2 players.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Scelly9 on June 27, 2012, 01:15:28 pm
http://www.youtube.com/watch?v=Zri1c_If6Ic&feature=player_embedded

Here's a link to the video.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Blizzlord on June 27, 2012, 01:17:00 pm
This was even better than I expected it to be. Seems it has a bit of the dwarven bay 12 spirit in it after all.  :D
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Dermonster on June 27, 2012, 01:19:31 pm
And yet still no Day 3.

The wait is killing me :(
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Neyvn on June 27, 2012, 01:20:37 pm
>talking about the pyro with gender labels
Guys, I hate to break it to you, but we still don't know the gender of the pyro.
Well, Redscout said "HE's not here is HE?!?!?!?!"
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Teneb on June 27, 2012, 01:21:22 pm
>talking about the pyro with gender labels
Guys, I hate to break it to you, but we still don't know the gender of the pyro.
Well, Redscout said "HE's not here is HE?!?!?!?!"
The scout is probably just referring to the pyro as a he out of convenience.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: 10ebbor10 on June 27, 2012, 01:23:44 pm
And yet still no Day 3.

The wait is killing me :(
Day 2 only appeared half an hour after the deadline. Which probably means around now.

I'm kinda dissapointed though, it all felt so predictable. I was expecting Valve to come up with something more  surprising.

>talking about the pyro with gender labels
Guys, I hate to break it to you, but we still don't know the gender of the pyro.
Well, Redscout said "HE's not here is HE?!?!?!?!"
The scout is probably just referring to the pyro as a he out of convenience.
Jup, it's normal to refer to people as masculine if you don't know.

See: The internet
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Siquo on June 27, 2012, 01:29:30 pm
Oh My God. I just half died laughing from that. This... I ... I never expected this. Wow. (Pyro is still my most played and favourite class)
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: miauw62 on June 27, 2012, 01:30:58 pm
Yeah, pyro ftw!

*broaxe*
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Siquo on June 27, 2012, 01:32:33 pm
*bromailbox*
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: mattie2009 on June 27, 2012, 01:34:59 pm
*broaxtiguisher*
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Metalax on June 27, 2012, 01:37:24 pm
Just as a note.
http://www.adultswim.com/promos/valve/index.html (http://www.adultswim.com/promos/valve/index.html)
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: miauw62 on June 27, 2012, 01:38:42 pm
That would make an awesome wallpaper, two pyros casually bumping their melee's into eachother, one with the mailbox and the other one using the axetinguisher.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: UltraValican on June 27, 2012, 01:41:22 pm
That would make an awesome wallpaper, two pyros casually bumping their melee's into eachother, one with the mailbox and the other one using the axetinguisher.
Replace the mailbox with the Sharpened Volcano Fragment.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Neyvn on June 27, 2012, 01:41:51 pm
That would make an awesome wallpaper, two pyros casually bumping their melee's into eachother, one with the mailbox and the other one using the axetinguisher.
With the Sorce Filmmaker, now you can...
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: 10ebbor10 on June 27, 2012, 01:46:05 pm
According to the blog, the items are delayed because they contain meet the pyro spoilers.

So bubble blower, organ flamethrower and such.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Neyvn on June 27, 2012, 01:46:35 pm
According to the blog, the items are delayed because they contain meet the pyro spoilers.

So bubble blower, organ flamethrower and such.
GOD DAMN NINJA!!!!
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: UltraValican on June 27, 2012, 01:47:24 pm
According to the blog, the items are delayed because they contain meet the pyro spoilers.

So bubble blower, organ flamethrower and such.
Bannana Gun *wink*wink*

Also, I NEED TO KNOW IF THE SOLDIER FOUND A HOME!  :'(
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Aklyon on June 27, 2012, 01:48:15 pm
>talking about the pyro with gender labels
Guys, I hate to break it to you, but we still don't know the gender of the pyro.
Well, Redscout said "HE's not here is HE?!?!?!?!"
Not according to ze subtitles.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: 10ebbor10 on June 27, 2012, 01:48:30 pm
According to the blog, the items are delayed because they contain meet the pyro spoilers.

So bubble blower, organ flamethrower and such.
Bannana Gun *wink*wink*

Also, I NEED TO KNOW IF THE SOLDIER FOUND A HOME!  :'(
He found one, that of the spy.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: miauw62 on June 27, 2012, 01:51:46 pm
I said the wallpaper thing because its nearly possible.

EDIT:

Btw, its been AGES since this thread floated so well.
its nearly a sticky.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Jabberwock on June 27, 2012, 01:53:41 pm
Hey guys, Valve added some new items to their Valve store, one of the being the Balloonicorn, which include a TF2 item code, possibly for a balloonicorn theme hat or misc. http://store.valvesoftware.com/product.php?i=ATF005T (http://store.valvesoftware.com/product.php?i=ATF005T)
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Blizzlord on June 27, 2012, 01:56:15 pm
According to the blog, the items are delayed because they contain meet the pyro spoilers.

So bubble blower, organ flamethrower and such.
Bannana Gun *wink*wink*

Also, I NEED TO KNOW IF THE SOLDIER FOUND A HOME!  :'(
He found one, that of the spy.
Doesn't the soldier live in an apartment with Merasmus the magician?
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Metalax on June 27, 2012, 01:57:10 pm
According to the blog, the items are delayed because they contain meet the pyro spoilers.

So bubble blower, organ flamethrower and such.
Bannana Gun *wink*wink*

Also, I NEED TO KNOW IF THE SOLDIER FOUND A HOME!  :'(
He found one, that of the spy.
Doesn't the soldier live in an apartment with Merasmus the magician?
http://www.teamfortress.com/pyromania/soldierhome/ (http://www.teamfortress.com/pyromania/soldierhome/)
not any more.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Neyvn on June 27, 2012, 01:57:34 pm
GOD DAMN NINJAS!!!!

The Soldier's Home page is accessed via clicking the can on the bottom right of the Pyromania page...
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Metalax on June 27, 2012, 01:58:29 pm
Heh, so many ninjas today.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: mr. macduggan on June 27, 2012, 02:01:15 pm
So I watched the entirety of the Meet the Pyro video at 1/4 speed and 1080p and I'm sad to say that there were very few easter eggs I could see. The only thing that's even close is a strange... formation I found in the clouds in happyland.
(http://content.screencast.com/users/alchemagician/folders/Jing/media/8458fd68-9def-4170-9adc-8919878c8b44/Female%20sign%20in%20Meet%20the%20Pyro.png)
So perhaps the pyro is female after all? There may have been a male sign out there somewhere, but I missed it if there was.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: miauw62 on June 27, 2012, 02:03:10 pm
Nice find!

QUICKLY, POST IT BEFORE SOMEBODY ELSE NOTICES IT.

IN THE NAME OF B12!
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: mr. macduggan on June 27, 2012, 02:03:45 pm
Please do that for me, I have no clue where to post it. For the record, it can be seen at 1:20 in the top right hand corner.
EDIT: it can also be seen at :57 to :59
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Putnam on June 27, 2012, 02:04:08 pm
Reddit. That's where news sites get all their news :P
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: miauw62 on June 27, 2012, 02:04:40 pm
either reddit or the steam forums.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: mr. macduggan on June 27, 2012, 02:05:07 pm
Like I said, it's up for grabs if anybody wants to post it. I don't feel like doing it.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Neyvn on June 27, 2012, 02:06:28 pm
(http://i.imgur.com/DPCV2.jpg)
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Vherid on June 27, 2012, 02:06:57 pm
But that's happy land. Maybe its a guy who wants to be a girl all along.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: mr. macduggan on June 27, 2012, 02:08:08 pm
We're about to hit 600 pages with this thread  :o
Just in time for Meet the Pyro!
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: miauw62 on June 27, 2012, 02:08:49 pm
Meet the pyro CAUSED this thread to EXPLODE.
It gained more pages then the happy thread does in this time, and thats saying ALOT.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: mattie2009 on June 27, 2012, 02:09:23 pm
I sense somebody is cooking creepypasta.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Blizzlord on June 27, 2012, 02:10:24 pm
Spoiler (click to show/hide)
Seems that the author of that was good at walking a mile in others shoes. It actually makes sense now...
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: mr. macduggan on June 27, 2012, 02:11:28 pm
So, what does everybody think about the random pyro peg leg at the end? I mean, there's already a peg leg item for the demoman, so I doubt it's for that purpose...
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: miauw62 on June 27, 2012, 02:12:11 pm
I'm excited for the "hole in chest" item for the soldier.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Bordellimies on June 27, 2012, 02:12:18 pm
(http://i.imgur.com/qeShg.png)
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Neyvn on June 27, 2012, 02:17:21 pm
(http://i.imgur.com/qeShg.png)
Heh, you know as well as I do that the Closecaption thing for Youtube Vids are a load of rubbish...
I mean have a look at this vid...
http://www.youtube.com/watch?v=zhaR9886ijY
Title: Re: Team Fortress 2: Pyromania Update! Day 3: Meet the Pyro! "Mmm Mmmph!"
Post by: Oliolli on June 27, 2012, 02:23:23 pm
Hmm, I'm lucky I hadn't planned on sleeping tonight.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Sonlirain on June 27, 2012, 02:23:54 pm
Dun dun dunnnnn.

Anyway.

Brony Pyro - The landscape seems to be modelled after blizzards secret "unicorn" level rather than FiM. It's WAY too pastel to be based on FiM. But then again blizzards secret level had some homages to FiM so it's not entirely unrelated.

Female Pyro - It's a running joke at this point but there are several hints that he might be female... but personally i just hear a guy under this mask.

Title: Re: Team Fortress 2: Pyromania Update! Day 3: Meet the Pyro! "Mmm Mmmph!"
Post by: miauw62 on June 27, 2012, 02:24:33 pm
I'm going offline, i hope day 3 will be nice.
Title: Re: Team Fortress 2: Pyromania Update! Day 3: Meet the Pyro! "Mmm Mmmph!"
Post by: Blizzlord on June 27, 2012, 02:26:21 pm
Who actually suggest that the Pyro is a brony? It is not fandom when it is downright insanity.
Title: Re: Team Fortress 2: Pyromania Update! Day 2: City on fire! "Mmm Mmmph!"
Post by: Putnam on June 27, 2012, 02:26:50 pm
Spoiler (click to show/hide)
Heh, you know as well as I do that the Closecaption thing for Youtube Vids are a load of rubbish...
I mean have a look at this vid...
http://www.youtube.com/watch?v=zhaR9886ijY

It's not Youtube's caption thing, those are Valve's official captions.
Title: Re: Team Fortress 2: Pyromania Update! Day 3: Meet the Pyro! "Mmm Mmmph!"
Post by: kaenneth on June 27, 2012, 02:29:19 pm
Now I want "Meet the Announcer"

I imagine her with a long cigarette holder. 1950's hairstyle, 'Red' lipstick, 'Blu' mascara. An expression of eternal disapproval.
Title: Re: Team Fortress 2: Pyromania Update! Day 3: Meet the Pyro! "Mmm Mmmph!"
Post by: BunnyBob77 on June 27, 2012, 02:33:04 pm
Now I want "Meet the Announcer"

I imagine her with a long cigarette holder. 1950's hairstyle, 'Red' lipstick, 'Blu' mascara. An expression of eternal disapproval.
I want Meet the Mann, which would introduce Saxton Hale.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Aklyon on June 27, 2012, 02:34:18 pm
I agree with the bunny fighter
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: mr. macduggan on June 27, 2012, 02:37:42 pm
The announcer HAS been shown in various comics though, if you want to see what she looks like.
http://www.google.com/imgres?imgurl=http://tf2wiki.net/w/images/thumb/b/b4/Theannouncer.jpg/200px-Theannouncer.jpg&imgrefurl=http://tf2wiki.net/wiki/Administrator&h=258&w=200&sz=16&tbnid=2gBj0ttl8RqSrM:&tbnh=90&tbnw=70&zoom=1&usg=__ZR5GDNtv2QYsFrKnjVSoefQPZGY=&docid=43rg-59mMtavMM&hl=en&sa=X&ei=NWLrT-aDHISnrQGQ34TKBQ&ved=0CFUQ9QEwAg&dur=384 (http://www.google.com/imgres?imgurl=http://tf2wiki.net/w/images/thumb/b/b4/Theannouncer.jpg/200px-Theannouncer.jpg&imgrefurl=http://tf2wiki.net/wiki/Administrator&h=258&w=200&sz=16&tbnid=2gBj0ttl8RqSrM:&tbnh=90&tbnw=70&zoom=1&usg=__ZR5GDNtv2QYsFrKnjVSoefQPZGY=&docid=43rg-59mMtavMM&hl=en&sa=X&ei=NWLrT-aDHISnrQGQ34TKBQ&ved=0CFUQ9QEwAg&dur=384)
FAKEDIT: OH GOD THE LINK

Title: Re: Team Fortress 2: Pyromania Update! Day 3: Meet the Pyro! "Mmm Mmmph!"
Post by: UltraValican on June 27, 2012, 02:37:59 pm
Who actually suggest that the Pyro is a brony? It is not fandom when it is downright insanity.
2 reasons
1.Because any depiction of unicorn(A concept thats existed for hundreds of years.)= MLP INVASION RUINGING MAH GAME FUCK YOU VALVE IM NOT GIVEN THAT FAT BRONY GABEN ANY MORE MONEY!!!!

2. Apparently, referencing something=liking it.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Sonlirain on June 27, 2012, 02:38:54 pm
Now they will implement the guard dog and make a "meet the" for it 6 years later.
Title: Re: Team Fortress 2: Pyromania Update! Day 3: Meet the Pyro! "Mmm Mmmph!"
Post by: Blizzlord on June 27, 2012, 02:50:58 pm
Who actually suggest that the Pyro is a brony? It is not fandom when it is downright insanity.
2 reasons
1.Because any depiction of unicorn(A concept thats existed for hundreds of years.)= MLP INVASION RUINGING MAH GAME FUCK YOU VALVE IM NOT GIVEN THAT FAT BRONY GABEN ANY MORE MONEY!!!!

2. Apparently, referencing something=liking it.
I never denied that it may be a reference, but I highly doubt the Pyro itself could even watch the show in its mental state.
Title: Re: Team Fortress 2: Pyromania Update! Day 3: Meet the Pyro! "Mmm Mmmph!"
Post by: kaenneth on June 27, 2012, 02:53:23 pm
Now I want "Meet the Announcer"

I imagine her with a long cigarette holder. 1950's hairstyle, 'Red' lipstick, 'Blu' mascara. An expression of eternal disapproval.
I want Meet the Mann, which would introduce Saxton Hale.

Did you notice that "Saxton Hale" is an anagram of "Cave Johnson"?
Title: Re: Team Fortress 2: Pyromania Update! Day 3: Meet the Pyro! "Mmm Mmmph!"
Post by: Scelly9 on June 27, 2012, 02:54:21 pm
Now I want "Meet the Announcer"

I imagine her with a long cigarette holder. 1950's hairstyle, 'Red' lipstick, 'Blu' mascara. An expression of eternal disapproval.
I want Meet the Mann, which would introduce Saxton Hale.

Did you notice that "Saxton Hale" is an anagram of "Cave Johnson"?
There's no x in "Cave Johnson"
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Dermonster on June 27, 2012, 02:55:15 pm
Is it just me or does the RED Engie look a bit worried in one of the frames at the end?
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: BunnyBob77 on June 27, 2012, 03:02:04 pm
Has the day two button always been broken or is that new?
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: 10ebbor10 on June 27, 2012, 03:04:04 pm
Has the day two button always been broken or is that new?
It works for me
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: UltraValican on June 27, 2012, 03:05:53 pm
Has the day two button always been broken or is that new?
It works for me
I think he means the chip in the glass. It LOOKS like a broken propane gaugue.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: BunnyBob77 on June 27, 2012, 03:06:52 pm
Has the day two button always been broken or is that new?
It works for me
I think he means the chip in the glass. It LOOKS like a broken propane gaugue.
Yes, that's what I mean.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Duke 2.0 on June 27, 2012, 03:09:15 pm
 It was always broken. There were some theories on it being significant somehow.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: The Scout on June 27, 2012, 03:10:03 pm
Broken guns.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: kaenneth on June 27, 2012, 03:13:22 pm
Broken guns.

Yep, next update guns will degrade as you use them, but don't worry, repair kits will be available in the Mann Co. store.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: BunnyBob77 on June 27, 2012, 03:16:43 pm
Broken guns.

Yep, next update guns will degrade as you use them, but don't worry, repair kits will be available in the Mann Co. store.
For the low, low price of 9.99!
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Putnam on June 27, 2012, 03:17:23 pm
Come on, Valve isn't that bad.

$8.99.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Matz05 on June 27, 2012, 03:26:27 pm
...that was traumatic. but funny. As they always are.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: GaxkangtheUnbound on June 27, 2012, 03:26:55 pm
Come on, Valve isn't that bad.

$8.99.
When the salt starts flowing, they'll lower it to $8.95.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: BunnyBob77 on June 27, 2012, 03:29:51 pm
Come on, Valve isn't that bad.

$8.99.
When the salt starts flowing, they'll lower it to $8.95.
Every five years they'll have an event where if you solve an ARG and destroy five hats, you can get $1 off.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: mr. macduggan on June 27, 2012, 04:02:08 pm
All right day 3, I'm ready when you are...  :'(
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: 10ebbor10 on June 27, 2012, 04:09:19 pm
All right day 3, I'm ready when you are...  :'(
They are delaying day 3 till they update the game, as of to avoid Meet the pyro spoilers.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Blizzlord on June 27, 2012, 04:13:25 pm
It is starting to turn day 4 here in Europe. Hope they release it on time.
Also, I'm glad I got burned.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Enzo on June 27, 2012, 04:22:31 pm
Meet the Pyro was awesome. That said, if they release the rainbow-thrower and lollipop as Pyro weapons I am going to be made of rage. Dr. Groodborts weapons were bad enough, but at least they kind of fit the retro theme. Although, I guess there's already a candycane melee weapon so the floodgates were opened a long time ago for that kind of thing.

I'm hoping the "spoilers" they're including in the last day are the grenade-slot Baby Bottle misc and maybe the Windup-Pyro backpack. Nothing too-too silly. Also, hole-in-chest soldier misc.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: The Scout on June 27, 2012, 04:24:21 pm
That hole better not be counted in the hit box. I want snipers to shoot team mates through me.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Myroc on June 27, 2012, 04:28:49 pm
It would be funny if the previously mentioned Rainbow Flamethrower, if implemented, only appeared as such to the user... and to everyone else it looks like a spiked, metal monstrosity straight out of some WH40K Ork encampment.

Beyond that, I'm with kinseti. No candyland weapons in my retro-50s TF2.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: kg333 on June 27, 2012, 04:33:17 pm
It would figure that 4chan called this years ago (http://i.imgur.com/DPCV2.jpg).

KG
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: GlyphGryph on June 27, 2012, 04:35:09 pm
It would be funny if the previously mentioned Rainbow Flamethrower, if implemented, only appeared as such to the user... and to everyone else it looks like a spiked, metal monstrosity straight out of some WH40K Ork encampment.
This, heh. So this.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Putnam on June 27, 2012, 04:39:23 pm
Beggar's Bazooka. (http://www.youtube.com/watch?v=36lSzUMBJnc&feature=player_detailpage#t=10s)

Also at 0:33 and 0:41 in this (http://www.youtube.com/watch?v=eQ8duKs2Plw&feature=player_detailpage) video.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: The Scout on June 27, 2012, 04:40:15 pm
Yes. IT'S ALL COMING TOGETHER!
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Ricky on June 27, 2012, 04:59:44 pm
The best of the internet:

(https://i.chzbgr.com/completestore/12/6/27/XJ5cXoD_eUuFL_kHNRPoTw2.gif)
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: mr. macduggan on June 27, 2012, 05:02:13 pm
Well, if it's like previous updates, I think it will be live at 3:30 PM PST. That would be nice!

Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Dermonster on June 27, 2012, 05:09:18 pm
I think that might be in 15 minutes. I'm in Central and bad at time zones.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Putnam on June 27, 2012, 05:10:43 pm
I think that might be in 15 minutes. I'm in Central and bad at time zones.

Yeah. Two hours behind you is Valve's timezone.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: The Scout on June 27, 2012, 05:21:55 pm
...The soldier was holding his heart. What. Did. The. Pyro. Do. Magic Land doesn't explain that.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: mr. macduggan on June 27, 2012, 05:23:02 pm
I think he used the special new knockback flare to punch his heart clean out.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Putnam on June 27, 2012, 05:23:23 pm
...The soldier was holding his heart. What. Did. The. Pyro. Do. Magic Land doesn't explain that.

It appeared more like his intestines. I'd say it's that new flaregun exploding.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Matz05 on June 27, 2012, 05:24:15 pm
Oh, I didn't even notice that... i thought it got vaporized by a flamethrower at point-blank-execution-style or... some kind of shotgunspam with him held still...

Probably a reflected crocket.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: kaenneth on June 27, 2012, 05:35:50 pm
So, the video was made in-game engine, do you think they used a 'Portal' portal effect to make the hole in the soldiers chest go to happyland? or composite it some other way?
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: The Scout on June 27, 2012, 05:45:18 pm
I'm pretty sure that's a heart. Atleast it looks like Valve's hearts. Crocket would've been a bloody mess, shotgun probably wouldn't leave heart intact. But who can see into Valve's mind.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Vherid on June 27, 2012, 06:16:37 pm
Pyro (http://www.youtube.com/watch?v=9oezKKzYpKc)
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Dermonster on June 27, 2012, 06:56:35 pm
This is getting ridiculous.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Putnam on June 27, 2012, 06:58:11 pm
It's only 5:00 PM where they are. The day is still young (to Valve).
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: mr. macduggan on June 27, 2012, 06:59:49 pm
Hey, Valve released Meet the Pyro today. That's on the level of never going to happen that Duke Nukem Forever or Half Life 3 was at. We must be a little bit patient.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: PTTG?? on June 27, 2012, 07:05:30 pm
It is starting to turn day 4 here in Europe. Hope they release it on time.
Also, I'm glad I got burned.

Think of all the things (about the pyro) we learned!
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Aklyon on June 27, 2012, 07:07:36 pm
It is starting to turn day 4 here in Europe. Hope they release it on time.
Also, I'm glad I got burned.

Think of all the things (about the pyro) we learned!
But people already thought the pyro was crazy/on drugs.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Dermonster on June 27, 2012, 07:31:35 pm
It has come and it is glorious.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Metalax on June 27, 2012, 07:32:34 pm
Finally just as I'm heading to bed the day 3 goes live.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: MaximumZero on June 27, 2012, 07:33:02 pm
It has come and it is glorious.
Indeed. In. Deed.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Orangebottle on June 27, 2012, 07:35:28 pm
Oh god, why. Valve, you are killing me!
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Metalax on June 27, 2012, 07:36:27 pm
The Demo looks utterly horrified to be seeing this.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: TherosPherae on June 27, 2012, 07:41:41 pm
And of course Valve's crafting and item servers aren't capable of handling the load.

Well, I did manage to get one shot in at crafting the new Pyro melee weapon. I got a Maul instead.

Oh the irony, it burns.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: mr. macduggan on June 27, 2012, 07:44:59 pm
Do the new flamethrower and axe actually have new stats or are they just pyrovision reskins?
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Enzo on June 27, 2012, 07:46:02 pm
The Demo looks utterly horrified to be seeing this.

Him and me both.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Dermonster on June 27, 2012, 07:46:57 pm
Did the game actually update yet?
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Duke 2.0 on June 27, 2012, 07:50:34 pm
Did the game actually update yet?
Signs point to no
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Metalax on June 27, 2012, 07:52:08 pm
Did the game actually update yet?

Doesn't look like it. Item servers are down which suggests the update might be on it's way out but it could just be from too many people falsestarting for crafting the new items.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: mr. macduggan on June 27, 2012, 07:52:54 pm
Hey Kinseti, don't worry. It appears that you only have to look at the new weapons if you wear the goggles! It just means more pyros will have the stock flamethrower than usual!
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: TherosPherae on June 27, 2012, 07:54:09 pm
And of course Valve's crafting and item servers aren't capable of handling the load.

Well, I did manage to get one shot in at crafting the new Pyro melee weapon. I got a Maul instead.

Oh the irony, it burns.
Did the game actually update yet?
.....dammit.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Dermonster on June 27, 2012, 08:11:53 pm
It's in  the process of updating.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: BunnyBob77 on June 27, 2012, 08:23:52 pm
This is wonderful and hilarious. I am not disappointed.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: The Scout on June 27, 2012, 08:35:44 pm
Update is live!
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Putnam on June 27, 2012, 08:36:24 pm
I'm in game now and I DON'T HAVE ENOUGH REFINED METAL
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: The Scout on June 27, 2012, 08:36:57 pm
Do they actually do anything?
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Teneb on June 27, 2012, 08:39:33 pm
Item servers seem to be down for me. Oh well.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Putnam on June 27, 2012, 08:40:29 pm
They're down for everyone, they're in the process of updating, I do believe.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Neyvn on June 27, 2012, 08:41:54 pm
Looking back at the "City on Fire" update of day 2, The sniper rifle is more my thing tbh. I can't head shot for the life of me, and hey I get "points" for at least helping kill that guy...
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Teneb on June 27, 2012, 08:43:02 pm
They're down for everyone, they're in the process of updating, I do believe.
Your previous post gave me the impression that you were able to access item server. Still can't wait to get some of those weapons.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: The Scout on June 27, 2012, 08:44:04 pm
I do say, that sniper rifle is for people who headshot. Bodyshots reduce the damage by 20%.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Neyvn on June 27, 2012, 08:46:12 pm
I do say, that sniper rifle is for people who headshot. Bodyshots reduce the damage by 20%.
I know that, but at least I have a higher chance of getting more kills due to the Focus ability. While I may not get alot of headshots and mainly body shots, being able to continue firing without unscoping helps...
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Putnam on June 27, 2012, 08:48:27 pm
They're down for everyone, they're in the process of updating, I do believe.
Your previous post gave me the impression that you were able to access item server. Still can't wait to get some of those weapons.

I meant to craft a hat.

Now is the best time to craft hats, because there are new ones.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: kaenneth on June 27, 2012, 08:48:36 pm
Goggles?
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Dermonster on June 27, 2012, 08:49:20 pm
Up for me and I just got a vintage and 2 regular equalizers names as 'The Escape Plan'.


The fuck?
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Nilocy on June 27, 2012, 08:50:00 pm
I don't know if this has been mentioned or not, but does anyone else find it awesome that Valve release the gun that shoots rainbows during pride month : D
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: MaximumZero on June 27, 2012, 08:50:04 pm
Oh the irony, it burns.
Burnssssss...
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Putnam on June 27, 2012, 08:52:44 pm
Up for me and I just got a vintage and 2 regular equalizers names as 'The Escape Plan'.


The fuck?

Look at the patch notes. The Equalizer has been split into two items: The Equalizer, which has increased damage as you lose health, and the Escape Plan, which has increased speed as you lose health.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Dermonster on June 27, 2012, 08:53:40 pm
What.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: The Scout on June 27, 2012, 08:54:04 pm
....Is the old Eqaulizer still in? Is the speed and damage boost bigger now?
Edit: God damnit, they ruined a bunch of guns. Tomislav is useless.
Edit Edit: And made a lot of stuff better. Crusader's Crossbow is looking nice.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Teneb on June 27, 2012, 09:02:04 pm
Phlog and backburner got a nerf. Yes. So much yes.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Putnam on June 27, 2012, 09:02:35 pm
No, backburner's identical. The only flamethrower that got a nerf is the phlog (YES!) and the only one that got a buff is the default (YES!)
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Teneb on June 27, 2012, 09:03:27 pm
No, backburner's identical. The only flamethrower that got a nerf is the phlog (YES!) and the only one that got a buff is the default (YES!)
No, the backburner now deals the same damage as the others. It got nerfed when compared to other flamethrowers.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: The Scout on June 27, 2012, 09:04:52 pm
Degreaser also got a nerf. Afterburn and regular damage are decreased. In comparison.

All those trash items were useful.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Techhead on June 27, 2012, 09:27:40 pm
They're only Red Queen Nerfs (http://en.wikipedia.org/wiki/Red_Queen's_Hypothesis).

I am disappointed at the lack of new pyro weapons compared to other classes.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: USEC_OFFICER on June 27, 2012, 09:28:30 pm
Degreaser also got a nerf. Afterburn and regular damage are decreased. In comparison.

So it didn't actually get a nerf then. It just didn't receive the +10% damage that the flamethrower and phlog got.

Most of the balance changes I can get behind. The Quick-Fix is going to see a lot more use in CTF, since rocket-jumping soldiers and demomen can bring a medic with them deep into the enemy base. Sure, the uber-charge sucks, but you can't complain with a regular source of healing. The Sticky-Jumper and Quickfix could be a deadly combination, since it's a quick work-around to the fact that the Sticky-Jumper prevents you from carrying the intelligence. The medic can carry it around, and still be able to heal you and thus sticky-jump back to base.

EDIT: Also, all of those mysterious items? They're now reduced to ash. Craftable ash. Crafting four (4) ashes together makes one huge pile of ashes that you can use to get one of the new weapons from the update, and a burning crate. However, all of these ashes (along with the crates) will disappear after July 11th or something like that.

EDIT2: FFFFFFFFFFFFF- I have three ashes remaining in my inventory right now. Gah. You can still get ashes from drops.

EDIT3: The Baby Face's Blaster is better than I thought. The boost seems to have no time limit, and is based off of how filled up the boost bar is, not on whether it's full or it. You lose it when you jump, but until then you'll be speeding around like a bullet. Plus with the increased accuracy, it's a snap getting boost. Using the pistol gets you boost as well.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: cameron on June 27, 2012, 09:57:38 pm
Messed around for ten minutes on a 2fort server after crafting the new pyro flare gun thing and the scout pistol, as well as having used the ash and got the scout scattergun.

Initial impressions are
The flare gun thing seems pretty bad, though it might be fun on maps with drops or hazards or maybe it works better when people are using ubers.
The scout pistol didn't really feel that different as I still died pretty fast under fire and even with the slower firing speed it still worked fine for harassing as well as for just gunning unsuspecting people down and finishing.
The new scatter-gun played the most uniquely, how it works is that by doing damage it fills a bar, as the bar fills you run faster, this seems to be a gradual process. Jumping seems to be the only thing which resets the bar, and I found that one good meat-shot will pretty much fill the bar up. The huge decrease in speed after jumping did put a damper in things but it might be balanced against the increased speed in some situations. The decreased spread and damage didn't seem to make a huge difference though it did make partial hits seem a fair bit weaker.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Putnam on June 27, 2012, 10:09:15 pm
So, I decided to play pyro, and I found that all of my kills are now being attributed to my brain slug with me as an assist. (http://www.youtube.com/watch?v=TZrtwvRNss4)
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Vherid on June 27, 2012, 10:16:09 pm
Got the captain's cocktails, and fed-fightin fedora out of the burnt crates, nifty. My friend got a strange rainbowblower.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Dermonster on June 27, 2012, 10:20:23 pm
Guh, I hate crates.

My poverty prevents me from buying keys :(
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: The Scout on June 27, 2012, 10:29:17 pm
Gonna buy some keys. The Crossbow's firing animation is too long, the fast reload is making it alot more effective though. Bot pyro's are being assholes more then ever, airblasting then shotgunning me down.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: mr. macduggan on June 27, 2012, 10:38:10 pm
The rocket launcher is really bad. Once you start loading, you commit to firing all three rockets at a specific time or face death.
This wrecks any kind of aim you could have with the weapon and makes pyro reflecting laughably easy.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Neyvn on June 27, 2012, 10:41:39 pm
Got the captain's cocktails, and fed-fightin fedora out of the burnt crates, nifty. My friend got a strange rainbowblower.
His name better not be Catalyst. Cause if so, I just watched him uncrate the damn thing...

ALSO, the new Taunt for the Rainblower kills through doors...
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Ricky on June 27, 2012, 10:41:52 pm
So it looks like the equalizer has been nerfed in an odd way. there's now two pickaxes, one which one boosts speed, and one that only boosts damage. hm.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Neyvn on June 27, 2012, 10:42:53 pm
So it looks like the equalizer has been nerfed in an odd way. there's now two pickaxes, one which one boosts speed, and one that only boosts damage. hm.
Seems they gave me a Strange Damage Boosting Equalizer...
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Putnam on June 27, 2012, 10:43:21 pm
If you had a strange equalizer, it gave you a strange equalizer and quick escape or w/e.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Rose on June 27, 2012, 10:59:58 pm
Really guys, a true pyro player doesn't need the goggles for pyro vision.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Astral on June 27, 2012, 11:34:32 pm
Really guys, a true pyro player doesn't need the goggles for pyro vision.
Well, duh. The goggles do nothing anyway.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Osmosis Jones on June 27, 2012, 11:34:45 pm
Really guys, a true pyro player doesn't need the goggles for pyro vision.

Heh, if I was Valve, I would have made pyrovision the default for the pyro, at least until the 5th of July, and equipping the pyrovision goggles brings them down to regular.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Enzo on June 27, 2012, 11:46:12 pm
Really guys, a true pyro player doesn't need the goggles for pyro vision.
Well, duh. The goggles do nothing anyway.

I see what you did there.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: mainiac on June 27, 2012, 11:55:01 pm
Love the pyrovision.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Keltiknight on June 28, 2012, 01:07:27 am
Managed to get a cleaner's carbine, the sniper weapon, promptly traded it (Along with a rec) for a rainblower (Or as I usually call it "RAINBOW GUN"). And another scorching crate, and from the total two scorching crates I got, I got a diffler's duffel scout misc, and a liquidator's lid for the sniper. Due to my low graphics settings (A ram chip died I believe, need to check that out at some point.) the glasses on the lid are worn OVER the sniper's default glasses, either that, or odd shenanigans from Valve.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: mainiac on June 28, 2012, 01:09:48 am
The new rocket launcher does serve a purpose, it's pretty darn effective at taking out level 3 sentries.  Especially if used in pairs it can deal damage in such rapid secession that it's hard to repair and/or keep from dying.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: Orangebottle on June 28, 2012, 01:33:51 am
Really guys, a true pyro player doesn't need the goggles for pyro vision.
Well, duh. The goggles do nothing anyway.

I see what you did there.
No you don't. You need to put your goggles on first.


The new rocket launcher does serve a purpose, it's pretty darn effective at taking out level 3 sentries.  Especially if used in pairs it can deal damage in such rapid secession that it's hard to repair and/or keep from dying.
Actually, it's horrible at rocket-sniping sentries. The spread is too large. If you're right up next to the thing it might make a difference. The new rocket launcher is most useful at close range, because the spread won't matter and the spammed rockets will do a load of damage.

In other news, I'm loving the hitman's heatmaker. I find that I'm a lot better at sniping with it, for some odd reason. The focus bonus kicks ass for anyone, bodyshotters included.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: mainiac on June 28, 2012, 02:17:20 am
Range sniping was something that you could already do fairly trivially.  The new rocket launcher allows you to corner snipe sentries though and the spread is manageable at a surprisingly large distance.
Title: Re: Team Fortress 2: Pyromania Update! Day 2½: Meet the Pyro! "Mmm Mmmph!"
Post by: LASD on June 28, 2012, 02:41:53 am
So, I decided to play pyro, and I found that all of my kills are now being attributed to my brain slug with me as an assist. (http://www.youtube.com/watch?v=TZrtwvRNss4)
Oh man, that's amazing! And that will definitely work with a name tag too. Wonder what happens with non-solo kills, though.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: jaxy15 on June 28, 2012, 02:56:11 am
So, I decided to play pyro, and I found that all of my kills are now being attributed to my brain slug with me as an assist. (http://www.youtube.com/watch?v=TZrtwvRNss4)
I'm pretty sure I saw the same with an alien swarm parasite.

EDIT: Yep, it does the same with the alien swarm parasite.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Jackrabbit on June 28, 2012, 04:10:07 am
They nerfed the sticky jumper? THEY NERFED THE STICKY JUMPER?

Fuck it, game over, everyone go home. Valve has irreparably broken the game.

I loved that cheesy OP gun. I almost feel like crying.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: miauw62 on June 28, 2012, 04:12:32 am
They nerfed the backburner.

I can die in peace now.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Siquo on June 28, 2012, 04:29:02 am
I'm... actually okay with the "nerfs". Too bad about the degreaser, though, but everyone and their cousin was using it (which is usually a sign that it needed to be nerfed). Same thing goes for the Equalizer, everyone has it.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Enzo on June 28, 2012, 04:35:41 am
They nerfed the sticky jumper? THEY NERFED THE STICKY JUMPER?

Wait what did they do. I thought they just changed the sound effect? I haven't tried it yet.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Duuvian on June 28, 2012, 04:51:27 am
So, since there has been a postsplosion in this thread; and I read it here and can't find it after a few tries... what's the process to utilizing the ash? I checked the TF2 wiki but I might have done it wrong. Send me a pm if it negatively effects your mannconomy plot to have the general public know about it and I won't post it here if you don't want me to; or else I risk my ever so valuable forums honor.

EDIT: I'll re-read the last 5 or 10 pages again if I have to but I've missed what I saw the first time I went through twice now.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Blizzlord on June 28, 2012, 04:59:41 am
So, since there has been a postsplosion in this thread; and I read it here and can't find it after a few tries... what's the process to utilizing the ash? I checked the TF2 wiki but I might have done it wrong. Send me a pm if it negatively effects your mannconomy plot to have the general public know about it and I won't post it here if you don't want me to; or else I risk my ever so valuable forums honor.

EDIT: I'll re-read the last 5 or 10 pages again if I have to but I've missed what I saw the first time I went through twice now.
You craft 4 of them into a crate.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Metalax on June 28, 2012, 05:01:44 am
The charred items can be crafted together 4 at a time on the last tab of the craft screen. the pile of ash produced is then used and produces a scorched crate, an item from this update or an item + crate.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Duuvian on June 28, 2012, 05:04:01 am
So, since there has been a postsplosion in this thread; and I read it here and can't find it after a few tries... what's the process to utilizing the ash? I checked the TF2 wiki but I might have done it wrong. Send me a pm if it negatively effects your mannconomy plot to have the general public know about it and I won't post it here if you don't want me to; or else I risk my ever so valuable forums honor.

EDIT: I'll re-read the last 5 or 10 pages again if I have to but I've missed what I saw the first time I went through twice now.
You craft 4 of them into a crate.

Ahh, alright I knew that and have done that. You mean the pile of ash is a crate; or I need 3 more of those pile of ash combines after I've already combined the the first 4?

The charred items can be crafted together 4 at a time on the last tab of the craft screen. the pile of ash produced is then used and produces a scorched crate, an item from this update or an item + crate.

Hey Metalax, thanks! I have a Pile of Ash. How do I make that into a crate for instance?

EDIT: I have a feeling I'm being dumb and don't know how to use TF2 items. I shall figure it out. Thanks for what info you've given me already as it's probably all I need.

EDIT2: Click da button

Yep, I was being dumb, thanks again
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: miauw62 on June 28, 2012, 06:33:22 am
Craft 4 "roasted X" items into one "pile of ash", then go in your backpack, select the "pile of ash" and click "use"
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Duuvian on June 28, 2012, 07:11:36 am
Hehe yeah, I was like.. uh do I need four more of these? But anyways thank you B12 and you're welcome future readers.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Jackrabbit on June 28, 2012, 07:31:07 am
They nerfed the sticky jumper? THEY NERFED THE STICKY JUMPER?

Wait what did they do. I thought they just changed the sound effect? I haven't tried it yet.

You can't pick up the Intelligence whilst using it. To be entirely serious, it's fair enough; any reasonably good player could fly across most maps, grab the intel and fly back in literally two minutes and if you're rolling with a few people with the same loadout who work well together there's not a lot the other team can do.

To be entirely less serious fuck them and their big fat stupid game designer faces.

e: man, I haven't played the game in a while. They actually nerfed it way back on the 31st of last month, so there you go. I'm still frothing violently at the mouth.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: miauw62 on June 28, 2012, 07:51:15 am
quick-fix medics can rocket/stick-jump along with their healing targets now, so you could simply take a quick-fix medic with you.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Sonlirain on June 28, 2012, 07:51:32 am
So wait... you use the roasted items that drop... and make a crate out of them?
And of course the crate needs a key right?

Oh valve you effing troll.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Siquo on June 28, 2012, 07:54:19 am
quick-fix medics can rocket/stick-jump along with their healing targets now, so you could simply take a quick-fix medic with you.
This is going to be so OP.

However, it also means that if you time it right, you can make a medic fall off the map while staying alive. Trolling medics... yeah!  8)
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: jaxy15 on June 28, 2012, 08:00:06 am
I just crafted the rainblower. The taunt is pretty awesome.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Duuvian on June 28, 2012, 08:16:33 am
So wait... you use the roasted items that drop... and make a crate out of them?
And of course the crate needs a key right?

Oh valve you effing troll.

I think you can make one of the new weapons out of it too.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Duke 2.0 on June 28, 2012, 08:26:39 am
 There is a pretty high drop rate of all the new stuff from it. If they didn't have a crate with every one it would be just fine to everyone. At least this way people who want stranges don't have to go through a different crate system.

 And due to my foresight, I was able to craft all the new equipment. Hurah!
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: miauw62 on June 28, 2012, 08:44:17 am
the shotgun still rocks all, tough.

EDIT:
Btw, anybody already in the SFM beta?
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Blizzlord on June 28, 2012, 09:58:32 am
IDK if anybody has gotten access to it yet, but you might be able to get your hands on the one pieced together by the community using TF2 beta files.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Carcanken on June 28, 2012, 12:04:18 pm
Can anyone else connect to the loadout servers? Just randomly in the middle of a game, I couldnt. :(

I tried going to another server, and another, but that didnt fix anything.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Rose on June 28, 2012, 12:42:45 pm
I tried connecting to them from the main menu, wasn't able to.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Mongol13524 on June 28, 2012, 01:15:59 pm
Yeah, item server's going down periodically. Happened to me in a lobby, but I was playing demo so it didn't much matter :D.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Descan on June 28, 2012, 02:13:13 pm
If anyone has a scorched crate they don't want, or 3 scorched remains, send me a PM. Only need one :3
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Carcanken on June 28, 2012, 02:30:38 pm
Speaking of scorched crates, how do i make one?  ;)
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: jaxy15 on June 28, 2012, 02:43:23 pm
Speaking of scorched crates, how do i make one?  ;)
When you find an item that is NOT a crate, you will also find a burned item, like a burned cheese wheel or banana peel. Craft 4 of any burned item together and you get a pile of ash. Use the pile of ash and you get a scorched crate.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Knirisk on June 28, 2012, 02:55:05 pm
Incidentally, the damaged capacitor never turned to ash, so I'm curious as to what's up with that.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Dermonster on June 28, 2012, 02:55:05 pm
Or a pyromania item.

I got a crate and the sniper.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: USEC_OFFICER on June 28, 2012, 03:07:15 pm
I'm... actually okay with the "nerfs". Too bad about the degreaser, though, but everyone and their cousin was using it (which is usually a sign that it needed to be nerfed).

Actually if you read the release notes you'll realize that the Degreaser hasn't changed at all. The pyro's original flamethrower got buffed by 10% this update, but not the Degreaser. The only thing that has been changed about it is the text that says -10% damage.

They nerfed the backburner.

I can die in peace now.

I'd keep on living if I was you. The Backburner hasn't been touched either.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Matz05 on June 28, 2012, 04:02:27 pm
Well, I think they buffed all the flamers except the Degreaser and Phlog, and nerfed the Backburner and Phlog, so it is Flamer+ Rainbow+ Backburner0 Degreaser0 Phlog -

0 is evening out, - is nerf, + is buff.

Edit... something's wrong with that logic I think... never mind
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Enzo on June 28, 2012, 04:28:01 pm
No, you're right, mostly. Vanilla flamer got a damage boost, Degreaser and Backburner stayed the same (but were nerfed relative to the vanilla), Phlog got the increased damage (it's still -10%, but it's -10% from the increased value), but it also got a nerf (decreased taunt damage resistance).

IT'S SIMPLE.

Also, someone sell me that new Spy shirt. Anyone. I needs it.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Sonlirain on June 28, 2012, 05:13:27 pm
Hah i was almost sure the trolls at valve decided to nerf pyro for the Pyro "update".
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: PTTG?? on June 28, 2012, 07:45:32 pm
Pyros got an entire additional fantasy land. I'd hardly call that a nerf.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Orangebottle on June 28, 2012, 07:51:36 pm
Well whaddayaknow. Went out of tf2 to get my robot chicken hat, and suddenly there's ANOTHER update!
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: MaximumZero on June 28, 2012, 08:00:20 pm
Pyros got an entire additional fantasy land. I'd hardly call that a nerf.
I want to play in PyroVision.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Vherid on June 28, 2012, 08:13:18 pm
Gabe has granted me the luck of the gods today.

So yesterday I had gotten the spy pimp hat, the soldier's cocktail cans, scout fed fightin fedora, made my hitman rifle which took forever trying to get a bazaar off a friend, and i needed one bushwacka from a friend to make the carbine. About to get the last bushwacka, and my electrical company cuts my power in the middle of trade. I wasn't happy.

I get on today, first thing I unlock, is a bazaar, which took forever to get yesterday but now I didn't need, so now the game was trolling me, fantastic. I opened a crate and got a engineer plan tube, didn't like, crafted it and heavy knot head piece into a pyro reindeer head. Didn't like that either, so I crafted that and my proof of purchase and I got that pyro firefighters helm, awesome. I craft the new scout shotty, nice. I get in the game again, I randomly get a hitman rifle, of course, more trolling, but then I got enough ash to make an ash pile. So I open the ashpile, I get a scorched shot AS WELL as a crate. Happy day. Item servers finally working I made my carbine. I open up the crate, got a strange rainblower, I also randomly found a teddy rosebelt. I was already shitting my pants at the luck I was getting today. Item servers go down and small patch is applied, and guess what I also get.

I got dat source filmmaker beta.

Pants were shit beyond belief.

Best night in a long time.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: The Scout on June 28, 2012, 08:18:14 pm
I got dat source filmmaker beta.
Jealous. Jealous beyond belief.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Orangebottle on June 28, 2012, 10:02:00 pm
Guys, I have had a lucky day today.

First off, I spycrabbed(basically, gambling in tf2 using the chance of doing the spycrab taunt instead of the normal cigarette taunt)for hats, and won twice, swiping two hats.

Then, as I disconnected from the server i was on, I found the Hat with No Name.
Also, my robot chicken hat came in today.


Really guys, a true pyro player doesn't need the goggles for pyro vision.
Well, duh. The goggles do nothing anyway.

I see what you did there.
No you don't. You need to put your goggles on first.


The new rocket launcher does serve a purpose, it's pretty darn effective at taking out level 3 sentries.  Especially if used in pairs it can deal damage in such rapid secession that it's hard to repair and/or keep from dying.
Actually, it's horrible at rocket-sniping sentries. The spread is too large. If you're right up next to the thing it might make a difference. The new rocket launcher is most useful at close range, because the spread won't matter and the spammed rockets will do a load of damage.

In other news, I'm loving the hitman's heatmaker. I find that I'm a lot better at sniping with it, for some odd reason. The focus bonus kicks ass for anyone, bodyshotters included.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Elu on June 30, 2012, 12:43:22 pm
The new rocket launcher does serve a purpose, it's pretty darn effective at taking out level 3 sentries.  Especially if used in pairs it can deal damage in such rapid secession that it's hard to repair and/or keep from dying.
Actually, it's horrible at rocket-sniping sentries. The spread is too large. If you're right up next to the thing it might make a difference. The new rocket launcher is most useful at close range, because the spread won't matter and the spammed rockets will do a load of damage.

In other news, I'm loving the hitman's heatmaker. I find that I'm a lot better at sniping with it, for some odd reason. The focus bonus kicks ass for anyone, bodyshotters included.

The new rocket launcher is more of a rocket shotgun... in close quarters like tunnels it's "let's see if there's something behind this cor-"
"peekaBOOM!" whole zone cleared. If the enemy have some more to maneuver however, the spread is really crippling... but hey, that's why your DH buddy is here right?

As for the "headroller", I too noticed i get far more headshots, some strange kind of placebo effect? :P
And the focus is both awesome and annoying. Awesome because if you manage to hit consistently you can remain in focus for indefinite time, annoying because as soon as i activate it my position is swarmed with missile(damn tracers)...

Other weapons i tried is the scout pistol(can't see the bonus, but i don't play scout) and the rainblower, which gave me only a nice taunt and bleeding eyes...
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Jackrabbit on July 01, 2012, 12:40:49 am
I traded away my Beggar's Bazooka for a rec and three weapons. Just really, really didn't like it at all. Didn't suit me or how I play soldier in any way, shape or form. I know it works for some and to be honest it's not a bad weapon. I've never met a weapon I didn't have fun with for at least a little while. But I'm standing firmly behind Pendact on this one and it's the reason I never end up using the Liberty Launcher either. Reloading all the damn time is the least fun part about playing as a Soldier, and dying in one hit is the least fun part about fighting one. Let’s not exacerbate either. (http://www.pentadact.com/2008-05-31-team-fortress-2-unlockable-ideas/)
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Osmosis Jones on July 01, 2012, 01:32:36 am
Reloading all the damn time is the least fun part about playing as a Soldier, and dying in one hit is the least fun part about fighting one. Let’s not exacerbate either. (http://www.pentadact.com/2008-05-31-team-fortress-2-unlockable-ideas/)

Considering that link is from 2008, it's impressive how many of his ideas were implemented in one form or the other...
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Jackrabbit on July 01, 2012, 01:49:57 am
He got a unique version of the Equalizer cause Valve admitted to taking the idea from him and another guy. Wonder if it stayed between updates?
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Putnam on July 01, 2012, 01:52:21 am
He has a shitload of community items, actually
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: SHAD0Wdump on July 02, 2012, 02:49:57 am
So this showed up on the steam forums... (http://www.youtube.com/watch?v=iz_dj4u6pGA)
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Jackrabbit on July 02, 2012, 03:05:39 am
I have not physically burst out laughing till it hurt for a longass time. That was amazing.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: miauw62 on July 02, 2012, 12:40:14 pm
They nerfed the backburner.

I can die in peace now.

I'd keep on living if I was you. The Backburner hasn't been touched either.

yeah,  but now i wont die if i get w+m1'd by a random f2p-just-played-1-day-pyro (when playing as pyro myself).
PLUS, they will do less w+m1 because they dont have the psychological effect of the +10% damage anymore.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Orangebottle on July 02, 2012, 12:55:51 pm
So this showed up on the steam forums... (http://www.youtube.com/watch?v=iz_dj4u6pGA)
Oh god, scout.

I died of laughter when he hit the bullet out of heavy's hand.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Dermonster on July 02, 2012, 01:01:43 pm
I never really got the stigmata against F2P people.

Explanation?
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: miauw62 on July 02, 2012, 01:04:51 pm
I never really got the stigmata against F2P people.

Explanation?

Meh, many of them use overpowered weapons, or are just very bad players in general. (dont talk, dont listen to teammates, do things absolutely wrong...)
Note my use of many, not all of them are bad.

Tough voicechat is pretty good in influencing people.


EDIT:
Btw, in that 2008 post, he forgot that the grenade launcher has a very long reload. And that every class has 3 weapons.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Dermonster on July 02, 2012, 01:15:42 pm
I fail to see how willingness to shell out a few bucks make any difference in play style.

(EX: Paid to play)
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Putnam on July 02, 2012, 01:18:46 pm
It's not so much the f2p issue as the free weekend type thing.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Blizzlord on July 02, 2012, 02:00:47 pm
The grudge usually stems from the fact that the Über update made the average player less skilled as there were more bad players who incidentally were F2P.

Also, F2P's don't get hats. Nobody likes the "poor and Irish."
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Duke 2.0 on July 02, 2012, 02:17:30 pm
 Every group has a subset of loudmouths that take some joy/comfort in being exclusive and badmouthing any new demographics trying to enter their thing. That is pretty much the whole of it. The only people affected by a bunch of new players making the game too easy are people playing on valve servers. If you were playing on such servers before the Uber update then they are not in a position to talk much smack.

 My buddy just finished a 72 hour mapping contest. (http://forums.tf2maps.net/showthread.php?t=19585)

 And lots of gems (http://www.youtube.com/watch?v=1YrrAroK6bI&list=UUNk_MNVZ628tyWmi6uP55dg&index=1&feature=plcp) being produced by (http://www.youtube.com/watch?feature=player_embedded&v=K0eWy2XAJq0) the source filmmaker. (http://www.youtube.com/watch?feature=player_embedded&v=DW7D6r1S6W8)
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: DJ on July 02, 2012, 05:08:25 pm
Also, F2P's don't get hats. Nobody likes the "poor and Irish."
Don't be like that man, I have a ghastly gibus :'(
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Putnam on July 02, 2012, 05:10:16 pm
The gibus, alien swarm parasite and pyrovision goggles all count as -1 hats each until you get a real one :P
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Strangething on July 02, 2012, 08:17:46 pm
The gibus, alien swarm parasite and pyrovision goggles all count as -1 hats each until you get a real one :P

Don't forget the Spiral Sallet. I guess we can add the Robot Chicken hat to the list, too.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Enzo on July 02, 2012, 08:22:17 pm
I give the Spiral hat a pass because:
1) I never see people wearing it.
2) It's actually pretty cool looking.

Gibus's (Gibi?) are like wearing a shirt that says "it's my first day", though.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: The Scout on July 02, 2012, 08:54:44 pm
I wear it sometimes. Causes many people to rage when I turn out to be competent.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Duuvian on July 02, 2012, 09:36:10 pm
I wear it sometimes. Causes many people to rage when I turn out to be competent.

Also I like tophats. I'd wear one once in a rare while at a formal occasion if I feel I've earned it.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Orangebottle on July 03, 2012, 12:20:26 am
The Sallet is the only decent demoknight hat. I give that one a free pass.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Putnam on July 03, 2012, 12:22:28 am
Are you suggesting that the glengarry bonnet is not an awesome hat for demoknighting? It reminds me quite a bit of Jack Churchill.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: miauw62 on July 03, 2012, 01:59:31 am
My gibus is ghastlierest.
AKA, its like a gibus²

But i dont wear it, i dont really like it.

Gibus's (Gibi?) are like wearing a shirt that says "it's my first day", though.

Also, this.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Siquo on July 03, 2012, 04:16:19 am
... I like it...  >:(
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: miauw62 on July 03, 2012, 04:38:38 am
Thats just subjective, if you like it, fine, but i dont.
The extreme commonness really makes it look like you're a noob if you wear it tough (and that sucks, else it would be a pretty nice hat)
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: The Scout on July 03, 2012, 04:43:51 am
Thats just subjective, if you like it, fine, but i dont.
The extreme commonness really makes it look like you're a noob if you wear it tough (and that sucks, else it would be a pretty nice hat)
Just makes everyone easy kills.
Also, Beggar's Bazooka, you say? King of the Hill, you say? Buff Banner, you say? Hide in your spawn. Same with Kritz medics.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: miauw62 on July 03, 2012, 05:04:11 am
Crit rockets in the vents you say?
S + M2 = <3
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: The Scout on July 03, 2012, 05:55:08 am
http://forums.steampowered.com/forums/showthread.php?t=2677458 (http://forums.steampowered.com/forums/showthread.php?t=2677458)
Horde mode map. Hard as fuck. I've only made it three minutes without any buffs as soldier, and that's because I mostly avoided them.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Siquo on July 03, 2012, 10:11:32 am
makes it look like you're a noob if you wear it tough (and that sucks, else it would be a pretty nice hat)
That is an added bonus. Nothing like imagining their faces if they get their asses kicked/stabbed/clubbed/mauled/burned by a "noob" :)
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Duke 2.0 on July 03, 2012, 10:16:23 am
 My spy always rocks a Gibus and camera beard for maximum rage when people are stabbed
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: miauw62 on July 03, 2012, 10:51:28 am
Hm, still, i have nicer hats for most classes.
(class-specific hat or australium gold mann co cap)
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Metalax on July 03, 2012, 07:35:43 pm
My spy has been wearing my Vintage Noble Amassment of Hats ever since it first dropped for me as my first hat drop. I always liked the gibus on the demo, made him look like a mad tramp trying to bottle everyone in sight.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Strangething on July 03, 2012, 07:41:29 pm
My spy wears a gibus, so my teammates are not surprised that I am totally incompetent at that class.  :P
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Dermonster on July 03, 2012, 07:46:14 pm
Quick question, whats your class with your highest point count? (That bar you see tyo the left on some loading screens.)

Mine is Engineer with 107, and I have no idea how that happened.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: The Scout on July 03, 2012, 07:48:02 pm
My Spy wears A Fancy Fedora, The Summer Shades, and the License to Maim to show I will shoot everyone to death. SECRET AGENT MAN!
44 as demoman, with 44 kills.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Putnam on July 03, 2012, 07:53:36 pm
I don't really pay attention. All I know is that I play a mean spy on Badwater, Frontier, and Gravelpit.

(Spy is undoubtably the most reliant class on map design due to the constant need that spies have for ammo)
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Descan on July 03, 2012, 07:57:45 pm
I'm usually good at spy. But oddly enough, with ~50 points, Heavy is my highest points-in-a-life. I'm not entirely sure.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Osmosis Jones on July 03, 2012, 08:15:41 pm
52 with Pyro, followed by 48 with Heavy.

Pyro was thanks in large part to a pocket medic. Luck of the draw gave me a pretty lacklustre team on the pub that time, so I was making a lot of pushes to try and stave off the inevitable. A skilled medic joined then, took one luck at me as the only player with any points, and pocketed me. We promptly went on an out and out rampage and managed to roll the entire enemy team several times over. Also <3 random crits.

Heavy was a magic round on the 3rd stage of Dustbowl, way back when. Equal parts a good floating team medic, well placed dispensers, and people forgetting to look in the little health room above the windy corridor between the first and last cap.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: The Scout on July 03, 2012, 08:18:04 pm
The demoman was me using air stickies and blasting people in the face with the Grenade Launcher.
775 kills on my Strange Stickybomb Launcher. Named the Sticky Situation.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Teneb on July 03, 2012, 09:43:44 pm
Highest score on a single life was 90-ish with spy. It was on pl_upwards, I think. That is what happens when the enemy doesn't spycheck.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: TherosPherae on July 03, 2012, 10:14:46 pm
Quick question, whats your class with your highest point count?
Demoman with 183.

I blame trade servers.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: miauw62 on July 04, 2012, 02:46:08 am
Quick question, whats your class with your highest point count? (That bar you see tyo the left on some loading screens.)

A scout with 76.
On the left side it says that that came from 47 CAPTURES. Wich is really, really weird.
And its probaly on a legit server, as i never go in achievement servers, and trade servers dont have capturable points (not that i visit them regularly)
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Osmosis Jones on July 04, 2012, 03:15:02 am
A scout with 76.
On the left side it says that that came from 47 CAPTURES. Wich is really, really weird.
And its probaly on a legit server, as i never go in achievement servers, and trade servers dont have capturable points (not that i visit them regularly)

So... either endless 2fort, or a long payload race?
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: miauw62 on July 04, 2012, 03:16:29 am
I dont know, a capture counts when you pass a point, and i nearly never play custom maps.
The i dont know is the most important part there tough, since i have not a single idea how it happened.


Also, on an endless 2fort, i would probably have been raped by sentries 1001 times before i even got CLOSE to 47 captures.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Osmosis Jones on July 04, 2012, 03:30:59 am
I dont know, a capture counts when you pass a point, and i nearly never play custom maps.
The i dont know is the most important part there tough, since i have not a single idea how it happened.


Also, on an endless 2fort, i would probably have been raped by sentries 1001 times before i even got CLOSE to 47 captures.

Captures tick over every 10s of pushing the cart, not just when you hit a point.  (http://wiki.teamfortress.com/wiki/Score)

As for the 2fort, I dunno, maybe you played on a nooby server :P
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: miauw62 on July 04, 2012, 03:43:14 am
Ooh, then it will prob have been a payload :P
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: LASD on July 04, 2012, 03:48:20 am
Quick question, whats your class with your highest point count? (That bar you see tyo the left on some loading screens.)

Mine is Engineer with 107, and I have no idea how that happened.

Best is 51 on Spy, soon after they implemented the "Start playing now"-button, which seemed to translate to "Please put me in a game with lots of new players". I finally felt like a real Spy, invisible and invincible.

I also have 48 or so on Heavy by pushing the cart almost all the way from start to finish on Badwater and killing everything that tried to stop the progress. This was on a "real" server.

For the longest time my best score on Scout was like 15 points even though it's my most played class. I guess I played a bit too aggressive.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Sonlirain on July 04, 2012, 05:10:25 am
38 on heavy. Got ubered by a medic and managed to break a hopeless stalemate at the last cap point.


Also in the news:

Does the Third Degree (Pyro Axe) have ANY downsides compared to the basic  axe?
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Metalax on July 04, 2012, 05:20:13 am
No, same damage/attack speed. It's only downside is that it is not an axtinguisher.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: DJ on July 04, 2012, 05:54:21 am
61 with soldier. 5gorge, fast respawn. The enemy as down to their last point, and they were desperately trying to cap a 2nd one. So an uninterrupted stream of enemies just kept going through the central door, and I just kept rocketing them. Since I was using Black Box and hitting at least 3 enemies with each rocket, they never even came close to killing me.

Anyway, I've noticed some fairly experienced players (they have hats and everything) are using the vanilla sticky launcher. Am I missing something here? Because to me Scottish Resistance looks like a straight upgrade.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Siquo on July 04, 2012, 06:21:05 am
Anyway, I've noticed some fairly experienced players (they have hats and everything) are using the vanilla sticky launcher. Am I missing something here? Because to me Scottish Resistance looks like a straight upgrade.
Nope, SR stickies take a bit longer to "arm", and being able to detonate without having to look at the sticky can be handy as well. I'm switching between both atm, and SR does require a slightly different playstyle.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Mongol13524 on July 04, 2012, 06:48:46 am
Anyway, I've noticed some fairly experienced players (they have hats and everything) are using the vanilla sticky launcher. Am I missing something here? Because to me Scottish Resistance looks like a straight upgrade.
Are you joking?
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Sonlirain on July 04, 2012, 06:52:44 am
SR is a clear upgrade when you have at least several seconds to prepare for the enemy (most likely defense) and have to block off several paths at once.
However it fails in a direct firefight due to the longer arm time, and having to look at the stickies to detonate them can cause additional delay that might be the differeence between blowing up a scout and not hitting anything with them.

Then again you still have the grenade launcher.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Jackrabbit on July 04, 2012, 07:30:51 am
I've found the Sticky Launcher to be a winner for me because I'm always using the Demo on offense and the SR is just not as good in that context. Even in making Sticky carpets it's quicker, more effective and I never make multiple traps at once anyway.

One hilarious use for it that I've found however is on the eternal trollfest that is 2fort. If your team isn't defending the intel very well, wait till your team caps and plant a crit sticky on the intel (or just use a bunch of stickies), so it clips into the case and is hidden from sight. Next, when you hear someone pickup your intel, very quickly spin around and blow that sucker to hell. That said, even in this situation the vanilla launcher is better because you don't need to look at the stickies to do it. It leaves you without a sticky launcher but hell, it's 2fort, you were never going to do anything constructive with it anyway.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: DJ on July 04, 2012, 09:34:02 am
I find grenade launcher to be just as good for direct combat as the sticky launcher. And loch and load is better still, provided you have a good aim. Having multiple sticky traps just seems a lot more useful to me than airburst stickies. I can see how airburst can be more useful if you're in the vanguard or going Rambo, but that's not what a demo should be doing. It's like sniping as a scout.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Orb on July 04, 2012, 11:42:49 am
I prefer the normal sticky launcher, since I'm an aggressive demoman also. Once your team inevitably moves forward, and beaten back, you can get a ton of kills from the constant stream of enemies going through one spot. At least until you run out of ammo.

Also, the sticky launcher is a guaranteed kill. For me, hitting someone with the grenade launcher is quite difficult.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Blizzlord on July 04, 2012, 12:19:30 pm
Still, the grenade launcher does more damage on a direct hit faster than the sticky launcher could ever hope to do. Deciding which one to use as a primary is my biggest concern when playing demoman.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Duke 2.0 on July 04, 2012, 12:37:05 pm
More  (http://www.youtube.com/watch?feature=player_embedded&v=KZouYNu3Z6k)videos! (http://www.youtube.com/watch?feature=player_embedded&v=1D8HxerLOYA)

To be fair, only one of these uses the new filmmaker.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: The Scout on July 04, 2012, 12:47:19 pm
Yeah, I use the Stickybomb Launcher as an airburst grenade too. Pretty damn effective.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: PTTG?? on July 05, 2012, 01:15:26 am
More  (http://www.youtube.com/watch?feature=player_embedded&v=KZouYNu3Z6k)videos! (http://www.youtube.com/watch?feature=player_embedded&v=1D8HxerLOYA)

To be fair, only one of these uses the new filmmaker.

The second one should be animated, though.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Siquo on July 05, 2012, 02:56:01 am
Yeah, I use the Stickybomb Launcher as an airburst grenade too. Pretty damn effective.
It can indeed be used like a flak cannon, for those high-up airborne targets. The SR's arming time is too long to be able to do that.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: miauw62 on July 05, 2012, 03:12:31 am
I dont use the SR anymore, really.
I used to use it, but somehow the normal sticky launcher feels much more... natural.


The only underpowered default weapon is the pyro's fire axe, but thats because a flamethrower does more damage in a shorter period on the same range.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: The Scout on July 05, 2012, 03:27:19 am
...Depends. In a split second, it can instantly kill any class except soldier and heavy. And do a good deal of damage when it doesn't crit. I normally carry it out when someone might appear in front of me, and hope for a crit.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Duuvian on July 05, 2012, 04:34:16 am
I play demo defensively and it's my favorite class. Scottish Resistance all the way for me, no question. The extra stickies and the ability to selectively detonate them make up for the times when my demo is killed by someone while I'm prepping the field with stickies.  I lay down all 14 stickies as soon as possible at multiple entrances or routes, on the enemy cart, or the capture point. Then I try to find a place I can keep an eye on these stickies without being shot (preferably near a friendly sentry that can cover me) and spam out 20 grenades at various rate of fire at entrances and other likely spots before I look for a dispenser or ammo resupply. The grenade spam supplements the stickies well and helps deny the area like only exploding ordinance can. Often I fire slowly when there are no enemies in sight, expending only one or two grenades out of the four before reloading. That allows me to be prepared to pump out 4 grenades at the enemy when I spot them and if they avoid my stickies. If they are standing on them I send a grenade that way and detonate on the launch of the second grenade (if I don't react and blow up the stickies immediately) The SR's point and detonate is great as you can aim directly at an enemy and only the stickies that are effective against that enemy will blow up, leaving some of your demo's sticky spread remaining.

If the enemy causes me to explode my stickies in a certain spot, I re-do those stickies until I have 14 unless I'm being shot at. The grenade launcher is much better for those situations when you are under fire. Direct hits from grenades are really strong and four can kill an unwary Heavy, and you can bounce them into cover for slightly less damage. Crit grenades are great in either situation. Once you've got the arc down you can hit consistently where you want them to go as far as they will go, if not the enemy standing there, who would have time to dodge if they are aware of the incoming.

I also like to do rolling explosions by starting on the right or left and moving over a line of SR stickies while detonating if there is a crowd on my stickies. It's as if the soon to be bits enemy are being pursued by explosions.

I enjoy launching stickies almost but not quite straight up so they rain down slightly in front of me. It's useful for landing them on a platform above you from a spot where the occupants can't shoot you without peeking over the edge to catch a grenade in the face while you detonate. If they don't peek over then you can launch a grenade up there after the stickies and detonate with the grenade. That's not really restricted to the SR though.

Then there is being able to remove level 3 sentries and any engineer henchman repairing them with only three or four stickies. The above tactic is a favorite for this. An engineer that can remove the stickies fast enough while I arc them from behind cover is a rare breed. Usually they rush me and sacrifice their sentry if they notice the stickies. It's worth it to me to have my demo die to the engi's shotgun if I can take out the sentry for my team; and the engi might eat a couple grenades so it's not guaranteed to kill me anyways. This ability in itself makes up for lacking air detonations when I go on offense in my opinion. Against other classes I tend to have to advance more slowly than the basic sticky launcher due to having to prep my 14 stickies to draw enemies back into, blowing those enemies up before I advance a bit more while setting up more stickies slightly ahead of my position. If someone interrupts I fall back and try to draw them over my existing stickies while launching grenades at them and ducking around a corner to reload or to bumrush with a melee weapon.

Spoiler: Demo Melee (click to show/hide)

In other words, balance.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Blizzlord on July 05, 2012, 05:28:40 am
The only underpowered default weapon is the pyro's fire axe, but thats because a flamethrower does more damage in a shorter period on the same range.
It is not the only one. You forgot how the bonesaw has 2(!) direct upgrades. The amputator and the solemn vow.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Duuvian on July 05, 2012, 05:32:43 am
Yeah, bonesaw sucks. I'd add a speed debuff on it like Natascha's. That would make it (barely) useful for running away. You'd still be shootable but you might be able to run around a corner or three and lose a pursuer that way.

Fire Axe could use something too. Maybe a speed debuff for lack of imagination? That way a pyro could smack someone with it and switch to the flamethrower; like a reverse Axtinguisher.

Best would be if the above only applies to legshots, hehe. Maybe in TF2's instance legchops.

Legshots is how an old classic FPS I used to play, Legends of Might and Magic, handled it. You could shoot someone in the legs with any of the ranged weapons and they would have a speed debuff applied to them for a second or two in exchange for having taken less damage for the legshot.

The trouble would be having melee that targets the leg. Maybe the bonesaw and fireaxe could have secondary fires for that since I don't think it would interfere with them like it would with a demoman's stickies. I'd make the duration a bit longer for legchops than two seconds but not unreasonable, maybe long enough for a medic to escape around corners as I mentioned. Maybe 5-10 seconds for bonesaw and up to 5 seconds for the fireaxe.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: miauw62 on July 05, 2012, 05:46:13 am
Sounds a bit like dwarf fortress.
Cut off feet etc.

But i think its a little gimmick-y for default weapons.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Duuvian on July 05, 2012, 05:55:18 am
Hey, good idea miauw62. A crit on the secondary legchop makes the speed debuff permanent and severs the limb if the enemy survives the damage inflicted. Maybe a permanent bleed until you reach a medkit or medic but the speed debuff remains until death. (can a medigun regrow limbs in the backstory?) Can a model be dismembered while being active?

EDIT: Hehe, it's probably too much work as all the classes would have to have a one leg hopping animation.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: 10ebbor10 on July 05, 2012, 05:59:07 am
Depends on the situation. It can heal teeth, and broken arms (but not ribs.) It also fails to heal the demomans eye, however, that one is technically still alive, only not in his head.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Sonlirain on July 05, 2012, 06:15:10 am
The bonesaw has a higher crit rate than Amputator... and probably Solemn as well.

Then again i like my +1 health regen from the amputator and crossbow.

And i really like the crossbow... if only headshots with it would crit...
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Blargityblarg on July 05, 2012, 07:32:27 am
The only underpowered default weapon is the pyro's fire axe, but thats because a flamethrower does more damage in a shorter period on the same range.
It is not the only one. You forgot how the bonesaw has 2(!) direct upgrades. The amputator and the solemn vow.

I'm not sure about the crit rate thing (I've never seen anything referencing it) but technically, the amputator trades a lethal taunt for a healtaunt, and the solemn vow trades a lethal taunt for seeing enemy health; It's still not a hard decision, but it isn't an absolute given.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Cecilff2 on July 05, 2012, 09:35:58 am
The only underpowered default weapon is the pyro's fire axe, but thats because a flamethrower does more damage in a shorter period on the same range.
It is not the only one. You forgot how the bonesaw has 2(!) direct upgrades. The amputator and the solemn vow.

I'm not sure about the crit rate thing (I've never seen anything referencing it) but technically, the amputator trades a lethal taunt for a healtaunt, and the solemn vow trades a lethal taunt for seeing enemy health; It's still not a hard decision, but it isn't an absolute given.

Ubersaw has lethal taunt.  Not bonesaw.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Descan on July 05, 2012, 12:15:50 pm
Ever since I bound toggleable view models, I've had MUCH better aim. I'm consistently killing people with the revolver where before, if I missed my stab, I'd die! Or if someone spotted me, I'd die! (Which is why I used the cloak and dagger, but I changed back to default and rely on my disguise rather than cloak~)

It's funny. My two best classes are spy and heavy.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Tradanbattlan on July 05, 2012, 04:38:26 pm
Spoiler (click to show/hide)
Some people think their items clip as good as mine.

I laugh at some people.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: The Scout on July 06, 2012, 04:36:35 am
Is that ingame or SFM?
Also, pyro can't wear glasses.
Spoiler (click to show/hide)

I do believe my game looks a bit better then you guys. What are your graphic settings?
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Blargityblarg on July 06, 2012, 09:43:33 am
The only underpowered default weapon is the pyro's fire axe, but thats because a flamethrower does more damage in a shorter period on the same range.
It is not the only one. You forgot how the bonesaw has 2(!) direct upgrades. The amputator and the solemn vow.

I'm not sure about the crit rate thing (I've never seen anything referencing it) but technically, the amputator trades a lethal taunt for a healtaunt, and the solemn vow trades a lethal taunt for seeing enemy health; It's still not a hard decision, but it isn't an absolute given.

Ubersaw has lethal taunt.  Not bonesaw.

My mistake.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Tradanbattlan on July 06, 2012, 01:14:43 pm
Is that ingame or SFM?
It's ingame technically. I went into the replay editor, then turned off the HUD in the console and took a screenshot like that. It's a good way to get pictures of Unusuals.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: mattie2009 on July 06, 2012, 05:05:41 pm
So, after much crafting (and much muttering of "Oh fuck, I needed that Soda Popper" under my breath), I have now got a brand spanking new Phlogistinator and Manmelter.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: jester on July 06, 2012, 06:25:55 pm
So, after much crafting (and much muttering of "Oh fuck, I needed that Soda Popper" under my breath), I have now got a brand spanking new Phlogistinator and Manmelter.

do you realize that you can buy pretty much any wep that wasnt in the latest update for 1 scrap on a trade server?
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Scelly9 on July 06, 2012, 06:27:10 pm
So, after much crafting (and much muttering of "Oh fuck, I needed that Soda Popper" under my breath), I have now got a brand spanking new Phlogistinator and Manmelter.

do you realize that you can buy pretty much any wep that wasnt in the latest update for 1 scrap on a trade server?
-_-

FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: mattie2009 on July 06, 2012, 06:28:51 pm
Trade servers are for wusses. I got my guns fairly, and took my loss of my ancestral Flaregun in stride. It was a needed sacrifice.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Matz05 on July 06, 2012, 09:05:06 pm
I'm free to play, so no trading for me!

I have used the gibbus sometimes, it really doesn't look tacky, and if the only reason to not wear it is that its common, why not? If it makes the other team undersell you, so much the better!

...not so good is when the medics only heal people with uncommon headgear...

The spiral sallet I actually like, it might not "fit" so well as the gibbus when it comes to blending into the crowd, but I like to think it gives me a psychological edge by making people overestimate my survivability.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Descan on July 06, 2012, 09:25:24 pm
I have a pink bills hat for all my classes except spy, which has a black shirt and fedora. The pink hat makes it easy to tell when someone is disguised as me. It's also easy enough to call out and say "Spy has pink hat, keel heem!"
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: miauw62 on July 07, 2012, 02:18:48 am
Trade servers are for wusses. I got my guns fairly, and took my loss of my ancestral Flaregun in stride. It was a needed sacrifice.

For the phagnisator and manmelter?
Sorry, but those weapons arent all that good. Manmelter drops down on a very quick rate and extinuishing enemies takes a long time, and the phlognisator is just bad in general, no airblast is always meh. Unless you plan on not using them like me, i just hoard everything >.<
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: SHAD0Wdump on July 07, 2012, 09:22:48 am
Trade servers are for wusses. I got my guns fairly, and took my loss of my ancestral Flaregun in stride. It was a needed sacrifice.

For the phagnisator and manmelter?
Sorry, but those weapons arent all that good. Manmelter drops down on a very quick rate and extinuishing enemies takes a long time, and the phlognisator is just bad in general, no airblast is always meh. Unless you plan on not using them like me, i just hoard everything >.<
The phlog isn't bad if you add a detonator or the scorch shot alongside it.
 Just keep igniting people and you'll always have full health on demand, does wonders for roaming. I like to add the backscratcher alongside.
 Crits is just icing on the cake, if they got rid of that I'd still use the phlog.

And seriously, the scorch shot is wonderful, sure it can't kill but it is incredible at fire-and-forget ignition, and it jumbles up people's movement which can slow them down when they are chasing you or make them get caught on Valve Geometry so you can catch up to them.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: miauw62 on July 07, 2012, 09:36:23 am
Mh, call me an oldfag, but i'm staying with my trusty flamethrower and shotty.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Duuvian on July 07, 2012, 12:29:17 pm
Mh, call me an oldfag, but i'm staying with my trusty flamethrower and shotty.

You and your kind, good sir, will annoy me every time I play pyro. As pyro I dislike pyros using shotgun because I use the flaregun usually. It's such a great way to send someone not-pyro running to a health pack that I can't not use it. Except on 100% crit servers. On that Pyro's shotgun becomes a main weapon.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Duke 2.0 on July 07, 2012, 12:34:09 pm
 I have some amount of fun using the Reserve Shooter. Airblast a dude twice, pop 'em two or three time and see them fly. Also helps shut down annoying scouts.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: miauw62 on July 07, 2012, 01:14:25 pm
Mh, call me an oldfag, but i'm staying with my trusty flamethrower and shotty.

You and your kind, good sir, will annoy me every time I play pyro. As pyro I dislike pyros using shotgun because I use the flaregun usually. It's such a great way to send someone not-pyro running to a health pack that I can't not use it. Except on 100% crit servers. On that Pyro's shotgun becomes a main weapon.
So, you dislike me using the shotty because you dont?
This is sure a good excuse.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: mattie2009 on July 07, 2012, 01:17:06 pm
I prefer the Manmelter purely because of the crits you can get by being a good pyro and extinguishing your goddamn teammates, which is something I have screamed at other pyros multiple times to do after they let an ally die from burn damage. And unlimited ammo. The phlog is good if you can get a good enemy-free spot to get the taunt off at, then rush around the corner to shut down a few hostiles. Plus it has a slightly better range than the default flamethrower, which helps a LOT against enemy pyros, and can be really good on quick-respawn servers because you can start charging your Mmmph right from the get-go.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Duuvian on July 07, 2012, 01:19:58 pm
Mh, call me an oldfag, but i'm staying with my trusty flamethrower and shotty.

You and your kind, good sir, will annoy me every time I play pyro. As pyro I dislike pyros using shotgun because I use the flaregun usually. It's such a great way to send someone not-pyro running to a health pack that I can't not use it. Except on 100% crit servers. On that Pyro's shotgun becomes a main weapon.
So, you dislike me using the shotty because you dont?
This is sure a good excuse.

No, I'm saying you're making a good choice in taking the shotgun because you'll be able to kill pyros like me. Other than that it's all circumstance whether or not the shotgun is effective, like how I consider the flare gun much better at long ranges... except against pyros like you.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Greiger on July 07, 2012, 01:20:50 pm
Is it just me or is there really no good melee weapon for the pyro?  I see the third degree, which appears to be a direct upgrade to the fireaxe, but against single targets I still see more damage just burninating them with the flamer.  The Volcano fragment looks awesome, and I like it quite a bit but again, theres no real reason to not just burninate with the flamer*.    The homewrecker is my melee of choice when defending, and I like it, but that's more of a utility tool than a melee weapon.  The backscratcher has a nice damage increase that might make it worth using over the flamer in melee, but it just screams 'I am not a team player'.

It just seems that a pyro that uses their melee weapon is just doing it wrong, unless they are one of the hundreds using a axestinguisher or mailbox.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: miauw62 on July 07, 2012, 01:21:42 pm
Still, airblast is vital for me.
A phlog pyro with the manmelter doesnt make a chance against a good airblasting pyro with the shotty.
One of the reasons i use the shotty.
S+M1 all the way




Also, axetinguisher to above.




To two above, ah, sorry for understading it wrong :P
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Duuvian on July 07, 2012, 01:31:12 pm
Axtinguisher and degreaser is a pretty good combo. Axtinguisher seems to me better in my opinion than the basic fireaxe though I don't ever use the basic ax and I probably wouldn't even with only stock weapons because flamethrower. Maybe against another pyro who seems to want to melee. Except to get that those two achievements maybe, if I felt I needed them..

To two above, ah, sorry for understading it wrong :P

No prob, these things happen in text.

EDIT2: Deleted that wordplay gem.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: mattie2009 on July 07, 2012, 01:37:17 pm
Still, airblast is vital for me.
A phlog pyro with the manmelter doesnt make a chance against a good airblasting pyro with the shotty.
One of the reasons i use the shotty.
S+M1 all the way
It's a matter of taste. Yes, I miss my airblast, and it makes it harder to kill soldiers, but the extra bit of length you get makes it invaluable against scouts and unaware pyros. Critical Manmelter does some serious damage, though, and it still sends snipers running to spawn to stop the fire.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: The Scout on July 07, 2012, 01:38:45 pm
I prefer the Degreaser, Shotgun, and Mailbox combo. Doesn't help I can airblast any projectile in the game half the time, and I can kill a heavy medic pair with the shotgun.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Duuvian on July 07, 2012, 02:11:00 pm
Anyone use that new shotgun that crits airborne players for the first three seconds or whatever? I've found it tricky but maybe I'm not doing it right. I like the sound though. Also the model. It sounds good in theory but spread would be the biggest decider and I'm unsure about it since I've been getting disappointing results with it. It's probably great for soldiers out of ammo but as a pyro trying to shoot rocket jumping soldiers it doesn't seem to work as well, probably due to the range I'm using it at.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Dermonster on July 07, 2012, 03:12:44 pm
With pyro its a godsend against other pyros as long as you use degreaser combo.

Puff switch shoot shoot dead pyro.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Teneb on July 07, 2012, 05:45:03 pm
Currently using rainblower/standard flamethrower (depends on my mood), scorch shot and powerjack as my pyro loadout. I tend to use the melee to finish spies to get healed when I can't go back to a medpack/dispenser/medic.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: jester on July 07, 2012, 07:16:37 pm
The axe that hurts a med healing the guy you are hitting is also brutal in skilled hands
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Neyvn on July 07, 2012, 07:19:24 pm
Wow. I just got 60 Kills and 51 Backstabs in a match just then. Never done that before. Never. I was the top of the scoreboard too... NEVER. Damn whats up with me today... :P
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: mattie2009 on July 07, 2012, 07:23:03 pm
I always have the damage ding enabled. Just hearing that ding is like a chorus of angels, especially if it comes after you launched a flare (or a manmelter shot, which is like a flare only not) halfway across the map and blasted a sniper in the face. Kinda related.

More on topic, I should upgrade to the Third Degree from the Axtinguisher, mainly because I get almost no milage out of the damn thing. I rarely ever switch to melee, since time spent not killing your enemy is time they can kill you. Plus, if you have the flamer out, you may as well finish the job you started, unless you like the crits. I've had multiple occasions where I've been in a great position behind a medic, in which the TD would have been amazing.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Duke 2.0 on July 07, 2012, 09:00:04 pm
 The Rake is the loadout of gods. It's even a good thing to switch to after using the Axetinguisher for centuries because you get something decent from your melee attack that you can't stop using.

 And as much as people dislike the Third Degree for being a direct upgrade, It doesn't really mean anything. It's such a minor situational thing that I cannot really consider it a problem. Same goes for the Marked Gardener, except people who play against plebs who can consistently get a crit off every half-dozen tries who support it the way it is.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Jackrabbit on July 08, 2012, 05:26:38 am
Hell yes, beta access for the SFM. Let's make something stupid and juvenile.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: miauw62 on July 08, 2012, 06:28:08 am
Heh, looks like SFM beta is easier then PS2 beta :P

And everybody has bad and good days i guess.
There are these days when i go on one of my favorite servers and own everybody.
And there are these days when i kinda suck.

Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Jackrabbit on July 08, 2012, 07:07:34 am
The great thing about TF2 though is that there's so much variety this point that it's really not hard to find your groove even on a crap day.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Keltiknight on July 08, 2012, 01:15:53 pm
For some odd reason, it feels like whenever I am demoman, I am THE no fun guy. Maybe it is because of my excessive use of sticky launcher as my main weapon instead of the loch n load nades I used to use all the time, since stickies need less aim, and tend to be just as deadly because I can combo people with them, knock them around with stickies, and by the time they get their act together, there is a carpet of stickies about to go off at their feet.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Cecilff2 on July 09, 2012, 11:16:39 am
For some odd reason, it feels like whenever I am demoman, I am THE no fun guy. Maybe it is because of my excessive use of sticky launcher as my main weapon instead of the loch n load nades I used to use all the time, since stickies need less aim, and tend to be just as deadly because I can combo people with them, knock them around with stickies, and by the time they get their act together, there is a carpet of stickies about to go off at their feet.

Demos are just in general OP.  They literally have a tool for any situation.  It is very very rare that a team of all demos is not going to just completely roll the other team(Provided they aren't all demo themselves)
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Dermonster on July 09, 2012, 11:21:58 am
Fucking airblaster pyros man.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: PTTG?? on July 09, 2012, 11:29:25 am
If they're all demo, roll out some spies, pyros, and medics. Demos are far from effective as spycheckers, and a handfull of good pyros can airblast stickies and pills away no problem.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Matz05 on July 09, 2012, 12:42:21 pm
Uh... Anyone here like to occasionally play Randomizer games? I once got a scout with the Loch-and-load. That was fun. Played kinda like a double-barreled shotgun too!

He eventually died to self-damage I think.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: miauw62 on July 09, 2012, 01:48:00 pm
The best thing is a scout with a rocket launcher.
Not mini-gun, that slows you down if you spin up.


Scout with ft is good too. I once backburnered a big mob of enemies with that.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Cecilff2 on July 09, 2012, 01:58:19 pm
If they're all demo, roll out some spies, pyros, and medics. Demos are far from effective as spycheckers, and a handfull of good pyros can airblast stickies and pills away no problem.

No amount of airblasting can save you from 20 demos pill spamming you.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: DJ on July 09, 2012, 02:06:59 pm
20 pyros airblasting, remember.

And depending on openness of the map, 20 soldiers could give them a run for their money. Especially if they combo banners.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Sonlirain on July 09, 2012, 02:24:27 pm
The rake seems usefull for medics to get their Uber charged since loading it slows down once they fully overheal someone.
And since the pyro is healed slower than the rest he will last a bit more before the medic has t look for somoene else to heal.
Beseides it's kickass for Melee servers i guess.

The volcano fragment is pretty much useless unless on a melee only server and teamed up with another pyro (you have a freaking flamethrower so why whack them with a blunt axe?).

The axtinguisher/mailbox is the most basic weapon for a pyro ever (for obvious reasons)
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Cecilff2 on July 09, 2012, 03:26:10 pm
20 pyros airblasting, remember.

All trying to airblast at the same time.  But their cooldowns will eventually make them vulnerable.  Grenades tend to not come in easy predictable waves when you have a bunch of different players, but you'll always have to time the airblast correctly, leaving you wide open to the multitude of other pills before your airblast is ready again(And the splash damage is killing everyone).

Sollies have it even worse.  Either they waste rockets trying to move stickies out of the way, or they funnel together in such a way that one crit will kill the majority of them.  Their low mobility means they have to rocket jump to avoid the initial incoming stickies so an airburst sticky or 2'll likely take em out.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Putnam on July 09, 2012, 03:29:39 pm
The cooldown time for airblasts may be slightly more than with pills, but you don't have to reload airblast. Plus, you can airblast more than one at a time.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Duke 2.0 on July 09, 2012, 03:30:22 pm
 Demomen will eventually just stickytrap the spawn over and over again. Although a heavy with uber and crits would melt them away enough for other classes to get a foothold.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: DJ on July 09, 2012, 03:33:50 pm
I did say an open map. Stickies aren't much use if you're dead before you can detonate them.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Cecilff2 on July 09, 2012, 03:39:11 pm
I did say an open map. Stickies aren't much use if you're dead before you can detonate them.

If you can't dodge rockets in a wide open map, you've got more issues than I can help you with.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: DJ on July 09, 2012, 04:33:59 pm
They're kinda hard to dodge when they're raining from all directions.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Cecilff2 on July 09, 2012, 04:44:30 pm
They're kinda hard to dodge when they're raining from all directions.

Then the demos aren't doing their job right.  If they're allowing the soldiers to spread out and cause that much damage, they are terrible demos.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: MaximumZero on July 09, 2012, 04:49:24 pm
"What makes me a good Demoman? If I were a bad demoman, I wouldn't be sittin' here, discussin' it with you now would I?"
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Enzo on July 09, 2012, 07:54:10 pm
www.youtube.com/watch?v=lcwEkgfMQ4s (http://www.youtube.com/watch?v=lcwEkgfMQ4s)

That is all.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: PTTG?? on July 09, 2012, 09:40:55 pm
The grenade, the grenade is his inspiration! Can't you appreciate literature, you unsophisticated hack?!
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: The Scout on July 10, 2012, 01:15:04 am
To the demoman debate. Any soldier worth his weight in grenades can easily kill several demomen. Get one or two with the direct hit, and some backup soldiers spamming with banners, and you've got a pretty good hard counter.

A soldier is a hard counter to everything if he can rocket jump. Jumping from wall to wall raining down rockets.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: miauw62 on July 10, 2012, 03:15:28 am
Got annoyed in a server a few days ago, due to some people saying that heavy and engie are horrible, useless and overpowered classes.

Was a fun game tough, it was turbine and we got the great idea of all becoming gunslinger engies camping one of the enemy exits :P
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: DJ on July 10, 2012, 09:51:57 am
They're kinda hard to dodge when they're raining from all directions.

Then the demos aren't doing their job right.  If they're allowing the soldiers to spread out and cause that much damage, they are terrible demos.
How do you stop rocket jumping soldiers from spreading out?
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Orangebottle on July 10, 2012, 10:17:26 am
http://youtu.be/RHeipUKdRWE
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: mattie2009 on July 10, 2012, 10:29:59 am
The best part about playing offensive pyro is my unerring tendency to fill my Mmmph just at the right times. Plus, all those scoped snipers who leave themselves vulnerable to getting a glob of whatever-the-fuck-the-Manmelter-shoots to the skull. Ding ding ding ding...

Plus, even if they kill me, they're likely still on fire, so I get my revenge kill.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: The Scout on July 10, 2012, 10:33:32 am
A heavy being kritzed.
I've been randomly joining pub matches to get destroyed for the first 10 minutes, only to become the sole thing keeping my team from losing. It makes me feel so important.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: miauw62 on July 10, 2012, 10:43:31 am
Haha, true.


I've had many "if it werent for me..." moments.


Like being the only person in my team to push the cart a hammer unit further when there's only five seconds left and nobody dares jump into the sentry doomzone.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: PTTG?? on July 10, 2012, 01:11:33 pm
The best part about playing offensive pyro is my unerring tendency to fill my Mmmph just at the right times. Plus, all those scoped snipers who leave themselves vulnerable to getting a glob of whatever-the-fuck-the-Manmelter-shoots to the skull. Ding ding ding ding...

Plus, even if they kill me, they're likely still on fire, so I get my revenge kill.

You should try playing pyro in non-tutorial-mode.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: mattie2009 on July 10, 2012, 01:21:22 pm
The best part about playing offensive pyro is my unerring tendency to fill my Mmmph just at the right times. Plus, all those scoped snipers who leave themselves vulnerable to getting a glob of whatever-the-fuck-the-Manmelter-shoots to the skull. Ding ding ding ding...

Plus, even if they kill me, they're likely still on fire, so I get my revenge kill.

You should try playing pyro in non-tutorial-mode.

I find that implication fucking insulting.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Sonlirain on July 10, 2012, 02:18:32 pm
The best part about playing offensive pyro is my unerring tendency to fill my Mmmph just at the right times. Plus, all those scoped snipers who leave themselves vulnerable to getting a glob of whatever-the-fuck-the-Manmelter-shoots to the skull. Ding ding ding ding...

Plus, even if they kill me, they're likely still on fire, so I get my revenge kill.

You should try playing pyro in non-tutorial-mode.

I find that implication fucking insulting.

I find tutorial mode offensive because my PC cannot run the game at 20+ FPS while managing bot AI at the same time.

As for using the Phlogistonator in a crowd of bots... i'd like to point out that bots are many times better at organising a focused attack on a taunting pyro than 90% of human teams.

A manmelter crit can and will kill a sniper with afterburn unless he gets healed one way or another.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Blizzlord on July 10, 2012, 02:43:45 pm
As for using the Phlogistonator in a crowd of bots... i'd like to point out that bots are many times better at organising a focused attack on a taunting pyro than 90% of human teams.
That applies to bots in general. They fight way better than most players I've seen, and would rape any PUG you could find out there.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Jackrabbit on July 10, 2012, 08:20:00 pm
The best part about playing offensive pyro is my unerring tendency to fill my Mmmph just at the right times. Plus, all those scoped snipers who leave themselves vulnerable to getting a glob of whatever-the-fuck-the-Manmelter-shoots to the skull. Ding ding ding ding...

Plus, even if they kill me, they're likely still on fire, so I get my revenge kill.

You should try playing pyro in non-tutorial-mode.

No need to be a dick.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: umiman on July 11, 2012, 03:18:48 am
Don't have fun playing the games the way you like guys! It hurts the feelings of all the skilled headshot l33t noscope mlg pros.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: lordcooper on July 11, 2012, 03:21:53 am
And we hate you for it :P
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Mongol13524 on July 11, 2012, 04:09:37 am
As for using the Phlogistonator in a crowd of bots... i'd like to point out that bots are many times better at organising a focused attack on a taunting pyro than 90% of human teams.
That applies to bots in general. They fight way better than most players I've seen, and would win any PUG you could find out there.
In terms of raw aim and DM, of course an expert level bot would fight better than a player. In terms of actually winning a pick up game, you're mistaken.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: jester on July 11, 2012, 06:14:53 am
Dunno, there are certain sentry spots even leet bots just cant deal with, playing engi against them seems to break them a bit.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Duke 2.0 on July 11, 2012, 06:49:28 am
 They seem to handle spies pretty well

 As in always stare at me constantly when walking around invisible
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: The Scout on July 11, 2012, 07:05:00 am
Being a sniper is a nightmare. Everything is out to screw up your aim.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Jackrabbit on July 11, 2012, 07:21:43 am
I have never been and doubt I will ever be good at sniper. Never once have I intentionally headshot outside of complete flukes that do not correspond to rhyme, reason or skill.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: The Scout on July 11, 2012, 10:08:30 am
Shoot everyone in the body. A hit is a hit.
Kritz Medic + Beggar Soldier is mean. Pop off atleast 9 crit rockets before it ends, all of them spreading out.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Cecilff2 on July 11, 2012, 04:36:12 pm
They're kinda hard to dodge when they're raining from all directions.

Then the demos aren't doing their job right.  If they're allowing the soldiers to spread out and cause that much damage, they are terrible demos.
How do you stop rocket jumping soldiers from spreading out?

Stickies, of course.  The end all do all weapon of choice.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Sonlirain on July 11, 2012, 05:11:29 pm
As for using the Phlogistonator in a crowd of bots... i'd like to point out that bots are many times better at organising a focused attack on a taunting pyro than 90% of human teams.
That applies to bots in general. They fight way better than most players I've seen, and would win any PUG you could find out there.
In terms of raw aim and DM, of course an expert level bot would fight better than a player. In terms of actually winning a pick up game, you're mistaken.

The the team has no human players the bots will always gradually switch to Demoman... that's what usually happens when you run a tutorial game and switch to spectator.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Duuvian on July 11, 2012, 06:13:02 pm
They're kinda hard to dodge when they're raining from all directions.

Then the demos aren't doing their job right.  If they're allowing the soldiers to spread out and cause that much damage, they are terrible demos.
How do you stop rocket jumping soldiers from spreading out?

Stickies, of course.  The end all do all weapon of choice.

This, plus if they are using the boots that do damage if they land on you just keep an eye on the sky and be ready to whip out that giant ax when they try and land right next to you. I've even hit them while they are airborne, which is a good laugh if it kills them.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Osmosis Jones on July 12, 2012, 12:15:36 am
For the traders among you, an interesting read. (http://blogs.valvesoftware.com/economics/arbitrage-and-equilibrium-in-the-team-fortress-2-economy/#more-128)

Or boring economics. Depends on your preferences I guess :P
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: LASD on July 12, 2012, 02:09:07 am
For the traders among you, an interesting read. (http://blogs.valvesoftware.com/economics/arbitrage-and-equilibrium-in-the-team-fortress-2-economy/#more-128)

Or boring economics. Depends on your preferences I guess :P
Huh, that was pretty cool. Now I kinda wish I was a trader, but I know I don't have the patience or willingness to contact enough people.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: miauw62 on July 12, 2012, 02:57:04 am
Same.

I'd absolutely LOVE a nice bills hat on my pyro's head.
:(



EDIT:


While the pyromania update only brought ONE new pyro weapon, on a second tought i'm happy with it. If they gave us a new axe and a flamethrower they would have screwed those up anyway.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Blargityblarg on July 15, 2012, 06:19:57 am
And now I have a Towering Pillar of Hats. Sometimes the crafting system doesn't suck.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Dermonster on July 15, 2012, 10:19:46 am
I think that was the first hat I ever got.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Neyvn on July 16, 2012, 12:56:17 am
I have to say. This has been the best TF2 Filmsource vid I have seen yet...
http://www.youtube.com/watch?v=DW7D6r1S6W8
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Putnam on July 16, 2012, 01:55:29 am
I have to say. This has been the best TF2 Filmsource vid I have seen yet...
http://www.youtube.com/watch?v=DW7D6r1S6W8

That was made before the source filmmaker was released.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: miauw62 on July 16, 2012, 02:21:42 am
Yeah, but that doesnt mean it wasnt made with it.
ALOT of people have been using SFM before it was released.

Oh, and check out r33mix's new vid, sunshine.
Its glorious.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Putnam on July 16, 2012, 02:50:58 am
Yeah, but that doesnt mean it wasnt made with it.

Well, yeah. Seems I forgot to mention the whole "SFM leaked with TF2 beta" thing >_>

nope.avi was made with the SFM.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Enzo on July 16, 2012, 02:53:08 am
http://www.youtube.com/watch?v=KZouYNu3Z6k (http://www.youtube.com/watch?v=KZouYNu3Z6k)

This would be pretty great if he didn't mispronounce "Toque".
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Neyvn on July 18, 2012, 03:44:09 am
Well I just had an interesting thing happen...

I was on a Server where this fella came on with something akin to a MovieVoice, you know those Movie Preview voices. Well he ducked off for a while and while he was gone this Rager of a Player came on, made an arse of himself before the admin was called and promptly banned him...

A few minutes later Moviemanvoice came back on. He was promptly muted having said nothing offensive as far as I could tell and then while trying to understand what he did wrong in chat, was banned. As far as I could tell someone had stated that he was the same fella as the rager...

I questioned the admin cause I was actually chatting with MMV guy and when I stated that it was pure Admin Abuse to have kicked him with no true reason, I find myself looking at the Banned window...

Always love Admin Abusers. Shame though it was one of those Maps where Teufort had different themes and builds. Kinda rare in Aus Server list...
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: jester on July 18, 2012, 06:05:48 am
Well I just had an interesting thing happen...

I was on a Server where this fella came on with something akin to a MovieVoice, you know those Movie Preview voices. Well he ducked off for a while and while he was gone this Rager of a Player came on, made an arse of himself before the admin was called and promptly banned him...

A few minutes later Moviemanvoice came back on. He was promptly muted having said nothing offensive as far as I could tell and then while trying to understand what he did wrong in chat, was banned. As far as I could tell someone had stated that he was the same fella as the rager...

I questioned the admin cause I was actually chatting with MMV guy and when I stated that it was pure Admin Abuse to have kicked him with no true reason, I find myself looking at the Banned window...

Always love Admin Abusers. Shame though it was one of those Maps where Teufort had different themes and builds. Kinda rare in Aus Server list...

If you can remember which group the server was in (gamersUN etc.) I may be able to look into it, I know alot of the upper level admins for alot of the main aussie groups?  Though if its just a one off server, you have probably just run into a dick admin.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: Blargityblarg on July 18, 2012, 11:21:28 am
Oh man, the new GamersUN servers were crazy laggy for a while. I think it's cleared up now, but I'm still aviding them just in case.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: jester on July 19, 2012, 12:59:37 am
Oh man, the new GamersUN servers were crazy laggy for a while. I think it's cleared up now, but I'm still aviding them just in case.

From what I can tell one of the unspoken horrors of the Aussie tf2 community is 90% of the servers actually come from the exact same provider.

  That said, the gamersUN 20 slot payload server when it gets going attracts a crowd of regulars who include alot of div 1/2/3 players, can be alot of fun if you are a vet looking for a challenge.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: umiman on July 19, 2012, 09:42:44 pm
You shouldn't worry too much about dick servers on TF2, unlike other MP games you can harmlessly migrate to another server and forget about those morons.
Title: Re: Team Fortress 2: Pyromania is live! Day 3: Pyroland! "Believe in magic!"
Post by: The Scout on July 27, 2012, 09:12:14 pm
Been getting some crazy hat drops. Bloke's Bucket Hat,  Killer's Kabuto, Conjurer's Cowl, Tippler's Tricorne (Which I've been told is rare), Sober Stuntman, The One Man Army, and the Big Steel Jaw of Summer Fun. All over my 800 hours. I've also crafted The Villain's Veil, The Fruit Shoot, and The Madame Dixie.
I remember getting two Prussian pickelhaube and I crafted them together or something. I say it's best just not to trade hats.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: miauw62 on July 28, 2012, 04:27:17 am
If you get lucky with hat drops :(
But meh, pyro is my fav class and an australium gold mann co cap looks good on everything else except spy.
spy = fancy fedora
pyro = flamboyant flamenco.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Blizzlord on July 28, 2012, 05:06:07 am
Are we arguing which is the best hat here?

No argument. The Top Notch is the best one out there, even if it is exclusive to Notch.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: miauw62 on July 28, 2012, 05:08:55 am
Mh, in my community i usually recognize people in the other team as members of the community (and usually good players, so thats either high-priority targets if an ambush is possible, or just stay the fuck away targets) by their hats.

EDIT:
Btw, did anybody hear about the new quickplay system?
Its dissapointing. I was hoping something like "banned P2W servers from quickplay", but its just a lobby system :/
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Akhier the Dragon hearted on July 28, 2012, 05:14:00 am
   Just picked the game back up after a while of not playing it tonight. Anything else I miss besides the pyro update? Also I agree that The Top Notch = best hat.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Enzo on July 28, 2012, 05:34:54 am
I'm not sure how I feel about appearing in someone's frag video (http://www.youtube.com/watch?v=o_CcqcdqIZs#t=1m53s) doing something totally stupid. :I

   Just picked the game back up after a while of not playing it tonight. Anything else I miss besides the pyro update?

It depends on how long "a while" is. The Pyro update was the most recent major addition.

Mh, in my community i usually recognize people in the other team as members of the community (and usually good players, so thats either high-priority targets if an ambush is possible, or just stay the fuck away targets) by their hats.

This is kind of true. Once you get to know some regulars on a server hats are shorthand for everything from "this guy is going to reflect all my rockets" to "this sniper never turns around".
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: miauw62 on July 28, 2012, 05:44:20 am
The "this sniper never turns around" guys usually dont have recognizeable hats, or they just dont stay on the server/talk.
I'm a VERY talky person in tf2.

On a side note: still about 3 hours before my native vanilla server is going to kick itself off. usually happens around 3 PM GMT.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Errol on July 28, 2012, 07:59:57 am
I don't really have a native server yet, although I hang around quite a bit on a german Doomsday server. Peeps are pretty silent there though so I don't feel at home yet.

I don't have hats either for most classes. :/
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: miauw62 on July 28, 2012, 08:08:28 am
Whatever you do, dont wear the gibus. It really looks ugly because its so overused and common. No hat is better then having a gibus.
Well, if you want i could do some shameless advertising and show you my native community...
(1 vanilla rotation server, 1 2fort instarespawn 32 player 10 caps server, and one turbine server thats the same as the 2fort server except for the map) (and a Gmod black mesa RP server)
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Blizzlord on July 28, 2012, 10:36:24 am
Whatever you do, dont wear the gibus. It really looks ugly because its so overused and common. No hat is better then having a gibus.
Basically my medic guidelines. Try to stay away from the (unpainted) gibuses (and alien parasites) while preferring people with other hats.

Reverse that for übersaw targets.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Errol on July 28, 2012, 11:38:09 am
Whatever you do, dont wear the gibus. It really looks ugly because its so overused and common. No hat is better then having a gibus.
Well, if you want i could do some shameless advertising and show you my native community...
(1 vanilla rotation server, 1 2fort instarespawn 32 player 10 caps server, and one turbine server thats the same as the 2fort server except for the map) (and a Gmod black mesa RP server)

Is it based in Europe?
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Myroc on July 28, 2012, 11:51:07 am
Basically my medic guidelines. Try to stay away from the (unpainted) gibuses (and alien parasites) while preferring people with other hats.
I prefer keeping alive the most important people on my team rather than the one who has the fanciest hat, but I guess we have different priorities.

Mine is winning.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: The Scout on July 28, 2012, 12:29:07 pm
I prefer killing people. Crusader's Crowwbow and Ubersaw are quite a good combo.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: miauw62 on July 28, 2012, 12:35:21 pm
Whatever you do, dont wear the gibus. It really looks ugly because its so overused and common. No hat is better then having a gibus.
Well, if you want i could do some shameless advertising and show you my native community...
(1 vanilla rotation server, 1 2fort instarespawn 32 player 10 caps server, and one turbine server thats the same as the 2fort server except for the map) (and a Gmod black mesa RP server)

Is it based in Europe?
In the UK, i think.
Nice community, too. Not too great, but the people are friendly and fun to play with.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Blizzlord on July 28, 2012, 12:59:47 pm
Basically my medic guidelines. Try to stay away from the (unpainted) gibuses (and alien parasites) while preferring people with other hats.
I prefer keeping alive the most important people on my team rather than the one who has the fanciest hat, but I guess we have different priorities.

Mine is winning.
Who would you prefer: the Gibus-wearing Heavy or the Team Captain Soldier? I think my kritzkrieg would do better in the hands of that soldier.

I will not heal a spy with a fancy hat however if the Gibus Heavy needs immediate help. That heavy might in that case contribute more than that spy would if I healed him instead.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: miauw62 on July 28, 2012, 01:21:23 pm
You dont heal spies at all if he doesnt need immideate help.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Myroc on July 28, 2012, 01:58:23 pm
Who would you prefer: the Gibus-wearing Heavy or the Team Captain Soldier?
Whichever was the most useful to the team. Or in the most immediate need of healing.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Weirdsound on July 28, 2012, 02:11:57 pm
You dont heal spies at all if he doesnt need immideate help.

Or when they are disguised as a team mate and you forget to Spycheck.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Putnam on July 28, 2012, 02:45:16 pm
I'm not sure how I feel about appearing in someone's frag video (http://www.youtube.com/watch?v=o_CcqcdqIZs#t=1m53s) doing something totally stupid. :I

Ooh, I appeared on one of OMFGNinja's videos (http://www.youtube.com/watch?v=MtDR2B97VQc&list=UUUTwogjQYT692Cy3DlkvtHA&index=9&feature=plpp_video) a while back. I was wondering if it was actually him while I was on the server, and yeah, it was.

(BTF stands for "Ban the FaN", back when it was particularly annoying; they fixed it later)
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: qazwer22 on July 28, 2012, 07:55:07 pm
meet the pryo made me never want to play the pryo again.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Akhier the Dragon hearted on July 28, 2012, 07:58:09 pm
   Meet the Pyro made we want the technology behind the goggles and its mask as it looks like it could with some adjustments make a really nice way to play video games. Like those cheesy 3d goggle thing they have which is just 2 screens in the goggles offset so it looks 3dish.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Putnam on July 28, 2012, 08:00:24 pm
The technology appears to be a literal "make an entire other texture set for the level", since they don't work on user-created levels (not even on steel).
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Akhier the Dragon hearted on July 28, 2012, 08:07:09 pm
   Game limits means they can't change that stuff so the Pyro vision works, Story logic says that they actually work constantly and produce a reality for the Pyro. In other words the game is limited but the games world if real would not be.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Putnam on July 28, 2012, 08:09:00 pm
I've read that twice over trying to figure out what you're saying, and I think I have a rebuttal:

They also have teleporters?
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Akhier the Dragon hearted on July 28, 2012, 08:22:02 pm
The technology appears to be a literal "make an entire other texture set for the level", since they don't work on user-created levels (not even on steel).
   This is what you said. What I was trying to say is that while from our side its only switching textures and because of that only the certain levels are changed if the world portrayed by the game was real then the mask and the goggles would work everywhere.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Duuvian on July 29, 2012, 03:13:48 am
He's saying he wishes he had real life pyro vision goggles so he could apply it to other games I think. Which would be kind of cool in my opinion, in moderation. It would be interesting to see what it translates various games into. I wonder what DF would look like.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Akhier the Dragon hearted on July 29, 2012, 03:22:31 am
Or reality, think of being able to "re-skin" the real world from your view to anything you want.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Duuvian on July 29, 2012, 03:51:09 am
Yeah. Though it would be slightly dangerous to the user.

That said that's what we should use our strategic Australium reserve for.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Enzo on July 29, 2012, 04:02:56 am
that's what we should use our strategic Australium reserve for.

It's people like you who are the reason our space-monkey program is faltering.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Akhier the Dragon hearted on July 29, 2012, 04:04:37 am
I am pretty sure its not faltering unless thats a polite way of saying exploded.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Duuvian on July 29, 2012, 04:10:02 am
that's what we should use our strategic Australium reserve for.

It's people like you who are the reason our space-monkey program is faltering.

Duuvian here. This most certainly is not Saxton Hale standing over a damn dirty hippie's prone form. I retract my earlier statement and fully agree with the above quote.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: The Scout on July 31, 2012, 12:14:21 pm
My friend went on a trading spree. Started with 8 hats and ended up with about 20. Now he only has one strange hat. *sigh* We also got into an arguement about the Force A Nature, and the shotgun. His side was they were absolutely terrible, and anything else was better then them. My side was blasting him in the face several times with my strange shotgun.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: miauw62 on July 31, 2012, 12:54:59 pm
Mh, fan ranks second, but the normal scattergun is WAAAAAAAAAAAAAAAAY better then it.
(shortstop being the last for it being derpy and not having a proper description, and third is the free mini-crits one)
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: DJ on July 31, 2012, 01:12:52 pm
Yeah, I've tried them all extensively, and default scattergun is simply the best. Also, default pistol seems better than the Winger to me.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: miauw62 on July 31, 2012, 01:18:43 pm
Vanilla weapons are simply better then most people think.
Except mayby for the vanilla pyro axe. Axetinguisher ftw!

Also, tf2lobby matches are hard :P
The kind of challenge i want to become better, training against a mix of pubbies and skilled players that i know the playstyle of is simply not enough.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Techhead on July 31, 2012, 01:37:04 pm
Vanilla weapons are simply better then most people think.
Except mayby for the vanilla pyro axe. Axetinguisher ftw!

Also, tf2lobby matches are hard :P
The kind of challenge i want to become better, training against a mix of pubbies and skilled players that i know the playstyle of is simply not enough.
I think you are forgetting the default Bonesaw, which has two direct upgrades (Amputator & Solemn Vow), and one indirect one (Ubersaw).
The default Fire Axe also has a direct upgrade (Third Degree).
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: jester on July 31, 2012, 01:42:31 pm
Vanilla weapons are simply better then most people think.
Except mayby for the vanilla pyro axe. Axetinguisher ftw!

Also, tf2lobby matches are hard :P
The kind of challenge i want to become better, training against a mix of pubbies and skilled players that i know the playstyle of is simply not enough.

Time for you to get involved in some proper clan tf2 comps methinks. 
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: The Scout on July 31, 2012, 02:14:21 pm
Yeah, I've tried them all extensively, and default scattergun is simply the best. Also, default pistol seems better than the Winger to me.
I personally liked the FaN. Let's me shoot more, and the ability to push myself plus the enemy away let's me live for another round of shooting.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: DJ on July 31, 2012, 02:32:03 pm
I think Tomislav is quite a bit better than the vanilla minigun. The faster "spin up" time is nice, but what really makes the difference is the lack of spinning sound. So many people run into my prepped gun around corners :D
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Putnam on July 31, 2012, 03:01:30 pm
Yeah, I've tried them all extensively, and default scattergun is simply the best. Also, default pistol seems better than the Winger to me.
I personally liked the FaN. Let's me shoot more, and the ability to push myself plus the enemy away let's me live for another round of shooting.

Let's me shoot more

???
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: The Scout on July 31, 2012, 03:59:56 pm
Pow pow. *reload* Instead of pow. Pow. Pow. Pow. Pow. Pow. *reload. reload. reload. reload. reload. reload* Atleast for me.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Akhier the Dragon hearted on July 31, 2012, 04:04:02 pm
   Yeah but you have to use both shots or the unused one is gone. It also does have a faster fire speed, the wiki puts it at 50% faster firing speed so there you go.

   When it comes to the scouts main weapon I have a tie with the regular and the shortstop. Of course if the shortstop did not use the pistols ammo it would be edging ahead, as it is I just use crit-a-cola in my secondary.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Blargityblarg on July 31, 2012, 09:12:09 pm
I use a default scout loadout, but with the fish instead of the bat. It's great fun hopping onto a 2fort DM server and using nothing but the Mackerel.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Akhier the Dragon hearted on July 31, 2012, 09:14:37 pm
I will admit that what you just said is my generic pub crawling tactics minus the 2fort part.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Blargityblarg on July 31, 2012, 09:16:43 pm
Really, I just like fishing for compliments.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Matz05 on July 31, 2012, 09:17:50 pm
I generally use the Force-a-Nature with the pistol and Fan-o-war or a customized Shortstop (named; I forget if I described it) in a more traditional setup with the Sandman. I had loads of fun when I found a server on the custom map... I think it was Dystopia or something. A city street, all neon and such. The server had low gravity. Low gravity + scout + Force-a-Nature = flying ninja. Lots of fun rooftop battles. (whack!) BLAM BLAM [minicritminicrit!]<flys away>
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Dermonster on July 31, 2012, 10:01:12 pm
I generally go with default scatter gun, mad milk, and the Boston Basher.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: PTTG?? on July 31, 2012, 11:28:57 pm
I use everything for the milkman set except the stupid, ugly hat. I could trade for the hat, and the set bonus would be nice, but I consider it a permanent rebellion against the polycount pack sets in general.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: miauw62 on August 01, 2012, 03:30:27 am
Vanilla weapons are simply better then most people think.
Except mayby for the vanilla pyro axe. Axetinguisher ftw!

Also, tf2lobby matches are hard :P
The kind of challenge i want to become better, training against a mix of pubbies and skilled players that i know the playstyle of is simply not enough.

Time for you to get involved in some proper clan tf2 comps methinks. 

Oh no, really not. I'm not a very good pyro. I'd rate myself a bit above mediocre. And my community isnt really that much for competive.
I'd like to tough. After i figure out the role of a pyro in highlander. Because my teammates were screaming at me to do the most boring thing a pyro can do, wich is babysitting sentries.


Also,

Pow pow. *reload* Instead of pow. Pow. Pow. *reload reload* Pow. Pow. Pow. *reload. reload. reload. reload.* Atleast for me.

FTFY
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Blizzlord on August 01, 2012, 04:03:07 am
I'd like to tough. After i figure out the role of a pyro in highlander. Because my teammates were screaming at me to do the most boring thing a pyro can do, wich is babysitting sentries.
Scream back at the engineer to move the sentry to a offensive position were it needs to be protected then! It is way more fun to babysit a sentry as a pyro when spies, demomen and soldiers are actively trying to destroy it.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Enzo on August 01, 2012, 04:07:51 am
After i figure out the role of a pyro in highlander. Because my teammates were screaming at me to do the most boring thing a pyro can do, wich is babysitting sentries.

1) Protect your Medic combo (Airblast projectiles, spycheck, extinguish).
2) Protect your Engie nest (when defending a position).
3) Disrupt Enemy Ubers.

Ambush-Pyro isn't really effective in comp play because the enemy team is more tightly organized and can pick off a lone pyro before he does any serious damage. A Pyro's job is to protect and assist the center of the team, the Medic, Sentry, Cart, etc.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: miauw62 on August 01, 2012, 04:09:24 am
Alright, i'll try to keep that in mind.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Neyvn on August 01, 2012, 05:23:40 am
I dont think its that hard to play Ambush Pyro vs Compgroup. Over three different maps I continually disrupted defenses and attacks of a whole team filled with same clan players. One map I used the same route three times in a row wiping at least 4 at a time before they started smarting to the tacic... Effective and CORRECT use of Backburner ftw...

Also just noticed. T happens to be a very frequently used letter. Finger prints on my phone screen is thck on T...
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: miauw62 on August 01, 2012, 06:24:14 am
Correct use of the backburner?
I applaud you, sir.

Also, were those ambushes in pubs or actual matches?
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Akhier the Dragon hearted on August 01, 2012, 02:34:49 pm
Also there is a difference between a "clan" and a true comp team.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Neyvn on August 01, 2012, 02:41:05 pm
Well the correct use of a Backburner is in its name. Burn their Backs... I really don't see how anyone could make the mista.... \\watches as a Backburner Pryo W+M1 a Heavy/Medic combo...\\ Nevermind...

Though it is annoying when a Medic turns around and you lose those crits, alerting the Heavy who turns around and kills you without doing any damage to him due to medic. But when he doesn't. Best moment ever...

It was a Pub match tbh, but it was clearly a Clan trolling the Pubs, something like 8 or so of one single clan on one team. Naturally we of the random group lost each map but still...

A Clan which plays TF2 in Pubs usually does it for two reason. Fun/Trolling and Strategy Training. The thing about Pubs is that that Random Chance of Change can happen very quickly compared to a Comp Match due to the way its so "Set in Stone" in playstyles...
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: jester on August 01, 2012, 03:22:07 pm
Over here comp groups are called clans, as for the pyros role in comps, it really depends on the skill of the pyro and the maps, pro pyro can often be a bit of a carry in hl as he is counter to solli, sticky traps, ubers, nades, de-sapper as well as being a viable killer and ambush attacker.  A pyro who is pro with burn/pop up/then crit with flare can kill most classes very quickly and is hard to counter.  Id call the pyro just protecting the engi stuff a waste unless most of the team is there holding a point anyway, eg. our pyro runs homewrecker in badwater and covers my stuff when we hold roof on 2nd (pretty much whole team is on roof) and in the pit at last, other than that he runs with the attack team.

  We have run backburner on some maps, but only for 1 shot ambush setups when the rest of the team is going to fall back or if we know we are intentionally dropping a point, if it works, its hilarious.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Akhier the Dragon hearted on August 01, 2012, 03:35:21 pm
hmm, clans = comp group in some places, good to know.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Putnam on August 01, 2012, 05:13:19 pm
The backburner's crit range needs to be widened immensely for it to actually be useful over the flamethrower and degreaser, though; it should be ~90-180 instead of (IIRC) 45 degrees as it is now.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: mr. macduggan on August 02, 2012, 12:14:12 am
So I took the plunge and turned off a bunch of viewmodels for the appropriate classes (the ones you don't really need to see) and all of a sudden I am a godly direct hitter. I'd always written off the weapon as bad before, but now I'm successfully doing damage at all distances more effectively than I ever have, once the gigantic thing was off of my screen.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: miauw62 on August 02, 2012, 10:34:08 am
Well the correct use of a Backburner is in its name. Burn their Backs... I really don't see how anyone could make the mista.... \\watches as a Backburner Pryo W+M1 a Heavy/Medic combo...\\ Nevermind...

Though it is annoying when a Medic turns around and you lose those crits, alerting the Heavy who turns around and kills you without doing any damage to him due to medic. But when he doesn't. Best moment ever...

It was a Pub match tbh, but it was clearly a Clan trolling the Pubs, something like 8 or so of one single clan on one team. Naturally we of the random group lost each map but still...

A Clan which plays TF2 in Pubs usually does it for two reason. Fun/Trolling and Strategy Training. The thing about Pubs is that that Random Chance of Change can happen very quickly compared to a Comp Match due to the way its so "Set in Stone" in playstyles...

Clanstacking can be quite fun, but one of our head admins - if he's online - INSISTS that we dont clanstack :P
But its still alot of fun. Its the good players vs the good players, while picking off a few pubs here and there, and then just the pubs vs the pubs.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: jester on August 02, 2012, 11:04:28 pm
Being a lynchpin in an epic defense against a stack is the best fun you can have in pub tf2 imo.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Siquo on August 03, 2012, 02:28:04 am
Being a lynchpin in an epic defense against a stack is the best fun you can have in pub tf2 imo.
Ah yes, Solo-Fortress 2, I play it often. Too bad that while you're actually ruining the stack's strategy, nobody else seems to be pushing the cart. It's not like you're doing anything else useful. So I run back and forth between the cart and their medics/turrets/etc.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: Keltiknight on August 03, 2012, 02:57:44 am
Must say, ended up with the neon annihilator, nice weapon to mess around with, since most people have no problem rushing a pyro who is swimming...until they get a neon sign crit to the face. Hoping to get the flying guillotine some time soon, it looks fun, considering my love of the sand man stun, probably wait until the prices get to something relatively reasonable and stable.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: miauw62 on August 03, 2012, 04:09:39 am
Neon annihilator? flying guillotine?
Please use the actual NAMES of the weapons :/

WHOOPS NVM i didnt realize a new update came out. I hope these weapons arent too OP.

Anyway, i had an epic run yesterday. Pyro and demo on turbine instarespawn, 32 players. I was the best player in my team, around 175 points i think.
While playing pyro, i ran into the enemy vents, and i had to hide in the vent going to the drop, where nobody could see me. Suddenly, a friendly spy comes. I quickly say "you sap and i'll drop down to destroy the sentries, k?". He just jumps down, so i guess he agrees. He's a spy, if he isnt going to sap... A few moments later, i jump down. Sentries sapped. Awesome. I rush to the sentries before the engies repair them and manage to destroy them, i quickly grab the intel.
"The enemy has secured your intelligence!"
FFFFFUUUUUU- (crits on capture were turned on)
I only managed to bring it halfway the hallway, but we captured it anyway.

In that match, i also seemed invurnable to spies. Spies would always stab everybody (usually in the vents), except for me.
I always turned around just when a spy was going to stab me, just because i wanted to go back and felt an enemy behind me, or because i wanted to look why my medic wasnt healing me anymore.

Also, i think i'm a better demo than i think i am.
Title: Re: Team Fortress 2: Pyromania is live! "Believe in magic!"
Post by: mattie2009 on August 03, 2012, 10:06:12 am
The spy finally gets a new sapper in the latest update too. It reverses the building's construction, which I think is completely hilarious.
Title: Re: Team Fortress 2: Triad pack! Kong King Koth coming soon! "Wayta duck!"
Post by: LASD on August 03, 2012, 04:38:20 pm
The spy finally gets a new sapper in the latest update too. It reverses the building's construction, which I think is completely hilarious.

The cleaver (or guillotine) is also great and hilarious. It replaces the pistol and crits on stunned targets. I'm always using my Strange Sandman anyway, so I really really really want the cleaver. That also has the added bonus that people won't always initiate random trades to get my Vintage Lugermorph.
Title: Re: Team Fortress 2: Triad pack! Kong King Koth coming soon! "Wayta duck!"
Post by: PTTG?? on August 04, 2012, 09:55:15 am
Man, don't trade away that luger. I traded mine, with the hat, away for a 'fetti unusual. The hat alone was worth more than that, and the gun is worth more than the hat...
Title: Re: Team Fortress 2: Triad pack! Kong King Koth coming soon! "Wayta duck!"
Post by: Akhier the Dragon hearted on August 04, 2012, 10:10:09 am
   Shock, you will be quickly banned and rightly so. Also its mostly pointless as this is the internet, you need to do better. This is just a copy paste of some disturbing pictures with a little editing, you need to try harder if you want to affect anything though since this seems to be the best you can do I feel almost sorry for you. Then again I feel the same way about most modern horror movies, neither they nor you get it and in trying to cause horror instead just go for the easy shock which goes away quickly and becomes just so much gore. To those of you reading this in the future don't mind this its just me yelling at a wall because I doubt anything I say would actually affect the troll which posted a "shock" image and had the totally original name of Shock.
Title: Re: Team Fortress 2: Triad pack! Kong King Koth coming soon! "Wayta duck!"
Post by: miauw62 on August 04, 2012, 10:54:47 am
Actually, in the WTF thread a message popped up of him saying "herp derp B12 sux nao toadeh iz banhappeh!". So yeah, i guess thats the reason.
Title: Re: Team Fortress 2: Triad pack! Kong King Koth coming soon! "Wayta duck!"
Post by: Akhier the Dragon hearted on August 04, 2012, 10:59:33 am
Thats not a reason its an excuse, big difference.
Title: Re: Team Fortress 2: Triad pack! Kong King Koth coming soon! "Wayta duck!"
Post by: Neyvn on August 04, 2012, 11:51:19 am
Ok. That was disturbing. Reported so fast...
Looks like he has done it in 14 other threads too...
Title: Re: Team Fortress 2: Triad pack! Kong King Koth coming soon! "Wayta duck!"
Post by: Robosaur on August 04, 2012, 02:53:55 pm
that picture doesn't faze me but the fact that it didn't does.
Title: Re: Team Fortress 2: Triad pack! Kong King Koth coming soon! "Wayta duck!"
Post by: Errol on August 04, 2012, 02:54:49 pm
That I didn't get disturbed by the blood but rather by the excrements worries me, personally.
Title: Re: Team Fortress 2: Triad pack! Kong King Koth coming soon! "Wayta duck!"
Post by: Akhier the Dragon hearted on August 04, 2012, 09:12:16 pm
   Meh, blood is not really something people get worked up about now a days if its not seen in person. Too many movies throw it around like its nothing and a lot of games seem to make humans into bags of it under great pressure. Some place in the world try to stop this which is why there is a silly gibs for Team Fortress 2 but overall it doesn't work.
Title: Re: Team Fortress 2: Triad pack! Kong King Koth coming soon! "Wayta duck!"
Post by: PTTG?? on August 12, 2012, 11:50:26 am
Speaking of blood... The MvM teaser has some very interesting revelations, and a substantial quantity of blood.

Not to spoil anyone, but Saxton Hale does something manly.
Title: Re: Team Fortress 2: Triad pack! Kong King Koth coming soon! "Wayta duck!"
Post by: The Scout on August 12, 2012, 11:52:30 am
Speaking of blood... The MvM teaser has some very interesting revelations, and a substantial quantity of blood.

Not to spoil anyone, but Saxton Hale does something manly.
Link man, link.
Title: Re: Team Fortress 2: Triad pack! Kong King Koth coming soon! "Wayta duck!"
Post by: Boltur on August 12, 2012, 12:01:55 pm
Spoiler (click to show/hide)

Valve is just aiming for ARG world dominance. They're going to make new riddles that lead to another riddles and soon nobody will even remember that they were making games anymore. (If HL3 will ever come out the ARG is probably already in motion :P)
Title: Re: Team Fortress 2: Blood Brothers comic! Kong King Koth out! "Graveline!"
Post by: Blizzlord on August 12, 2012, 01:56:45 pm
Considering that the letters highlighted in blood on the crafting recipe spells out TOBOR I suspect that that skin has some relevance in the update, like being the skin of the enemy.
Title: Re: Team Fortress 2: Blood Brothers comic! Kong King Koth out! "Graveline!"
Post by: Matz05 on August 12, 2012, 02:32:18 pm
Wow. They're doing it again!

Gray obviously advanced technologically more than Redmond and Blutarch... look at his back. And his grasp on reality. Those carrier tanks that the update added are probably going to disgorge a drone army! We could be fighting robots Tobors together now, RED and BLU alike! Or at least having a map event like the Halloween bosses.

...though considering Gray's savvy and technological advancement, we might see assault rifles or battle rifles being used by this enemy. Something like a Pistol with no damage falloff? Or a Lv 1 sentry's gun (possibly a mini-sentry's gun)?

Also, the sneak-stab-stab-stab-"Gentlemen?" combat. Is he related in some way to the Spy? Speculate wildly!
Title: Re: Team Fortress 2: Blood Brothers comic! Kong King Koth out! "Graveline!"
Post by: Duke 2.0 on August 12, 2012, 02:37:05 pm
 Valve, release a machine that allows me to give birth so I can have your children.
Title: Re: Team Fortress 2: Blood Brothers comic! Kong King Koth out! "Graveline!"
Post by: The Scout on August 12, 2012, 02:42:51 pm
Red and Blu aren't dead... he forgot to destroy the machines. They'll just pop back up the same stupid.
Title: Re: Team Fortress 2: Blood Brothers comic! Kong King Koth out! "Graveline!"
Post by: Vherid on August 12, 2012, 02:43:19 pm
You realize, gray is going to be the robot army thing
Title: Re: Team Fortress 2: Blood Brothers comic! Kong King Koth out! "Graveline!"
Post by: Matz05 on August 12, 2012, 03:13:50 pm
He did, however, stab the Engies. Though weren't both wearing the same colour or something? Strange...
Title: Re: Team Fortress 2: Blood Brothers comic! Kong King Koth out! "Graveline!"
Post by: Neyvn on August 13, 2012, 06:01:31 am
He did, however, stab the Engies. Though weren't both wearing the same colour or something? Strange...
They work for Redmond, they are wearing Red... Not seeing a problem here....
Title: Re: Team Fortress 2: Blood Brothers comic! Kong King Koth out! "Graveline!"
Post by: The Scout on August 13, 2012, 06:05:02 am
Engineer built it. I guess they wanted him fighting more then repairing the machine.
Title: Re: Team Fortress 2: Blood Brothers comic! Kong King Koth out! "Graveline!"
Post by: Akhier the Dragon hearted on August 13, 2012, 09:25:49 am
   So they just come back alive and then get the engie and the doc in there to get them back up and running good.
Title: Re: Team Fortress 2: Blood Brothers comic! Kong King Koth out! "Graveline!"
Post by: Myroc on August 13, 2012, 09:55:45 am
And now we know for whom the third immortality machine (http://www.teamfortress.com/loosecanon/13.html) was built for.
Title: Re: Team Fortress 2: Blood Brothers comic! Kong King Koth out! "Graveline!"
Post by: Blizzlord on August 13, 2012, 09:57:00 am
The machines only protected for death by age, most likely by keeping cell division going and reinitializing the metabolism when they "die". I doubt that they are capable of reversing critical wounds that impair organ function or preventing death by loss of blood. They were "life extending machines" after all.
Title: Re: Team Fortress 2: Blood Brothers comic! Kong King Koth out! "Graveline!"
Post by: Siquo on August 13, 2012, 10:00:24 am
"Permanent death by violence" has never really been a big problem in the TF2 universe...
Title: Re: Team Fortress 2: Blood Brothers comic! Kong King Koth out! "Graveline!"
Post by: cerapa on August 13, 2012, 04:02:07 pm
Apparently I am now smarter than the average pyro.

Basically there was a two medic team on the enemy team. You know how it goes, one hits with the ubersaw, the other ubers. Unkillable if they can get 4 hits off. So, what I see is these 2 pyros, just sitting around, spraying fire at them, all the while the medics are hitting them. I was on a good streak with the scout, so I didnt switch out to counter the medics, but I internally kept screaming at the pyros to airblast.

Next round I got my revenge by playing pyro. Airblasted the medics off a cliff. Uber aint gonna help you now HAHAHAHAHA!
Title: Re: Team Fortress 2: Blood Brothers comic! Kong King Koth out! "Graveline!"
Post by: Jackrabbit on August 13, 2012, 05:17:01 pm
God, TF2 became more interesting and intricate than Half Life a while ago and it just. Won't. Stop.

I love it so much.
Title: Re: Team Fortress 2: Blood Brothers comic! Kong King Koth out! "Graveline!"
Post by: Putnam on August 13, 2012, 06:34:49 pm
Gray Mann.

G. Mann.
Title: Re: Team Fortress 2: Blood Brothers comic! Kong King Koth out! "Graveline!"
Post by: Duke 2.0 on August 13, 2012, 06:46:09 pm
Gray Mann.

G. Mann.
Down this road is only tears and disappointment buddy
Title: Re: Team Fortress 2: Blood Brothers comic! Kong King Koth out! "Graveline!"
Post by: Akhier the Dragon hearted on August 13, 2012, 06:50:50 pm
   You do realize that they may have done it like that just to drive people insane with implied Half Life references.
Title: Re: Team Fortress 2: Blood Brothers comic! Kong King Koth out! "Graveline!"
Post by: Osmosis Jones on August 13, 2012, 07:17:07 pm
Oh god, this new update (http://www.teamfortress.com/mvm/) is so awesome! (http://www.youtube.com/watch?v=C4cfo0f88Ug)
Title: Re: Team Fortress 2: Blood Brothers comic! Kong King Koth out! "Graveline!"
Post by: mattie2009 on August 13, 2012, 07:18:19 pm
MANN VERSUS MACHINE UPDATE.

Red + Blue VS Grey.
Co-Op Survival. Against robots.
FUCK LOGIC. TF2, BITCHES.
Title: Re: Team Fortress 2: Blood Brothers comic! Kong King Koth out! "Graveline!"
Post by: Karnewarrior on August 13, 2012, 07:32:11 pm
The update is released the same time I become available to be called to Boot Camp.

But wait, if the release date is Aug. 15 why do they have the movie out already? I thought Valve didn't do that.
Title: Re: Team Fortress 2: Blood Brothers comic! Kong King Koth out! "Graveline!"
Post by: mattie2009 on August 13, 2012, 07:43:08 pm
They released it because teaser trailer. Also to show off source filmmaker's awesomeness.
Title: Re: Team Fortress 2: Blood Brothers comic! Kong King Koth out! "Graveline!"
Post by: Metalax on August 13, 2012, 07:43:54 pm
Just read the second comic (http://www.teamfortress.com/fateworsethanchess/). Does anyone else hear Hales voice as being Cave Johnson?

They've released videos several days prior to the update before, it's simply been that the past few have been arranged to be at the same time as the update so it's come to be expected.
Title: Re: Team Fortress 2: Blood Brothers comic! Kong King Koth out! "Graveline!"
Post by: Akhier the Dragon hearted on August 13, 2012, 07:46:49 pm
Gah, I prefer release on day of as now I have to wait.
Title: Re: Team Fortress 2: Blood Brothers comic! Kong King Koth out! "Graveline!"
Post by: Jackrabbit on August 13, 2012, 08:06:46 pm
Games Workshop should take notes on how to advance storylines in ludicrously awesome ways.

By which I mean fuck. Yes. I officially cannot wait.
Title: Re: Team Fortress 2: Blood Brothers comic! Kong King Koth out! "Graveline!"
Post by: Teneb on August 13, 2012, 08:26:10 pm
This is going to be awesome. Only six players, however?
Title: Re: Team Fortress 2: Blood Brothers comic! Kong King Koth out! "Graveline!"
Post by: Descan on August 13, 2012, 08:30:14 pm
It's either to make it so that each player needs to carry their weight and be competent...

Or because there are going to be SO MANY bots that any more than 6 ACTUAL players would tax... everything, too much.

I'm hoping for the latter. THAT WOULD BE SO AWESOME.
Title: Re: Team Fortress 2: Blood Brothers comic! Kong King Koth out! "Graveline!"
Post by: Karnewarrior on August 13, 2012, 09:04:34 pm
It's either to make it so that each player needs to carry their weight and be competent...

Or because there are going to be SO MANY bots that any more than 6 ACTUAL players would tax... everything, too much.

I'm hoping for the latter. THAT WOULD BE SO AWESOME.
Robot Zerg in TF2?!

Kekekekekekekekekekekekeke
Title: Re: Team Fortress 2: Blood Brothers comic! Kong King Koth out! "Graveline!"
Post by: mattie2009 on August 13, 2012, 10:09:19 pm
The way I see it, it'll have a lot of fodder bots, and a few of the bots shown in the page each round, like in L4D with its normal and special infected. Giants = Tanks.
Title: Re: Team Fortress 2: Blood Brothers comic! Kong King Koth out! "Graveline!"
Post by: Zangi on August 14, 2012, 12:31:15 am
http://www.teamfortress.com/mvm/

Well, downloading TF2 for the first time ever.  I'm only in for this new co-op... and if the game play is similar to L4D, even more epic, but looks like a defend the base/survival deal.
Title: Re: Team Fortress 2: Blood Brothers comic! Kong King Koth out! "Graveline!"
Post by: Putnam on August 14, 2012, 12:42:03 am
"Coming august 15!"
Title: Re: Team Fortress 2: Blood Brothers comic! Kong King Koth out! "Graveline!"
Post by: cerapa on August 14, 2012, 02:25:32 am
"For reasons I cant comprehend or explain, the robots run on piles of money."

Okay, this is awesome.
Title: Re: Team Fortress 2: Blood Brothers comic! Kong King Koth out! "Graveline!"
Post by: Siquo on August 14, 2012, 02:32:28 am
TF2 storywriting. Because a game that needs no story should have the best one.  ???

The new mode sounds more like Killing Floor than L4D. I'm looking forward to it.
Title: Re: Team Fortress 2: Blood Brothers comic! Kong King Koth out! "Graveline!"
Post by: mattie2009 on August 14, 2012, 02:56:46 am
TF2 storywriting. Because a game that needs no story should have the best one.  ???

The new mode sounds more like Killing Floor than L4D. I'm looking forward to it.
Indeed. Valve can't count to three, but they can tell a fucking story.
The world's greatest war-themed hat simulator will face its' greatest threat this far.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Graveline!"
Post by: LASD on August 14, 2012, 03:01:03 am
Holy crap. How many times can Valve make me absolutely stoked about the same goddamn game?

I've lost count, this seems amazing. Only thing that can make this worse is the MOBA syndrome, which means that if you play alone, the other five guys are gonna be super serious dicks. So we should play in Bay12 teams :P

Caaaaaaan't wait.

EDIT: Just read the part 2 of the comic and the explanation on the robots, so excitingly exciting. I wonder if they are gonna disable the normal TF2 modes for this event.

EDIT2: I guess TF2 is now stepping even more on the toes of (Super) Monday Night Combat. Also, Spy probably won't be that useful against the bots.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: LASD on August 14, 2012, 03:33:55 am
Okay, this deserves a second post. Valve has been foreshadowing this from 2010, even with the letters MvM. Here's a video that gathers up everything on the matter:

http://www.youtube.com/watch?v=TzxpbUeN-eg&feature=youtu.be (http://www.youtube.com/watch?v=TzxpbUeN-eg&feature=youtu.be)
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Vherid on August 14, 2012, 04:39:18 am
Okay, this deserves a second post. Valve has been foreshadowing this from 2010, even with the letters MvM. Here's a video that gathers up everything on the matter:

http://www.youtube.com/watch?v=TzxpbUeN-eg&feature=youtu.be (http://www.youtube.com/watch?v=TzxpbUeN-eg&feature=youtu.be)

Yeah I've known about it for a while, it's certainly interesting to see how many fucking little clues they actually gave.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: GaxkangtheUnbound on August 14, 2012, 05:48:45 am
Wait a second: if the machines are robots, shouldn't the spy be able to use sappers on them? Or would they only be calibrated for engineers' buildings?

Also, the map shown in that video seems to be the 3 different co-op maps, because the topmost looks like map 1 of Mannworks (http://www.teamfortress.com/mvm/mannworks/).
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: The Scout on August 14, 2012, 05:55:45 am
Spy is still useful. He could still cloak and backstab big bots.

Seems like I'll be playing the new mode alone. I hope to god there are medkits and ammo.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Siquo on August 14, 2012, 07:59:56 am
If the spy had to employ the sapper instead of the backstab for robots, and they could only be sapped from behind, that'd make sense/maintain balance. Also, everyone knows all robots have an "off"-button/soft-spot/access-hatch/I'm-sure-there's-a-trope-page-for-this between their shoulderblades where they can't reach it.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Akhier the Dragon hearted on August 14, 2012, 08:02:16 am
   No your thinking of the Evil/Good switch, either that or the toggle which decides if they rebel against humans and kill them all.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Osmosis Jones on August 14, 2012, 08:04:06 am
Oh hey, slightly offtopic, but as fans of Valve, I thought you might like to know there's another awesome release in the near future.

HL3 (http://www.t3.com/news/half-life-3-confirmed-at-gamescon)
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Blizzlord on August 14, 2012, 08:15:51 am
My brain is unsure over how it is supposed to react to this revelation. It is battling between collapsing is muscle spasms and transforming into a brainless zombie.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: mainiac on August 14, 2012, 09:42:49 am
Wait a second: if the machines are robots, shouldn't the spy be able to use sappers on them? Or would they only be calibrated for engineers' buildings?

I'd like to see what the downgrade sapper would do to them.  An animation sequence for that would probably look pretty cool if they decided to go that route.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Teneb on August 14, 2012, 10:34:42 am
MvM and HL3? I don't think the world is ready for so much awesome in such a short time.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Neyvn on August 14, 2012, 10:59:02 am
So... How long till it goes live???
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: 10ebbor10 on August 14, 2012, 11:01:24 am
MvM and HL3? I don't think the world is ready for so much awesome in such a short time.
The Half life 3 things is claimed to be a mistake( a joke probably) and Valve has stated that they are not going to reveal any new games this year, I believe.

Also, Valve would never reveal HL3 that way.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Blizzlord on August 14, 2012, 11:02:02 am
So... How long till it goes live???
Says the 15th on the website, but you need to be suspicious over companies in the US regarding dates in Europe.
Basically 2 days from now.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: LASD on August 14, 2012, 12:32:45 pm
Oh hey, slightly offtopic, but as fans of Valve, I thought you might like to know there's another awesome release in the near future.

HL3 (http://www.t3.com/news/half-life-3-confirmed-at-gamescon)

About the same document comes a huge grain of salt:

Quote
Hi there from germany, just registered to quote this from the document:

Bitte beachten Sie die Quellen: Aussteller, Gamesmedien, Internet, Foren, Blogs. Angaben ohne Gewähr.

Translated as: Please mind the sources: Exhibitors, media, internet, forums, blogs. No guarantee.

This is simply marketing and guessing.

And yeah, in Europe MvM will probably come at like 3 am on the 16th.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Duke 2.0 on August 14, 2012, 12:36:02 pm
 The sapper question bores me, the only thing that can pique my interest is the implications of robots counting as structures and the Homewrecker bonus damage.

 It'll be like goddam John Henry out there choo choo here comes the steel driver
Title: Re: Team Fortress 2: Blood Brothers comic! Kong King Koth out! "Graveline!"
Post by: Geen on August 14, 2012, 01:31:23 pm
TF2 storywriting. Because a game that needs no story should have the best one.  ???

The new mode sounds more like Killing Floor than L4D. I'm looking forward to it.
Indeed. Valve can't count to three, but they can tell a fucking story.
The world's greatest war-themed hat simulator will face its' greatest threat this far.
Valve, you MAGNIFICENT bastards. Only you can somehow connect everything in every way possible. In a game. That doesn't really need a story in the first place. G-man? G-mann.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: mattie2009 on August 14, 2012, 04:58:35 pm
(http://i.imgur.com/hZOy5.png)
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Matz05 on August 14, 2012, 05:00:04 pm
<blinks>

....





Just... elipses...
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: The Scout on August 14, 2012, 05:31:23 pm
But... it's a soldier robot.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Duke 2.0 on August 14, 2012, 05:38:57 pm
But... it's a soldier robot.
Gabe mains Soldier.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: The Scout on August 14, 2012, 05:43:03 pm
Damn it, I thought it was spy. Seems everyone likes soldier.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Enzo on August 14, 2012, 05:58:43 pm
So, in the teaser photos in foundry/doomsday, the header image on the machines page, and some of the pictures of the enemies there's a robotic Pyro. No Pyrobot appears in the descriptions of enemies. Same goes for regular-sized Soldier bots. Do we think this is only a partial list of enemies, or they removed some at the last minute?

I really the word Pyrobot.

Also, the soldiers halloween outfit will be 100% more hilarious in this gamemode. "Beep Beep Boop. I am a robot!"
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Osmosis Jones on August 14, 2012, 06:03:18 pm
Looking at it, I think it's just the special loadouts; in the artwork surrounding the machine list, you can see pyro bots and heavies that use their miniguns despite neither being listed.

So, if it uses the class default primary weapon it probably isn't listed.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: mattie2009 on August 14, 2012, 06:24:31 pm
Looking at it, I think it's just the special loadouts; in the artwork surrounding the machine list, you can see pyro bots and heavies that use their miniguns despite neither being listed.

So, if it uses the class default primary weapon it probably isn't listed.
Yeah. The robots listed in the Machines page are the special super-bots that are designed to rough up the players. Lots of weak cannon-fodder enemies, a few dangerous enemies each round, like the Uber Medic or the Minor League Scout.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Teneb on August 14, 2012, 06:38:23 pm
And there are probably going to be at least one special robot for each class, they probably want to keep the others a secret to catch players unprepared.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Akhier the Dragon hearted on August 14, 2012, 06:45:16 pm
   And if you notice there are 2 medics and 2 heavys. Also they seem to be the day 1 stuff so I would presume that day 2 and 3 will have what you want in it somewhere.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: The Scout on August 14, 2012, 07:42:36 pm
Valve is taking their sweet time.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Putnam on August 14, 2012, 08:11:41 pm
But... it's a soldier robot.
Gabe mains Soldier.

Gabe's favorite is spy. Robin mains soldier.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Scelly9 on August 14, 2012, 08:12:29 pm
Valve is taking their sweet time.
This is description of every valve project ever.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Duke 2.0 on August 14, 2012, 08:14:55 pm
But... it's a soldier robot.
Gabe mains Soldier.

Gabe's favorite is spy. Robin mains soldier.

Nonsense, he is an excellent soldier. Serves BLU well. No way he's a dime-a-dozen scumbag RED spy.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Neyvn on August 14, 2012, 08:49:30 pm
http://www.teamfortress.com/mannwill/
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: The Scout on August 14, 2012, 08:52:11 pm
http://www.teamfortress.com/mannwill/
....We knew about this awhile ago.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Descan on August 14, 2012, 09:00:15 pm
Then why is it mentioning Gray at the bottom...?
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: The Scout on August 14, 2012, 09:02:21 pm
Tis out. LOOK AT THE MERCS!
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Neyvn on August 14, 2012, 09:08:36 pm
http://www.teamfortress.com/mannwill/
....We knew about this awhile ago.
Did... You.... Even.... Read.... It??????


Also:: I wonder what the missing Canteen is...
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Metalax on August 14, 2012, 09:12:18 pm
Day 2 (http://www.teamfortress.com/mvm/mercs/) is finally out.

edit: hidden on the page is a link to a pic of the the upgrade UI (http://media.steampowered.com/apps/tf2/tobor/upgrade_ui.jpg)

Also the spy can sap robots.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: mattie2009 on August 14, 2012, 09:28:19 pm
I have the best combos so far here:

Canteen Bonus Medic with Ammo Boost Canteen + Penetrator Round Heavy with Crit Boost Canteen
Infinite ammo for the heavy, plus the penetrator crits will mow down the 'bots. Plus the medic always has their uber in case things get hairy.

Canteen Bonus Medic with Crit Boost Canteen + Wrangler Engie with Build Boost Canteen
Quick-build sentry using the canteen, activate wrangler, medic activates canteen, triple fire rate for the sentry. Completely lethal combo.

Anyone else got a combo they think would be good?
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Duke 2.0 on August 14, 2012, 09:29:51 pm
I have the best combos so far here:
Based on theorycrafting on a gamemode we have never seen before with no info on how the bots act or the game plays?

Not to mention the fact that most of the upgrades and possibly a canteen are unknown to us.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: mattie2009 on August 14, 2012, 09:34:00 pm
I'm using what we know so far. Also yes, one of the canteens seems to have been ripped from the wall, so we may have a secret sixth canteen, plus any extra upgrades that haven't been revealed.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Rose on August 14, 2012, 09:38:45 pm
Medic + Send home canteen.

Trololololo
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Karnewarrior on August 14, 2012, 09:50:35 pm
Medic + Send home canteen.

Trololololo
Made better if you could medic the bots. Which wouldn't make sense at all but that would be so much fun.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Duke 2.0 on August 14, 2012, 09:54:19 pm
 Clearly six medics making a solid wall of uber around the drop zone
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Enzo on August 14, 2012, 09:56:26 pm
Glad to see Spies can Sap robots, and they've put some thought into how disguises/etc should be treated. Of course, I'll probably end up playing some more direct classes for this.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Scelly9 on August 14, 2012, 10:32:44 pm
You know what's awesome? Finding people on public that aren't massive raging dicks.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Neyvn on August 14, 2012, 10:41:48 pm
Is the game actually playable yet???
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Scelly9 on August 14, 2012, 10:43:23 pm
Not Mann vs. Machine, I mean normal TF2.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: LASD on August 15, 2012, 02:57:21 am
But... it's a soldier robot.
Gabe mains Soldier.

Gabe's favorite is spy. Robin mains soldier.

That sounds like a great logic puzzle.


Also, they've really lended a page or two from Dota to make this game mode. Canteens are almost identical to the Bottle item and Medic seems to be working really similarly to Wisp, even if that was mostly true before MvM.

The amount of class + weapon combinations for this mode makes my head hurt a bit.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: cerapa on August 15, 2012, 03:48:02 am
I wonder how they are gonna upgrade the more unorthodox items. Like the soda popper, crit-a-cola, bonk, dalokhs, razorback, darwins danger shield and all the things with bleeds or unorthodox alt-fires.

Also, fish upgrades, will the Holy Mackerel be upgradeable for bigger humiliation?
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Blizzlord on August 15, 2012, 04:16:25 am
I wonder how they are gonna upgrade the more unorthodox items. Like the soda popper, crit-a-cola, bonk, dalokhs, razorback, darwins danger shield and all the things with bleeds or unorthodox alt-fires.

Also, fish upgrades, will the Holy Mackerel be upgradeable for bigger humiliation?
I assume that all the upgrades will cover all items. Some items might not even need upgrades. I also assume that the want to screw over snipers not using Jarate in this mode, since it is so useful.

And dear God do I hope for exclusive fish upgrades.

Edit: Hidden upgrade preview page. (http://media.steampowered.com/apps/tf2/tobor/upgrade_ui.jpg)
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Osmosis Jones on August 15, 2012, 04:33:48 am
So I'm looking at that upgrade page, and I'm thinking... heavy with those penetrator rounds, knockback and (if possible) max ammo upgrades and lifesteal would be pretty damn terrifying. You would basically be a lv 2 sentry that can move, and with the huge ammo supply coupled with regen from damage, it would be like being perma-camped on a dispenser. Not sure if crits or return to base (in case you do start to get overwhelmed) would be better though...
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: The Scout on August 15, 2012, 05:59:22 am
I think soldier is going to be made the best for the mode. Since they already list him as the best.

Point may be invalid. I can't find where they say heavy is a weaker class and soldier is stronger.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: LASD on August 15, 2012, 06:06:29 am
Well, I'm gonna what do I against players as well. Spy with the Revolver as my only weapon with no disguises. And a Dead Ringer so I won't get badly hurt when someone starts shooting back.

Cigarette box taunt after every kill.

If the upgrades for the Revolver are good enough this might even work. Though I doubt this mode has the SMNC/Blacklight "Taunting after kills gives money"-thing.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: mattie2009 on August 15, 2012, 06:22:20 am
Well, I'm gonna what do I against players as well. Spy with the Revolver as my only weapon with no disguises. And a Dead Ringer so I won't get badly hurt when someone starts shooting back.

Cigarette box taunt after every kill.

If the upgrades for the Revolver are good enough this might even work. Though I doubt this mode has the SMNC/Blacklight "Taunting after kills gives money"-thing.
>taunt after every kill
>horde gamemode

lol.jpg
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Zangi on August 15, 2012, 08:14:21 am
What is a good starter class for someone who has never played any PC shooter other then L4D2?  Also, I've really only ever stuck to co-op. 
I suck at melee, but can use the shotty, auto, sniper and pistols fine.  Preference to the fast sniper and revolver, thanks to 1-hit no-scope kills of commons though.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Metalax on August 15, 2012, 08:17:00 am
What would be interesting would be if taunting after killing a bot would cause all bots of that type to be more likely to target you, ie you pull their aggro, leaving the rest of your team more free to act.

What is a good starter class for someone who has never played any PC shooter other then L4D2?  Also, I've really only ever stuck to co-op. 
I suck at melee, but can use the shotty, auto, sniper and pistols fine.  Preference to the fast sniper and revolver, thanks to 1-hit no-scope kills of commons though.

Soldier is probably the easiest to start with, just make sure you toggle the "auto reload when not firing" on in the options settings. Heavy would be the other relatively simple to start with class to play.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Blargityblarg on August 15, 2012, 08:23:28 am
Medic, Heavy and (turtle, non-ninja) Engineer don't rely very much at all on standard FPS twitch reflexes. Pyro and Soldier need a bit of it, but not too much.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Neyvn on August 15, 2012, 08:33:09 am
Also don't go into the game thinking that Sniper is the same as all other Sniper games...
For the love of all things sane and holy, DO NOT ENTER A GAME AND GO SNIPER STRAIGHT AWAY!!!

So many times have I seen...
"Player has Join the game."
Player Goes Sniper.
Pushing Last Point on a Payload map where there is really NO good attacking sniper locations...
15mins later because of good defense.
Player has still 0 Points...
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Blargityblarg on August 15, 2012, 08:54:17 am
Yeah, be careful about going Sniper or Spy. they tend to be overused because a) spies are cool and b) people think their skillz from other FPSes will translate into their Sniper play, which is okay, but when these two classes make up half the team it really does get difficult to do any significant damage to the enemy.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: mainiac on August 15, 2012, 09:11:08 am
Seems to me like spy is gonna be wicked powerful.  As long as you steer clear of fire you can sap all the robots and they won't notice you.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Zangi on August 15, 2012, 09:12:12 am
Well, I'm really only going to bother playing co-op, so not a problem?  I ain't got the twitch skills for PC shooters anyways.

@Metalax: Thanks, I've always manually reloaded after shooting so not a problem...

@Blargityblarg: Huh, so those 3 are the non-twitch friendly?  I guess I'll give em a go.

@Neyvn:  Is the TF2 Sniper the same as the sniper weapon in L4D2?  I forgot to mention that I totally suck at scope sniping versus moving targets.  I can totally destroy stationary targets like any other baddie sniper though.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Neyvn on August 15, 2012, 09:18:50 am
@Neyvn:  Is the TF2 Sniper the same as the sniper weapon in L4D2?  I forgot to mention that I totally suck at scope sniping versus moving targets.  I can totally destroy stationary targets like any other baddie sniper though.
No. TF2 Sniping is no where near similar to any other FPS style. And only Noobs stand still while Sniping...
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: 10ebbor10 on August 15, 2012, 09:24:07 am
Seems to me like spy is gonna be wicked powerful.  As long as you steer clear of fire you can sap all the robots and they won't notice you.
Well, it's only the upgraded spy sapper, so you're going to need to invest quite a lot of money. Also, it only says disable, I'm not sure if that means kill or if an engineer/ medic can come along and undo the damage. Also, you're not going to do anything about any of the giant bots.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: mainiac on August 15, 2012, 10:57:48 am
I was thinking that spies would just sap the entire horde and let teammates finish it off.  And can't spies knife the massive bots to make them more vulnerable?  I sounds like spies are going to be supporting but going to be really good at supporting.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: The Scout on August 15, 2012, 11:07:38 am
Soldier will fly around firing rockets at the speed of sound. Extra fire rate, clip size and reload time? HELL YEAH!
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Blizzlord on August 15, 2012, 11:08:55 am
I seriously hope that Valve adds a misc item that transforms you into a robot. Because making the Pyro even more soulless is a fantastic endeavour.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Jiharo on August 15, 2012, 11:50:32 am
I won't say anything about future update but what I like about this is the music that plays in the first part of teaser. Reminds of Morricone's western soundtracks a bit.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: umiman on August 15, 2012, 11:52:33 am
Holy crap. Someone noticed that the MvM update video is synced almost perfectly to the Inception music: http://www.youtube.com/watch?v=J3fmUJyXRvA
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Scelly9 on August 15, 2012, 11:56:11 am
Valve, I love you so.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: The Scout on August 15, 2012, 12:20:00 pm
Oh god. Soldier with Direct Hit. Fast reload, more ammo, faster firing speed. The possibilities for him are endless.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Putnam on August 15, 2012, 12:27:12 pm
Oh god. Soldier with Direct Hit. Fast reload, more ammo, faster firing speed. The possibilities for him are endless.


...but still no splash.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Siquo on August 15, 2012, 12:28:42 pm
Yeah, and I'm guessing there's going to be tons of enemies, and splash damage will rule. Splash support (milk/jarate) might prove to be mighty useful, as well.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: 10ebbor10 on August 15, 2012, 12:34:14 pm
And then giant robots come around and wreck your entire defense.

Sentries are going to be usefull too. Apparently so strong that valve implemented a unit specialized in killing them.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Duke 2.0 on August 15, 2012, 12:41:21 pm
@Metalax: Thanks, I've always manually reloaded after shooting so not a problem...
No, really, turn it on. The only place it hurts is spies with a reload animation that takes the whole screen. Otherwise it saves you so many keystrokes. It helps that you can always interrupt reloading.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: 10ebbor10 on August 15, 2012, 12:50:31 pm
@Metalax: Thanks, I've always manually reloaded after shooting so not a problem...
No, really, turn it on. The only place it hurts is spies with a reload animation that takes the whole screen. Otherwise it saves you so many keystrokes. It helps that you can always interrupt reloading.
I'm pretty sure you can turn of the weapon model, so it doesn't need to hurt their either.

Though you want to leave that on actually. It looks much better.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Metalax on August 15, 2012, 12:53:47 pm
It's still good for spies to have it on, as the reload animation pretty much matches the time for the ambasador to return to full accuracy.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Putnam on August 15, 2012, 01:16:27 pm
Also, reloading while disguised will cause the reload animation to play on your disguise.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Akhier the Dragon hearted on August 15, 2012, 01:56:31 pm
   I don't know about the ambassador but the Scouts pistol does and I know that when pubbing with bad snipers nothing is funnier then pistol snipping a sniper.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: 10ebbor10 on August 15, 2012, 02:14:33 pm
   I don't know about the ambassador but the Scouts pistol does and I know that when pubbing with bad snipers nothing is funnier then pistol snipping a sniper.
Or flare gun sniping. First flare ruins their aim, second one kills them if they haven't gotten away yet.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Blizzlord on August 15, 2012, 02:26:14 pm
Oh god. Soldier with Direct Hit. Fast reload, more ammo, faster firing speed. The possibilities for him are endless.
You seem to forget that the Giant Heavybot can shoot down projectiles.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: The Scout on August 15, 2012, 02:36:37 pm
Oh god. Soldier with Direct Hit. Fast reload, more ammo, faster firing speed. The possibilities for him are endless.
You seem to forget that the Giant Heavybot can shoot down projectiles.
That's only a problem if he's like the bots we have now. Auto tracking that makes rocket jumping useless. And we don't know how effective his ability is.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: The Scout on August 15, 2012, 06:21:00 pm
Yay, Day 3 bump.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Matz05 on August 15, 2012, 06:25:30 pm
If you are new and want to play sniper, remember these things:
1. You are squishy. VERY squishy. The SMG is a pretty awesome weapon, but you often won't survive long enough to use it in direct combat, so avoid direct combat.
2. You can't shoot through glass or some other semi-transparent walls/fences.
3. No-scoping does almost NO damage and (I think) cannot headshot. The longer you stay scoped in, the more a bar in your scope charges. That represents your damage. It resets when you look up. Use your SMG or replacements for near targets, or just RUN AWAY!
4. Headshots triple damage, but sometimes a fully-charged bodyshot will suffice. Get a feel for when this is the case.
5. The only weapons that can headshot are the spy's Ambassador (the light-coloured huge revolver) and sniper primary weapons EXCEPT the dart rifle.
6. Remember that spys and pyros are the ones most likely to go after you. Plan escape accordingly.
7. Except in a very few gamemodes (Arena, etc.) KILLS DON'T COUNT; DEATHS DON'T COUNT. "Playing the objective" is a lot more important than popping X number of heads.
8. Only some weapons can overpenetrate. I think this is limited to the Machina when fully charged and the Huntsman bow.


Also, for all classes, remember the cartoon physics!
1. Most weapons have damage fall-off over distance. For shotguns and ESPECIALLY scatterguns, this is done to a ludicrous extent. In a few cases this is REVERSED to make unlikely shots that much more hillarious (Crusader's crossbow damage/healing, Sandman ball stun amount, etc.)
2. Rocketjumping/stickyjumping is expected behaviour. The devs even balanced for it.
3. Pyro airblasts and other teammates' liquid grenades (but not darts) will extinguish burning friendlies, as will being healed.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Putnam on August 15, 2012, 06:29:41 pm
3. No-scoping does 50 damage, more than most weapons do in one shot. The best way to kill soldiers and demomen is one no-scope and one headshot, in fact.
4. Headshots are usually better, since you don't have to stand around for long.
8. Huntsman can't penetrate.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: TherosPherae on August 15, 2012, 06:30:40 pm
Day 3 is out.

It wouldn't be a Valve update if they didn't put something new in the Mann Co. Store. :P
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: The Scout on August 15, 2012, 06:35:19 pm
I rave about soldier, and once again his crazyness adds more stuff.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Scelly9 on August 15, 2012, 06:38:47 pm
So, is it playable now or do we need to wait for another update?
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Karnewarrior on August 15, 2012, 06:41:32 pm
Is it still not out?

They're running low on time.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: mattie2009 on August 15, 2012, 06:54:41 pm
IT IS TIME TO MANN UP AND FIGHT ROBOTS.
Also TF2 is being derpy and verifying nonexistant cache files. Ugh.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Akhier the Dragon hearted on August 15, 2012, 06:57:52 pm
   Does that mean its actually out? I am guessing something big is happening as steam doesn't want to finish my download I have going but it would be nice to confirm its TF2 going roboty.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Scelly9 on August 15, 2012, 06:58:31 pm
   Does that mean its actually out? I am guessing something big is happening as steam doesn't want to finish my download I have going but it would be nice to confirm its TF2 going roboty.
It's not showing up in my list of gametypes so....
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Duke 2.0 on August 15, 2012, 07:01:42 pm
 Day updates don't necessarily mean the game is updating. They have until midnight in North America.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: The Scout on August 15, 2012, 07:13:16 pm
Yeah, no update. There are also no engie bots.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Neyvn on August 15, 2012, 07:14:26 pm
They are replaced by the Sentry Busters I believe...
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: HailFire on August 15, 2012, 07:15:27 pm
Yeah, no update. There are also no engie bots.

On the other hand, the achievement list has several references to "Tanks".
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Metalax on August 15, 2012, 07:18:36 pm
Been looking at the achievements on the day 3 page and there is a fair bit on info in their descriptions.

It looks like there will be two forms of bombs being delivered, bombs carried by bots and bombs carried by tanks.

Bot's level up during a wave.

Upgrades may be persistant. 'Max out all primary weapon upgrades' and 'Max out all resistances on a single class.' may hint at this.

Bot waves are going to be big and bots are going to be relatively fragile, 'As a Spy, sap 10 robots at once.', 'As a Demoman, kill 10 robots in a single detonation.' and 'As a Sniper, kill 4 enemies simultaneously.' would suggest this.

Pyro will be able to reset the bomb, likely by airblasting a bomb carrier into a pit.

edit: also soldier has a cunning plan.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Scelly9 on August 15, 2012, 07:20:33 pm
Bot waves are going to be big and bots are going to be relatively fragile,
YAY
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: The Scout on August 15, 2012, 07:23:55 pm
edit: also soldier has a cunning plan.
He's been in almost every comic/update now and he always plays a decently important part. Valve is in love with him.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: HailFire on August 15, 2012, 07:24:19 pm
'As a Spy, sap 10 robots at once.'

Just to clarify, the sapper can be upgraded to affect bots in a radius.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: mattie2009 on August 15, 2012, 07:48:08 pm
The big reveal here is the new "Mann Up Mode," which will pit you against the mechanical hordes on an "Official Mann Co." server with a chance to earn the new rewards, which largely seem to run along the theme of strapping broken robot parts to yourself and your guns. To be eligible for these (cosmetic only) drops, you'll need to buy Tour of Duty tickets for 99 cents each. Each ticket will allow you to complete a mission toward completing a Tour of Duty badge: a new item that levels up with you and grants you a random rare every time you level it up. Each level of your Tour of Duty badge will require you to complete a set of fixed MvM missions, at the cost of one ticket each. Tickets are only expended on a victory, so succumbing to horrible, metal death won't "eat your quarters" like the arcade games of yore.

Source: http://www.pcgamer.com/2012/08/16/team-fortress-2-mann-vs-machine-day-3-teaser-epic-loot-edition/?ns_campaign=article-feed&ns_mchannel=ref&ns_source=steam&ns_linkname=0&ns_fee=0
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: HailFire on August 15, 2012, 07:49:51 pm
The rewards are tradable, though they probably won't be droppable- hopefully, the tour of duty tickets will drop (if only rarely)
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Neyvn on August 15, 2012, 08:01:15 pm
-snip-
OR...
http://www.teamfortress.com/mvm/faq/
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: The Scout on August 15, 2012, 08:08:09 pm
UPDATE IS LIVE!
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: mattie2009 on August 15, 2012, 08:18:55 pm
IT'S TIME TO MANN UP, BITCHES.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Zangi on August 15, 2012, 08:19:10 pm
UPDATE IS LIVE!
Make the problem worse, keep trying to get in after each fail.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Scelly9 on August 15, 2012, 08:19:25 pm
ARGH IT WONT START DAMMIT
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Zangi on August 15, 2012, 08:26:28 pm
ARGH IT WONT START DAMMIT
I actually got into some updater:  Ready in 1 Second...  18 Seconds, 19 Seconds, 20 Seconds, 21 Seconds, 24 Seconds, 2 hours now.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Metalax on August 15, 2012, 08:27:25 pm
In the update notes.
Quote
Removed player penetration from The Pomson 6000 and boosted the damage to compensate

No more multi kills :(.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: TherosPherae on August 15, 2012, 08:35:11 pm
UPDATE IS LIVE!
UPDATE IS MASSIVE!

Seriously though I don't expect anyone to be able to play MvM within the next hour or two, given how busy the Steam servers are and how big the update is.

Wait a second....

ARCHIMEDES IS AN ITEM NOW.

DO WANT.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Akhier the Dragon hearted on August 15, 2012, 08:36:18 pm
It is such a happy ding for telling me the game is unavailable, almost smug you could say.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Bluerobin on August 15, 2012, 08:39:15 pm
It is such a happy ding for telling me the game is unavailable, almost smug you could say.
It's so happy. I guess that's nice of Valve to design the bearer of bad news to be happy about delivering it?
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: HailFire on August 15, 2012, 08:41:29 pm
Updating, but got about an hour to go on it.

Update is XBOX HUEG (nearly a gigabyte), so hopefully there'll be some other pleasant surprises waiting for us in there.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: mattie2009 on August 15, 2012, 08:46:59 pm
>Steam releases massive update for popular game
>Doesn't get a good number of servers ready for playing the new gamemode

Ugh.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Metalax on August 15, 2012, 08:48:39 pm
I've gotten too used to massive patches for my games over the past few months evidently, as when I looked at the size of the update once it started my first thought was "that's a bit small isn't it?"'.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Duke 2.0 on August 15, 2012, 08:52:11 pm
>Steam releases massive update for popular game
>Doesn't get a good number of servers ready for playing the new gamemode

Ugh.
We have reached the point in time where everything going to shit on the launch of a highly anticipated new thing isn't something to grudge about. They probably tripled their servers and still don't have enough. Not to mention playing now or tomorrow morning isn't a big difference in a F2P game.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Akhier the Dragon hearted on August 15, 2012, 09:01:09 pm
I won't be able to get THIS (http://store.valvesoftware.com/product.php?i=S0240) lacking the buying power but, oh my god, its something I would love to have. Plus you get him for your medic in game as well!
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: mattie2009 on August 15, 2012, 09:02:19 pm
>Over 8000 players in the queue for the first mission alone
>50 servers full, 0 Empty/Active
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: MrWiggles on August 15, 2012, 09:06:58 pm
My question is why does everyone think there should be enough servers on the first day? I'm curious if there any understanding how much of a waste that'd be. The over population from release day, isn't typical of expected server stress. To buy the number of servers just so there no worry on a release day is stupid.

The traffic for the game will go back down over the next couple of weeks, without having to waste so much money on extra serves that they'll have to take down after the initial excitement.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: mattie2009 on August 15, 2012, 09:10:35 pm
The amount of servers is increasing slowly. It's up to 65 now.

EDIT: 80 now
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Duke 2.0 on August 15, 2012, 09:15:45 pm
 Seems Mann-Up servers are on a different queue, we are all looking at the community servers

 Also seems even the Mann-Up peeps can't play yet
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Putnam on August 15, 2012, 11:30:42 pm
Make sure to switch your server to Greenland or Thailand or somewhere else similar to download faster.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: HailFire on August 15, 2012, 11:33:47 pm
Yeah, just try getting on MvM tomorrow. It's up to ~165 servers now, but there's 9-10k people in the queue... for teams of only 6 at a time.  :-\
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Akhier the Dragon hearted on August 16, 2012, 12:02:07 am
   Only 9-10k? I was showing 15k min on mine. Going to wait for tomorrow and see what it looks like then.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Neyvn on August 16, 2012, 12:08:27 am
I was on a 30second wait time... Now its sitting at 4min...
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Zangi on August 16, 2012, 12:13:39 am
Meh, seeing as I couldn't join a co-op... I ended up trying the versus.  I sucked horribly at it.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: HailFire on August 16, 2012, 12:14:06 am
Well, apparently there's over 700 servers now, so things are moving a bit more quickly.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Ninteen45 on August 16, 2012, 12:26:45 am
lol 18K waiting.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Enzo on August 16, 2012, 12:51:14 am
Updated wrecked my HUD, can't get into MvM mode. Yay update.

Meh, seeing as I couldn't join a co-op... I ended up trying the versus.  I sucked horribly at it.

That's kind of to be expected, your first time playing... Just play medic and heal everybody until you figure out what's going on. Or try the training missions.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Karnewarrior on August 16, 2012, 12:58:16 am
Medic sounds like a real good idea. Even if you're absolutely horrid at it, you'll likely be the only one on the team so no-one will care. And you get to observe how the different classes are played!

Anyways, forgoing Co-op until tomorrow (today?). I'm not waiting 28 minutes for a single round of Co-op.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: TherosPherae on August 16, 2012, 01:29:14 am
I got into a coop round earlier. Played Medic, got all the speed upgrades on the needlegun. I was pretty much Medic-Heavy with that thing.

It was hilariously fun, but only having 6 rounds made it incredibly short. And the massive number of people trying to get into MvM servers bogged me down with lag until it eventually force-disconnected me. :|

I just got into another round now, so I shall bring more news of it sometime soon.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: LASD on August 16, 2012, 02:37:47 am
How does everyone feel about Mann Up Mode?

My knee did slightly jerk when I read about it, but mostly because it doesn't include a "Season Pass" sort of thing. I don't like paying small amounts of money for consumable things, but I'm fine with paying a larger sum to get something permanent.

I don't know anything about the co-op yet, as the queues are still over 20 minutes. At the low point of online Steam users. Eep, this evening won't work out for Valve at all, I expect.

EDIT: It started loading a map, so I stopped the stream I was watching to get the 20 minutes over with, alt-tabbed back and I was disconnected and the error was off screen. It kicked me out and I can't start the queue again as I was probably tagged as a leaver No, wait, I'm an idiot I just didn't pick a mission. Fun times.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Blizzlord on August 16, 2012, 02:43:54 am
I don't know anything about the co-op yet, as the queues are still over 20 minutes.
My opinion in a nutshell.

Also, I find it ok for them to do the payment exclusive things as long as they stay cosmetic. I was hoping for new weapons but it looks like there are none to get.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Omegameep on August 16, 2012, 04:02:50 am
MvM matchmaking is offline, hope they're increasing the number of MvM servers
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: 10ebbor10 on August 16, 2012, 04:05:17 am
MvM matchmaking is offline, hope they're increasing the number of MvM servers
I'm pretty sure most of the servers are community servers, and valve has no real control about it.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Blizzlord on August 16, 2012, 04:05:26 am
The MvM matchmaking is still up, but they have temporarily taken down the Mann Up servers most likely due to overload.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Omegameep on August 16, 2012, 04:15:54 am
MvM matchmaking is offline, hope they're increasing the number of MvM servers
I'm pretty sure most of the servers are community servers, and valve has no real control about it.
Sorry about that,I didn't get to properly read the pop-up announcement when a heavy and medic combo is coming to the last point
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Enzo on August 16, 2012, 05:09:29 am
Got an invite to a MvM password protected server from a bro. My reaction:

Super fun.
Sticky Launcher is OP. Up the damage rate and reload speed + critboost. Destroy all the robots.
Heavy is pretty useful. Penetration + critboost.
Spy is, unfortunately, pretty crap in this mode. But whatever.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: ank on August 16, 2012, 05:11:53 am
What annoys me about the Pay To Play scheme is that i bought the damn game at full price back when it came out.
I understand valve has to make money from all the free players, or the players that bought the game for 5 bucks, but dammit! i already bought this game!
The ONLY thing i ever got from buying the game was the Veteran badge.

I think anybody who bought the game should get periodic free Tickets/Keys for the stupid crate.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: 10ebbor10 on August 16, 2012, 05:15:40 am
What annoys me about the Pay To Play scheme is that i bought the damn game at full price back when it came out.
I understand valve has to make money from all the free players, or the players that bought the game for 5 bucks, but dammit! i already bought this game!
The ONLY thing i ever got from buying the game was the Veteran badge.

I think anybody who bought the game should get periodic free Tickets/Keys for the stupid crate.
And the proof of purchase.

Also, it's not pay to play, as there is no gameplay locked, nor any advantage with buying things. Sure you can look smug in your new hats, and maybe get weapons a little faster.

Then again, I'm not against freebies.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Xotes on August 16, 2012, 05:17:50 am
I want to love MvM, I really do, but it keeps crashing my game every few waves in. Until it gets fixed, I can't even play it.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: 10ebbor10 on August 16, 2012, 05:20:50 am
I want to love MvM, I really do, but it keeps crashing my game every few waves in. Until it gets fixed, I can't even play it.
The server overload and most issues will probably be fixed in the next few days.

Also 8k people on waitlist. In total there are only a thousand servers.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Xotes on August 16, 2012, 05:22:19 am
The server overload and most issues will probably be fixed in the next few days.

Also 8k people on waitlist. In total there are only a thousand servers.

I know it'll get fixed, but it still hurts to have great fun playing a few waves and then BAMPH, SORRY, TIMES UP YER CRASHED.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: MrWiggles on August 16, 2012, 06:57:51 am
What annoys me about the Pay To Play scheme is that i bought the damn game at full price back when it came out.
I understand valve has to make money from all the free players, or the players that bought the game for 5 bucks, but dammit! i already bought this game!
The ONLY thing i ever got from buying the game was the Veteran badge.

I think anybody who bought the game should get periodic free Tickets/Keys for the stupid crate.
Why?

For you personally, how many hours have you played the game?

I've played over 600 hours. For the sake of argument, lets say the game cost 60 bucks. (I think its fair to assume that for most of us, TF2 did not cost us 60 bucks) So that 10 cents per hour of play. Thats ridiculously cheap of investment. Yet, for some reason, Valve owes you more? And never mind, all the free content they've given you in the interim over the years. No, Valve stills owes you more, because sometime in the past, you spent a few bucks on them? And lets remember that that money, you spent on them a bit a go, is long and spent by valve, and you've probably costed them money to actually play the game with continued development cost for new content for the game, and infrastructure cost. Unless you happen to be buying from the MannCo store on a fairly regular basis.

This kind of arbitrary limitless entitlement crap, bugs me.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: umiman on August 16, 2012, 07:14:55 am
Technically, even if he paid "full price" for it... aka bought the Orange Box.

That cost $50 at release and it had 5 games inside. So even if they were all valued equally, he only paid $10. Which is only $5 more than what most people paid for it. Even then the game didn't go free to play until last year, so he got 4 years of "exclusive" access for that price.

Clearly $2.50 a year is just too high a price to pay.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: debvon on August 16, 2012, 07:18:11 am
I've put almost 2,000 hours into this game. I bought it when it was released and briefly got into the competitive scene, but didn't enjoy that AT ALL. I'm glad I paid for it, the game was worth what I paid at the time (which wasn't much). However I wouldn't spend a cent on it in its current form. I really can't stand all of this vanity crap and the added, needless complexity. It's like they're trying to string along a bunch of slow adults with short attention spans by releasing poorly designed hats, weapons, and.. everything. I want an official Vanilla Mode, or at least an easy way to prohibit any item released after the community item flood gates were opened. It's just too much, it's no longer as enjoyable. Am I alone with this opinion?
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: cameron on August 16, 2012, 07:21:32 am
I think the biggest issue is they tried to announce it as something special on the third day with the map being the only other thing for people to get excited about, having it be a focus and phrasing it like you buy access to a special mode instead of just saying you are buying a hat at the end of a couple of missions makes even me a bit uneasy, and I only spent 50 cents on the game.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Blizzlord on August 16, 2012, 07:25:37 am
I see the whole thing as this.

"Gee, I've really had a fun time with this free game. If only there was a way to show my appreciation the the development team... Oh wait, there is! I can go to this Mann Co. store and buy a hat or a supply crate key to support the games future development. What an amazing idea!"
/personal opinion
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: umiman on August 16, 2012, 07:26:57 am
I've put almost 2,000 hours into this game. I bought it when it was released and briefly got into the competitive scene, but didn't enjoy that AT ALL. I'm glad I paid for it, the game was worth what I paid at the time (which wasn't much). However I wouldn't spend a cent on it in its current form. I really can't stand all of this vanity crap and the added, needless complexity. It's like they're trying to string along a bunch of slow adults with short attention spans by releasing poorly designed hats, weapons, and.. everything. I want an official Vanilla Mode, or at least an easy way to prohibit any item released after the community item flood gates were opened. It's just too much, it's no longer as enjoyable. Am I alone with this opinion?
No, not really. I think it's kinda over the top as well. I think the peak for me was about the engie update. But it's mostly because I can't tell what the hell is going on any more and can't be arsed to follow along the neverending updates.

I'm very worried DotA 2 is following the same fate. It's not even released yet and sometimes I can't even identify what hero I'm fighting against. What with giant feathery hats and octopus heads and completely different models.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: LASD on August 16, 2012, 10:14:36 am
I've put almost 2,000 hours into this game. I bought it when it was released and briefly got into the competitive scene, but didn't enjoy that AT ALL. I'm glad I paid for it, the game was worth what I paid at the time (which wasn't much). However I wouldn't spend a cent on it in its current form. I really can't stand all of this vanity crap and the added, needless complexity. It's like they're trying to string along a bunch of slow adults with short attention spans by releasing poorly designed hats, weapons, and.. everything. I want an official Vanilla Mode, or at least an easy way to prohibit any item released after the community item flood gates were opened. It's just too much, it's no longer as enjoyable. Am I alone with this opinion?

I'm quite happy with everything that's added. It doesn't really matter that much what the other people are using as nothing is broken or way more powerful than something else. Only thing that lessens my enjoyment is the people that are so much better than me that I feel I don't have a chance against them, which hasn't ever changed.

"More toys is more fun" is pretty much my feelings toward all the weapons that keep piling up. I love a game that keeps changing fundamentally, I don't like playing a static thing forever. If that makes me a slow adult with a short attention span, then fine. Though I think things staying the same forever is way easier for those people.

P.S. Dear Valve, your crap is broken. Still over half an hour of wait time and we're only closing in on peak hours.

EDIT: Okay, this sort of bugs me. Boot Camp is community servers, Mann Up is Valve servers? Feels like Valve isn't even making an effort to let people play their new game mode, if they only support their 0.74€ per mission thing with servers.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: TripJack on August 16, 2012, 10:25:50 am
TF2 used to be good stuff. The gotta catch em all hats and unlockable weapon shit just attracted more kiddies and retards to the game. Now I haven't really played since it became f2p shovelware, but I'm sure that the situation has not improved.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Akhier the Dragon hearted on August 16, 2012, 10:32:13 am
   I am glad that someone who hasn't played the game since something changed is allowed to tell us that a game most people in this thread loves is actually sh**
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: LASD on August 16, 2012, 10:33:32 am
Blah blah

I'm sorry, but that was kind of offensive and not at all constructive discussion. No point flaming here, we're all nice people.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Errol on August 16, 2012, 11:05:06 am
While a vanilla mode would be a nice idea for a change I don't really mind the boatloads of items. The mission thing looks like a moneygrubbing scheme, yes, that's kind of turning me off. But I seriously doubt that Coop was going to trump a good game of Payload or Special Delivery anyways.

BTW I did invest about 5€ into the game, came into it when it was F2P. I do not see any particular toxicity on any of the servers I frequent, and having played LoL before, that's a good thing.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: PTTG?? on August 16, 2012, 11:15:26 am
It's effectively the same as having to buy a key before you get a special crate. Of course, I find most of the weapons pretty ugly. I suppose I might enjoy the wrench.

I really am looking forward to playing some coop next time I have a LAN.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Bluerobin on August 16, 2012, 01:44:19 pm
That's actually related to my main question: has anyone seen how MvM plays with fewer than 6 players? I'd like to play on LAN with friends, but I don't have 5 other people I can trick into playing TF2, so it's likely we'd end up with 4 or 5 players total.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Enzo on August 16, 2012, 01:56:39 pm
That's actually related to my main question: has anyone seen how MvM plays with fewer than 6 players? I'd like to play on LAN with friends, but I don't have 5 other people I can trick into playing TF2, so it's likely we'd end up with 4 or 5 players total.

Playing last night, one player dropped out halfway through our last map. Some of the later waves get really tough if you're short a player because you just can't DPS fast enough (TWO tanks? What is this madness?). We beat the round, but had to retry one wave 2 or 3 times. Also I was already playing useless spy that map, so it was almost like being short 2 players :p

EDIT: Wait, that's not right. The only reason we won is that the game bugged out and kept the wave going after the bomb had detonated, with the giant smoking crater just chillin out. Confusion and hilarity ensued.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Tilla on August 16, 2012, 02:18:28 pm
I like MvM way more than I have ever liked regular TF2. I've never been much of a fan of competetive FPS in general though.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Errol on August 16, 2012, 03:00:06 pm
And I am currently discovering just how fun the Baby Face's Blaster is. Zoom zoom zoom. Feels really bad at first but once you get going you are practically this unkillable guerilla warfare machine of doom. Why, yes, I doubled my points record as Scout today, even though five to ten is not much of an achievement. Another thing I am really enjoying about the weapon is the fact that it has a clip of six, which all other Scout weapons with the exception of stock don't have. When playing Gunslinger Engineer I refuse to touch the Frontier Justice because it only has a clip of three and that's just not enough so often. Also, while revenge crits are a good idea in theory usually my sentry either doesn't get any points, dies shortly after me or there's nobody in range to give a good ol' critical buckshot, or you just get so many revenge crits that you never can use them all.

Pretty Boy's Pocket Pistol is pretty crap though, and you need one of the melee weapons that actually does damage with this setup. So many opportunities to just waltz right over and bat people to death. So I am basically thinking BFB, stock pistol/mad milk, stock bat/candy cane.

And I guess I can never go back to playing regular scout, too, he'd just feel so sluggish...
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: cerapa on August 16, 2012, 03:20:02 pm
And I guess I can never go back to playing regular scout, too, he'd just feel so sluggish...
The upside is that if you play regular, then you will likely be very accurate and have good reflexes in comparison to the speed.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: kaenneth on August 16, 2012, 03:49:53 pm
They *should* be able to temporally provision servers from a cloud services provider.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: UltraValican on August 16, 2012, 04:03:49 pm
Tried to play, pressed "start search" nothing happens.
Is it fun guys? :'(
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Scelly9 on August 16, 2012, 04:31:22 pm
Heh, I've been starting my own server just to try it out. It turns out, its impossible with only one person.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Neyvn on August 16, 2012, 04:37:42 pm
Core need for MvM.
Heavy + Medic + Scout + Engie
Heavy needs to get the Projectile rebound thing.
Medic needs for Heals and Uber and canteen sharing.
Scout needs for Collecting Cash, lots and lots of cash. Getting the Bonus for getting all the cash is game changing.
Engie needs for Sentry/Dispensers.
Last 2 can be Demo and Soldier for best use. Demo for Sticky Traps and Soldier for Buff Banners...

Annoyingly, Valve gave away best Combo in their Vid...
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: 10ebbor10 on August 16, 2012, 04:50:24 pm
Tried to play, pressed "start search" nothing happens.
Is it fun guys? :'(
It's fun, but wait times are 15 minutes at minimum.(When steam is depopulated) They go up from their to 30 minutes and more
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Dermonster on August 16, 2012, 05:05:40 pm
You have not lived until you get full health regen, run speed, and jump boost as a scout.

You have not lived.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: coolio678 on August 16, 2012, 07:24:15 pm
Tried to play, pressed "start search" nothing happens.
Is it fun guys? :'(
It's fun, but wait times are 15 minutes at minimum.(When steam is depopulated) They go up from their to 30 minutes and more
I've tried playing both competitive and MvM, but MvM has been saying wait times of 50 minutes and up, and normal has been loading up until about 4 bars from the last dot on 'loading...' and doesn't budge. It sucks, so I'll give tf2 a little wait before trying again.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: kaenneth on August 16, 2012, 08:01:46 pm
Classic MMO group formula; tank and healer then 2-3 DPS and 1-2 utility.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: USEC_OFFICER on August 16, 2012, 09:36:31 pm
Tried to play, pressed "start search" nothing happens.
Is it fun guys? :'(
It's fun, but wait times are 15 minutes at minimum.(When steam is depopulated) They go up from their to 30 minutes and more
I've tried playing both competitive and MvM, but MvM has been saying wait times of 50 minutes and up, and normal has been loading up until about 4 bars from the last dot on 'loading...' and doesn't budge. It sucks, so I'll give tf2 a little wait before trying again.

If you're having troubles with the searching feature, just look for MVM maps through the server list. Literally cuts the waiting time down to minutes, though the only thing harder than finding a server with less than six people in it is finding one with good ping...
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Ninteen45 on August 16, 2012, 10:45:45 pm
Core need for MvM.
Heavy + Medic + Scout + Engie
Heavy needs to get the Projectile rebound thing.
Medic needs for Heals and Uber and canteen sharing.
Scout needs for Collecting Cash, lots and lots of cash. Getting the Bonus for getting all the cash is game changing.
Engie needs for Sentry/Dispensers.
Last 2 can be Demo and Soldier for best use. Demo for Sticky Traps and Soldier for Buff Banners...

Annoyingly, Valve gave away best Combo in their Vid...

Actually 4 medics 2 pyros.

You aren't going try-hard enough.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Akhier the Dragon hearted on August 16, 2012, 11:30:54 pm
[prefacing my statement with the fact I have yet manage to play a game of it]Obviously your all wrong, the correct way to do it is all engies all the time, miniturrets and the shotgun oh crits.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Weirdsound on August 17, 2012, 12:47:41 am
[prefacing my statement with the fact I have yet manage to play a game of it]Obviously your all wrong, the correct way to do it is all engies all the time, miniturrets and the shotgun oh crits.

Yeah. From what I've seen Engies are awesome in MvM. Lots of mooks to mow down, and the ability to upgrade the clipsize of your frontier justice makes you very deadly once your gun dies.

Pity none of the games I've played have been won. I'd love a cantine.

Also, if you want to cut back on the wait time, and can spare a buck, buy a ticket to an official server. Wait for those is 5-6 minutes tops. I've played three games on one ticket, because eventually we will hit a very hard wave and a good sized chunk of the party will ragequit making victory impossible. Mixed blessing of sorts.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: HailFire on August 17, 2012, 12:57:34 am
Managed to do two games of this- first on decoy, which we won handily (three engineers with wranglers annihilating absolutely everything they could throw at us), then on coal town, which we couldn't finish: We didn't want to all go engineers again, but we started failing waves with the other class spread... and then we got to wave 5, and hit a massive, nigh-impenetrable wall of lag (meaning that i, and likely everyone else, had to kill the process).
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: TherosPherae on August 17, 2012, 01:51:34 am
Well, I've been doing nothing but playing bootcamp MvM in my free time since its release, and here is my opinion:

It is beautiful. You can customize your loadout to counter whatever enemies are coming next (see: buying explosive resistance for a wave full of Demos), and still maintain the flexibility to really play it however you want. You can even do silly yet practical stuff like maximizing the firing rate on... just about anything, really. It's a really nice game for pissing around with a bunch of buddies.

My one regret is that they didn't add in any form of scaling. Someone disconnects because of the massive load the servers are getting? Tough muffins, you're still getting the full wave. This also pretty much prevents you from doing solo MvM for practice or just because you want to mow down robots without dealing with the queue. Regrettable, but understandable given the limitations that trying to scale it would entail.

Okay so I have one other regret, and that is Mannworks is basically hell to defend on. There's no real chokepoints and no real path the robots have to take - sometimes they'll just take the shortest route to the drop and sometimes they'll mosey around for half an hour. You never know, and since an engineer is generally a vital player in MvM, it gets nigh-impossible to determine where your sentry should go to get the most out of it. If you want to play on a map and get a real challenge, play a challenge wave on Mannworks. If you just want to goof around and watch a Scout break the sound barrier, play pretty much any wave set on Decoy or Coaltown.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Tyler6498 on August 17, 2012, 10:49:35 am
Me and some friends found and took over a server yesterday (Withy the power of vote kicks! I know it sounds harsh but...this is a dog eat dog world in a land where servers are scarce!) and we played probably about 5 rounds before most of us had our fill. I love Widowmaker Engi because if you can engage a rapidfire demoman jsut right you can circle strafe and unload hell onto him. I lowered one down to 612 before i ran into another minor bot and died. Demoknight is actually pretty awesome in this game mode especially if you keep your nade launcher to help deal with the heavies since even if you do hit 75% bullet resist, they can still tear you apart. It's really good against the tanks, especially when a minor minion tries to kill me and instead i rip them apart, then start doing 390 damage per hit with a 40% increased nessie's nine iron thanks to my crits on kill.

Nessie's Nine Iron end game:
100% increased damage
40% increased attack speed
100hp on kill (Luckily it over-buffs)
Crits for 2 seconds on Kill (I didn't max this but it was enough to kill 3-4 instantly after killing a minion)

I also buffed out his bullet resistance to 75% and fire resistance to 100% Thanks to the targe's awesome defensive perks.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Putnam on August 17, 2012, 12:01:20 pm
So, as it turns out, I can host mann vs. machine.

67.60.82.240:27015

(Yeah, it's a listen server, but it works)
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Matz05 on August 17, 2012, 12:10:53 pm
That server is set only to accept LAN connections. Pleas fix it?

EDIT: The message is:

LAN servers are restricted to local clients (Class C).
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Putnam on August 17, 2012, 12:11:43 pm
Weird. When I just went map, it wasn't. Yeah, I can fix that.

EDIT: fixed
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Matz05 on August 17, 2012, 12:15:24 pm
Now it's not responding...
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Putnam on August 17, 2012, 12:18:35 pm
Yeah, because my internet shat out. I fixed that, too.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: 10ebbor10 on August 17, 2012, 12:24:40 pm
It gives this error again

LAN servers are restricted to local clients (Class C).
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Putnam on August 17, 2012, 12:25:13 pm
I actually saw that one with a few servers that were obviously not lan--let me see what I can do about that...
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Matz05 on August 17, 2012, 12:25:19 pm
And did fixing that unfix the last problem? It seems to have done that for me.

Fakeedit: Ninjas
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: 10ebbor10 on August 17, 2012, 12:26:18 pm
On the positive side. There's only a 5 minute  2000 player queu anymore.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Putnam on August 17, 2012, 12:31:20 pm
Let's see if this works. I've used the "map" command instead of just using the server make command.

EDIT: appears to have worked. Try it.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Matz05 on August 17, 2012, 12:33:57 pm
Appears to be working, I'm still loading.

Hop on everyone! (Note: Not everyone can play in a 6 player co-op. First come first served, offer void where prohibited.)
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: 10ebbor10 on August 17, 2012, 12:35:53 pm
Works for me, though I have a way to high ping.

Edit: My computer decide a spontanous crash was in order.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Putnam on August 17, 2012, 12:56:27 pm
My ISP decided it would be a good idea to black out on me.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: 10ebbor10 on August 17, 2012, 12:59:04 pm
My ISP decided it would be a good idea to black out on me.
Still down or back up already?
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Putnam on August 17, 2012, 12:59:32 pm
Try it.

If I'm posting, it's back up.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: 10ebbor10 on August 17, 2012, 01:02:20 pm
It doesn't show anything.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Putnam on August 17, 2012, 01:06:09 pm
FUCK IT NEVERMIND GOD DAMNED ISP NOT FIXING ANYTHING

I've had this problem for MONTHS, and when we finally got some people to come fix it, they replaced EVERYTHING and it STILL ISN'T WORKING. Never mind, I can't do a fucking thing here.

(interesting fact: people join servers I host even if they can't know the IP; I've had at least one person join an SMP server I was hosting exclusively for myself on a whim)
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: 10ebbor10 on August 17, 2012, 01:08:51 pm
Gotta thank Valve's autojoining algorithm for that.

Use a password if you want to have exclusiviness.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Putnam on August 17, 2012, 01:13:24 pm
(I meant Minecraft for that :P)
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: TripJack on August 17, 2012, 02:26:22 pm
new mode is pretty lame, bugs galore and no difficulty scaling by number of players

not really sure what they were thinking releasing such an unfinished update

Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: 10ebbor10 on August 17, 2012, 02:30:06 pm
new mode is pretty lame, bugs galore and no difficulty scaling by number of players

not really sure what they were thinking releasing such an unfinished update
I have seen no bugs yet. It just seems that there's a serious overloading of servers at the moment.

Also, difficulty scaling by players is quite hard to do.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: TripJack on August 17, 2012, 02:33:17 pm
no bugs, really? maybe this only happens on private servs, but we've been experiencing tons of crashes and a few bugged bomb drops
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Duke 2.0 on August 17, 2012, 02:43:12 pm
 I only really had issues with Mannworks. The other maps have been fine.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: 10ebbor10 on August 17, 2012, 03:02:55 pm
Second annual SAxies have been announced on the TF2 hub.

Like 15 seconds ago.

Spoiler (click to show/hide)

Quote
Winner of Best Overall will be flown to Valve for a filmmaking session with Valve's Source Filmmakers, and have the chance to see their work aired on GTTV's VGA preshow this December.

http://www.gametrailers.com/full-episodes/ncis3o/gt-tv-valve (http://www.gametrailers.com/full-episodes/ncis3o/gt-tv-valve)
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Sonlirain on August 17, 2012, 03:22:37 pm
new mode is pretty lame, bugs galore and no difficulty scaling by number of players

not really sure what they were thinking releasing such an unfinished update
I have seen no bugs yet. It just seems that there's a serious overloading of servers at the moment.

Also, difficulty scaling by players is quite hard to do.

Scaling is not THAT hard. Just a simple algorithm.
1 player on = Spawne x bots
2 players on = spawn 2x bots
.
.
.
6 players on = spawn 6x bots
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: The Scout on August 17, 2012, 03:30:15 pm
But what's the base amount? A lone player is unlikely to handle any real amount of bots by themselves no matter what class they choose, while a 2 player team could be a heavy and a medic, or engie and sniper. The first combo could handle an extreme amount of bots, and the second will struggle even with a small amount of bots. They'd have to factor in engineers and medics, with medics being worth slightly more.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Bluerobin on August 17, 2012, 04:10:39 pm
I dunno, but I feel like Killing Floor does it really well with a similar selection of classes and it's been on Steam for a long time. Yes it's easier for some classes than others, but it doesn't end up really mattering all that much since you already have such different experiences on different maps anyway. Maybe keep it so that official Mann Up servers need to have full teams of 6 or whatever, but I'd really like some scaling.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Duke 2.0 on August 17, 2012, 05:12:01 pm
 Scaling was a little clumsy in Killing Floor too. Singleplayer was still astoundingly different from having even one more person on the map. I get the feeling that Valve just wanted to balance an experience around six-player teams. Perfect that, get it down. Make it work well with that instead of making it mediocre with varying ranges of players.

 And the possible foreseeing issues with 32-man servers holding six players max, focusing on filling servers instead of half-server runs.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Zangi on August 17, 2012, 05:15:41 pm
In addition, scaling of HP... and maybe damage output.

6 players = Base
Could throw in an easy -.10 on numbers, hp and damage output for each player less then 6... or -.05... but yea, you get the idea...

Anyways, I've still yet to play the new co-op and am already bored of versus.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Akhier the Dragon hearted on August 17, 2012, 05:19:03 pm
   Despite the problem with leaves and such I think the set difficulty is something important. Sure you lose if you go in with too few people but really thats the point. Anyway with the right team setup and good teamwork you could get quite far with fewer players but in the end this game mode was made for 6 people, not 5 or 4 and definitely not 1 or 2. Its like complaining that a 40 person raid in WoW requires 40 people. 
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Bluerobin on August 17, 2012, 06:15:51 pm
Yeah and I avoid raids in WoW because it requires more people than I have friends. I guess that just means this wasn't made for me, though, no point in complaining.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: The Scout on August 17, 2012, 06:19:59 pm
Well, this sucks. DFC did a run of every map, then it died. Every other server is full or kicks me when I join. My friends are always on Star Trek online.

Edit: Well, if you guys do get something going, I'm Nyan Soldier on Steam. Or join the DFC chat.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Akhier the Dragon hearted on August 17, 2012, 06:21:51 pm
@Bluerobin
   Starting with my last post and going back there are 6 people who I am sure could do fairly well together in a game of MvM including yourself. Now I don't know if we are friends (nor anything about what you think of the other four) , I could just be that creepy guy that pops up on your livestream occasionally but at least we know each other enough that we have played multiplayer games together in the past. The problem isn't necessarily people its scheduling at this point.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: DJ on August 19, 2012, 08:41:20 am
Is it just me or is this too hard? I'm fighting a deflector heavy, 2nd wave, and I die when he's not even halfway to the bomb chute. I mash h, but by the time I'm out of the spawn house he's already dropping the bomb down the chute.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Oliolli on August 19, 2012, 08:53:20 am
So apparently very few servers have the latest update in place. Out of all my tries, only one didn't end in "The server you are trying to join is running an older version of the game."

Kinda irritating.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: 10ebbor10 on August 19, 2012, 09:41:49 am
Is it just me or is this too hard? I'm fighting a deflector heavy, 2nd wave, and I die when he's not even halfway to the bomb chute. I mash h, but by the time I'm out of the spawn house he's already dropping the bomb down the chute.
Depends, where you playing one of the advanced modes?. Those are rather hard if you're not playing with 6 peoples and don't have any good tactics.

So apparently very few servers have the latest update in place. Out of all my tries, only one didn't end in "The server you are trying to join is running an older version of the game."

Kinda irritating.
Browse servers manually. The autojoiner is extremely slow, and tends to put you into outdated servers as it detects those as being empty.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: DJ on August 19, 2012, 09:57:52 am
Dunno what the difficulty was. And yeah, we had 6 people, but 3 engies which proved kinda useless against the giant heavy. I used demoknight (IMO better than sticky demo vs small robots), and the pills didn't really do much even with one level of damage upgrade.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: 10ebbor10 on August 19, 2012, 10:02:33 am
Dunno what the difficulty was. And yeah, we had 6 people, but 3 engies which proved kinda useless against the giant heavy. I used demoknight (IMO better than sticky demo vs small robots), and the pills didn't really do much even with one level of damage upgrade.
Having a pyro is always good, especially if you have a medic to back him up. Tears through small bots, and can airblast bots out of their detonation sequence(and with max upgraded airblast, a fair bit away.) It does get problematic if you have no one to back him up, as then he tends to die before getting within range.

It's also fun to airblast the bombcarrier into a pit.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Blizzlord on August 19, 2012, 10:07:12 am
The only thing that I find irritating with this gamemode is that it does not scale while playing solo. You would need customized waves for playing alone, which I hope I can find on the internet soon enough.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: GaxkangtheUnbound on August 19, 2012, 10:31:23 am
One thing that you can do to stop big heavies is to get a pyro to airblast juggle him. If the pyro has max ammo and max airblast force, they can juggle the heavy for a very long time
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: miauw62 on August 19, 2012, 10:46:42 am
Agh, my internet keeps disconnecting me in the middle of a MvM match.
You really need some good tactics to win this.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Errol on August 19, 2012, 11:08:50 am
Actually, an army of ninety-six archer bots is also... well, fuck. Especially with support from those surprisingly competent Robo-Spies.
Engiecamping works until the sentry buster comes in. That thing looks ridiculous.

On another note, this mode is great fun and the bots aren't half bad themselves.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: 10ebbor10 on August 19, 2012, 11:14:00 am
Actually, an army of ninety-six archer bots is also... well, fuck. Especially with support from those surprisingly competent Robo-Spies.
Engiecamping works until the sentry buster comes in. That thing looks ridiculous.

On another note, this mode is great fun and the bots aren't half bad themselves.

Sentries busters are not that dangerous. Pick up sentry, move. Engiebases tend to be devastated when you get giants supported by medics though. (Rapid fire demo, soldier, or a Heavy with lot's of backup.) Nor are the spybots, who just take advantage of everyone being otherwise occupied.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: miauw62 on August 19, 2012, 11:32:15 am
spybots are pretty obvious.
Sentry busters = airblast.
Pyro hordes are pure rape.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: mainiac on August 19, 2012, 12:28:13 pm
Pyro bots aren't very scary.  A heavy soldier or demo can rip them apart.  The hard part is getting the money since your scout can't move in.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Errol on August 19, 2012, 01:27:44 pm
I fail hard at this mode, you might want to know. :P

And, well, Spybots aren't so bad when you expect them, because then they're obvious. It's when they are unexpected, then they tend to get at least one kill. And they sap faster than you can wrench, and that's stupid when he's standing behind the sentry in a corner.

Hell anything is scary once massed, but having to handle a tank AND a regular attack wave, at the same time? Ugh.
(I eventually solved that problem by going Engineer, placing a sentry at the entrance and letting it rape the tank to half life or so before the actual wave came in.)
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Karnewarrior on August 19, 2012, 05:51:11 pm
level 3 sentry and mini-sentry at the gates, then the engie waits in the back (with a teleporter in case he needs to move the sentry instead of rebuilding) ready to start building his sentries again if/when the bots blow them up.

That just rapes bots. Especially scout-bots.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: The Scout on August 19, 2012, 05:53:46 pm
50 heavies and an unlimited supply of scouts. I stopped healing my team in favor of hanging back to ubersaw the bomb scouts making a run for it.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Karnewarrior on August 19, 2012, 06:23:22 pm
i've noticed people seem to be more preoccupied with killing the most bots than stopping the bomb carrier occasionally. It's odd, since there's no point system for killing any amount of bots.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Knirisk on August 19, 2012, 06:29:37 pm
So far, I haven't played too much of this, but in one of the maps (I think at the map selection screen, it's the middle one), you can hide right behind where the bots jump down and stop being invincible and just obliterate them with the pyro's Backburner. Of course, there's the problem of ammo, but pyros are pretty fast anyway. Then my game crashed, sadly. :(

In another game, I picked up my BRASS BEAST and a bunch of points in damage, ammo, and penetration. With a bit of ammo, the Brass Beast is great for taking out tanks, and with the penetration, great for taking out hordes of slower enemies. With a bit of teamwork, you can really stack up mini-crits using the Buff Banner, Jarate, etc. The Kritzkrieg is actually useful on this map, too.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Neyvn on August 20, 2012, 02:57:26 am
Engiecamping works until the sentry buster comes in. That thing looks ridiculous.
(http://www.nerfnow.com/comic/image/821)
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: miauw62 on August 20, 2012, 04:23:15 am
Yeah, first person view of the sentry buster is hilarious.
I have got cabered more then once by that thing, trying to airblast it away.

Pyro is badass against anything thats not a pyro or a giant pyro or a heavy.
Giant rapidfire demo? Circlestrafe
Giant charged soldier? Reflect.
Demo hordes? W+M2+M1

I think a fully upgraded flamethrower can kill alot of things by just burning them ONCE. double burn time and doubled burn strenght is not something to be taken lightly.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Blargityblarg on August 20, 2012, 04:36:16 am
Yeah, first person view of the sentry buster is hilarious.
I have got cabered more then once by that thing, trying to airblast it away.

Pyro is badass against anything thats not a pyro or a giant pyro or a heavy.
Giant rapidfire demo? Circlestrafe
Giant charged soldier? Reflect.
Demo hordes? W+M2+M1

I think a fully upgraded flamethrower can kill alot of things by just burning them ONCE. double burn time and doubled burn strenght is not something to be taken lightly.

That'd be 240 damage - that'd kill any class but the Heavy. (players, that is, IDK if the robots have different health, haven't been able to play yet)
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: miauw62 on August 20, 2012, 04:47:29 am
Hmm, it saddens me that i cant model. I have this idea in my head for a new flamethrower that consists of a can saying "BROWN BEANS", some random pipes and the legs and the ass of a spy.

The methane menancer
The assburner
The farting fire
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: 10ebbor10 on August 20, 2012, 05:05:45 am
Yeah, first person view of the sentry buster is hilarious.
I have got cabered more then once by that thing, trying to airblast it away.

Pyro is badass against anything thats not a pyro or a giant pyro or a heavy.
Giant rapidfire demo? Circlestrafe
Giant charged soldier? Reflect.
Demo hordes? W+M2+M1

I think a fully upgraded flamethrower can kill alot of things by just burning them ONCE. double burn time and doubled burn strenght is not something to be taken lightly.

That'd be 240 damage - that'd kill any class but the Heavy. (players, that is, IDK if the robots have different health, haven't been able to play yet)
Robots have less health, so yes, that will kill any class but the giants, who have a lot of health.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Errol on August 20, 2012, 05:13:43 am
I think a fully upgraded flamethrower can kill alot of things by just burning them ONCE. double burn time and doubled burn strenght is not something to be taken lightly.

Why not do the same thing, but with the Detonator? >:3
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Blizzlord on August 20, 2012, 05:15:03 am
Yeah, first person view of the sentry buster is hilarious.
I have got cabered more then once by that thing, trying to airblast it away.

Pyro is badass against anything thats not a pyro or a giant pyro or a heavy.
Giant rapidfire demo? Circlestrafe
Giant charged soldier? Reflect.
Demo hordes? W+M2+M1

I think a fully upgraded flamethrower can kill alot of things by just burning them ONCE. double burn time and doubled burn strenght is not something to be taken lightly.

That'd be 240 damage - that'd kill any class but the Heavy. (players, that is, IDK if the robots have different health, haven't been able to play yet)
Robots have less health, so yes, that will kill any class but the giants, who have a lot of health.
Incorrect. The normal robots have the same amount of health as the ordinary classes, with the exception of the demoknight which suffers no health penalty for carrying the Eyelander and the Steel gauntlet heavy, which has 900 hp.
Because the TF2 Official wiki is a credible source. (http://wiki.teamfortress.com/wiki/Robots)
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Duke 2.0 on August 20, 2012, 05:24:32 am
 I'm thinking about the usefulness of snipers in this matchup. I don't care much for their direct damage, which is really limited to very controlled situations, I primarily look at them for applying minicrits to everything all the time forever. Removal of damage falloff and an extra 35% damage from everything is incredibly helpful and is worth at least half a player for every player dealing direct damage, so the equivalent of having two or three more dudes shooting at times. Doesn't work on tanks though, and not much damage beyond this support role.

 But minicrits are sorta wacky. If you get a horde of bots with the stuff the game starts lagging for some reason associated with minicrits. It really diminishes the usefulness of the stuff and you may as well just have a scout paint one target at a time for minicrits.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: miauw62 on August 20, 2012, 06:40:13 am
Yeah, not all classes are usefull. Spy and sniper in particular are quite useless, as they are not made for fighting huge hordes of enemies, and switching between classes isnt very evident as you lose your upgrades.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: DJ on August 20, 2012, 06:40:45 am
How useful is the sniper against the giant bots?
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: The Scout on August 20, 2012, 06:52:40 am
A Huntsman sniper with Jarate would be pretty useful. Slowing, mini-crits, and doing massive damage to a bunch of bots. Still couldn't hold it's own ground without help.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Elu on August 20, 2012, 07:35:08 am
Sniper useless? a competent demo can take a jarated blob of bots and decorate half the map with them, and even the heavy will enjoy the minicrits, plus the slow on top. i think they are quite useful instead.
And also the possibility to nitpick high priority targets. As a machina sniper i managed to get rid of all the heavies and giant things all alone, well until the 4th wave(then everything was pyro'd)...
And even then carefully sniping the medics can degrade a chain-ubered baseraping heavy to a possibly jarated heavy.
Dem piros however, are a pain in the soul. too fast to snipe them all, too flaming to take them on melee, too hot to simply run away.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Knirisk on August 20, 2012, 08:00:38 am
Dem piros however, are a pain in the soul. too fast to snipe them all, too flaming to take them on melee, too hot to simply run away.

This is the amusing part where demoknights come in handy. They're a bit worse in the early levels, but once you get 4 seconds of crit on kill and some attack speed/damage, they start snowballing any time they get a kill. Basically, since even the pyros usually follow a set pathing like lemmings, I just one-shot them in a line with the Zatoichi. So far, I've only ever been able to get past wave 5 of the Mannworks map through use of a demoknight, mostly because of the steel gauntlet heavies. A demoknight can two- or three-shot the steel gauntlet heavies because of quadruple damage crits. I would recommend the Zatoichi for demoknight, though, because the Eyelander gives you less health per kill.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: miauw62 on August 20, 2012, 08:42:39 am
MvM is really a friend game tough. I dont think a sniper would work in a pub, but if you're in teamspeak with a couple of friends and setting up a tactic, a sniper may fit in. (yes, i changed my opinion, elu convinced me.)
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Satarus on August 20, 2012, 11:34:27 am
I never thought of using the zatochi.  I used the persian persuader so I could get more shield charges and health pickups from ammo.  Zatochi sounds very promising.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Oliolli on August 20, 2012, 12:01:29 pm
Zatochi, kill-crits, high attack rate...

Sounds good  :-\
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: cerapa on August 20, 2012, 12:36:45 pm
I dont know if this has been pointed out before, but I think I know where sentry busters came from (http://www.youtube.com/watch?v=VJWAN6bdnvI).
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: cameron on August 20, 2012, 01:03:21 pm
the persian persuader seems like it'd be worse in mvm than the eyelander or the zatochi, because it's only 150 to upgrade charges and the robots don't drop metal.

I am not convinced that the zatochi is better than the eyelander as in my experiance with the health on kill upgrades I end up overhealed most of the time anyway with the added bonus of increased range, speed and base health.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: The Scout on August 20, 2012, 05:51:40 pm
Join the DFC chat for a MvM match.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: coolio678 on August 20, 2012, 06:56:50 pm
the persian persuader seems like it'd be worse in mvm than the eyelander or the zatochi, because it's only 150 to upgrade charges and the robots don't drop metal.

I am not convinced that the zatochi is better than the eyelander as in my experiance with the health on kill upgrades I end up overhealed most of the time anyway with the added bonus of increased range, speed and base health.
but you don't need to sink money into kill health for the zatochi. That and it's a mofo katana.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: mainiac on August 20, 2012, 09:03:01 pm
But there's no way to get an increase in max health for the zat.  It's getting that first kill that's dangerous.  Once you are wading in a sea of enemies you are basically invincible so the hard part is getting there.  Eyelander heads help you get the combo started.  Plus health from kills gives you overheal while zat only heals you up to max health.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Knirisk on August 21, 2012, 02:15:01 am
But there's no way to get an increase in max health for the zat.  It's getting that first kill that's dangerous.  Once you are wading in a sea of enemies you are basically invincible so the hard part is getting there.  Eyelander heads help you get the combo started.  Plus health from kills gives you overheal while zat only heals you up to max health.

Hmm. I recognize the merits of both the Zatoichi and the Eyelander. However, I would lean in favor of the Zatoichi because you don't need to purchase overheal, so you can put more points into attack speed and damage, so it's better earlier on. The Eyelander might be better later on, but I enjoy wading into a crowd of bots and just smashing them to bits. For one thing, I lose enough health that the Zatoichi is more like gaining 150 health, which is more than the Eyelander's health from kills. Of course, the Zatoichi doesn't scale in terms of power and speed like the Eyelander does, but you can also lose the Eyelander's benefits. Overall, I would say that the Zatoichi is lower-risk lower-reward, while the Eyelander is the opposite. I just prefer the safer bet.

Also, I can't believe how few scouts use the Sandman/Mad Milk/Force of Nature combo. With a decent team, you can eliminate the giant robots so easily. Permanent mini-crits from the Mark of Death? Yes, please! (I think they're permanent anyway. They last a dang long time.)
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: miauw62 on August 21, 2012, 02:59:22 am
I think they last until you hit somebody else with the fan of war.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Enzo on August 21, 2012, 04:35:47 am
Winning MvM team: Stickybomb Demo, Money-collecting Scoot, Chokepoint Engineer, 3 other players. That seems to be the best strategy in my experience. Hopefully one high DPS class and one crits/minicrits providing class on top of the core 3.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: miauw62 on August 21, 2012, 04:41:21 am
Pyro is also very good for MvM in my expirience. A medic is nice to have but not essential.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: 10ebbor10 on August 21, 2012, 04:43:07 am
A pipebomb demo works well too. Deploy the stickies between waves, and deploy high damage explosives when needed.

A pyro is usefull too, especially on coaltown. Blowing the bombcarrier into a mining pit is just fun.

Medic is not essential, but a well timed uber can save the battle.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Siquo on August 21, 2012, 04:44:22 am
If you do go medic, go with kritzkrieg, though. Candycane scout is cool to play, too. There's too much self-healing options for everyone for the medic to be really useful.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: jester on August 21, 2012, 05:42:55 am
believe the idea there is if you have a med then you can spend that cash elsewhere
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: The Scout on August 21, 2012, 05:49:24 am
And the fact your medic can heal you faster then any other method anywhere, and can constantly crit/uber you.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: 10ebbor10 on August 21, 2012, 06:11:58 am
And the fact your medic can heal you faster then any other method anywhere, and can constantly crit/uber you.
And if it's a crit medic, he can work together with a demoman to lay down carpets of crit stickies before the round starts.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: mainiac on August 21, 2012, 06:58:34 am
Overall, I would say that the Zatoichi is lower-risk lower-reward, while the Eyelander is the opposite.

That sounds like a good assessment to me.

I think I take the opposite position because I keep getting on teams that need to try again and again at the later waves.  That makes the riskier proposition more attractive as that extra reward can push you over the top.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: miauw62 on August 21, 2012, 07:01:17 am
I find being able to try again forever a very good feature, actually.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: The Scout on August 21, 2012, 07:17:09 am
The engineer pistol is quite good. Penetration, max clip and fire rate.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Siquo on August 21, 2012, 08:41:44 am
Widowmaker with max fire rate. Rips through... just about everything except the tank (somehow shooting the tank does not refill your metal).

Edit: This guy: http://www.youtube.com/watch?v=EUVsGRTu9QU is doing it Wrong, though. It's a shotgun, and you should get at least half as close as this.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: The Scout on August 21, 2012, 08:52:06 am
5000 credits. What?
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: jester on August 21, 2012, 10:50:41 pm
Frontier justice with clip and fire speed upgrades, getting 35 crits is easy and with 8 crit shots rapid fire you can do piles of damage
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Satarus on August 23, 2012, 10:37:58 am
Backburner pyro is so powerful when you have someone distractign the giants.  I can down a giant in seconds with the crit flames.  Of course if the giants are focused on me, then I'm forced to either do a suicide charge or break out the flare gun.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Elu on August 24, 2012, 04:28:53 am
"meh, i suck at scout in normal games, againist bots i will suck even more :(" i thought.
then i tried FaN scout with mad milk and candycane, maxing the latter speed and damage of the FaN, then adding some health on kill and clip size.
And i am become scoot, destroyer of bots. Sure, if i blindly run toward a pyro blob i'm as dead as a stupid scout running toward a pyro bob, but barring that and the occasional rocket spam i'm good, it seem to me a high risk high reward class.
And a class that can run circles around heavies and dodge pipes...
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: mainiac on August 24, 2012, 06:56:49 am
Is health on kill not redundant for the scout?  You already get the health every time you pickup money and you should be doing a lot of that.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: PTTG?? on August 24, 2012, 02:43:06 pm
Well, you could say it doubles the money you get from kills.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: The Scout on August 24, 2012, 03:22:29 pm
A soldier with the Beggar's Bazooka gets pretty crazy. Add a kritz medic and he'll wipe a whole wave out. But he's largely useless in the long run.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Duke 2.0 on August 24, 2012, 03:46:57 pm
A soldier with the Beggar's Bazooka gets pretty crazy. Add a kritz medic and he'll wipe a whole wave out. But he's largely useless in the long run.

???

Soldiers are mean monsters in this mode. Banner pretty much adds 50% more damage to everyone thanks to no damage falloff and the bison just damages everything, even if for 16x3 damage a shot. His rocket jumping mobility allows you to pull off crazy bomb saves if you are good enough.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: The Scout on August 24, 2012, 03:51:59 pm
Soldiers are always mean monsters. Beggar's Bazooka makes them rather lacking early on, but ups in the long run. Mostly because robots no drop ammo.

Simplified version. At first, he lays down good damage, but runs out of ammo quickly. Later on, PEW PEW MOTHER FUCKER!
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: kilakan on August 24, 2012, 09:00:12 pm
I've been having a serious problem with connecting to the item servers as well as some of the multiplayer servers.  Anyone have any idea as to why I can not connect to the store and item server?  Oh and my firewall is turned off for the game and it still will not connect
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Putnam on August 24, 2012, 10:48:23 pm
It happens sometimes.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: miauw62 on August 25, 2012, 07:07:09 am
Yeah, they tend to derp out every now and then. Not alot tough, so nobody really cares.

I dont really know how much damage i do as pyro. Most of my kills come from axetinguishing giants and melee hoovies.
Other then that, i set hoards on fire and my friends finish them off.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Satarus on August 27, 2012, 11:39:33 am
That's why as pyro I would use backburner.  I could flank the bots while they focused on the solly and heavys.  Backburner crits made short work of even the toughest giants.  Only problem was I had to constantly run for ammo spawns as pyro burns fast through it. 
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Cecilff2 on August 27, 2012, 11:42:00 am
I've been having a serious problem with connecting to the item servers as well as some of the multiplayer servers.  Anyone have any idea as to why I can not connect to the store and item server?  Oh and my firewall is turned off for the game and it still will not connect

I have the item server go out during the most difficult mannup modes right at the end.  So it doesn't see you as having the ticket anymore and hence doesn't award you the completion.  It's pretty awesome.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Satarus on August 28, 2012, 03:24:13 pm
Are there only the 3 MvM maps?
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Karnewarrior on August 28, 2012, 03:59:48 pm
I'm sure the community will make more when valve inevitably gives them the chance.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Markus on August 28, 2012, 08:00:25 pm
Eh, to add to the beggars bazooka stuff...

http://www.youtube.com/watch?v=RQIN7xplArM&feature=player_embedded
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Hiiri on August 28, 2012, 08:22:47 pm
Are there only the 3 MvM maps?

3 MvM maps with 3 different missions each, yes.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Techhead on August 28, 2012, 08:24:12 pm
Eh, to add to the beggars bazooka stuff...

http://www.youtube.com/watch?v=RQIN7xplArM&feature=player_embedded
That's beautiful. Wow.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Knirisk on August 29, 2012, 12:51:03 am
Eh, to add to the beggars bazooka stuff...

http://www.youtube.com/watch?v=RQIN7xplArM&feature=player_embedded
That's beautiful. Wow.

Never have I wanted the Gunboats so badly.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Elu on August 29, 2012, 05:09:54 am
Never have I wanted the Gunboats so badly.

Really? i will give you them
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Repulsion on August 29, 2012, 06:21:56 am
Never have I wanted the Beggar's Bazooka so badly.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: mainiac on August 29, 2012, 07:07:52 am
I'm pretty sure that video was about 20% skill and awesome and 80% going up against incompetent opposition.  There were a lot of empty spots on that map that should have had enemies or sentries in them, making me think someone was playing on nearly empty servers or against really green opponents.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: miauw62 on August 29, 2012, 01:41:14 pm
Its the general skill level of pubs.
And ugh, i'm feeling nooby with pyro. I cant seem to break the skill ceiling anymore.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Knirisk on August 29, 2012, 02:09:26 pm
I'm pretty sure that video was about 20% skill and awesome and 80% going up against incompetent opposition.  There were a lot of empty spots on that map that should have had enemies or sentries in them, making me think someone was playing on nearly empty servers or against really green opponents.

It still looks like hella amounts of fun, coming from a guy who plays quite a bit of enjoyable Demoknight. :P
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: The Scout on August 29, 2012, 04:02:13 pm
The fact it instantly kills almost anyone is a nice, along with the fact it's still somewhat accurate.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Enzo on August 30, 2012, 03:28:19 am
So, I just played my first pub MvM match. Unsurprisingly, with a good team of people I know Mann Up is a cakewalk, with a bunch of random people who don't know what they're doing the easiest mission is a total gongshow. Never again. Playing on a team of fools is 1000% more frustrating than PvP, because you can't even do well on your own, it's just win or lose. If anyone around NA West wants to play some MvM let me know, or add me to Steam. We need to organize some B12 teams. I'm down for Mann Up too, if anyone is interested in that.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: miauw62 on August 30, 2012, 03:32:17 am
I just want a good ol normal game in a vanilla rotation. I always end up playing with bots.


But sure, whats your steam name? Mine is simply Miauw, avatar is the same as here on the forums.


EDIT:

 TF2 logic. (http://24.media.tumblr.com/tumblr_m7m7nqzvOU1r4f8koo1_1280.jpg)
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Zangi on August 30, 2012, 11:07:12 am
So, I just played my first pub MvM match. Unsurprisingly, with a good team of people I know Mann Up is a cakewalk, with a bunch of random people who don't know what they're doing the easiest mission is a total gongshow. Never again. Playing on a team of fools is 1000% more frustrating than PvP, because you can't even do well on your own, it's just win or lose. If anyone around NA West wants to play some MvM let me know, or add me to Steam. We need to organize some B12 teams. I'm down for Mann Up too, if anyone is interested in that.
If I may suggest... if L4D2 is any indication... You do not want to play Easy or Normal mode co-op with PUGs, ever.  Especially when it still requires cooperation.  Advanced/Expert, you will actually get people that are in those skill levels... most of the time anyways.  Still, you gotta be at that skill level yourself too...
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Thexor on August 30, 2012, 11:11:36 am
So, I just played my first pub MvM match. Unsurprisingly, with a good team of people I know Mann Up is a cakewalk, with a bunch of random people who don't know what they're doing the easiest mission is a total gongshow. Never again. Playing on a team of fools is 1000% more frustrating than PvP, because you can't even do well on your own, it's just win or lose. If anyone around NA West wants to play some MvM let me know, or add me to Steam. We need to organize some B12 teams. I'm down for Mann Up too, if anyone is interested in that.
If I may suggest... if L4D2 is any indication... You do not want to play Easy or Normal mode co-op with PUGs, ever.  Especially when it still requires cooperation.  Advanced/Expert, you will actually get people that are in those skill levels... most of the time anyways.  Still, you gotta be at that skill level yourself too...

Sadly, not entirely. Most pubs simply click the "any mission" button, which means there's every chance they'll be thrown into Advanced missions.

The best teams are in Mann Up mode, which features both a higher level of difficulty and a cash entry fee... but that gets expensive, fast.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Enzo on August 31, 2012, 03:58:44 am
Yeah, pretty much.

I know I said never again, but I joined a pub MvM tonight, normal difficulty Coaltown with fairly balanced looking classes and they just lost wave after wave.
Got a group of friends together and played the same mission, 5 soldiers 1 engie. Completely destroyed, never came close to losing a wave. One rocket jumper solly, even. With many of the same people I beat an advanced mission with a team including 3 demoknights a night or two before. Played 3 Mann Up matches, probably lost 2 waves between all of them.

Basically, random-team MvMs are infinitely frustrating. With a good team it's a joke. I'm not sure how I feel about this revelation.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: miauw62 on August 31, 2012, 04:02:57 am
I'd love to team up with you guys and do some MvM, if there is place in your team for a pyro.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Zangi on August 31, 2012, 07:01:37 am
Meh, of all the hoopla and stuff...  I just realized that despite downloading this game, I've still yet to play the MvM.  Interest of the whole TF2 thing having croaked relatively quickly thanks to how hard it was to get into an MvM game in the first place...
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: miauw62 on August 31, 2012, 07:15:29 am
Dont use autojoin, use the server browser and you'll find plenty of empty servers usually.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Matz05 on August 31, 2012, 01:00:26 pm
And the joining got a lot easier anyway.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Duke 2.0 on August 31, 2012, 01:04:36 pm
 Normal is ez mode, so I'd better hope a coordinated team would waltz through it. Challenge is for the challenge maps, dicking around with whatever builds fit your fancy is for normal runs. Or trying your best with whatever random pubbers you can find.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Elu on September 01, 2012, 08:19:57 am
I'd love to team up with you guys and do some MvM, if there is place in your team for a pyro.
me too. anyone up for a match?
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: miauw62 on September 01, 2012, 09:12:51 am
If you have a mann up ticket, i'm going to play with a friend just now.
Steam name is miauw, avatar same as here.


Not going to spoil anything, but the last part of the last wave of the endurance mission is nigh impossible. A group of actually very good pubs, a friend and me tried it 10 times and failed equally many times.

SPOILERS ALERT!

Spoiler: last part of last wave (click to show/hide)
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: The Scout on September 01, 2012, 08:07:40 pm
A good spy/sniper would help. Something to get back there and sap/kill the medics makes the heavy rather easy.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Enzo on September 02, 2012, 01:21:05 am
The trick with uber medics is: DO NOT HIT THEM UNLESS IT WILL 1-HIT-KILL THEM. They pop in reaction to taking damage (rather than autopopping when they're fully charged) so spraying them with boolits or lighting them on fire just means they'll turn invincible and whoever they're escorting will dispose of you. Really effective is dropping a stickytrap, letting the giant bot pass, and then detting when the medics are all overtop of it.

It takes a coordinated team to make sure nobody damages the medics first though. I can only imagine the frustration of having a team where one guy just won't listen...
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: miauw62 on September 02, 2012, 04:16:15 am
fully upgraded airblast is fairly effective against the medics, but that only works on the rapidfire sollies, giant hoovies deal too much damage for that.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Errol on September 02, 2012, 07:16:20 am
The trick with uber medics is: DO NOT HIT THEM UNLESS IT WILL 1-HIT-KILL THEM. They pop in reaction to taking damage (rather than autopopping when they're fully charged) so spraying them with boolits or lighting them on fire just means they'll turn invincible and whoever they're escorting will dispose of you. Really effective is dropping a stickytrap, letting the giant bot pass, and then detting when the medics are all overtop of it.

It takes a coordinated team to make sure nobody damages the medics first though. I can only imagine the frustration of having a team where one guy just won't listen...

I tend to try that with Demo, but one Medic always survives the stickies.
Lochnload grenades, on the other hands... these things are like explosive, volatile, missable win. Hit one, boom, five bots dead. Has some problems with a wave almost entirely consisting of beefcakes though *shudder*
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: miauw62 on September 02, 2012, 08:29:54 am
I just did endurance with a friend (and for the rest all pubbies!), the team was this: engie, medic, 2x heavvy, demo and spy.
We had to retry only 3 times.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: The Scout on September 02, 2012, 09:02:45 am
We tried advanced mode. 2 big pyros, ~40 regular pyros and ~50 boxing glove heavies. About 25 tries, and none were wins.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: cerapa on September 02, 2012, 09:20:50 am
I have discovered the glory that is The Righteous Bison. Takes no ammo, pierces, and deals multiple damages to everyone. To a tank it deals damage about 4 or 5 times, and then goes on to hit everything behind the tank.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Oliolli on September 02, 2012, 10:33:54 am
What if you fire the Bison from behind the tank? As it is passing through, the tank also moves, giving more time to hit it.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: The Scout on September 02, 2012, 10:34:41 am
I'd use it only if you could upgrade damage. Even if it was only a 10% increase.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: cerapa on September 02, 2012, 11:51:14 am
Your loss. Secondary weapon upgrades are 50% cheaper than primary weapon upgrades, meaning that by the time you would get your +20% damage for a rocket launcher, you could already buy +40% attack speed. Obviously its worse than a fully decked out primary weapon, but cause its cheaper you can spend more money on defense or anything else you like.

And a tank doesnt move fast enough for direction to matter, you pretty much just get 4 hits. A super scout moves fast enough though, so you can get a ton of hits if you shoot from the right angle.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Strange guy on September 02, 2012, 11:59:50 am
I tried an all bison round, and while it is pretty effective the lack of damage upgrades means in later rounds it can be a bit lacking. Crit canteens can help though. I've only been playing with random pubs so I've been mostly sticking to normal, but from what I've heard I think other modes give you more cash so the bison would be even more outclassed. Probably best to stick with the buff banner.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Blargityblarg on September 03, 2012, 09:23:45 am
I just did 4000 damage in five seconds as Scout.

I think I like this game mode.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: TherosPherae on September 04, 2012, 12:43:49 am
Just finished the hardest game of Decoy with a bunch of people I met through random matchmaking. 2 pyros, a soldier, a heavy, an engi, and a scout.

That last round; many mittens were burned, many rockets reflected, and three tanks destroyed. Also, I think we burned through a solid 20 uber canteens. At least.

I just do not have words for how much fun that was.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: JoshuaFH on September 05, 2012, 06:50:19 pm
I just started playing TF2 a few days ago, and I'm really enjoying this game mode. Playing as the lone pyro of the team and just MELTING groups of enemy bots endows a very powerful feeling.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: miauw62 on September 08, 2012, 07:22:45 am
Try to push bombcarriers into the deep pits in coaltown. Your team will love you.

Either way, to not let this thread die:
What is your favorite class in terms of personality?

Mine is soldier. Soldier has the awesomest personality of all classes.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Tyler6498 on September 08, 2012, 09:15:19 am
Pyro, that personality is so detailed.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: mainiac on September 08, 2012, 09:19:01 am
"We've got you surrounded, at least from this side!" = best quote evar
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Elu on September 08, 2012, 10:42:15 am
What is your favorite class in terms of personality?
ingame: soldier... MAGGOTS
fluff-wise: engie...
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Blizzlord on September 08, 2012, 02:18:35 pm
The soldier wins this by the sheer silliness of his responses. (http://wiki.teamfortress.com/wiki/Soldier_responses)
Otherwise, the scouts voice is just made of pure awesome.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Duke 2.0 on September 08, 2012, 02:25:55 pm
"We've got you surrounded, at least from this side!" = best quote evar
"I am not trapped in a facility full of robots. You are all trapped in here with me!"
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Tidal on September 08, 2012, 02:47:14 pm
Scout's personality is amusing.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Keltiknight on September 08, 2012, 07:50:56 pm
For me, probably a tie between medic's, scout's, or soldier's, with spy pretty high up there too (Mainly because his domination quotes are hilarious.)
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: JoshuaFH on September 08, 2012, 07:52:27 pm
I haven't been playing too long, but I get a cathartic smile when the heavy starts laughing maniacally when you've been firing nonstop for awhile.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Osmosis Jones on September 08, 2012, 10:24:50 pm
I haven't been playing too long, but I get a cathartic smile when the heavy starts laughing maniacally when you've been firing nonstop for awhile.

Or when you blow up a bunch of buildings... KABOOM!

This was not the clip I was looking for, but I still have to post it. (http://www.youtube.com/watch?v=LHgEnN2PFzo)
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: miauw62 on September 09, 2012, 03:02:05 am
The soldier wins this by the sheer silliness of his responses. (http://wiki.teamfortress.com/wiki/Soldier_responses)
Otherwise, the scouts voice is just made of pure awesome.

"I am a robot, bloop, what is love?"
My mind automatically added a "baby dont hurt me, dont hurt me, no more" in there.

Oh, this is now my favorite (http://wiki.teamfortress.com/w/images/f/f4/Soldier_DominationMedic04.wav)
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Enzo on September 09, 2012, 04:44:35 am
This was not the clip I was looking for, but I still have to post it. (http://www.youtube.com/watch?v=LHgEnN2PFzo)

Oh gods, that video is a classic. I crack up at 1:07 every time.

Soldier is hilarious, but for some reason I love the sniper. Even though I am a terrible sniper.

"Feelin's? Look mate, you know who hasalot o'feelins? Blokes what bludgeon their wife to death wif a golf trophy." (http://www.youtube.com/watch?v=9NZDwZbyDus&t=1m01s)
 
Also, the spy, simply for this panel (http://wiki.teamfortress.com/w/images/d/d4/Bombinomicon_01.jpg). Really I find the "sane" characters funnier.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Oliolli on September 09, 2012, 05:01:46 am
I'd say Heavy. He is so... simplistic. He can take delight in the smallest of things, like killing a dozen people in a dozen seconds.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: 10ebbor10 on September 09, 2012, 05:14:45 am
I'd say Heavy. He is so... simplistic. He can take delight in the smallest of things, like killing a dozen people in a dozen seconds.
To be fair, he sounds/is much smarter in Russian. Has a literature degree and stuff.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Enzo on September 09, 2012, 05:36:28 am
I'd say Heavy. He is so... simplistic. He can take delight in the smallest of things, like killing a dozen people in a dozen seconds.
To be fair, he sounds/is much smarter in Russian. Has a literature degree and stuff.

According to poker night...oh, poker night. (http://www.youtube.com/watch?v=FFAMTBxJ8yM)
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Tyler6498 on September 10, 2012, 05:04:15 pm
http://www.youtube.com/watch?v=8g9C9hs6_dU&feature=plcp

This is probably the most awesome example of demoknighting ever!
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Markus on September 10, 2012, 06:16:41 pm
http://www.youtube.com/watch?v=1Gcp4GrgDdw&feature=related  (http://www.youtube.com/watch?v=1Gcp4GrgDdw&feature=related)

I think this one's better.  :D
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Sonlirain on September 10, 2012, 07:33:41 pm
I assume Heavy suffers from the same lingual problem as Bobby "Steroid" Gontarsky from Jagged Alliance 2 and onwards.
Stat wise he's strong smart has great aim and can repair things on top of that.

The problems? Aside of hating 2 (great) russian mercs and being hated by some of the best medics... he sounds like a lobotomized retard despite having a average wisdom stat. (this also makes him fun to have just for his quotes).

Basically... heavy is a smart chap but since he's not really talented with english he resorts to primitive battle cries and taunts he probably can't even understand.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: JoshuaFH on September 11, 2012, 12:08:54 am
My favorite class WAS spy (tied with scout), then I learned how to airblast with the pyro and now I have a new best friend in MvM. I mean, ok, this is nuts, I just completed the first wave of medium difficulty Decoy with only myself, another pyro, and an engineer, all because I can just keep blast blast blasting the bomb off the bridge into the gulch forcing them to spend a significant amount of time pathing out of it, and about half the time they path the longer, more time consuming route.

That, and I can protect my engies from sentries by keeping the Sentry busters suspended in midair unable to move, and cheese the giants with medics by blasting those medics away. Maxing out airblasting is a must now, it can't be ignored, and that's easy when it's so cheap.

I'm a newer player, so of course this is old news to more experienced players, but to me this is astounding because I'd only ever see the occasional pyro blasting the bomb carrier to reset their route, and that made me think it was some high level technique that's not used often. From my experimentation though, it's the opposite, you can troll the robots by repeatedly forcing them to redo their route over and over and over again. I did it six times in a wave, it was awesome. And when I'm not blasting them to reset the bomb, I'm blasting the bomb carrier and entire groups of them backwards to earlier in the level; I once pushed the bomb from the hatch all the way back to the enemy spawn. Take that!

Instant new favorite. I just wish that airblasting worked better on giant bots rather than just bounce them in the air for a second, which doesn't even faze them.

I even had fun with some random guys, and we formed a four-man pyro patrol, and with two engies we steamrolled over that mission.

Now I'm starting to wish there were giant campaign missions you could participate in with many more waves, cause now the medium difficulty missions are too easy for me, but the advanced difficulty ones are still horrendously difficult, and I want the difficulty to keep ramping on the medium missions so I can keep putting my upgraded stuff to good use rather than having to start over again. I'd even like to keep going so long that I might eventually max out every stat. Some sort of infinite mode would be awesome, that starts off simple but keeps getting harder and harder would be awesome.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: miauw62 on September 11, 2012, 12:48:56 pm
Yeah, it sucks that you cant ever upgrade to full, i never usually BOTHER with secondaries.
Recently i have found a very powerfully upgraded grenade launcher to be very amusing.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Cecilff2 on September 12, 2012, 03:45:27 pm
Yeah, it sucks that you cant ever upgrade to full, i never usually BOTHER with secondaries.
Recently i have found a very powerfully upgraded grenade launcher to be very amusing.

fully upgraded loch is hilarious.  Max fire speed, damage, and reload speed and you have a 200-250 damage rapid fire grenade launcher.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: miauw62 on September 16, 2012, 07:56:06 am
Engie in MvM is surprisingly fun. This coming from somebody who shudders in horror at the tought of having to engiecamp in normal matches.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: JoshuaFH on September 16, 2012, 11:46:35 am
I was surprised, when I first started out, I got the most points playing Engie (as evidenced from the stats page that pops up when loading a map), then I nearly doubled that when I played heavy and had a really good medic healing me, and then I nearly doubled that again when I was just experimenting with my combat engie build w/ the widowmaker. Sweet tits was that awesome.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Errol on September 16, 2012, 11:53:53 am
Yeah, it sucks that you cant ever upgrade to full, i never usually BOTHER with secondaries.
Recently i have found a very powerfully upgraded grenade launcher to be very amusing.

fully upgraded loch is hilarious.  Max fire speed, damage, and reload speed and you have a 200-250 damage rapid fire grenade launcher.

With ridiculous AoE.
This assumes you can hit things, though.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Spinal_Taper on September 21, 2012, 10:15:37 pm
Engie is my favorite in MvM mode, just because of watching the robots charge headlong into your sentry. What a power rush. In normal play, it'd be Soldier. Bouncing, jumping, everything is more fun with the term rocket in front of it.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: mainiac on September 21, 2012, 10:37:02 pm
I thought I took the coolest screenshot tonight but I can't seem to find where the screenshots go when you hit F6.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: miauw62 on September 22, 2012, 06:46:45 am
In normal play, i'm the pyro.
Not a bad one either. Waste of skill to only being able to play on 24/7, instarespawn 32 player turbine because vanilla rotation servers are always empty. But hey, its still fun either way, and suicide axe is great on gorrillas hoovies in the mist vents.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: JoshuaFH on September 22, 2012, 09:13:53 pm
I'm kinda bummed since I found out that you can only get a certain number of random free rewards every week, somewhere around 6-8 IIRC, and then you gotta wait before you can get any more. I suppose it discourages obsessive farmers at the very least, which is a good thing in my book.

I was getting kinda bored with how people just ragequit when they lose, or just quit for no reason, and leaves the rest of the team high and dry, at the mercy of the matchmaker. I was getting so frustrated with it that I was thinking of just quitting.

Then I got a really awesome team on an advanced difficulty (not sure which one) on Mannworks. I've been getting the most practice in with Pyro so that's what I went with, because nobody seems to approach bomb resetting and airblasting as seriously as I do, which is super important to keeping the bots preoccupied so your team can slowly strangle the life out of the relentless robot army. And man, I must have reset the bomb 30 or 40 times when everything was said and done.

But my teammates were really great, able to handle their own as we slogged through the advanced difficulty waves one after the other. I think after many missions I've finally found what my ideal Pyro build is: being a fast (all speed) airblasty (all airblast) type of hit and run pyro that relies on strategic ambushes as the bots are distracted to deal significant damage, quickly running away to recoup, airblasting to keep the bots eternally preoccupied, and only running in where there's little risk. Canteen = ubercharges for desperate last second pushbacks when things go awry, as their wanton to do.

It was the first time I've ever completed an advanced difficulty mission, and not only that, I got the Engine Block achievement since the bomb never reached the hatch area once! I was super hyped about that.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Karnewarrior on September 22, 2012, 09:24:25 pm
I'd like to see an upgrade for the flamethrowers range. I always go for burn damage, so I can go in and light all the bots up and then hightail it out of there, but getting the fire nicely spread out takes so long that I die before I can finish.  :-\
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: JoshuaFH on September 22, 2012, 09:46:32 pm
I'd like to see an upgrade for the flamethrowers range. I always go for burn damage, so I can go in and light all the bots up and then hightail it out of there, but getting the fire nicely spread out takes so long that I die before I can finish.  :-\

Hence why I chose speed, it allows you to run from your hiding place and into the fray just that much faster. Also, a certain amount of finesse is necessary to be able to gauge exactly what is drawing the robot's attention the most. If you're the only threat, it's a very bad idea to try to fry them since they'll all turn their focus on you and you'll be dead in an instant. However, if there's a heavy or a sentry that's drawing their fire, feel free to spring from your hiding place and just fry them from behind, and then use your speed to spring back into your hiding place before the next group of enemies spawns behind you. Though sometimes you really have to throw yourself into suicidal situations for the benefit of the team, it's unavoidable at times but that's what the ubercharge canteens are for.

Speed is also great for traversing the map quickly and grabbing health and ammo during the brief lulls in combat, since the very most I'll put into improved ammo capacity is one point just for convenience, and I don't like ammo refill canteens since sometimes they wind up being a waste of money when I have to throw them away for ubercharge canteens.

I also usually put a single point into health on kills, since it overheals you slightly if you're doing really well, and it can heal you enough to let you drag yourself out of dangerous situations and avoid having to respawn. It also lets you go toe-to-toe with scout hordes, since you'll be killing them so quickly you can just stand in the thick of them and not have to worry about dying, excepting the occasional freak accident. However, never more than a single point though, just as a substitute for an actual medic.

And of course, just ambushing as they pass around corners can get huge numbers of enemies on fire before they can react to your presence, and it's really easy and effective.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: miauw62 on September 23, 2012, 06:09:47 am
I'm much more of a hit-and-run pyro, but i kinda stopped playing pyro. Many teams lack either a spy or a demo, and spy can be INCREDIBLY usefull, especially against giant bots and super scoots.
Tough if you are dealing with a giant deflector heavy, you cant stab more then three medics.
My brother recommends using your eternal reward. I may try that.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Enzo on October 11, 2012, 04:49:13 am
Anybody tried the new Super Hard MvM missions yet? I'm really loving it, it takes some serious strategy even with good teammates. Managed to beat the Decoy mission, but that shit was not easy. Giant Heavy Giant Medic Combos and Super-Scoots, really fun. Seems like you get even more money to upgrade later on in the hard missions too. Fully upgraded reload, damage, and fire speed on a sticky launcher with crit canteens really just makes you feel godlike.

KA-BOOOOooooooooooooom
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: miauw62 on October 11, 2012, 10:10:23 am
I like fully upped nade launchers more. So much damage. With uploaded magazines and damage you cal deal >1000 damage with one magazine, and reload superquickly. Tough sticky launchers are usefull for those doggam uber mediks.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Duke 2.0 on October 11, 2012, 10:24:55 am
 At first I was a little sad that we still only had three maps to play on, but some of these new waves are so crazy I'm forced to eat my own words. Just go ahead and spawn a giant heavy and several giant soldiers in one large ball, sure. Or huntsman snipers and constantly firing pyros.

 Or both at the same time.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: miauw62 on October 11, 2012, 10:26:47 am
I still have to do one decoy mission... Are tours expanded? (aka, do i need to buy 3 new tickets?)
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: lordcooper on October 16, 2012, 07:39:25 am
Is there still a bay12 server, and if so can I has IP plz?
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: miauw62 on October 16, 2012, 12:02:23 pm
Nope, no bay12 server, sadly.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: The Scout on October 24, 2012, 03:54:57 pm
WIZARDS BRO! http://www.teamfortress.com/wizardcon/ (http://www.teamfortress.com/wizardcon/)
Aka click spy's head.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Metalax on October 24, 2012, 06:45:34 pm
New comic http://www.teamfortress.com/doommates (http://www.teamfortress.com/doommates)

Raccoons are invading.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: The Scout on October 24, 2012, 07:22:03 pm
Oh god. Valve has done it again.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Enzo on October 24, 2012, 08:40:31 pm
So, boss battle against Merasmus' ghost this time?

I wonder what map it'll be on. I'm hopong for Spookleus.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: NobodyPro on October 26, 2012, 03:37:57 am
Robots --> Zambies --> ?
Pirates or monkeys next? (Maybe a wave of medieval-themed content?)
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: DJ on October 26, 2012, 04:55:32 am
Ninjas?
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: USEC_OFFICER on October 26, 2012, 07:11:44 am
You know what I'm most happy about this new update? Presents are now private, so the mad scramble when one spawns will no longer exist, meaning that I might be able to pick up more than one prize this year.

Oh, and Merasmus and zombie MvM are cool and all, but they just can't compete with hats.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Metalax on October 26, 2012, 07:29:21 am
Robots --> Zambies --> ?
Pirates or monkeys next? (Maybe a wave of medieval-themed content?)

Obviously it will be Robot Zombie Mutant Monkey Ninja Pirates... from Space!

edit: And linky (http://www.teamfortress.com/blizzbobarrabas/) to the event details.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: JoshuaFH on October 26, 2012, 08:05:45 am
So can I expect the zombie mission to be up sometime today?
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: USEC_OFFICER on October 26, 2012, 08:07:02 am
Yes, actually, though I'm not sure what time it's coming out on. For all we know it could be midnight.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Metalax on October 26, 2012, 08:44:18 am
Going by previous events, it tends to go out towards the end of their day. So if your over here in europe expect it sometime after midnight.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: HLBeta on October 26, 2012, 03:32:22 pm
You know what I'm most happy about this new update? Presents are now private, so the mad scramble when one spawns will no longer exist, meaning that I might be able to pick up more than one prize this year.

This just became my favorite Halloween event. Loved last year's costumes but hated trying (and failing) to actually get last year's costumes.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Metalax on October 26, 2012, 03:48:55 pm
What I'd like to know is if this spawning of present is now individual, applies to the previous years maps and the presents on those.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: USEC_OFFICER on October 26, 2012, 03:50:34 pm
I hope so. I'd love to get Soldier and Engineer's outfits from last year. The spy one would be pretty nifty too, but they'll probably have better ones coming out.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: PTTG?? on October 26, 2012, 04:26:38 pm
I should try selling my costume stuff now and buying it back up after the season.

Now these potion things sound really, really neat. I just hope they don't go overboard.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Metalax on October 26, 2012, 06:15:30 pm
Update for the event just released.
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: PTTG?? on October 26, 2012, 06:20:01 pm
LASD, get on here and change the title teaser to "Omnomnomnom Brains! So Feeling!"
Title: Re: Team Fortress 2: Mann vs. Machine! Co-op mode! "Now we fight robots"
Post by: Metalax on October 26, 2012, 09:25:32 pm
Merasmus is difficult to kill but quite possible as long as the whole server gangs up on him. Huntsman snipers work well doing over 1000 damage per headshot to his big head. If you have just a couple of people killing others it quickly becomes impossible.

Spoiler (click to show/hide)

Also randomness on point capture can result in wierdness.
Spoiler (click to show/hide)
Title: Scream Fortress 2: THE HAUNTING IS HERE! "Omnomnomnom Brains! So Feeling!"
Post by: LASD on October 27, 2012, 04:10:42 am
LASD, get on here and change the title teaser to "Omnomnomnom Brains! So Feeling!"

Wow, I totally forgot I can do that. No idea how, after like 100 changes, but thanks for reminding.

I'll get to the event later today and maybe I'll change it again! Or maybe there's a werewolf behind you gnawing on your hat! Scary! No, it's a Demoman wearing a werewolf's skin trying to steal your hat! Horrifying!
Title: Re: Scream Fortress 2: THE HAUNTING IS HERE! "Omnomnomnom Brains! So Feeling!"
Post by: JoshuaFH on October 29, 2012, 04:02:57 pm
So has anyone made any progress on the Nightmare difficulty MvM map? I got to the halfway point once with a pretty awesome team.
Title: Re: Scream Fortress 2: THE HAUNTING IS HERE! "Omnomnomnom Brains! So Feeling!"
Post by: JoshuaFH on October 29, 2012, 04:45:02 pm
Double posting just to say that I just beat it with an absolutely astounding team, truly amazing performance from everyone, and we still had some of the closest calls I wouldn't believe still.

Best part is that I got the winning hit by airblasting the last bomb carrier into a pit.

And while I feel awesome, it's weird that there's no achievement for it.
Title: Re: Scream Fortress 2: THE HAUNTING IS HERE! "Omnomnomnom Brains! So Feeling!"
Post by: PTTG?? on October 29, 2012, 05:15:09 pm
You got a classic achievement.
Title: Re: Scream Fortress 2: THE HAUNTING IS HERE! "Omnomnomnom Brains! So Feeling!"
Post by: The Scout on October 29, 2012, 05:16:29 pm
You got an achievement in my mind. Being able to outperform my entire competitive by yourself.
Title: Re: Scream Fortress 2: THE HAUNTING IS HERE! "Omnomnomnom Brains! So Feeling!"
Post by: Mageziya on October 30, 2012, 09:47:35 pm
Since the drop system was on caffeine during this Halloween event I managed procure 3 refined. I spent it on a Mann up ticket and a surplus voucher. I decided, "If I'm going to do this, I'm going for the carbonado or diamond botkillers!" So I decided to do operation Geargrinder.

I knew they were considered hard, I read the warning, but

SWEET PICKLING JESUS.

THEY ARE HARD.

I just finished my first Geargrinder mission, the coal town mission.

Took three tries. Try 1: From wave 1, 6 hours, had to leave due to running out of RL time. Try 2: From wave 1, 2 hours, made it to the final wave, everyone ultimately left people left, NO ONE CAME FOR HALF AN HOUR. gave up. Try 3: came in at wave 5/7. Since I didn't throw all my money into canteens, was able to focus everything into a godly brass beast. Floored 'em (The bots) with the team. Final wave with 5 people (Including me.), but ultimately success.

Now for the other two Geargrinder missions.

Don't know if I should say FML or LET'S DO THIS!
Title: Re: Scream Fortress 2: THE HAUNTING IS HERE! "Omnomnomnom Brains! So Feeling!"
Post by: Metalax on November 02, 2012, 01:56:56 pm
Finally managed to finish Wave 666.
Spoiler (click to show/hide)

Also update has just made it easier to kill Merasamus.

Quote
MERASMUS! has leveled up at WizardCon!

    "The Skull Island Topper" now tracks the highest level of Merasmus the owner has helped defeat
    Increased Engineer, Scout, Pyro and Heavy damage against Merasmus
    Increased Soldier and Demoman damage against Merasmus while he is in hiding

And just after I managed to finish wave 666,
Quote
Added more credits to Caliginous Caper, Wave 666
Title: Re: Scream Fortress 2: THE HAUNTING IS HERE! "Omnomnomnom Brains! So Feeling!"
Post by: 10ebbor10 on November 02, 2012, 03:00:36 pm
Anyone up for a Wave 666 game?

Having trouble even finding a full server.
Title: Re: Scream Fortress 2: THE HAUNTING IS HERE! "Omnomnomnom Brains! So Feeling!"
Post by: JoshuaFH on November 02, 2012, 03:34:53 pm
Finally managed to finish Wave 666.
Spoiler (click to show/hide)

Also update has just made it easier to kill Merasamus.

Quote
MERASMUS! has leveled up at WizardCon!

    "The Skull Island Topper" now tracks the highest level of Merasmus the owner has helped defeat
    Increased Engineer, Scout, Pyro and Heavy damage against Merasmus
    Increased Soldier and Demoman damage against Merasmus while he is in hiding

And just after I managed to finish wave 666,
Quote
Added more credits to Caliginous Caper, Wave 666

After hearing about the update, I went to go beat it again. I got paired with a really good team right off the beat and demolished it, but the extra 1000 creds (6000 total spread across your team) really makes a huge difference. I'd even go as far as to say it doesn't deserve it's difficulty rating of Nightmare anymore since now I can pretty much afford every mission critical upgrade right at the start without having to make any hard choices. Plus, because you have more upgrades now, you're spending less on canteens over the course of the mission since now you don't need to compensate for weakness or get forced to do desperate pushbacks as often. Since you're not spending as much on canteens, you can buy even more upgrades now, in this case for me I maxed out health regeneration which is really nice to have, but not critical like others. I ended the mission with an extra 4000 creds. When I beat Caliginous Caper for the first time, I was barely scraping by just for crits and uber canteens till the very last second, and was having to frantically make desperate but necessary quick decisions at the shop all throughout the mission. This just feels too relaxed now, IMO.

I always question changes like that, because it might make the accomplishments of people after the update feel invalid compared to before when it was harder, and that has the potential to divide up your fan base which is never a good thing.
Title: Re: Scream Fortress 2: THE HAUNTING IS HERE! "Omnomnomnom Brains! So Feeling!"
Post by: Mageziya on November 03, 2012, 08:47:50 pm
Welp, I just made it through my first ever Tour of Duty for Mann Up mode. As Stated earlier it was gear grinder, I.E. Hell. Anyway, my first ever Botkiller? A Diamond Sniper Rifle. Now, most of you might find that as crappy, but no, I play sniper a lot so it is AWESOME! I am truly happy and satisfied right now. I took a name tag I had on hand and named it "Blood, Sweat, and Tears". Also, I will only have my Heavy wear the badge since he was the one who fought through that hell.

NOTE: I think the botkillers you get are based off playtime in NON-MvM. Sniper is my most played class, and I got a Sniper Rifle. It makes sense, since you are often forced into a class to play MvM and you wouldn't want to do all that work for a weapon you would never use.
Title: Re: Scream Fortress 2: THE HAUNTING IS HERE! "Omnomnomnom Brains! So Feeling!"
Post by: Enzo on November 04, 2012, 02:45:19 am
A Diamond Sniper Rifle. Now, most of you might find that as crappy, but no, I play sniper a lot so it is AWESOME!

A diamond Sniper Rifle is worth 10 keys, btw, making it an incredibly valuable and sought-after item. Also congrats on beating hellmode! My group can never pull enough people together, I've still only beaten the one mission of it.

NOTE: I think the botkillers you get are based off playtime in NON-MvM. Sniper is my most played class, and I got a Sniper Rifle. It makes sense, since you are often forced into a class to play MvM and you wouldn't want to do all that work for a weapon you would never use.

This is an interesting theory, since my first botkiller was my most-played class too. It's probably just luck, though, I think someone would have noticed the pattern if it was 100%.
Title: Re: Scream Fortress 2: THE HAUNTING IS HERE! "Omnomnomnom Brains! So Feeling!"
Post by: miauw62 on November 04, 2012, 06:29:34 am
I still have one ticket left, and i had to do one mission before extra missions came. Does this mean that i have to get more tickets to get a botkiller?E

E: Nvm, looks like i can get a silver or golden one.
That is, if i manage to complete that goddamn decoy mission. Anyone got any tips? (my usual classes are pyro and spy).
Title: Re: Scream Fortress 2: THE HAUNTING IS HERE! "Omnomnomnom Brains! So Feeling!"
Post by: Enzo on November 04, 2012, 06:52:41 am
That is, if i manage to complete that goddamn decoy mission. Anyone got any tips? (my usual classes are pyro and spy).

If you're playing Pyro and Spy in MvM the best advice is to have good teammates because you're playing a purely supportive role. Sap/Airblast bomb-carriers (which can be super helpful, don't get me wrong) and possibly seek out money since you're on the frontlines, and try to help out with general damage, but beyond that your team has to do the heavy lifting.

Err, regarding the advanced decoy mission specifically, get a wrangled sentry on the center building after the initial chokepoint, and a stickybomb demo nearby. There are lots of melee bots, and these two will wreck them. Kritz medic helps a lot, you can lay a spread-out kritz stickytrap before each wave. Get a teammate that gives minicrits and one that applies the slow effect because both are super useful (scout can do both, and grab all the money if he's good). Kill the quickfix medics first, ignore the giant pocket. If you have high damage output this is actually one of the easiest maps, since the big targets funnel through the choke right at the beginning.
Title: Re: Scream Fortress 2: THE HAUNTING IS HERE! "Omnomnomnom Brains! So Feeling!"
Post by: miauw62 on November 04, 2012, 06:56:46 am
"Giant pocket"? I'm pretty sure that mission includes no giant medics.
But i'll keep it in mind. I dont really have a team to work with ATM.
*mayby* a friend still has one mann up ticket left.

E:
Any tips upgrade-wise? (again, pyro spy and mayby demo)
Title: Re: Scream Fortress 2: THE HAUNTING IS HERE! "Omnomnomnom Brains! So Feeling!"
Post by: Metalax on November 04, 2012, 07:48:54 am
For Pyro; ammo capacity, airblast, health on kill, bullet damage reduction, crit damage reduction, damage increase.

If your team has a good medic you can skip/delay the health on kill. If you still have funds that you are not spending on canteens, afterburn damage/duration can be good as you can ignite a whole swarm of bots and have them burn to death before they can get too far, only issue with this is that it results in the money being more spread out for collection.

Title: Re: Scream Fortress 2: THE HAUNTING IS HERE! "Omnomnomnom Brains! So Feeling!"
Post by: miauw62 on November 04, 2012, 10:01:26 am
Wow, i breezed trough the advanced decoy mission as scout. I was a pretty bad scout in the first waves because i was forced into it, but the team was incredibly awesome. Was fun and easy. And i like scout on MvM now!

E:
Sadly, when trying the first coaltown mission, i got in a bad team. This adbandon function sucks.
Title: Re: Scream Fortress 2: THE HAUNTING IS HERE! "Omnomnomnom Brains! So Feeling!"
Post by: Mageziya on November 04, 2012, 08:56:30 pm
If you lose a wave, it doesn't count.

It will specify when you are abandoning, and when you are just normally leaving.
Title: Re: Scream Fortress 2: THE HAUNTING IS HERE! "Omnomnomnom Brains! So Feeling!"
Post by: Cecilff2 on November 05, 2012, 10:20:14 am
This is an interesting theory, since my first botkiller was my most-played class too. It's probably just luck, though, I think someone would have noticed the pattern if it was 100%.

I've gone through several tours.

4 botkiller wrenches(Silver, Silver, Gold, Rust) and a scattergun(Silver)

Engie is my most played class (Combat engy is fun)

I really don't want any more wrenches...
Title: Re: Scream Fortress 2: THE HAUNTING IS HERE! "Omnomnomnom Brains! So Feeling!"
Post by: miauw62 on November 05, 2012, 01:28:21 pm
Combat engie is INDEED awesome.
Mini-sentries all the way. These things kick some serious ass. Except against pyros.
Title: Re: Scream Fortress 2: THE HAUNTING IS HERE! "Omnomnomnom Brains! So Feeling!"
Post by: PTTG?? on November 05, 2012, 02:46:27 pm
Too bad there aren't botkiller gunslingers; they could just be regular robot arms.
Title: Re: Scream Fortress 2: THE HAUNTING IS HERE! "Omnomnomnom Brains! So Feeling!"
Post by: Descan on November 05, 2012, 03:38:34 pm
I wish the botkiller knife was a shard of robot metal. Like a jaw-... plate? or something.
Title: Re: Scream Fortress 2: THE HAUNTING IS HERE! "Omnomnomnom Brains! So Feeling!"
Post by: Metalax on November 05, 2012, 07:10:40 pm
The collection, it is completed!
Spoiler (click to show/hide)

I have to say that the gifts being individualized, rather than first come, first grab, has reduced the frustration enormously this year.
Title: Re: Scream Fortress 2: THE HAUNTING IS HERE! "Omnomnomnom Brains! So Feeling!"
Post by: TherosPherae on November 08, 2012, 01:22:06 am
The collection, it is completed!
Spoiler (click to show/hide)

I have to say that the gifts being individualized, rather than first come, first grab, has reduced the frustration enormously this year.
It also increased gift farming by a hilarious amount. There are servers you can join where a script will just teleport you around to all the gift spots and let you idly farm an unlimited number of gifts while you do other things.

So just like the idling days of yore, except coated in voodoo-cursed novelty fish instead of weapons and hats.
Title: Re: Scream Fortress 2: THE HAUNTING IS HERE! "Omnomnomnom Brains! So Feeling!"
Post by: JoshuaFH on November 20, 2012, 09:44:02 am
I'm kind of bummed that the Halloween Event is over.

I've been experimenting, and while Pyro is still my best class, I enjoy playing Demo alot more. I mean, I just discovered the joy of sticky jumping, so of course, yeah.

That, and I really enjoy how versatile they are, being able to go just vanilla, full defense with stickies, a heavy melee build, and everything inbetween. First class that I used all four loadout save slots.

Also, I've been practicing rocket jumping with the soldier, and while I initially thought it was patently inferior to sticky jumping, it's now obvious that it just has a much higher skillgate before it actually starts becoming useful. I'm still terribad at it, but it's alot of fun when I get going.
Title: Re: Scream Fortress 2: THE HAUNTING IS HERE! "Omnomnomnom Brains! So Feeling!"
Post by: Neyvn on November 20, 2012, 02:42:22 pm
You know your doing something right as a Backburner Pyro when you see in Text Chat...

"How does that Pyro keep getting behind us all the time?!?!"

Sadly I forgot that I carry Axetinguisher around for a reason. Else I would have died less...
Title: Re: Scream Fortress 2: THE HAUNTING IS HERE! "Omnomnomnom Brains! So Feeling!"
Post by: JoshuaFH on November 20, 2012, 03:23:08 pm
So I'm SOMEHOW SOMEWAY trying to make a demoknight work in MvM.

But I keep dying! I'm starting to think this subclass just isn't meant to handle this game mode.

But the thought always strikes me... "What if I just need a bit more practice?" and then it's a neverending cycle of frustration. I just want to hit things with a sword.
Title: Re: Scream Fortress 2: THE HAUNTING IS HERE! "Omnomnomnom Brains! So Feeling!"
Post by: Enzo on November 20, 2012, 04:13:29 pm
So I'm SOMEHOW SOMEWAY trying to make a demoknight work in MvM.

But I keep dying! I'm starting to think this subclass just isn't meant to handle this game mode.

But the thought always strikes me... "What if I just need a bit more practice?" and then it's a neverending cycle of frustration. I just want to hit things with a sword.

It's totally viable, just not for the first couple of waves. You kind of have to depend on pills and teammates until you get enough money for a few key upgrades. But once you do, you can wreck shit.

1) The Targe is better than the Screen for the free damage resistance, way more important in MvM.
2) The Eyelander gets to max heads at no time at all, at which point you move almost as fast as a scout (and have extra health). The Zatoichi is tempting but you can get upgrades to fill up your health on kill, and the upgrades provide overheal.
3) Crits on kill + Health on kill first. Then boost damage and attack speed, run speed and resistances as it suits you.
4) Who needs a scout? You're fast, in the middle of things, and can charge. Free up a slot for another support or damage class.

Maybe not the absolute best class, but certainly viable and oh god it's fun.
Title: Re: Scream Fortress 2: THE HAUNTING IS HERE! "Omnomnomnom Brains! So Feeling!"
Post by: Putnam on November 20, 2012, 06:24:27 pm
So I'm SOMEHOW SOMEWAY trying to make a demoknight work in MvM.

But I keep dying! I'm starting to think this subclass just isn't meant to handle this game mode.

But the thought always strikes me... "What if I just need a bit more practice?" and then it's a neverending cycle of frustration. I just want to hit things with a sword.

Zatoichi + Crits on kill
Title: Re: Scream Fortress 2: THE HAUNTING IS HERE! "Omnomnomnom Brains! So Feeling!"
Post by: JoshuaFH on November 20, 2012, 10:15:02 pm
So I'm SOMEHOW SOMEWAY trying to make a demoknight work in MvM.

But I keep dying! I'm starting to think this subclass just isn't meant to handle this game mode.

But the thought always strikes me... "What if I just need a bit more practice?" and then it's a neverending cycle of frustration. I just want to hit things with a sword.

Zatoichi + Crits on kill

The only thing I don't like about the Zatoichi is that it doesn't have the extended reach of the eyelander or the skullcutter.

After giving it another go with a Targe, bootlegger, and eyelander demoknight, and this time with a more conservative approach of hiding around corners and running away when injured, I've been semi-successful! I do very much enjoy the perks the eyelander gives you, what with the extra health and speed it gives you, plus max speed upgrades, I'm zipping around like nobody's business. Got 28 heads once before getting ginked by a spy. I still don't feel I was as effective as I could have been doing something else, but it WAS my excellent speed + charge that allowed me to run to base real fast and save us from a scout that broke the line and was about to sink the bomb.

Then with a completely maxed out weapon and crit canteens, I was doing just under 400 for every swing to the tank at the end.

Then again, it was on Doe's Drill, which is like Baby's First MvM. I guess you gotta start somewhere though.
Title: Re: Team Fortress 2: "Omnomnomnom Brains! So Feeling!"
Post by: baruk on November 23, 2012, 07:47:00 pm
 I just got back into this after a 6 month break - I've recently been enjoying the half-zatoichi (my first sword.. at last!).
Here's a sample round (I've also been dabbling with this shiny new replay editor thing):
http://www.youtube.com/watch?v=XJwdHsXZd3A
Title: Re: Team Fortress 2: "Omnomnomnom Brains! So Feeling!"
Post by: Blargityblarg on November 23, 2012, 08:13:01 pm
So I'm SOMEHOW SOMEWAY trying to make a demoknight work in MvM.

But I keep dying! I'm starting to think this subclass just isn't meant to handle this game mode.

But the thought always strikes me... "What if I just need a bit more practice?" and then it's a neverending cycle of frustration. I just want to hit things with a sword.

Zatoichi + Crits on kill

The only thing I don't like about the Zatoichi is that it doesn't have the extended reach of the eyelander or the skullcutter.

After giving it another go with a Targe, bootlegger, and eyelander demoknight, and this time with a more conservative approach of hiding around corners and running away when injured, I've been semi-successful! I do very much enjoy the perks the eyelander gives you, what with the extra health and speed it gives you, plus max speed upgrades, I'm zipping around like nobody's business. Got 28 heads once before getting ginked by a spy. I still don't feel I was as effective as I could have been doing something else, but it WAS my excellent speed + charge that allowed me to run to base real fast and save us from a scout that broke the line and was about to sink the bomb.

Then with a completely maxed out weapon and crit canteens, I was doing just under 400 for every swing to the tank at the end.

Then again, it was on Doe's Drill, which is like Baby's First MvM. I guess you gotta start somewhere though.

I've heard that Demoknight is most effective on the Mannworks maps.
Title: Re: Team Fortress 2: "Omnomnomnom Brains! So Feeling!"
Post by: Enzo on November 23, 2012, 09:16:25 pm
So, anybody watching any of the Saxxy vids? Some of them are pretty damn good.

COOL:
http://www.youtube.com/watch?v=hluOWGFZktg (http://www.youtube.com/watch?v=hluOWGFZktg)
SAD:
http://www.youtube.com/watch?v=4NCERdh_-j4 (http://www.youtube.com/watch?v=4NCERdh_-j4)
Title: Re: Team Fortress 2: "Omnomnomnom Brains! So Feeling!"
Post by: JoshuaFH on December 06, 2012, 01:59:39 pm
Alot of the Saxxy vids are frickin genius. I can't believe just the tremendous lineup of excellence that's showcased in these vids.

In other news, apparently there was some sort of Steam update today that introduced a thing call Big Picture which is this snazzy thing that makes your Steam'ing experience that much more nicer looking, if needlessly intrusive and complicated, but it also seems to have disabled my ability to trade things in TF2 somehow. This really upsets me, if only because I hate looking like an idiot wanting to trade with someone, and then having to go "Sorry, my backpack's been locked up for some reason!"

And am I alone in feeling that normal multiplayer is really difficult to get into? I usually only do MvM, cause MP is just so deeply unforgiving, often filled with people who's caliber of skill is just too high to coexist with. I had to quit when my experience just started devolving into "Spawn, die, spawn, die, spawn, die instantly...".

It doesn't help that the maps feel like labyrinths in comparison to MvM ones.
Title: Re: Team Fortress 2: "Omnomnomnom Brains! So Feeling!"
Post by: 10ebbor10 on December 06, 2012, 02:03:39 pm
It matters on which servers you play. Many of the public servers can be quite unbalanced, as wel as several mod servers. Live MvM, MP really depends on the team, especially if you're not that good at it.
Title: Re: Team Fortress 2: "Omnomnomnom Brains! So Feeling!"
Post by: Thexor on December 06, 2012, 02:05:59 pm
Try playing against bots - on the highest difficulty, bots are a reasonable intro to 'real' MP. Also, look for official Valve servers, which are commonly filled with less-skilled players. (And a few pubstompers, but you'll find them on any server.)

MvM is not a good intro to MP. It teaches you that your character is a one-man killing machine, and that most opponents won't try to dodge or shoot back.

If you're still having trouble, consider signing up for the coaching system, where an experienced player will help you learn the ropes. I've never used it myself, but supposedly it's useful.
Title: Re: Team Fortress 2: "Omnomnomnom Brains! So Feeling!"
Post by: Enzo on December 06, 2012, 04:27:49 pm
I'll coach you Josh! I've never used the coaching system, it might be fun. Never had the desire to coach a complete random person though.

Otherwise, general advice for learning the ropes:
I would advise against playing against bots, because they don't behave like real players at all. The highest difficulty bots are basically a really dumb player with aimhacks.
Valve and Skial servers, for whatever reason, seem to have the lowest average skill level. To the point where I can't play on them because it doesn't feel fair.
Pick one or two classes, not spy or sniper, and focus on learning their strats.
MP maps are quite a bit more complex than MvM maps, but some way more than others. Steel and Nucleus are much more confusing than, say, Coldfront or Turbine. 5CP and CTF actually have simpler layouts on average, I'd say. Payload maps could be good since they tend to force the players to stick together moreso than other gametypes, so you can avoid engaging in 1v1 fights.
Watch this. (http://www.youtube.com/watch?v=hizuSDQepSo)
Title: Re: Team Fortress 2: "Omnomnomnom Brains! So Feeling!"
Post by: Duke 2.0 on December 06, 2012, 04:35:52 pm
 Bots are fine. Figuring out how to control yourself is half the game, and the bots happily point out terrible sentry positions for you. It takes a while to figure out how the different weapons work in regards to leading and arcs. Maps also just take experience to understand, to know where ammo/health is and general flow of both teams.

 If you want to play with others it's nice to try out medic. You are always looking at what more experienced players are doing, your team overall is stronger for whatever you do and you don't need to learn the offensive aspect of the game. Just learning where you can move with a medium survivable guy, the lesson of always sticking with other dudes always and what can kill you in moments.

 And never. Stop. Moving.
Title: Re: Team Fortress 2: "Omnomnomnom Brains! So Feeling!"
Post by: jester on December 06, 2012, 05:02:17 pm
Quickplay servers usually have the lowest skill levels in my experiance
Title: Re: Team Fortress 2: "Omnomnomnom Brains! So Feeling!"
Post by: JoshuaFH on December 06, 2012, 05:51:31 pm
I'll coach you Josh! I've never used the coaching system, it might be fun. Never had the desire to coach a complete random person though.

Otherwise, general advice for learning the ropes:
I would advise against playing against bots, because they don't behave like real players at all. The highest difficulty bots are basically a really dumb player with aimhacks.
Valve and Skial servers, for whatever reason, seem to have the lowest average skill level. To the point where I can't play on them because it doesn't feel fair.
Pick one or two classes, not spy or sniper, and focus on learning their strats.
MP maps are quite a bit more complex than MvM maps, but some way more than others. Steel and Nucleus are much more confusing than, say, Coldfront or Turbine. 5CP and CTF actually have simpler layouts on average, I'd say. Payload maps could be good since they tend to force the players to stick together moreso than other gametypes, so you can avoid engaging in 1v1 fights.
Watch this. (http://www.youtube.com/watch?v=hizuSDQepSo)

I'll have to take you up on your coaching offer Kinseti. Though not today, I have a bit of a headache from getting oneshotted by everything under the sun ten times in a row.

Having an army of giant robots descend on you from the bowels of hell is relaxing compared to this.
Title: Re: Team Fortress 2: "Omnomnomnom Brains! So Feeling!"
Post by: Korbac on December 06, 2012, 06:12:00 pm
Completely random tip.com - When jumping, crouch, so your legs can't be hit. :D

I have been able to battlemedic my way to victory many times using this.
Title: Re: Team Fortress 2: "Omnomnomnom Brains! So Feeling!"
Post by: PTTG?? on December 06, 2012, 06:31:48 pm
Alot of the Saxxy vids are frickin genius. I can't believe just the tremendous lineup of excellence that's showcased in these vids.

In other news, apparently there was some sort of Steam update today that introduced a thing call Big Picture which is this snazzy thing that makes your Steam'ing experience that much more nicer looking, if needlessly intrusive and complicated, but it also seems to have disabled my ability to trade things in TF2 somehow. This really upsets me, if only because I hate looking like an idiot wanting to trade with someone, and then having to go "Sorry, my backpack's been locked up for some reason!"

And am I alone in feeling that normal multiplayer is really difficult to get into? I usually only do MvM, cause MP is just so deeply unforgiving, often filled with people who's caliber of skill is just too high to coexist with. I had to quit when my experience just started devolving into "Spawn, die, spawn, die, spawn, die instantly...".

It doesn't help that the maps feel like labyrinths in comparison to MvM ones.

Oh boy, tablets are needlessly expanding into yet another place they were unneeded and unwanted.
Title: Re: Team Fortress 2: "Omnomnomnom Brains! So Feeling!"
Post by: USEC_OFFICER on December 06, 2012, 06:35:16 pm
Oh boy, tablets are needlessly expanding into yet another place they were unneeded and unwanted.

Are you talking about Big Picture? It's designed for television, not tablets. So I guess that Steam is trying to expand into the console space then? Who knows.
Title: Re: Team Fortress 2: "Omnomnomnom Brains! So Feeling!"
Post by: Rose on December 07, 2012, 02:34:48 pm
Yeah, I was in the big picture beta for a while, and it's pretty nifty. It's also the only controller interface I've used that has a sane text input.
Title: Re: Team Fortress 2: "Omnomnomnom Brains! So Feeling!"
Post by: PTTG?? on December 07, 2012, 04:26:44 pm
Oh boy, tablets are needlessly expanding into yet another place they were unneeded and unwanted.

Are you talking about Big Picture? It's designed for television, not tablets. So I guess that Steam is trying to expand into the console space then? Who knows.

Eh, fine. TVs make sense, what with the steambox coming up.
Title: Re: Team Fortress 2: "Omnomnomnom Brains! So Feeling!"
Post by: LoSboccacc on December 07, 2012, 04:53:34 pm
Remember that the oncoming generation of windows 8 pc will likely increase touchscreens all across the board
Title: Re: Team Fortress 2: "Omnomnomnom Brains! So Feeling!"
Post by: Metalax on December 12, 2012, 02:11:29 pm
It's finally happened.
http://steamcommunity.com/games/TF2/announcements/detail/1749911340423921973 (http://steamcommunity.com/games/TF2/announcements/detail/1749911340423921973)


http://steamcommunity.com/market/ (http://steamcommunity.com/market/)
Title: Re: Team Fortress 2: "Omnomnomnom Brains! So Feeling!"
Post by: Thexor on December 12, 2012, 03:16:25 pm
Oh, pssh. All the items that are actually valuable have been traded on the real-money market for months now, via the use of trusted middle-men. This is just Valve providing an official, safe means of trading. Never mind the abundant use of keys as pseudo-money.

Heck, between the 15% transaction fee, and the limited purchasing power of the Steam Wallet, I'd be very surprised if big-ticket purchases were ever moved into the market. If someone's selling a Burning Team Captain, or whatever the ultra-expensive unusuals are, they'll still probably be using a third-party system.
Title: Re: Team Fortress 2: "Omnomnomnom Brains! So Feeling!"
Post by: Thexor on December 12, 2012, 07:56:29 pm
Refined will be worth a lot less, yeah. That said, the only reason refined was worth anything was because it was the only possible low-denomination 'currency' in the barter economy. Buds are a better reflection of worth, but it wasn't possible to trade 'half a bud' like you can do with metal. Metal is honestly worthless - it's easy to farm with a swarm of barely-premium alt accounts, and none of the metal-based recipes are worth the result.

Now that real money is available, I expect metal will become useless unless Valve pushes some changes. Maybe if the metal -> hat recipe had a ~1% chance of generating an unusual, making it valuable among gamblers. Or the metal -> hat recipe was made cheaper, so you could convert metal into masses of low-value hats and maybe turn a profit. Or a metal -> crate recipe, with a chance of generating a salvaged crate. Or even a painfully expensive metal -> key recipe. Something to make Refined useful again.
Title: Re: Team Fortress 2: "Omnomnomnom Brains! So Feeling!"
Post by: JoshuaFH on December 13, 2012, 06:58:31 am
I'm pretty happy with myself for finally getting skilled enough at Spy in MvM to actually get compliments. It's a really fun role to play, just completely dismantling wave after wave of enemy bots and giants.
Title: Re: Team Fortress 2: "Omnomnomnom Brains! So Feeling!"
Post by: PTTG?? on December 13, 2012, 01:35:07 pm
3 Refined-> A grab bag, which is effectively one free normal drop. It could be a hat, a crate, a weapon, or anything else you could get dropped on you.

That's the only thing I can think of which wouldn't warp the economy pretty bad. At $0.50 dollars a refined, an unusual hat would drop from $170 expected cost to... 300*0.5... actually, that would be pretty much the same in broad numbers.
Title: Re: Team Fortress 2: "Omnomnomnom Brains! So Feeling!"
Post by: Enzo on December 13, 2012, 04:09:21 pm
3 Refined-> A grab bag, which is effectively one free normal drop. It could be a hat, a crate, a weapon, or anything else you could get dropped on you.

I don't understand. How on earth would that make it more valuable considering the 3 Ref -> Hat/Misc recipe that already exists?
Title: Re: Team Fortress 2: "Omnomnomnom Brains! So Feeling!"
Post by: Putnam on December 13, 2012, 05:45:15 pm
Unusuals can't be dropped...
Title: Re: Team Fortress 2: "Omnomnomnom Brains! So Feeling!"
Post by: JoshuaFH on December 17, 2012, 11:51:46 pm
So yeah I finally got coached a bit by Kinseti, and under his guiding hand I was able to help win a couple games without embarrassing myself for once.

It was fun, though when he makes the little popup that says 'Look here!' alot of the time the popup is obscuring the thing he wants me to look at.
Title: Re: Team Fortress 2: "Omnomnomnom Brains! So Feeling!"
Post by: Enzo on December 18, 2012, 12:01:33 am
Go To -> Cart
Go To -> Cart
Go To -> Cart

Pro coaching skills  8)

The coaching HUD is kind of tricky to use though. It's like sniping, which I'm bad at. If you miss by a little bit it'll tell the person to go to the other side of the area, rather than the friendly medic I'm trying to click on. It was fun, though.
Title: Re: Team Fortress 2: "Omnomnomnom Brains! So Feeling!"
Post by: Metalax on December 19, 2012, 11:01:38 pm
Smissmas update incoming.
http://www.teamfortress.com/mechaupdate/ (http://www.teamfortress.com/mechaupdate/)
New Comic (http://www.teamfortress.com/shadowboxers/)

Edit: Reading the comic, is it just me or has Pauling become a lot more assertive/capable over the comics since first being introduced?
Title: Re: Team Fortress 2: "Omnomnomnom Brains! So Feeling!"
Post by: PTTG?? on December 20, 2012, 12:43:34 am
Man, I'm glad I bought crates while they were $0.60 apiece. I kind of want to sell them now at $1:20, but the loot might be worth opening them.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: JoshuaFH on December 20, 2012, 04:56:14 pm
So when is it updating?
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Thexor on December 20, 2012, 05:06:28 pm
So when is it updating?

"Soon".

Which means sometime between today and ~9 years from now. (https://developer.valvesoftware.com/wiki/Valve_Time)   ;)
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Metalax on December 20, 2012, 05:33:43 pm
If it follows past trends it should be sometime tonight ie within the next 4-6 hours or so.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Enzo on December 20, 2012, 05:37:59 pm
Finally. A new demoman unlock that's actually a gun.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Thexor on December 20, 2012, 06:15:09 pm
If it follows past trends it should be sometime tonight ie within the next 4-6 hours or so.

...apparently, you're right. The patch notes were posted ~25 minutes ago, so I guess we're just waiting for the update to go live.  :o
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Metalax on December 20, 2012, 06:29:45 pm
Looks like it's downloading now. Slowly. Very, very slowly.

edit: slowness due to it deciding it's going to update every other Source engine game at the same time.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: PTTG?? on December 20, 2012, 08:34:43 pm
Finally. A new demoman unlock that's actually a gun.

...and it is: A crappy gun! Look at all the lack of surprise I have.

My first two unlocks were a Strange Festive Axtinguisher and a Strange Festive Ubersaw. With any luck, these might be worth something substantial. The other three unlocks were two festive fish and and a festive bow, which might be a nice sale as well. Anyone know the price of these things?
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Enzo on December 20, 2012, 10:00:11 pm
Hey, the new demo gun looks fun, at least. Airburst pipes. The description indicates that a well timed/primed shot could knock back an opponent and then blow up in his face, and I want to test this theory.

Also, too early to call exactly how much festives will be worth, but if last year is any indication the stranges will be super valuable.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: JoshuaFH on December 21, 2012, 02:41:02 am
So the new MVM map, Bigrock, is really awesome. I sincerely hope this is a permanent addition to the mode rather than a temporary event like Caliginous Caper was.

The new robot Engineers are real pains in the ass, always spawning in secluded spots away from the action so they have time to set up, possessing two or three times the health of a normal engie, and have lightning fast build times for their sentries and teleporters. While the sentries are annoying, the teleporters are lethal in that they move up the spawn point and seemingly speed up how fast things spawn rapidly. They only seem to have the weakness in that they have a glowing pillar that appears to make themselves conspicuous when they spawn. Needless to say these guys need to be taken down as soon as possible. I love'em.

On a spur of the moment, I got some of my friends and Kinseti to tackle the new map, and we roll right over the normal difficulty Bigrock mission, then try advanced. We get our asses thoroughly kicked, only reaching the second wave, before doing the normal one again. In fairness, my three friends that were there with me don't take TF2 very seriously, so they're kind of doomed on any difficulty above intermediate.

So in the time since it's been released, I've done the normal Bigrock mission four times (pyro, spy, spy, huntsman sniper) and the map is great. The three items that were released look really interesting, I even got to see a Vaccinator Medic on our team. I'll definitely need to see more of them in action.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: TherosPherae on December 21, 2012, 01:35:08 pm
So in the time since it's been released, I've done the normal Bigrock mission four times (pyro, spy, spy, huntsman sniper) and the map is great. The three items that were released look really interesting, I even got to see a Vaccinator Medic on our team. I'll definitely need to see more of them in action.
Well, I got myself a Rescue Ranger here, so I can give a bit of information about that.

It costs 130 metal to teleport things into your hands - which makes it really useful in MvM where you can have a surplus of metal. When teleported, the animation of a teammate going through a teleporter plays, and then a tracer beam goes between where your gear was and where you are now.

The death mark occurs when you have the shotgun equipped, regardless of if you have it wielded - I suspect this would make it pair well with the Eureka Effect, but I can't be sure since I no longer have one of those.

The projectile it shoots is basically a Crusader's Crossbow bolt for buildings - again, truly handy for MvM when you want to leave an area but keep your sentry alive long enough to bring it back into your arms. It does, at minimum, 18 damage at range, and a hundred-something on crit. The healing is usually around 40-50 health to your building, regardless of how far away you are from it.

So summary: it's great if you're a ninjaneer, playing MvM, or playing on an instantrespawn server. If you prefer to turtle as an engi, you probably want the normal shotgun instead, and if you're a frontline-combat engi, you were probably going to roll with the Frontier Justice/ Gunslinger combo anyways.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: PTTG?? on December 21, 2012, 02:14:33 pm
I might see it being rather fun in combination with the Eureka, as you could build everything at base except the teleporter exit. Go hunting for a camping spot, build the exit, then teleport cycle to move that gear up and have a full lvl3 base set up over the course of 10 seconds.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: JoshuaFH on December 22, 2012, 02:06:35 am
Awesome! I just finished the BigRock advanced mission "Broken Parts" as spy. Man that was intense, and involved alot of team coordination and clutch backstabs. I wish there were some quick way of friending the random people on a server that didn't involve remembering their names, cause those were some boss-ass players. Or: Boss ass-players.

Of the seven waves, 6 was the most brutal, and 7 had only one real enemy besides a BOATLOAD of snipers and spies: a single unique boss giant soldier that's both rapidfire and crit boosted and possessing atleast ten times the health of an ordinary giant. And it's wearing a spiffy hat. It took our second try to get it while wave six took maybe 15 tries, thanks to a combination of three tanks, giant medic/heavy combos, like 10 giant soldiers, and 8 super scouts that attack almost simultaneously at one point in the mission. We only one by the skin of our teeth as a tank is about to drop the bomb, props to crit canteens for making that clutch win possible.

I'm glad that spies are no longer leered at in the meta, cause the robo-engies keep me busy. I think it was in wave 4 or 5 that included nonstop robo engies. You'd kill one, and another would spawn no more than a second after, who half the time then chooses to just run straight to where the first one set up and then try to finish that one's job. Made it easier on me, but man was that was nerve wracking, especially since it takes sappers SO LONG to kill a teleporter.

Now all that's left is the other advanced mission...
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: miauw62 on December 22, 2012, 03:36:20 am
That reminds me, I still need to finish one "normal" advanced mission.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: JoshuaFH on December 23, 2012, 10:28:19 pm
Alright, while I beat Broken Parts with relative ease, the other advanced mission "Bone Shaker" is giving me NOTHING BUT GRIEF! That first party that I got through Broken Parts with was a gift from god, cause I just can't replicate that kind of luck again. Nobody can tolerate the slightest failure, tantrum spirals leave me in empty rooms, team communication is a foreign concept to most people, my most readily available friends are just not very good at the game, I'm plague stricken by random noobs filling up the rosters who have no business even applying for Advanced difficulty games, some of which have only the faintest idea of how MVM works, and at the end of the day I'm 'bout prepared to have a brain aneuryism from all this frustration.

I'm gonna have to hand pick some sort of dream team if I intend to actually beat this.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: miauw62 on December 24, 2012, 05:19:44 am
I feel you. I still need to do the last coaltown mission, but it needs a good team. I was stuck at the first decoy mission too, but then I suddenly got put into the best team you can imagine and we breezed trough it all.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: JoshuaFH on December 24, 2012, 02:03:31 pm
So apparently there was one other mission that was added that kind of snuck under everyone's noses: Disintegration on Decoy. I managed to get into a pretty damn decent team and go through it.

You know robot engies? How about a stampede of robot engies barreling out of the spawn like Xerxe's army? Cause that's what Disintegration is like. If you let up engie killing for a second, your entire team is completely overrun with sentries everywhere. EVERYWHERE! They're practically fighting eachother for real estate as they set up three at a time in popular sentry nest spots. Normally you need the finesse of a spy to help take out the engies, but here you need to gun them down like they're the Allies storming Normandy. It's insane.

And at the end of it all you get to fight a super crit rapidfire giant Demoman who took more than a couple tries to take down, especially with the aforementioned zerg rush of engies backing him up. THAT was alot of fun though.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: cameron on December 24, 2012, 06:06:09 pm
The new weapons are all great fun and seem well balanced, the demo one is mostly good for the knock back and the air bursts.
Something I should mention, the engie gun seems not to be work with the eureka wrench as it counts the teleportation as picking it up. However, even the building healing part on its own comes in handy if you aren't going to be shotgunning much.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Blargityblarg on December 24, 2012, 08:30:57 pm
Does the Rescue Ranger heal minisentries too?
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: The Scout on December 24, 2012, 09:29:31 pm
The Soldier's buff seem to help a lot against the new end bosses. Mostly the Battalions Backup, with the anti-crits.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: miauw62 on December 26, 2012, 10:57:12 am
Just completed my last steel trap mission, and man, that was intense. I got lucky and had the best team one could wish to have (it even had a sniper). I was playing pyro, and i had a friend playing scout. We lost 10 monies in the entire mission. It was incredibly easy with a good team. I snuck up on the giants, dispatched the medics and set them on fire. If i was still alive or if there were no medics i set them on fire and axetinguishered them, wich usually works great due to my friend's madmilk. I love MvM in a good team.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: JoshuaFH on December 26, 2012, 02:15:01 pm
I decided to spend the day main'ing Medic in order to farm the achievements to get a Kritzkrieg achievement item, since fortune has not bestowed one on me already and it's pointless to trade for one if I can get it for free. I thought it was going to be frustrating, but it was actually incredibly fun. One thing I learned though, it's that being a medic is a hyperactively fast paced position.

"Hey I got some heals here who needs'em? Heal? Heal? You need heals? Yeah you do here you go. Let me just top you off rightquick. Alright everyone's overhealed. Here comes the scout again at 10 health. Have to keep moving! Snipers everywhere! Damnit heavy I love you but don't drag me into the choke points. Is that a spy? EAT PAN SPY! Alright I have my uber ready, let's PUSHPUSHPUSHPUSHPUSH!"

Then repeat.

I've developed a fine appreciation for the class, but I suppose that's easy when everyone on the team loves you.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: miauw62 on December 26, 2012, 02:17:26 pm
Yeah, medic is incredibly fun to play.

If you train alot, you can become a "battle medic". I'm not one of those myself, but there are medics who can easily take out a heavy by themselves.

E: Btw, could you please send me a friend request? Here's my profile. (http://steamcommunity.com/id/Miauw62/)
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: The Scout on December 26, 2012, 02:18:15 pm
Two medics can destroy an enemy team. Blutsauger + kritz is easily the scariest thing ever.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Thexor on December 26, 2012, 02:20:16 pm
And then you and your buddy figure out how to uberchain.  :o Less powerful now that every Pyro around has airblast... but a lot of them don't think to use it.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: miauw62 on December 26, 2012, 02:20:48 pm
Two medics can destroy an enemy team. Blutsauger + kritz is easily the scariest thing ever.
I think that default + ubersaw is the best tough. Two medics with that can stay ubered nigh indefinetly.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Putnam on December 26, 2012, 02:23:45 pm
Yeah, medic is incredibly fun to play.

If you train alot, you can become a "battle medic". I'm not one of those myself, but there are medics who can easily take out a heavy by themselves.

E: Btw, could you please send me a friend request? Here's my profile. (http://steamcommunity.com/id/Miauw62/)

Don't even suggest the idea of acting as one. Battle medics may run faster and have more health than most classes, but they do shit damage. "Battle medics" tend to eschew healing entirely to be a ~30%  faster heavy with 1/8 the damage.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: miauw62 on December 26, 2012, 02:26:10 pm
I was talking about playing on a normal pub server, where the purpose is generally not "help the team!" but "have fun!".
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Descan on December 26, 2012, 03:01:54 pm
Hey, I'm a healing battle-medic. And I am credit to team.

You know how you kill a heavy easily?

Blutsaugher, get in real close, and strafe circles around him. Sometimes you die, but a lot of the time they can't twist around fast enough to shoot you.

Having like 8.0 or higher mouse movement helps. :P
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Putnam on December 26, 2012, 03:33:16 pm
Any heavy who can't turn around in a ~5 cm mouse movement should really raise their sensitivity :p I ave a sensitivity of (IIRC) 5 as heavy and 2 as everybody else.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: JoshuaFH on December 27, 2012, 06:09:37 pm
OH yeah! I finally got into a great team and beat Bone Shaker! I was the team's spy again, but everyone appreciates that I'm pretty damn good at my job after all the practice I've endured. I think I'll just friend some of these people and maybe have them on hand when I want to beat Expert missions.

At the end, got to beat CAPTAIN PUNCH! He's a giant steel gloves heavy with a prodigious amount of health and one hell of a knockout punch. Thanks to the steel gloves my backstabs did double damage, that's 1500 each, and I was always able to land 1-3 in a strike. I just love numbers that huge popping up one the screen.

Captain Punch is kind of awkward looking, because he doesn't use the standard punching animation, he just swings his entire arm forward without bending his elbow and it's hard to tell if he's trying to hit somebody or if that's just his ordinary gait. I get hit sometimes just because of that.

Now, since I've beaten both Broken Parts and Bone Shaker, I think I'll make the discernment to say that Bone Shaker > Broken Parts in terms of difficulty; Except for the second to last wave on Broken Parts, which is brutal, and the early waves in Shaker really go out of their way to weed out bad players.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Enzo on December 27, 2012, 08:30:38 pm
Just beat...broken parts, I think? The one with the soldier boss. It wasn't actually that difficult with a good group. Sir Critsalot hardly made it out of the cave and we only had one really clutch defense on the 3-tank wave. But I have to say: the 100-Spy wave is the most fun I've ever had in MvM. If you stand on the rocks spies won't path to you, so our whole team (minus the scout) was huddled up on the rocks trying not to get knocked off by support critspam, blowing up hoardes of derpy spies. So much funs.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: JoshuaFH on December 27, 2012, 09:04:09 pm
Just beat...broken parts, I think? The one with the soldier boss. It wasn't actually that difficult with a good group. Sir Critsalot hardly made it out of the cave and we only had one really clutch defense on the 3-tank wave. But I have to say: the 100-Spy wave is the most fun I've ever had in MvM. If you stand on the rocks spies won't path to you, so our whole team (minus the scout) was huddled up on the rocks trying not to get knocked off by support critspam, blowing up hoardes of derpy spies. So much funs.

If you played Wave 666, you also get a veritable cloud of spies that descend on you at one point along with several tanks. It's hilarious to be walking to spawn to get more canteens, and then a parade of doppelgangers comes gangrushing up the walkway towards you.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: JoshuaFH on December 28, 2012, 01:41:55 am
Double posting just to say that I'm super lucky! I got a Loose Cannon as a random drop, and man is it fun to use.

And finally, after maybe an hour or so of hooking around on trade servers, I sold my naughty crates and traded for a Rescue Ranger! I'm super excited about having it, cause now it doesn't feel like my MVM engie is suboptimal anymore!

Now the only problem is that I need practice using it, cause I'm not sure if it was me, lag, or the weapon, but I had full metal, and I was alt-firing my goddamn heart out to pick up a weapon under assault but it just wouldn't work. I'll need more practice and testing, but I'm sure this is gonna be a fine purchase.

I mean, yeah, if I waited just maybe 2 or so weeks, the price of it would've depreciated to the point of normal items and I could've gotten it alot cheaper, but man I just want to try it out now.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: JoshuaFH on December 30, 2012, 07:46:59 am
I really sincerely hate triple posting, cause by that point you're just talking to yourself, but this just has my goat.

So instead of MVM, I thought I might try a bit of random pub PVP, cause hey I didn't do that bad when I tried it last time. And I think I'm doing good, until I look at the scoreboard and see that the 'people' I've been having this challenging but even struggle against were just bots, and I've walked into a bot server by accident. That's a really horrible feeling.

So I search for an actual server with actual people, and when I do I'm back to feeling like a scrublord again as I walk out of spawn and promptly die to someone who looked at me funny. Half the time I don't even know what hit me, all I hear is a BLAM and I'm dead, please wait 10-15 seconds to respawn. It's really sad that the amount of time I spend respawning is probably more than I spend actually playing, just cause I'm dying so fast and so often. I can't even compare to these people, and it's truly frustrating that by the round's end I'm being dominated by five separate people and I just can't even touch these guys.

Maybe I just shouldn't play payload race on Hightower anymore.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Errol on December 30, 2012, 08:04:51 am
Try more! My home server has a whole bunch of good people on it, so I definitely die more often than I kill. But that makes the moments of greatness all the more awesome because you know these people you just burned to cinders, or reflected a rocket into their face, or killed in a fair 1v1 know what they're doing.

Also Hightower really isn't all that great of a map. Derpy fun, perhaps, but it's certainly one of the maps more prone to spawncamping.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: DJ on December 30, 2012, 08:22:24 am
Go for CP maps first, they don't push you into offence quite as hard. And the trick to staying alive is retreating to a health pack when you're under 2/3s health.

Anyway, guys, what's your opinion on the Loose Cannon? I got it as a random drop, and OMG it's the best gun evar. My score isn't doing as well as it did with the default pills, but I think it's just a matter of getting more practice. It's still a boatload of fun even if my score is a bit low, though.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Errol on December 30, 2012, 09:36:15 am
I find that I go for KotH maps if I don't want to think for as much, or have an easier time.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: miauw62 on December 30, 2012, 11:33:26 am
Koth is generally more chaotic tough.

Here are some vids that should help you (they are terribly outdated, from before there were alternate weapons, hats and airblasts, but they helped me alot.)
Pyro (http://www.youtube.com/watch?v=QGIISxhYRYE)
Spy (take this one with some more grains of salt than the others, but has some good tactics i guess.) (http://www.youtube.com/watch?v=b-qD30EOO-o)
Scout (had addenenum) (http://www.youtube.com/watch?v=jRSW0Y1SgoA)
Engineer (In many cases you can use the gunslinger instead of the default with these tactics) (http://www.youtube.com/watch?v=ZxodkFM8N1U)

While they are incredibly outdated, they drastically changed my playstyle when i saw them. I went from w+m1 backburner pyro to stock airblasting ninja pyro.


E:

Oh, and i recommend that you check out Aerolite Gaming, a pretty nice chain of servers i used to play on with really nice people.

And remember: If you chat, people will instantly think of you as a better (team)player and you can have a lot more fun.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: The Scout on December 30, 2012, 12:01:40 pm
I always use the Degreaser + Mailbox. Then the Scorch Shot, shotgun, or Reserve Shooter depending on range. M1 + W is pretty damn effective, but only if you let off and shoot them as they try to chase you.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Errol on December 30, 2012, 12:21:04 pm
Degreaser, Shotty, Axetinguisher for me. If you get a flare gun you might be tempted to think the Pyro is a long range class, and just take potshots. :P (Also, you're useless against other Pyros.) However, the regular flare gun is also arguably his best subweapon overall thanks to the crit on burning players thing that allows skilled Pyros to go for some seriously awesome combos. I just like the Shotgun.
Scorch Shot is not a single-target combo weapon, but rather a team disruption thing. Quite map dependant, better if you can knock people off ledges with it, and great for tagging Snipers and such because you don't need to aim. Heckling people with it also is a great idea.

Degreaser is without question the best Flamethrower (Backburner holding the second place for hilarity), but the worst Flamethrower for a Pyro that's just starting out because you need to know your weapon switch combos, or else you're essentially holding a nerf flamethrower with worse damage and worse afterburn in your hands.

I don't know, is there any reason not to take Axetinguisher? Any other melee weapon is for specific cases (Homewrecker if you're babysitting an Engineer, Backscratcher for certain ninja pyro builds, Powerjack for the set bonus), and you should only really use those with a Backburner. Degreaser needs crits on burn badly.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: WealthyRadish on December 30, 2012, 12:49:18 pm
I tried the backburner recently for a change... it's ridiculous how easy that thing is. I could've just facerolled over the keyboard holding down M1, and would still have gotten kills. That a flamethrower would get an easy means of guaranteed crits and more damage, only at the cost of somewhat more expensive airblasts, is beyond me. Stellar balance, Valve.

The degreaser is definitely the best, though. It makes a good pyro effectively immune to rockets, since the delay between switching and airblasting is shorter, and lets them easily kill everything short of a heavy in one melee hit. Combine that with the versatility of the shotgun at all ranges, and you've got what I consider the most generally useful loadout in the game.

It also helps that I've given sufficiently dorfy names to my degreaser, shotty, and axtinguisher. :P

Anyway, is this the place to bring up trades? The other thread looked pretty dead. I'm looking trade a clean Armored Authority for some other sillier clean soldier only hat, if someone's interested.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: miauw62 on December 30, 2012, 12:55:36 pm
I can stand the backburner (not that i like it, to me it is still a telltale sign that it's a bad pyro due to how awesome airblasts are) since they removed the +10% extra damage.

Oh, and let's discuss weapon names!
I have only one named weapon: My strange flamethrower. I called it "Prometheus's Gift"
It's the main reason I don't use the degreaser, because from what I've heard a strange degreaser is pretty expensive :c. Especially compared to this one, that I traded a vintage flaregun and a vintage backburner for.
Second reason is that I can't stand having less damage than other pyros even tough I know that's kinda bullshit and somebody always has an advantage.

E: Oh, and secondary and melee are strange shotty and axetinguisher. I just can't play with any of the flareguns, and axetinguisher is great against combos that you can ninja.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: The Scout on December 30, 2012, 12:56:16 pm
I tried the backburner recently for a change... it's ridiculous how easy that thing is. I could've just facerolled over the keyboard holding down M1, and would still have gotten kills. That a flamethrower would get an easy means of guaranteed crits and more damage, only at the cost of somewhat more expensive airblasts, is beyond me. Stellar balance, Valve.

The degreaser is definitely the best, though. It makes a good pyro effectively immune to rockets, since the delay between switching and airblasting is shorter, and lets them easily kill everything short of a heavy in one melee hit. Combine that with the versatility of the shotgun at all ranges, and you've got what I consider the most generally useful loadout in the game.

It also helps that I've given sufficiently dorfy names to my degreaser, shotty, and axtinguisher. :P

Anyway, is this the place to bring up trades? The other thread looked pretty dead. I'm looking trade a clean Armored Authority for some other sillier clean soldier only hat, if someone's interested.
I've got the Grenadiers Softcap.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: WealthyRadish on December 30, 2012, 01:03:43 pm
Server clearing degreaser: "Dwarven Central Heating"
Melting fat off of dwarves to save lives.

Server clearing axtinguisher: "Atom Smasher"
Heh.

Epic shotgun: ''≡<<*Tunnel Tube Wood Blowgun*>>≡''
Self explanatory.

Rage-Inducing eyelander: "Catcher in the Ryelander"

Wicked nasty ambassador: "Bad-assador"

And a random bushwhacka named "Garry". Not sure about that one...


Fakedit: Hmm, well, I was looking for one sillier than the Armored Authority. I sold my Exquisite Rack a while ago, and haven't found a replacement yet. I do use a Kringle, so maybe that one hat that's a fur hood would work as well. derp, doesn't exist.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: The Scout on December 30, 2012, 01:05:29 pm
Well, I have two of them, along with two of the Milk Man. Seems no one wants them.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: miauw62 on December 30, 2012, 01:22:44 pm
I wish I had server-clearing weapons. Last time i checked, my ft was only rage-inducing (tough it probably has around 2000 kills)
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: WealthyRadish on December 30, 2012, 01:27:26 pm
Oh wow, so the backburner did get the damage bonus removed. God, finally. Though really, since all the flamethrowers got a damage increase with the pyromania update (right?), it's not really an amazing change.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: miauw62 on December 30, 2012, 01:28:53 pm
Oh wow, so the backburner did get the damage bonus removed. God, finally. Though really, since all the flamethrowers got a damage increase with the pyromania update (right?), it's not really an amazing change.
I think it was before pyromania, but I don't remember exactly anymore. While it may have been better to just remove the bonus, I can hardly complain about getting a +10% damage bonus, can I?
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: WealthyRadish on December 30, 2012, 01:38:38 pm
Well, looking at the changelog, the base flamethrower damage (and hence all the other flamethrowers) got raised 10%. The degreaser also got another -10%, keeping it the same as pre-pyromania, so now with the listed bonus off the backburner the only change is to the stock flamethrower (which it kind of needed, but this was a stupid way of doing it). So really, the degreaser/backburner are the same as they were, with the stock now having the same damage as the backburner. Then there's the damn Phlog, which is arguably  even more M1tastic than the backburner was.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: miauw62 on December 30, 2012, 01:40:20 pm
Does Phlog have -10% or is it normal?
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: WealthyRadish on December 30, 2012, 01:44:35 pm
The phlog also got -10% (and +10%), so it's the same as the degreaser, except for the extra reduced afterburn on the degreaser. But really, with the phlog, there's literally nothing to do but M1 spam, so it's the least difficult flamethrower of the bunch.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: dehimos on December 30, 2012, 01:49:40 pm
The loose cannon is "bad". It's a weapon with utility but this weapon need more damage or knockback.

Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: miauw62 on December 30, 2012, 01:49:49 pm
You may want to check out the pyro vid I linked, that guy had no airblast, so there is more to do than W+M1-ing. Most people don't tough, and the degreaser is superior to it imo.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: WealthyRadish on December 30, 2012, 02:10:49 pm
That's a good video, but so much has changed that the hit and run strategy isn't typically as good as running straight into them. The biggest issues are that other pyros can easily extinguish allies, snipers have jarate, scoots have milk or bonk, hoovies have the sandvich, medics are more prevalent than early versions, spies have the dead ringer or spycicle... etc. Those other players in the examples were kind of derp as well, but the same can be said of most servers now I suppose. :P

Still, an excellent video, for its age. Makes me want to try stock flamethrower again.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: DJ on December 30, 2012, 09:19:50 pm
The loose cannon is "bad". It's a weapon with utility but this weapon need more damage or knockback.
IDK, the knockback seems pretty solid to me. And I'm a sucker for any weapon with knockback (it can really confuse the targets), so I'm in love with the loose cannon. Airbursting is also pretty sweet, people always just run away from normal pills that don't score a direct hit :(
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Enzo on December 30, 2012, 10:53:49 pm
Maybe I just shouldn't play payload race on Hightower anymore.

KotH, CTF, and Payload Race are just generally more likely to be deathmatch spawncamping meatgrinders. People seem to get distracted from the objective quite easily. Payload and CP maps generally get slightly more team-and-objective-oriented combat, which is better if you're getting beat in one on one fights all the time. And as a general word of advice, the golden rule : avoid or straight up retreat from any situation where you're at a disadvantage (low health, low ground, outnumbered, etc) unless there's a really good reason to stick around and fight.

I have only one named weapon: My strange flamethrower. I called it "Prometheus's Gift"

I named my Hales Own Dead Ringer the "Skillringer". If I get another nametag I'm calling my Strange Sapper "Electric Kool-Aide Acid Test".
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Mageziya on December 31, 2012, 07:38:20 pm
There's actually a Hightower server I go to that's dedicated TDM. The carts are gone and there are two unreachable cap points.

Anyway, I managed to get a Strange Festive Holy Mackerel! This Holiday season was a success! While I didn't uncrate it, I got it due to uncrateing. Essentially my Holiday season in TF2 went like this.

Start off with a bit of metal. -> Obtain Naughty Crate. -> Start selling excess crates and desperately scraping everything I am willing to scrap. -> Buy Naughty Key for 4.11 Refined. -> Uncrate S. Festive Axetinguisher. -> Trade S. F. Axetinguisher for S. F. Mackerel.

Sweet success.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: JoshuaFH on January 04, 2013, 02:20:22 pm
It deeply, deeply, thoroughly, and deeply frustrates me that I just enjoy watching TF2 players like STAR on youtube and he's just messing around and having fun. When I get on, however, I seem to only feel unending frustration and failure.

That, and I'm SUPER FUCKING SOUR about this entirely trivial mistake: where I reset my stats because I was sick and tired of seeing my top score being when I was just ploinking afk'ers off of conveyer belts in trade servers... and it reset my progress on the Chief of Staff achievement (to get 1,000,000 total heal points) when I had 600,000 already... And the progress in my MVM achievements to get a mil credits and a mil bot kills. I didn't realize it would do that. Super. fucking. sour.

What I was trying to do was get the third medic milestone achievement to get the ubersaw. I had specifically prohibited myself from trading for it, however easy it would be, just so I could have the satisfaction of earning it. This has boiled down to me being neurotically paranoid of snipers and spies, killing me every time I let my guard down, and alot of times when my guard is up. Tussling with them just got me facestabbed, and my aim is just so horrifically terrible with any weapon that requires aiming at all. I think it's time for me to put the game down for a bit again, until I cool off.

I mean, I could blame it on my tiny 10$ mouse and complete lack of mouse pad, but why bother. Is it bad that I'm afraid to socialize with the voicechat function, just because I feel like a D-bag when I'm broadcasting my voice over the internet? Cause not having any social aspect makes it extremely easy to get brainmeltingly angry.

The only good thing is that I've discovered a site called Scrap.tf where I can trade for pretty much any weapon on the market very easily, but even better, at a 1:1 ratio of 1 scrap to 2 weapons. This has allowed me to round out my collection of weapons I like without fear of making bad purchases, cause I can convert them right back into scrap if I want to at no loss. I think I'll just trade for that Ubersaw afterall, cause this is just too damn frustrating otherwise and I just want it now.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: WealthyRadish on January 04, 2013, 02:48:42 pm
I really wouldn't worry about achievements. Given enough time, weapons will drop and it won't matter anymore... if anything, I feel that the 27 achievement weapons just end up being an inventory clog later down the line. Though I guess you can always scrap them and make a HHHH or something. Still, if you want medic achievements, chief of staff probably isn't a good bet. It'll happen eventually, but you'll probably be able to get others before then. That said, the medic doesn't have many that aren't very situational, so whatever's left will likely just happen from normal playing.

Incidentally, if anyone's still into hat trading here... I've got a clean Backwards Ballcap and Fancy Fedora I'd like to trade for any clean sniper/heavy hats. Still looking to trade the Armored Authority for an Exquisite Rack, as well. Metal trades would be fine as well here. Also looking for a strange scattergun and strange sniper rifle.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: DJ on January 04, 2013, 02:52:09 pm
Loose Cannon is so much awesome. I fired it into a group of enemies capping a point, it bounced between them for like 4 hits and 2/3 of the group was sent flying. It looked just like pinball.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Matz05 on January 05, 2013, 01:32:36 am
I just got premium--I think I bought a cozy camper on sale or something.
Now I can trade! And have hextuple inventory space! YAY!

No more throwing out of my meager promotional hat stash to hold weapons!
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Untouchable on January 06, 2013, 08:28:01 am
I just got premium--I think I bought a cozy camper on sale or something.
Now I can trade! And have hextuple inventory space! YAY!

No more throwing out of my meager promotional hat stash to hold weapons!

Ouch, you should have bought something actually useful.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: JoshuaFH on January 06, 2013, 09:14:59 am
I just got premium--I think I bought a cozy camper on sale or something.
Now I can trade! And have hextuple inventory space! YAY!

No more throwing out of my meager promotional hat stash to hold weapons!


OH MAN THAT HURTS MY MONEY SENSE!

Checking the wiki, the value of a Cozy Camper IN THE STORE is 9.99. I don't know what the sale reduced the item's price to. This is a complete ripoff.

Here's what you could've done: Bought a single key for 2.50, I don't know if there was a sale on them or not I never check. This would have endowed premium status to you.

Gone to http://scrap.tf/ and sold the key there for 3.22 refined metal.

Then take that metal, and turn right around and buy a cozy camper and any other item for 1 scrap at Scrap.tf, which is 1/9 of a single refined metal. The value of a Cozy Camper, you see, is 1/2 of a scrap. It's not worthless, but pretty damn close.

So you could've gotten one very easily, and had 3.11 refined and an extra item leftover to buy hats or any other items you might fancy.

Just remember, UNIQUE quality weapons, that is, normal weapons that have no special prefixes or qualities, are usually this price because they are dropped and can be crafted for. They're nigh-worthless because the market is flooded with them, and the law of supply and demand fixes them at this price because the very least you can use them for is making scrap metal, which has inherent value in crafting.

Just remember http://scrap.tf/ is good for just normal hum-drum items, and if have an item (like a hat or a strange or something) that you're ABSOLUTELY NOT SURE what the trading value of it is, and someone's trying to get it off you, check http://backpack.tf/ cause the market is both very fickle, and full of people not afraid to take advantage of people that don't know what they're doing. Through remember one thing: Backpack.tf is a price guide, not a price law. It's ok to haggle a bit and so long as it doesn't deviate very far from what the site says is sane, you should be good. As is in all things, using your intuition is key.

It just hurts me to see people spending money, good money in such a grossly inefficient way.

In other news, while I spend so much time learning about trading and the TF2 economy, there's actually very little that I want. Except for one thing: I gathered up my resources, sold my Snapped Pupil for 1.33 ref, and I went to http://www.tf2outpost.com/ to find a seller for this one item I want. After a bit of haggling I got a Cosa Nostra Cap (http://wiki.teamfortress.com/wiki/Cosa_Nostra_Cap) for 1.77 ref!

Goddamn is this just snazziest hat in existence or what? The spy was BORN to wear this hat. While I may fail epically at TF2 on occasion, I will always like damn good while doing it.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: miauw62 on January 06, 2013, 09:17:25 am
Hehe, that remembers me of my first buy on TF2: A scottish resistance, I fuck you not.

E:
But cosa nostra cap is fucking awesome indeed. I have a trader friend that got me one for 1 ref.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Duke 2.0 on January 06, 2013, 09:27:49 am
It deeply, deeply, thoroughly, and deeply frustrates me that I just enjoy watching TF2 players like STAR on youtube and he's just messing around and having fun. When I get on, however, I seem to only feel unending frustration and failure.
This is one thing I can help you with. Star records videos on servers separate from his regular ones. Those guys are quire clearly a tier below him, so he can pull off crazy stuff and make good videos. It's nice stuff, but don't feel bad about not wrecking as hard as he does. You could probably do the same on Valve servers.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: miauw62 on January 06, 2013, 09:29:01 am
It deeply, deeply, thoroughly, and deeply frustrates me that I just enjoy watching TF2 players like STAR on youtube and he's just messing around and having fun. When I get on, however, I seem to only feel unending frustration and failure.
This is one thing I can help you with. Star records videos on servers separate from his regular ones. Those guys are quire clearly a tier below him, so he can pull off crazy stuff and make good videos. It's nice stuff, but don't feel bad about not wrecking as hard as he does. You could probably do the same on Valve servers.
This. YOU NEED PRACTICE!
Watch the videos I linked! Try to learn some tactics!
What is your favorite class? I bet we can give some tips.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: JoshuaFH on January 06, 2013, 09:38:35 am
It deeply, deeply, thoroughly, and deeply frustrates me that I just enjoy watching TF2 players like STAR on youtube and he's just messing around and having fun. When I get on, however, I seem to only feel unending frustration and failure.
This is one thing I can help you with. Star records videos on servers separate from his regular ones. Those guys are quire clearly a tier below him, so he can pull off crazy stuff and make good videos. It's nice stuff, but don't feel bad about not wrecking as hard as he does. You could probably do the same on Valve servers.
This. YOU NEED PRACTICE!
Watch the videos I linked! Try to learn some tactics!
What is your favorite class? I bet we can give some tips.

I did actually watch the videos you linked, they were very insightful.

I may have simply been getting frustrated over nothing, since I'm simply being too stubborn to want to actually communicate with a pub team.

Practice may be necessary to become a master Caberknight.

/jk
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: miauw62 on January 06, 2013, 10:01:09 am
Try playing on the aerolite gaming servers, they usually have a few talky people on each team.
(They run a 24/7 dustbowl, 2fort, turbine and payload server. And a few other servers for other games. When I play I can usually be found on the turbine server because it's less terrible than the 2fort server)
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: JoshuaFH on January 06, 2013, 10:50:21 am
You'll have to educate a fool here. I'm not sure how to search for a specific servers beyond what the server search feature in the game has.

I'm sure it's simple enough, I just can't see it.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: miauw62 on January 06, 2013, 10:57:18 am
It IS kind of hard.
Google aerolitegaming.
Go to their website.

Now look around until you find their server IPs. Open up your server browser (you can do that without TF2, again, look around a bit.) Go to the "favorites" tab. Right-click, and press the option that says something about finding servers at the adress you entered. Enter the IPs and they'll be added to favorites until you remove them.

This is a bit of a vague guide, but it should suffice if you try out a few things.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: LASD on January 06, 2013, 11:25:02 am
http://backpack.tf/

I just checked that site and it rated my backpack (http://backpack.tf/id/lasd) to be worth 155$. Seriously, what the hell? I guess preordering L4D2 and Devil's Playhouse was a really good idea.

Also, vintage hats seem to be worth a bunch of keys and all the normal hats are just refined? What is the exhange ratio of keys to refined?

I guess I could get almost anything I want by trading off something old I don't really need.

Also, why does it list prices for items that are non-tradable? Like the Treasure Hat?
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: miauw62 on January 06, 2013, 11:29:08 am
So. Favorite servers with relatively quick respawns? All my favorites went under and I'm not partial to sitting on my hands for twenty seconds every time I catch a stray crocket.
Aerolite gaming :P
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Metalax on January 06, 2013, 11:34:15 am
Also, why does it list prices for items that are non-tradable? Like the Treasure Hat?

Because they can be traded using gift wrap.

What is the exhange ratio of keys to refined?

I believe it is around 3.22 refined per key at the moment.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Mageziya on January 06, 2013, 03:57:09 pm
Keys inflated from about 2.33-2.66 Ref to this terrible price around Halloween due to the limited availability new effect unusuals and refused to deflate due to people going, "If I can sell for this much now, why can't I sell if for this much all the time!"

I suppose it's slowly deflating, bu dangit, it's too slow.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: PTTG?? on January 06, 2013, 11:44:49 pm
I'm emptying my backpack. Anybody want anything?

Spoiler (click to show/hide)

Ref = 3.22 keys. I'm selling the whole package for 55 keys, which is 10 keys less than a quick estimate of the value.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Matz05 on January 07, 2013, 12:33:43 am
What I bought was on sale for less than a key, I care very little for cosmetics.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Enzo on January 07, 2013, 01:01:44 am
I'm emptying my backpack. Anybody want anything?

Are those values in Keys? Because if Strange Sticky Launcher, Name Tag, and Festive Buff Banner =< 1 key I'd gladly take those off your hands.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: JoshuaFH on January 07, 2013, 11:59:38 am
I've been playing the hell out of Night at the Inventory, and I finally got all the items it can give me through my victories. They're not very valuable, but I'll treasure them because I worked to achieve them. I'm especially happy with my Iron Curtain, since it's the last one I got and the Heavy's competency and general luck skyrocketed when that thing was on the line.

Or maybe it was because I was using the BLU Team table felt, which I switched to just to taunt him, and while I don't have hard proof, I feel it was making him play more aggressively than usual.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: miauw62 on January 07, 2013, 12:10:51 pm
How much ref is the festive axetinguisher?

Oh, and I'm selling the Jingle Belt, if anybody wants it.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: DJ on January 07, 2013, 12:25:18 pm
I've actually been deleting my refined to make room in my tiny F2P backpack. Is there a way for someone else to buy premium for me (ie the cheapest item in the store)? I can't do it, because I don't have a credit card. I could probably scrounge up 2-3 refined for it.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: JoshuaFH on January 07, 2013, 12:30:50 pm
I've actually been deleting my refined to make room in my tiny F2P backpack. Is there a way for someone else to buy premium for me (ie the cheapest item in the store)? I can't do it, because I don't have a credit card. I could probably scrounge up 2-3 refined for it.

I'm honestly not sure if it's possible to buy premium for someone else. I'm trying to think of how to go about doing that.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: miauw62 on January 07, 2013, 12:32:43 pm
Is there a way to give somebody money in their steam wallet?
Else you *may* be able to buy the orange box and give the TF2 in there to somebody.


Oh, and ref is worthless if it isn't tradeable, unless you make hats with it. But those will be non-tradeable too.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: DJ on January 07, 2013, 12:40:48 pm
Can't craft hats as F2P :(
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: WealthyRadish on January 07, 2013, 01:13:30 pm
There's an item to upgrade a friend to premium, but it goes for something like 2-3 keys... which is pretty expensive. At the current rate, that's around 10 ref. I definitely wouldn't trash metal, though. You're better off condensing unused weapons into metal and getting rid of crates, achievement hats, achievement weapons, and all those annoying badges before just chucking out valuable metal for weapons worth 1/18 as much. Wearing nothing is hardly worse than wearing a gibus and mercenary badge, and that metal can get you lovely lovely hats in the future.

If you do end up putting money on the steam account, you really shouldn't buy any weapons or hats. The minimum is a $5 deposit, enough to evenly buy 2 keys to trade, which'll be enough for many much more valuable hats than store bought. Using keys is the vast majority of the time a complete waste. Run of the mill dirty hats (uncraftable) from the store are worth a reclaimed, while a key is currently more than 3 ref. So if you don't mind wearing dirty items, that's more than enough to get a hat and misc for each class, or several of the cheaper clean hats, which usually run for 1.33-1.66.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: DJ on January 07, 2013, 01:58:32 pm
I've already scrapped all crates, hats etc. It's just that 50 slots isn't all that much when you like a lot of different weapons.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: misko27 on January 07, 2013, 02:45:21 pm
Hi everyone. I've recently gotten into TF2, more specifically as soon as I learned there was F2P. Recently is defined as late november-ish, I guess. So I worked up the nerve needed to post on a established thread, and here I am.

I've already scrapped all crates, hats etc. It's just that 50 slots isn't all that much when you like a lot of different weapons.
All my sympathies. I've gotten rid of every crate, hat and duplicate I have. I've started skimming what seem to be the worse weapons (The situational Third Degree, ettc.) but I'm essentially out of space entirely.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Enzo on January 07, 2013, 03:14:16 pm
HOW TO GET SOMEONE ELSE TO BUY YOU A PREMIUM ACCOUNT:
F2P's can receive items from trades, just not send them out. Have a friend send you a useable item, like a Strange Part or Paint.
Put useable item on the Steam Marketplace Beta for $1 or $2 - slightly higher than the lowest listing so that someone else doesn't buy it.
In the Marketplace you can choose which seller to buy from. Have your friend buy back his item.
Use the money transferred to your wallet to buy an item from the mann-co store.
You are now Premium. Give your friend whatever you agreed upon for his $2.

Alternatively, have your friend just give you the item, post it on the marketplace for less than the lowest listed price, and then pay back your friend after you get Premium. That way, it doesn't even cost your friend real money, just his item. It looks like the Market is saturated with sellers based on the # of each item up there, so this is riskier as it might take a long time to sell.

If you do end up putting money on the steam account, you really shouldn't buy any weapons or hats. The minimum is a $5 deposit, enough to evenly buy 2 keys to trade, which'll be enough for many much more valuable hats than store bought. Using keys is the vast majority of the time a complete waste. Run of the mill dirty hats (uncraftable) from the store are worth a reclaimed, while a key is currently more than 3 ref. So if you don't mind wearing dirty items, that's more than enough to get a hat and misc for each class, or several of the cheaper clean hats, which usually run for 1.33-1.66.

Of course, as I've stated in this thread before, you can buy a stickyjumper for fifty cents, and then spend the remainder of you steam wallet fund on some indie game when it's on sale for < $4.50. You don't have to spend the whole $5 on TF2, if you don't want to.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Metalax on January 07, 2013, 03:20:47 pm
Yeah, if you are limited to the 50 slots as a free player you really can't afford to keep much more than one weapon set per class. It currently takes just under 150 slots to store one of each weapon excluding the stock weapons, although to be fair around 20 of them are simply reskins of another weapon. I've ended up needing to pick up two backpack expanders due to having insufficient space to store and categorise all of my stuff so far in the 300 slots you get as a "premium" player.

Can free to plays put items up on the steam market? I know it's limited to tool items at the moment but paint, tags and duel games do drop so should be available for a free to play to potentially put up.

prepost edit: or indeed you can get someone to give you an item to be posted as kinseti says.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: dragonshardz on January 08, 2013, 02:04:59 am
I've actually been deleting my refined to make room in my tiny F2P backpack. Is there a way for someone else to buy premium for me (ie the cheapest item in the store)? I can't do it, because I don't have a credit card. I could probably scrounge up 2-3 refined for it.

I've got $5 in my Steam Wallet, I might be able to help you out.

Edit: If you like, I've got some spare crates listed that haven't been bought. I'll trade you one, then you list it for a key's price and I'll buy it back from you.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: DJ on January 08, 2013, 08:49:52 am
It doesn't appear you can sell things on the marketplace if you've never bought anything on Steam, which I haven't (if I could, I would've simply bought a TF2 item).

The only real option I see right now is giving someone my login info so they can log into my account and buy something. I don't have any games on it anyway, so the worst that can happen is my TF2 backpack getting cleaned out. I'm sure I can trust an established B12 forumer not to do that, though. So yeah, if there's any takers, I'm still offering that refined and some weapons and slot/class tokens (are these worth anything?), whatever you feel is a fair value. My backpack (http://tf2b.com/tf2/76561198022404701)
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: 10ebbor10 on January 08, 2013, 11:36:27 am
Can free to plays put items up on the steam market? I know it's limited to tool items at the moment but paint, tags and duel games do drop so should be available for a free to play to potentially put up.
The point of the FTP trading restriction is to prevent the creation of item farming accounts. Would be illogical to allow the to sell things for money when they aren't even allowed to sell things for hats.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: miauw62 on January 08, 2013, 12:45:58 pm
Yeah, but mayby they can do it with items they were given. One of my friends traded his way from a spare scottish resistance I gave him to hats.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Lukewarm on January 08, 2013, 11:29:11 pm
I've personally made a profit of seventy cents selling paint and event crates on the Marketplace. The paint sold fairly quickly, and the Naughty crates sold well enough.About 20 cents per paint is what I got.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: JoshuaFH on January 08, 2013, 11:44:16 pm
TF2 updated just recently, adding some hats to promote the new game The Cave. Not too hyped about that honest.

One thing in the new update is that you can no longer build your sentries on the glitched rock in Big Rock! You see, you build your sentry there, and the sentry buster just refuses to even try to chase you up there, it just explodes on the spot. Now you just can't build there anymore. Kinda lame, cause that was a really cool exploit.

In other news, I got to messing around with hitsound noises, and now I have a really nice, soft drum sound as my hit sound. It's really nice, alot better than the irritating DING that is the default.

Oh yeah, and miauw, I managed to favorite the Aerolite gaming servers just fine. Thanks for that. I should be enjoying them more often from now on.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: LASD on January 09, 2013, 05:53:46 am
TF2 updated just recently, adding some hats to promote the new game The Cave. Not too hyped about that honest.

But but but! It's a new, co-op adventure game by Ron Gilbert, made at Double Fine! How is that not the greatest thing. I'm happy about this, it's like the "good old days" when I happened to buy most of the promo games just before some accompanying hats were added.

The amount of promotional things in TF2 is staggering. I wonder if the only reason their holding back on doing this with Dota 2 is that it hasn't been properly released yet.

The craziest thing about the promos is that the people who bought Sam & Max: The Devil's Playhouse only for the items actually made a sound investment all the way back then.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: lionstar on January 14, 2013, 09:57:07 pm
I need some medic tips badly. Not a single uber has worked out for me so far, when I actually survive long enough to use one.

My first several rounds of playing srs medic went pretty well despite my usual lack of uber, until Hoodoo. On offense, first stage last point, there was a sentry around the corner and it's engie guarding. a heavy turned the corner and almost killed me so i popped the uber on a pyro who happened to be the only one around. He then ran straight past the heavy, and out of my range since I was heading towards the sentry, into the trench at the last control point chasing a scout. In desperation i transferred the uber to a sniper with his bushwacka out who had just started turning the corner. He was a spy.

Cue mockery from everybody. The pyro left shortly after.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Descan on January 14, 2013, 10:04:34 pm
Bad luck, man. Stupid pyro, and the sniper thing... Well, that happens.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: misko27 on January 14, 2013, 10:34:10 pm
Could have been worse. You could have popped the uber to begin with on a spy. That what be a real waste. I heard a story about that, where a guy was playing against a friend, who was playing as spy. He ubered a demoman and all of a sudden, his friend starts laughing out.
 
Since was stupd pyro, as the tips say, a wasted uber is better then a dead medic. If he's stupid, just run. I've given up myself and said "see ya!" when things get too dangerous. As for doing better, I personally try to stay a little behind the action, and let them be meatshields. Then, look at who seems to be the best player of the meatshields.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Bronimin on January 15, 2013, 01:45:20 pm
-
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: PTTG?? on January 15, 2013, 01:55:44 pm
I dunno about the blutsauger; it's only going to be helping you when you're consistently landing hits on an enemy... at which point you're already in good shape.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: miauw62 on January 15, 2013, 02:03:40 pm
You don't need to uber someone: a medic's priority should be staying alive: heavy deciding to charge blindly? Sucks for him, retreat and start overhealing people. Oh, and find the people who talk: they are usually much, MUCH better to uber.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: miauw62 on January 15, 2013, 02:23:24 pm
Quick-Fix has no overheal, wich is probably it's biggest con. With the normal medigun you can keep a large group overhealed and launch the push that is often needed to break the sentry nests.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: MrPseeth on January 15, 2013, 02:39:08 pm
If I remember correctly there is an option to show blinking red crosses over your teammates heads when they are injured. This is incredibly useful and sometimes feels like hacking because it works through walls.
A good medic weapon set is the crossbow and the amputator because you heal then 4 instead of 3 hp per second.

Not a medic tip, but are you people playing with damage numbers? They're really useful imo.

E: Oh, and if you want to buy or sell unique (normal) weapons, I'd always use scrap.tf. Everyone should.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: FritzPL on January 15, 2013, 02:47:57 pm
Yeah, lets me know how close I was to killing that fucking spy.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Enzo on January 15, 2013, 07:00:27 pm
So, I joined my regular server a couple of nights ago and there were...shenanigans. The 2013 Spy Invitational. It's these 3 guys who join a server - 2 of them do live commentary in spectator on a spies actions, revealing his location, disguise, cloak status, etc. (making it almost impossible to play the class) and the third runs around the field playing various guest commentators. So OK sure, that's a pretty good idea for some mild micspam trolling, or it would be if these guys weren't so fucking hilarious. I ended up staying on hours after I needed to collapse from exhaustion just to listen to them. So I thought I would plug them here, although this means revealing the most embarrassingly bad gameplay of me currently available.

A link. (http://www.youtube.com/watch?v=-KR_dl_Xtvw) And since the video's kind of long, my favourite part of the night. (http://www.youtube.com/watch?v=-KR_dl_Xtvw#t=25m26s)
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: The Scout on January 15, 2013, 08:25:36 pm
So, I joined my regular server a couple of nights ago and there were...shenanigans. The 2013 Spy Invitational. It's these 3 guys who join a server - 2 of them do live commentary in spectator on a spies actions, revealing his location, disguise, cloak status, etc. (making it almost impossible to play the class) and the third runs around the field playing various guest commentators. So OK sure, that's a pretty good idea for some mild micspam trolling, or it would be if these guys weren't so fucking hilarious. I ended up staying on hours after I needed to collapse from exhaustion just to listen to them. So I thought I would plug them here, although this means revealing the most embarrassingly bad gameplay of me currently available.

A link. (http://www.youtube.com/watch?v=-KR_dl_Xtvw) And since the video's kind of long, my favourite part of the night. (http://www.youtube.com/watch?v=-KR_dl_Xtvw#t=25m26s)
IP?
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Enzo on January 15, 2013, 08:56:37 pm
Of the server? games.dongues.net:27015

Of course these guys appear to be hitting different servers, and when asked they said they'd probably be back to play, but not to cast. I guess we'll see. It's a great server though, good regulars and lots of fun.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Putnam on January 15, 2013, 09:19:05 pm
games.dongues.net? That gives me an incredible sense of nostalgia somehow.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: JoshuaFH on January 15, 2013, 09:22:26 pm
Oh god that was great. The co-commentating spy was fantastic.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: jester on January 16, 2013, 01:42:31 am
One of the fun things we used to do was play all spy with friendly fire and alltalk on.  Hilarity is unavoidable.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: JoshuaFH on January 18, 2013, 09:36:17 pm
So playing heavy in MVM is fun, especially when you have maxed out rage and alot of heavies to fire at. Hitting one with rage at just the right moment causes gravity to be a non-issue as a giant robot is sent hurtling across the map. As a giant heavy was coming down to our hatch, I hit it with rage and sent it flying skyward, maybe what would be the equivalent of of forty or fifty feet straight up, and then held it there until my rage gave out. We still lost that wave, but damn was that amazing. Real pity that replays were disabled on that server.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Greenstarfanatic on January 19, 2013, 11:13:07 pm
HELLO fellow TF2 Players! I am someone most of you will not know! I come bearing a tale of idiocy and trading, that happened to me not five minutes ago!

I was strolling along on the SLAG Gamemode Madness Server (IP:63.251.20.54:27015), building a large staircase in FortWars, when I had the insatiable urge to stand in the middle of a gunfight and TRADE with someone! I typed into chat, 'Anyone have Stranges the want to trade?' and, sure enough, a lone man by the name of Crab Chat piped up, saying 'Sure. Trade me.'

Lo and behold, I did, as a Heavy, and promptly forgot the round had started. During our little trade, he asked if I wanted to trade hats as well, so we both piled hats and Stranges into the Trade screen, and we found we had the same amount of each! I quickly asked if he would be willing to trade all of mine for all of his, which he promptly replied to with 'AHAHAHAHAHAHAHAHAHAHAHAHAHAHA...'

'Mine is worth 9x yores, dude.' he said. This statement made me open up the spreadsheet in case he began rambling off prices. Which he did. He stated that his K-9 Mane was worth 4 keys, and his Area 419 was worth 1! Poppycock, I thought. I searched up both and found that neither was worth more than a key! Ha! I began rambling off prices of my own, all from his stuff, to which he replied, 'Where do u get youre prices from, toys are us?'
I shook off the idiotic statement, and finished listing his prices, then moved on to mine. It turned out MY items were worth more. I told him he was a fraud, which he denied with a whole-hearted 'I not fraud good trader,' and, 'You traded me so ha bye.'
I finished of my ramble by saying 'Finally, please learn to grammar.' To which he closed the trade and the server disconnected me for being idle too long.

I sure showed him, didn't I?
 :D
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: JoshuaFH on January 20, 2013, 12:38:55 am
Yep, you showed that guy. He really got it. He'll be feeling that one for weeks, if not months.

So I'm SUPER SOUR. Like, SUPER DUPER FUCKING SOUR about what just happened.

What just happened: I want the achievement for getting all the cash bonuses on an advanced difficulty MVM mission. So I'm on Bone Shaker as scout, which is really fun btw, and I just finish wave 6 with EVERY cash bonus. Then there's wave 7, which is the last wave that has cash drops at all before wave 8, which is the boss.

So I'm really hyped! Then... the lights in my room start flickering... and the power blows! SHIT! I'm disconnected from my match when I'm so close to getting the coveted, hard-to-get chievo!
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Lukewarm on February 03, 2013, 10:43:13 pm
The market updated. For those of you like me who stockpiled a large amount of vintage items, you can now make a fortune at .20 cents a pop selling vintage Kritzerkriegs! I've personally just hit the dollar mark.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: PTTG?? on February 03, 2013, 11:26:12 pm
Yeah, was that just today? I've put some things up and I've been amazed at the prices you can get. $45 on an old strange festive flamethrower!
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Putnam on February 03, 2013, 11:34:02 pm
Yeah, was that just today? I've put some things up and I've been amazed at the prices you can get. $45 on an old strange festive flamethrower!

It was a while ago.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: LASD on February 04, 2013, 06:14:35 am
The market updated. For those of you like me who stockpiled a large amount of vintage items, you can now make a fortune at .20 cents a pop selling vintage Kritzerkriegs! I've personally just hit the dollar mark.

They probably don't distinguish between normal vintage and off-level vintage. I still have like 10 of them. I wonder if people are even more into those.

EDIT: Okay, my Vintage Lugermorph is now up for 42,42€ (currently the cheapest), let's see if someone bites.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Metalax on February 04, 2013, 12:09:59 pm
EDIT: Okay, my Vintage Lugermorph is now up for 42,42€ (currently the cheapest), let's see if someone bites.

Probably not, current cheapest price is half that.

Also surprising number of those offering them for sale I recognise from here or the DFC steam group. At least 4 out of 25.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: LASD on February 06, 2013, 03:55:07 am
EDIT: Okay, my Vintage Lugermorph is now up for 42,42€ (currently the cheapest), let's see if someone bites.

Probably not, current cheapest price is half that.

Also surprising number of those offering them for sale I recognise from here or the DFC steam group. At least 4 out of 25.

Dammit, who undercut me! Well, I don't really mind, it would've been cool to get a bunch of money from it.

But actually, on the subject of undercutting; someone undercut from 42,42 to 34€. It's not really in the sellers interest to undercut by a lot, if the price of some item seems to be stable at whatever price, people will buy it at that price eventually. Unless they think the prize should be exactly 10 keys or something.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: PTTG?? on February 06, 2013, 12:18:09 pm
Extreme outlyers don't last long. If there's demand at the high price, one guy will buy the cheap one, and then someone will come along and buy the new one. It's only when there's a constant stream of people selling low that the price moves down.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: WealthyRadish on February 06, 2013, 06:17:02 pm
It's nice that we'll finally be rid of all the stupid guides determining price, since now it should follow semilogical supply/demand (instead of 'SPREDSHET SAYZ 2.44, WAI U CHAERG 2.66', etc) and the actual information on what things are currently trading at will be instantly available. They'll probably linger for a while, but I could very well see wallet funds becoming a metric similar to keys, even if keys remain the standard trade unit (paying 15% for all trades would be silly). What the conversion between keys <--> wallet ends up stabilizing at is interesting, since both have advantages and disadvantages.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Metalax on February 06, 2013, 09:58:16 pm
For keys, it will probably stabilize a bit below the price UK players are charged from the store. That is currently £1.99 or $3.11 at the current exchange rate.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: TherosPherae on February 07, 2013, 07:52:54 pm
For keys, it will probably stabilize a bit below the price UK players are charged from the store. That is currently £1.99 or $3.11 at the current exchange rate.
I'd be surprised if they went that far, given that - if I recall correctly - Americans can get keys for $2.50 a pop.

On a somewhat related note, if any of you hoarded Halloween paint spells on an alt or something, now's the time to sell them. They're going for several keys apiece.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: PTTG?? on February 09, 2013, 03:18:55 pm
For keys, it will probably stabilize a bit below the price UK players are charged from the store. That is currently £1.99 or $3.11 at the current exchange rate.

At that price, it makes sense to just buy keys in the US and sell them for $3.00 and make $0.5 per!
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: 10ebbor10 on February 09, 2013, 03:21:28 pm
Doesn't Valve take a 15% cut on transactions?

Because that reduces the profit you make to 0.05 c
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: WealthyRadish on February 09, 2013, 03:23:48 pm
Oh, this is kind of off topic, but are you still selling that YWN, PTTG? I PM'd you about it a month ago, but am unfortunately still looking for one.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Enzo on February 11, 2013, 11:15:17 pm
.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: misko27 on February 25, 2013, 10:15:33 am
Oh wow, The Red tape recorder got fixed. I saw it with my own eyes. Breaking the sapper reverses the un-build or un-upgrade animation.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: PTTG?? on February 25, 2013, 02:10:53 pm
Now we're talking! It was way, way too useful before. I expect people will be complaining, but it was just plain too powerful before.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: WealthyRadish on February 28, 2013, 12:05:57 am
My favorite no crit server shut down. Quite a bummer. :/

Anyone know any active ones with a good map selection?
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: JoshuaFH on March 05, 2013, 07:42:04 am
My favorite no crit server shut down. Quite a bummer. :/

Anyone know any active ones with a good map selection?

I'd recommend STAR_'s east coast nocrit server, but it seems nobody's on right now. I wonder what happened to it, the place was always packed to bursting 24/7 just a week ago.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Enzo on March 12, 2013, 09:37:06 pm
New update with mysterious promo items. WILD SPECULATION TIME.

Among the new promo items were 5 items that don't seem to have anything to do with any upcoming releases. Sams hat from Sam and Max, that weird mask from Borderlands 2, Evil Ash's crown from Army of Darkness, Chells boots from Portal 2, and Brock Samsons knife. There have been some promo's released for games that weren't tied to preorder, so it might be that. But all the filenames for the new items had the prefix pn2_. Valve has also confirmed they are working with Adult Swim.

PN2. Poker Night 2. Brock Samson and Glados. Calling it now.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Putnam on March 12, 2013, 09:53:22 pm
OH MY GOD HANDSOME JACK MAY BE IN POKER NIGHT 2.

This is wonderful and amazing.

also brock samson omg
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: PTTG?? on March 13, 2013, 12:41:26 am
"The Bloodhound"

Someone at valve REALLY likes Sam and Max.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Metalax on March 13, 2013, 05:45:57 am
If it handles them the same way poker night did then at least you don't need to pre-order to get them and can wait for it to go on sale. Although I'd pay for a DLC that allows the cast from poker night one to join the table in the second.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Enzo on March 15, 2013, 07:03:25 pm
Are kill videos still a thing? I thought I'd take a swing at one. (http://www.youtube.com/watch?v=ZU7vonpzTGM) These four and a half minutes took me over five hours to put together, believe it or not.

I've become quite fond of that loadout, except with the caber. Stickyjumper 2pro.

And I too make silly videos (http://www.youtube.com/watch?v=J2kEY7pfQLk) sometimes, if we're linking that sort of thing. Sometimes very silly (http://www.youtube.com/watch?v=xbIs4130oO0).
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Mageziya on March 15, 2013, 10:35:02 pm
And on an unrelated note, welcome to page 666!
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: PTTG?? on March 15, 2013, 10:44:28 pm
200 for me.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: miauw62 on March 16, 2013, 03:58:58 am
Pff, elitists.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: misko27 on March 16, 2013, 12:23:21 pm
I personally spend alot of time with the caber, but generally with the demoknight set up. The difference in damage between crit caber and regular is just too great. And it doesn't random crit either, so.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: The Scout on March 16, 2013, 01:19:39 pm
I only use the caber with the normal set up. One of the grenade launchers, stickybomb launcher, then caber. Mostly to punish spies.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: misko27 on March 16, 2013, 01:47:04 pm
I only use the caber with the normal set up. One of the grenade launchers, stickybomb launcher, then caber. Mostly to punish spies.
Actually, let me re-phrase. I almost always have the caber, but when I am doing it to be a sentry buster action bomb, I use the demoknight set up.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Markus on March 16, 2013, 02:21:23 pm
Have any server-mods been made to work with MvM? Admitably, Hale+Mercs Vs Robots is horribly unbalanced BOTH ways. Hale has massive HP+power, but no ranged weapon and can't be healed. Robots have no ranged damage falloff and massive numbers. Lulz ensues.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: ragnar119 on March 16, 2013, 03:08:26 pm
Off topic but 666, the number of the beast   :D
http://www.youtube.com/watch?v=7mHe6FMs46o
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Putnam on March 16, 2013, 03:31:17 pm
200 for me
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: jester on March 17, 2013, 02:25:29 pm
Ive knocked out a guide to playing engi if anyone is interested.

http://steamcommunity.com/sharedfiles/filedetails/?id=131489179 (http://steamcommunity.com/sharedfiles/filedetails/?id=131489179)
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: PTTG?? on April 26, 2013, 03:59:26 pm
Can't wait to find out what's in the RoboCrates.

Probably crappy hats, but maybe there's a chance for nice weapons.
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: misko27 on April 26, 2013, 06:07:43 pm
Can't wait to find out what's in the RoboCrates.

Probably crappy hats, but maybe there's a chance for nice weapons.
Lot of people are guessing, robot hats.


It's MvM related though. It's a little tank!
Title: Re: Team Fortress 2: Mecha Update! "All hail the maker!"
Post by: Metalax on May 17, 2013, 01:19:43 pm
Well we find out what is in those robocrates now.
http://www.teamfortress.com/roboticboogaloo/ (http://www.teamfortress.com/roboticboogaloo/)
Title: Re: Team Fortress 2: Robotic Boogaloo! "A 100% Community-made update!"
Post by: LASD on May 17, 2013, 01:50:00 pm
Wohoo, a new update! And a new title for the thread! Finally!

Robotic Boogaloo! (http://www.teamfortress.com/roboticboogaloo/)
Title: Re: Team Fortress 2: Robotic Boogaloo!
Post by: Enzo on May 17, 2013, 02:14:55 pm
57 hats.

My brain has to process this.
Title: Re: Team Fortress 2: Robotic Boogaloo!
Post by: PTTG?? on May 17, 2013, 02:46:33 pm
I might actually break even on these hats.
Title: Re: Team Fortress 2: Robotic Boogaloo!
Post by: misko27 on May 17, 2013, 02:49:30 pm
Called it.

Now to sell them. Useless! I only have 96 cents in my account, and the crates are going for 15 cents each now. Maybe I might manage to buy a robo-key if I find more...

Anyway, that IS a lot of hats.

EDIT: Also, 80% sale on backpack Expanders, and Robocrates are rare after June 3rd.
Title: Re: Team Fortress 2: Robotic Boogaloo!
Post by: Metalax on July 10, 2013, 06:06:12 pm
Over the past few days the tf2 blog has made several posts covering maps (http://www.teamfortress.com/post.php?id=11023), Weapons balancing (http://www.teamfortress.com/post.php?id=11024) and community item selection (http://www.teamfortress.com/post.php?id=11063) for the new update that just shipped today. Patch notes here (http://www.teamfortress.com/post.php?id=11070).

Summer Claim Checks that have been dropping over the past few weeks can now be swapped for Summer Coolers crates.

Quote
Added text search functionality to the backpack and the store.
- Easier to find stuff now that there are so many items.

Quote
In MvM, when robots are killed by sniper headshots or explosive headshot upgrade, they will drop ‘red’ money that will automatically be collected when it would otherwise dissolve
- Nice little improvement.

Quote
Fixed the Marked-For-Death effect showing over the head of disguised or stealthed players
- Finally fixed scout spy-checking being far to easy.

Quote
cp_egypt
   Players can no longer build on top of arches and high ledges
- A bit disappointing if this has taken out all of the elevated positions.

Quote
mvm_bigrock
   Fixed players building on rock in cave section
- Have to check which rocks exactly it is talking about, but this could change strategy on some challenge waves quite a bit.

Also many, many item stat changes, particularly those that were previously part of sets.
Title: Re: Team Fortress 2: Robotic Boogaloo!
Post by: JoshuaFH on July 10, 2013, 06:41:59 pm
The Weapon Balancing Update?! I've been waiting for this for SO LONG! I had actually been under the belief that there'd be no attempt to ever rebalance the weapons.

Quote
Quick-Fix

    Added 50% Overheal
    Über now affects the medic when there's no heal target
    Shotguns with pushback (Force O' Nature) no longer affect players under the effect of Quick-Fix’s Über

When I saw this, my reaction was basically "Yes... YES... YEEEEEEESSSSSSSSSSS!!!!!" cause I frequent the dedicated medic forum on Steam, and it's no exaggeration when I say that the Quickfix is literally the ONLY THING THEY TALK ABOUT. It's equal parts confusion, rage, calm discussion, and rage, but it was truly the only topic that was consistently brought up over and over and over again, for YEARS. AND IT'S DONE! IT'S FINALLY DONE! Hallelujah!

I also appreciate the nerf to the Dead Ringer, that thing was just super annoying all around. I really like the changes they're making to alot of things, it's gonna really shake the game up and breath new life into it. I'll probably get back into TF2.
Title: Re: Team Fortress 2: Robotic Boogaloo!
Post by: WealthyRadish on July 10, 2013, 06:45:32 pm
I just sacrificed a bills on the burning alter of pootis, in hopes the gunslinger gets nerfed into the ground.
Title: Re: Team Fortress 2: Robotic Boogaloo!
Post by: JoshuaFH on July 10, 2013, 06:50:24 pm
I just sacrificed a bills on the burning alter of pootis, in hopes the gunslinger gets nerfed into the ground.

The only thing it mentioned was that now the minis don't heal while being built anymore. I'm sure that counts for something.
Title: Re: Team Fortress 2: Robotic Boogaloo!
Post by: WealthyRadish on July 10, 2013, 06:59:49 pm
Not enough, engineers will just build them behind cover, pick it up, and still just drop it at your feet. At least that requires a little bit of forethought though, rather than just vomiting them every chance you get and dealing stupid amounts of damage doing it.

It'd still be viable if they knocked off 80% of its health and made it cost 120 metal. At the bare minimum they need to reduce its damage and lower its health enough to be destroyed by a single standard rocket. Because of its tiny size, it's actually harder to destroy minisentries than it is to destroy level 2 or in some cases 3 sentries with stuff like pistols, shotguns, and miniguns, as well as explosives if you don't aim well. It also deals amazing damage, builds quickly, gives the engineer more health (because why not?), has that crit gimmick that still hasn't had its teammate bug fixed, the same range as a regular sentry despite being impossible for many classes to destroy at that range, and the list goes on... if they don't fix it now, I'm not going to be a happy panda.

Also the liberty launcher crits/spash, flamethrower damage, and the pomson hitbox. But those are small change compared to minisentries.
Edit: Oh, and the huntsman using the projectile hitbox. Why hasn't that been fixed yet? RAAAAEEG
Title: Re: Team Fortress 2: Robotic Boogaloo!
Post by: Descan on July 10, 2013, 07:24:29 pm
They could change the mini-sentry to a mini-flamethrower?
Title: Re: Team Fortress 2: Summer of Balance '13
Post by: LASD on July 11, 2013, 04:10:32 pm
Why doesn't this update have a name? Well, I guess we'll have to do with that.

Also, this is the 10 001st post in this thread, which is absolutely staggering. Maybe to honor that, I should get back to TF2. This update seems to be a bit more for the old fogies. Also, there's some Trading Cards to be had.
Title: Re: Team Fortress 2: Summer of Balance '13
Post by: Descan on July 11, 2013, 04:11:31 pm
Damn, I didn't realize there were strange invisibility watches.

... Now I want one. ;-;
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Aklyon on July 11, 2013, 04:14:11 pm
Why doesn't this update have a name? Well, I guess we'll have to do with that.

Also, this is the 10 003rd post in this thread, which is absolutely staggering.
This thread is now ~11% the size of the happy thread then. I think.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Greenstarfanatic on July 11, 2013, 04:17:20 pm
Damn, I didn't realize there were strange invisibility watches.

... Now I want one. ;-;

Heh, I've found that they're really easy to level, unlike the Dead Ringer. I've spent hours just idling next to a dispenser on an Achievement server while cloaked. It's at 45,520 seconds cloaked, and right now it's Nullity Inducing.

All I need to complete my set of Strange Loadouts is a Strange Construction PDA.


As for the update, I don't actually play conventional games often, preferring to play on Randomizer and Freak Fortress servers. Plus, I don't have any of the affected Item Sets, save for the Expert's Ordinance, which I don't use anyway due to the whole Strange Loadout thing.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Descan on July 11, 2013, 04:18:21 pm
Why would I idle to rack it up?

I'd... play the game?
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: LASD on July 11, 2013, 04:19:30 pm
Why doesn't this update have a name? Well, I guess we'll have to do with that.

Also, this is the 10 003rd post in this thread, which is absolutely staggering.
This thread is now ~11% the size of the happy thread then. I think.

Shush, it's my (and a few hundred other peoples) baby and I'm proud of it.  :P

Oh yeah, wonder what the "calling cards" are. I should try it out with my Milkman set.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Greenstarfanatic on July 11, 2013, 04:20:07 pm
I do it because it really would take forever to level it up otherwise, and I don't play TF2 enough to actually level it up much.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: MadMalkavian on September 28, 2013, 12:08:25 pm
So I'm new to Team Fortress 2 and am wondering what a good class for a beginner to play is. I kind of like Heavy and Soldier and am tempted to try Pyro and maybe Medic if that helps.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Facekillz058 on September 28, 2013, 12:12:41 pm
Medic, Soldier, Demoman, and Heavy are all the easiest ones, IMO.
Sniper and Engi are also quite easy, but there are a few finer points that make them a little bit trickier.
Scout and Pyro are somewhere in the middle, as they are sort of fragile, but fast and with close range weapons, and capable of killing even a heavy in seconds.
Spy is the most difficult, but also one of the most rewarding. Bad spies will get spotted and die almost immediately, good spies will kill the entire team many times over and make sure there are never any hostile sentries/teles up anywhere.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: MadMalkavian on September 28, 2013, 12:38:18 pm
Medic, Soldier, Demoman, and Heavy are all the easiest ones, IMO.
Sniper and Engi are also quite easy, but there are a few finer points that make them a little bit trickier.
Scout and Pyro are somewhere in the middle, as they are sort of fragile, but fast and with close range weapons, and capable of killing even a heavy in seconds.
Spy is the most difficult, but also one of the most rewarding. Bad spies will get spotted and die almost immediately, good spies will kill the entire team many times over and make sure there are never any hostile sentries/teles up anywhere.

Thank you for that bit of information. From what little I've done in the game so far I seem to do alright with Heavy and so-so with Soldier. I'm terrible with Demoman but that's because I don't do good in FPS when it comes to grenades due to some brain and nervous system stuff that fucks with my general perception of things. I'm going to try Medic later since that along with Sniper and Pyro might be up my alley. Right now I've got to wait for my mother to get here. She's bringing me some stuff from several towns away.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: miauw62 on September 28, 2013, 12:48:41 pm
Another apprentice wishes to join the ranks of the Pyros.

Quick tips:
-Don't ever use phlognisator or backburner. These guns are widely accepted as noob guns and they nerf the airblast, which is one of the most important abilities of the pyro, a lot.
-Practice your reflexes for reflects and know your projectiles. Reflecting a rocket makes it mini-crit, but, most importantly, it makes it on your team's side, so it can't harm your teammates anymore. Reflected pipebombs are also on your side.
-Know your maps. Pyros benifit enormously from being able to ambush enemies and confuse them.
-Use airblast liberally. If there are no other enemies around, you can juggle them in the air with your airblast so they won't be able to escape.
-Flare gun is not always superior to the shotgun, choose whichever one fits your style. Flare guns (mini)crit burning enemies.
-Check for spies and learn to recognize the hit noice, so you can detect if somebody is a spy even if they're using the spycicle. If you find a spy, use your airblast to lock him in a corner and burn him to death.


...

Yeah, I like playing pyro. I'm pretty good at it.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Araph on September 28, 2013, 12:57:02 pm
My advice? Try out the medic, but make sure that you pay close attention to healing all your nearby teammates. A common pitfall of new medic is that they'll do what's called 'pocketing', where they only heal a single teammate.

Also, when playing pyro dont bother spychecking. /kidding

(I main spy :P)
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Mesa on September 28, 2013, 12:59:28 pm
Nah, Phlog is devastating when used right, though lack of AB does suck. (getit?)
Don't use the Degreaser + Axtinguisher combo though. People will hate, and I mean HATE, you for delivering instant >195 damage to the face (or back, for that matter).

Try the Medic sometime, too!
Everone wants one but nobody wants to play him (unless you're a Medic main, but those are hardly ever seen outside the competitive scene).
Trust me, with slightly intelligent teammates you can guarantee victory with a well-timed Übercharge.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: miauw62 on September 28, 2013, 01:05:42 pm
I only ever use my Axetinguisher against heavies, since it's rather hard to kill them without it unless they're really bad.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Mesa on September 28, 2013, 01:20:56 pm
Heavies are usually hard to kill to begin with, Axt or not.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Cheedows on September 28, 2013, 01:29:18 pm
Since you're a beginner I would advise playing a class that isn't terribly vital to your team or people will yell at you. Although people yell at you anyways for no reason sometimes.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: miauw62 on September 28, 2013, 01:32:14 pm
The only class that is vital to a team is an engineer, since most servers restrict the amount of engineers on one team.

If you want a nice, friendly server, I'd recommend Aerolite Gaming (ALG). I've played there quite a bit and the regulars are friendly. There's a 24/7 turbine map and a 24/7 2fort map. There's also a payload map but it's empty most of the time, sadly.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Sonlirain on September 28, 2013, 03:10:36 pm
Sooo any opinions on the quickfix?
I kinda like it because it often causes enemies to fire at you even if they don't have the firepower to take you out and you can uber MUCH MUCH more often.

The downside of course is the fact you can still get stabbed by a spy and enough damage at once (stickies) will kill you or the heavy obered or not... and the no overhealing of course.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Mesa on September 28, 2013, 03:16:29 pm
Sooo any opinions on the quickfix?
I kinda like it because it often causes enemies to fire at you even if they don't have the firepower to take you out and you can uber MUCH MUCH more often.

The downside of course is the fact you can still get stabbed by a spy and enough damage at once (stickies) will kill you or the heavy obered or not... and the no overhealing of course.

It's my favorite Medigun, despite the community saying otherwise.
It's just more flexible and less punishing to use, and until I can afford a Strange Kritzkrieg it's my favorite Strange.

It's a Spammer MG (along with Vaccinator) in a way, as opposed to Elitist MGs ie. Kritz and stock.
And I like spamming (in that context anyway. Forum spam is rightfully frowned upon.)
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: MadMalkavian on September 28, 2013, 04:25:40 pm
Well I'm getting the hang of the Heavy class. Against the AI I managed to score 33 points in one match. Then again I've got the stamina to play maybe two or three matches before starting to wear out so I can't really play too much. I'll give that server a try sometime but right now I'd like to practice a bit more with the AI before I do any multiplayer. I'm kind of worn out from moving heavy furniture and drunk off of large amounts of Rockstar and Mountain Dew thanks to the ADHD bit so my estimation is that I'd do multiplayer by the 2nd to the 5th of October at the earliest, give or take a day or two.

I'm in no mood to rush as I'm still trying to get a feel for the controls. I don't play many FPS, if any at all, and I'm used to third person view so first person is kind of disorienting to me. I am going to consider giving Pyro a t6ry sometime so I thank you for the advice everyone. I'm also interested in giving Sniper and Medic a try as I may have said. In hindsight I don't like Soldier too much but I'd be willing to give that one a shot as well given opportunities to practice.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Graknorke on September 28, 2013, 04:33:55 pm
Don't worry about practising offline, the majority of people on public servers are pretty terrible anyway. If you put in any modicum of effort or thought you will probably be pulling at least your own weight.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Descan on September 28, 2013, 04:34:05 pm
When you do do multiplayer, try public servers (The Valve #** *gametype* servers)

They tend to have a lower average skill level so you're not completely fish-out-of-water from the get-go.

Practising on AI is all well and good to get the controls down and skills related to your own character, such as rocket-jumping or when to pop an uber-charge as the medic. But the AI isn't exactly comparable to actual players. Be prepared to change up any and all habits you built against the AI.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: 10ebbor10 on September 28, 2013, 04:37:25 pm
To be fair, the AI isn't bad. It's just, well, different.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Mesa on September 28, 2013, 04:39:11 pm
To be fair, the AI isn't bad. It's just, well, different.

Cue Scout bots with pistols.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Cheedows on September 28, 2013, 05:42:47 pm
I'd say jump right in multiplayer. Although I'l give you a warning, you'll have random people screaming into their mics and lots of profanity in the chat. So overall the average FPS.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Graknorke on September 28, 2013, 06:28:35 pm
I'd say jump right in multiplayer. Although I'l give you a warning, you'll have random people screaming into their mics and lots of profanity in the chat. So overall the average FPS.
I don't get either of those things.
Closest I got to either was some kid on his mic asking people to be his friend.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Facekillz058 on September 28, 2013, 06:37:24 pm
Honestly, the best Medigun is the Stock Medigun, IMO.
It has everything you need to medic properly in any situation.
Healing, Ubercharge of Invincibility, Overhealing, etc.
Just an opinion.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Cheedows on September 28, 2013, 07:01:55 pm
I'd say jump right in multiplayer. Although I'l give you a warning, you'll have random people screaming into their mics and lots of profanity in the chat. So overall the average FPS.
I don't get either of those things.
Closest I got to either was some kid on his mic asking people to be his friend.

Either I am going on the crappiest servers imaginable, or you're lucky.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Duuvian on September 28, 2013, 07:14:02 pm
If you've found a Scottish Resistance for the Demoman, it's great. It lets you selectively destroy your sticky bombs, so you can guard two doors with it instead of just one. It's sticky limit is higher than the default.

The downside is there is a delay before the sticky bombs are armed, so you can't detonate them in the air.

I only switch to the Grenade launcher once I have 12 sticky bombs out.

One of the best places for Scottish Resistance is Hightower PL map.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Greenstarfanatic on September 28, 2013, 11:37:38 pm
I'd say jump right in multiplayer. Although I'l give you a warning, you'll have random people screaming into their mics and lots of profanity in the chat. So overall the average FPS.
I don't get either of those things.
Closest I got to either was some kid on his mic asking people to be his friend.

Either I am going on the crappiest servers imaginable, or you're lucky.
I spend a lot of time on various Prophunt and Randomizer servers, and it's fairly calm. Profanity is spouted jokingly at times, with very little yelling for the most part.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Descan on September 28, 2013, 11:46:14 pm
Furry servers, I've found, are some of the friendliest bunch. If a bit uh... explicit.

Even turning off sprays, you still gotta deal with voice chat and text chat (I mean, you COULD turn off voice chat, too, but you'd suffer in terms of gameplay because of people who tell you what's around the corner and other information)

So I doubt Malkavian wants to deal with that.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Greenstarfanatic on September 29, 2013, 12:13:21 am
Furry servers, I've found, are some of the friendliest bunch. If a bit uh... explicit.

Even turning off sprays, you still gotta deal with voice chat and text chat (I mean, you COULD turn off voice chat, too, but you'd suffer in terms of gameplay because of people who tell you what's around the corner and other information)

So I doubt Malkavian wants to deal with that.
Hm. Well, how bad is it?
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Descan on September 29, 2013, 12:19:09 am
For the sprays or the chat?

For the sprays, explicit porn.

For the chat, innuendo and hitting on everyone else. As well, they don't tend to know when to stop.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: MadMalkavian on September 29, 2013, 03:47:41 am
When you do do multiplayer, try public servers (The Valve #** *gametype* servers)

They tend to have a lower average skill level so you're not completely fish-out-of-water from the get-go.

Practising on AI is all well and good to get the controls down and skills related to your own character, such as rocket-jumping or when to pop an uber-charge as the medic. But the AI isn't exactly comparable to actual players. Be prepared to change up any and all habits you built against the AI.

I wish I would have known this earlier. I just ragequit from a server that was too hard and full of elite elitists who targeted me specifically because I was using stock equipment. Quietly mind you. When I'm really angry I get very cold, quiet and withdrawn.
I'd say jump right in multiplayer. Although I'l give you a warning, you'll have random people screaming into their mics and lots of profanity in the chat. So overall the average FPS.

I haven't gotten that so far thankfully. If I did I would turn off voice chat.

Furry servers, I've found, are some of the friendliest bunch. If a bit uh... explicit.

Even turning off sprays, you still gotta deal with voice chat and text chat (I mean, you COULD turn off voice chat, too, but you'd suffer in terms of gameplay because of people who tell you what's around the corner and other information)

So I doubt Malkavian wants to deal with that.

It depends on my mood. Honestly I think furries are alright, especially when done right. Most people cannot into furry in a way that's acceptable to me though, which is saying something since I got my start in online games in Furcadia back in 2001. It's severely degraded since but my god it was a magical place back then.

For the sprays or the chat?

For the sprays, explicit porn.

For the chat, innuendo and hitting on everyone else. As well, they don't tend to know when to stop.

That might be distracting seeing as furries are alright when done right. I'm not going to go into detail considering all things though. Just as long as they aren't murring every other word I'm okay with it. I still have nightmares about that one MUD I tried earlier this year because of that. As long as I don't have to make a fursona I'll be fine with whatever. I'd still prefer newbie-friendly servers though - something I have a hard time finding.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: miauw62 on September 29, 2013, 04:00:29 am
Stock equipment is better than you may think.
(Just don't ever use the Ghastly Gibus.)
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Mesa on September 29, 2013, 06:15:54 am
Stock equipment is better than you may think.
(Just don't ever use the Ghastly Gibus.)

Stickybomb Launcher is a mighty beast of a weapon when used right (ie. Not spamming it randomly and hoping for pentakills).
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Cheedows on September 29, 2013, 08:38:44 am
Some people argue that stock equipment is the true class equipment. There are no real drawbacks, trust me you'll do fine with it.  I'm pretty bad at TF2 aswell, but if you can scrape up a few kills every spawn then I feel decent enough to keep playing.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Sonlirain on September 29, 2013, 08:46:46 am
Hmm i remember playing on a furry server once or twice... i thing it was called "furrypound" or something.

The most sexuual thing was a vagineer running around and 1 hit KOing people with a golden wrench of disintegration +3.

Other than that... no sprays of sexual RP was to be seen.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: MadMalkavian on September 29, 2013, 08:52:44 am
Stock equipment is better than you may think.
(Just don't ever use the Ghastly Gibus.)

I've gotten plenty of kills with the Heavy's stock minigun. Only reason I said what I said last night is on the three servers I played on yesterday most everyone seemed to be using fancier stuff.

Some people argue that stock equipment is the true class equipment. There are no real drawbacks, trust me you'll do fine with it.  I'm pretty bad at TF2 aswell, but if you can scrape up a few kills every spawn then I feel decent enough to keep playing.

So far yesterday on a server that is my level I get 10-40 kills a match, usually around 27-35, with the Heavy and his stock equipment. However two-thirds of the time I'm on a server that's too hard where I get maybe one kill a match using the same stuff. I'm tempted to check out the Aerolite Gaming servers mentioned a page or two ago but I live in California and the servers are hosted in the United Kingdom so I'm a little reluctant to do so.

Also I'm thinking I might give Soldier another try considering the two-thirds of the time thing with Heavy. I did get a level 18 rocket launcher off of one of my matches last night so if the default one doesn't work I'm going to try that to see if that helps. Also got a level 5 saw yesterday so I might be interested in giving Medic a try today as well, both with and without it.

Hmm i remember playing on a furry server once or twice... i thing it was called "furrypound" or something.

The most sexuual thing was a vagineer running around and 1 hit KOing people with a golden wrench of disintegration +3.

Other than that... no sprays of sexual RP was to be seen.

Hmm...

Well like I said last night furries are alright when done right. As long as they aren't horribly cheesy prismatic Mary Sues that make murring sounds with every other word they're alright in my book. Again, I got my start in online gaming in Furcadia. I've even had a few fursonas and my senior year term paper was a twenty page report on cultural anthropomorphism, which covered furries in mythology and pop culture. I got an A+ on that one.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Cheedows on September 29, 2013, 09:05:04 am
Some fancier items do make life easier, but you'll get them soon enough from drops if you play enough.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Descan on September 29, 2013, 09:20:25 am
Levels don't matter, just what the item actually is. I still don't know why they have levels, really.

What rocket launcher?
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Mesa on September 29, 2013, 09:21:13 am
Some fancier items do make life easier, but you'll get them soon enough from drops if you play enough.

Mostly applies to melee weapons, since the only ones that aren't trash are the Bottle, Knife, sometimes also Kukri and Fists.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Facekillz058 on September 29, 2013, 09:31:38 am
I think the bottle is kinda crappy considering what you can replace it with.
The Eyelander comes to mind here. Sure, a little less max health, but if you can get 2 kills with it, you're already running like Usain and have made up for most of the health loss.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Graknorke on September 29, 2013, 09:52:17 am
Clearly the Pain Train is the best melee weapon.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: MadMalkavian on September 29, 2013, 10:00:24 am
Levels don't matter, just what the item actually is. I still don't know why they have levels, really.

What rocket launcher?

The Beggar's Bazooka, which doesn't seem very good at first glance, especially since with how I've been using the Soldier's rocket launcher I've been using it at long range - making it less effective.

Some fancier items do make life easier, but you'll get them soon enough from drops if you play enough.

Mostly applies to melee weapons, since the only ones that aren't trash are the Bottle, Knife, sometimes also Kukri and Fists.

That's good to know considering that if I do die in melee it's usually to a Spy or a Scout. Usually though I'm blown up by rockets,  torn up by miniguns, headshotted by sniper rifles, exploded by grenades or burnt to a crisp by flamethrowers. I can't dodge for shit, especially since the whole brain and nervous system stuff I have do deal with because of my Autism and Tourettes makes my reflexes and sometimes my reaction time a little on the poor side in most situations.

In other news I gave Sniper a try against the AI. My points went down drastically but my survivability increased exponentially. I died maybe four times in three matches, which is a record low in my case so far. I think I might give Sniper a try on the public servers later to see if I die less often.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Graknorke on September 29, 2013, 10:12:21 am
Just a heads-up; there is never ever a team that needs a sniper.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Descan on September 29, 2013, 10:18:12 am
As a side-note, I would recommend fiddling with your mouse-settings. I tend to have mine around... 3? ish? some low number like that. with 50% acceleration. Allows me to do fine-aiming while also whirling-around if I need to to take out being behind me (I play spy a lot)
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Graknorke on September 29, 2013, 10:26:01 am
Just a heads-up; there is never ever a team that needs a sniper.

Bollocks. Heavy-medic pair walking all over your payload cart in hightower? Bust out dem sniper and fire away. I've single-handedly turned matched around with the Huntsman.

'Sides, sometimes it's not about team necessity. Technically, no team ever needs a sticky-jumping skullcutter-wielding Demotard, but I play that all the time. "Countersniping" I'll call it when I'm haunting sniper perches.
And your team doesn't already have 3 snipers? Really, there is a saturation of players that like playing only as sniper.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Descan on September 29, 2013, 10:35:55 am
I call it the "CoD effect"
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Greenstarfanatic on September 29, 2013, 10:44:50 am
I myself use a mousepad to play, so I tend to stray away from sniper. Well, I used to. I've found that I'm pretty lucky with the Huntsman, especially when there's a lot of people on a server. Even when there's very few, I can get a really decent number of kills. Add that to the Jarate/Bushwacka combo, and I make a decent sniper.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: 10ebbor10 on September 29, 2013, 11:07:29 am
I myself use a mousepad to play, so I tend to stray away from sniper. Well, I used to. I've found that I'm pretty lucky with the Huntsman, especially when there's a lot of people on a server. Even when there's very few, I can get a really decent number of kills. Add that to the Jarate/Bushwacka combo, and I make a decent sniper.
That's only a result of the fact that the Huntsman uses the same hitdetection mechanism as the rocket launcher. Ie, the heads are about a cubic meter large.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Mesa on September 29, 2013, 11:15:35 am
I myself use a mousepad to play, so I tend to stray away from sniper. Well, I used to. I've found that I'm pretty lucky with the Huntsman, especially when there's a lot of people on a server. Even when there's very few, I can get a really decent number of kills. Add that to the Jarate/Bushwacka combo, and I make a decent sniper.
That's only a result of the fact that the Huntsman uses the same hitdetection mechanism as the rocket launcher. Ie, the heads are about a cubic meter large.

Hence the term Lucksman.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: miauw62 on September 29, 2013, 11:32:51 am
If you're going to play soldier, start with stock equipment or at least not the beggar's bazooka. You'll want something much more precise to learn to properly rocket-jump, which is essential for soldiers.

Also, turning hit sounds on is quite useful. As a Pyro I mainly use it to hear if my enemies are still burning.
If you're being hit by anything but not dead yet, try to find out where the damage is coming from and take cover.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: MadMalkavian on September 29, 2013, 11:46:35 am
As a side-note, I would recommend fiddling with your mouse-settings. I tend to have mine around... 3? ish? some low number like that. with 50% acceleration. Allows me to do fine-aiming while also whirling-around if I need to to take out being behind me (I play spy a lot)
This may help a lot more than just me experimenting with various builds. I'll give that a shot.

Just a heads-up; there is never ever a team that needs a sniper.

Bollocks. Heavy-medic pair walking all over your payload cart in hightower? Bust out dem sniper and fire away. I've single-handedly turned matched around with the Huntsman.

'Sides, sometimes it's not about team necessity. Technically, no team ever needs a sticky-jumping skullcutter-wielding Demotard, but I play that all the time. "Countersniping" I'll call it when I'm haunting sniper perches.
And your team doesn't already have 3 snipers? Really, there is a saturation of players that like playing only as sniper.

So far I like playing as Heavy, Sniper and Soldier, in that order. Ergo I can say I'm not one of those guys.

If you're going to play soldier, start with stock equipment or at least not the beggar's bazooka. You'll want something much more precise to learn to properly rocket-jump, which is essential for soldiers.

Also, turning hit sounds on is quite useful. As a Pyro I mainly use it to hear if my enemies are still burning.
If you're being hit by anything but not dead yet, try to find out where the damage is coming from and take cover.

I'll keep that in mind. I'm thinking I should look over the manual because there are various commands I see people using that I don't know how to use yet. So far all I can do is walk, jump, shoot, and shout MEDIC. I'd like to be able to do more.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Cheedows on September 29, 2013, 11:47:27 am
I've heard of people claiming that the Beggars Bazooka is perfect for Rocket Knight, but for now I'd advise to stay away. Once you do manage to rocketjump, I still prefer stock. That extra rocket can mean life or death at times. If you go Demo unless you're really good with Demoknight I would still have a good ranged ready. Usually when a heavy starts blazing duck to cover and take potshots at him until he dies or someone comes in for the kill. With a medic however, it gets harder.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: miauw62 on September 29, 2013, 11:49:02 am
Did they "fix" the fact that you could jump again in the air with overloading with the Beggar's Bazooka?
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: MadMalkavian on September 29, 2013, 11:49:48 am
I've heard of people claiming that the Beggars Bazooka is perfect for Rocket Knight, but for now I'd advise to stay away. Once you do manage to rocketjump, I still prefer stock. That extra rocket can mean life or death at times. If you go Demo unless you're really good with Demoknight I would still have a good ranged ready. Usually when a heavy starts blazing duck to cover and take potshots at him until he dies or someone comes in for the kill. With a medic however, it gets harder.

I don't know if I can into rocket jumping just yet. I'm not even certain how to do it.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Putnam on September 29, 2013, 11:51:02 am
Look opposite where you want to go (but near a wall) and down, jump, crouch, shoot, in that order. Make sure you crouch and shoot while jumping.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Descan on September 29, 2013, 12:19:57 pm
I've gotten the launching part down to a twitch reflex, but I have to land if I want to do another jump. Not good at wall jumping at all.

And the order is jump, crouch + aim at the ground slightly behind you, then fire. Otherwise you won't jump and just deal a whole lot of damage to yourself, or you'll just jump a tiny bit and deal a lot of damage to yourself.

And you have to do it in fairly short order. Fire while you're in the air, you can't hesitate and fire when you're on the ground.

Edit: Putnam, I don't know about needing to be near a wall. Does that make it easier? Or do you get higher air from that?
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Putnam on September 29, 2013, 12:22:04 pm
If you want to go more horizontal than vertical.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: WealthyRadish on September 29, 2013, 03:35:08 pm

TL;DR: Rocket jumping is useful, some other things are useful too I guess, have fun
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: MadMalkavian on September 29, 2013, 06:12:22 pm
So how do I do those mouse settings? I've checked everywhere and I cannot find them.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Descan on September 29, 2013, 06:19:22 pm
loldoublepoost
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Descan on September 29, 2013, 06:21:31 pm
Do you know how to get to your keyboard options? It's one of the tabs in that whole menu thing (Not specifically under keyboard options, but keyboard and mouse are both tabs of the same menu window).

The button to get to the options menu is on the main menu. Bottom right corner.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: MadMalkavian on September 30, 2013, 01:55:24 am
Do you know how to get to your keyboard options? It's one of the tabs in that whole menu thing (Not specifically under keyboard options, but keyboard and mouse are both tabs of the same menu window).

The button to get to the options menu is on the main menu. Bottom right corner.

I found them. Did you mean 0.3 or 0.03?
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Descan on September 30, 2013, 10:41:37 am
Mouse movement speed goes up to 8.0 (it can go faster than that but the bar stops moving to the right at 8.0) and I keep it around 3-5. Fairly slow?

Mouse acceleration goes to 1.0 and I keep it around 0.5. 1.0 is absurdly fast, by the way.

That's what works for me, what works for you would be different.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: WealthyRadish on September 30, 2013, 11:11:03 am
The general FPS rule is slower sensitivity for hitscan weapons, higher for projectiles, but I can't be buggered to change it between classes. I'd say faster is better, and would recommend inching it up gradually, getting used to it, inching it more, etc, until it's comfortable.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: miauw62 on September 30, 2013, 12:02:51 pm
Also, while you're there, turn on hitsounds. It can be quite useful to hear a "ping" every time you hit somebody.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: JoshuaFH on September 30, 2013, 12:04:19 pm
I mean, whenever I look up mouse sensitivity, every source I look at says "Mouse Acceleration is EVILLLL!!! Turn it OOOOOOFFFFF!", and so I've always kept my acceleration turned off and instead always used raw mouse inputs.

NotsureIfrightchoicenow.jpg
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Descan on September 30, 2013, 12:12:13 pm
Hit-sounds are in advanced options, but he's right, they're useful. Especially if you play a non-direct-attack class, like pyro (people burning will ding it), soldier (rockets), demoman (grenading over a wall to make sure you're hitting something) medic (same thing for needles, and I use it to make sure the guy I'm with is effectively hitting stuff, since it dings for the damage your medigun-attached pal is doing)

Plus, it's satisfying as a heavy to have this cascade of dinging when you deal a tonne of crits to a clump of people.

Also, auto-medic-call is good if you play medic, so you can see when someone is low health (you set the rate), and a medic indicator will pop-up over people who need healing even if they don't call for medic.

Anyway, for a long time I didn't use mouse acceleration, but when I realized that I play classes that have a use for fine aiming as well as needing huge, fast, sweeping movements (spy, heavy, medic to an extent) it became fairly obvious to turn it on.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: MadMalkavian on September 30, 2013, 04:03:02 pm
Mouse movement speed goes up to 8.0 (it can go faster than that but the bar stops moving to the right at 8.0) and I keep it around 3-5. Fairly slow?

Mouse acceleration goes to 1.0 and I keep it around 0.5. 1.0 is absurdly fast, by the way.

That's what works for me, what works for you would be different.

3.0 was what I had by default. I've now got it at 0.3 since that's what I thought you meant and I'm actually doing a little better than I was before. Mouse Acceleration I've got at 0.5 I think but I'm not certain.

Also, while you're there, turn on hitsounds. It can be quite useful to hear a "ping" every time you hit somebody.

I already did that. It does help.

Also, auto-medic-call is good if you play medic, so you can see when someone is low health (you set the rate), and a medic indicator will pop-up over people who need healing even if they don't call for medic.

After last night and this morning it turns out that Medic is my best class so I think I will be doing that. I say best class because I score at the same rate as I do as a Heavy but I get more overall points during the match. First map as Medic I came out with 38 points and I think third or fourth place on my team. That's the best I've ever done and I think I owe it to my previous experience as healer and buff supports in other PVP games.

I also gave Spy, Demoman and Pyro a try last night. I do alright as Pyro, okay as Demoman, and semi-okay as Spy. Out of the classes I've tried I'd say that in order from best for me to worst for me I'd say it's Medic > Engineer > Heavy > Soldier > Scout > Pyro > Demoman > Sniper > Spy. Kind of makes sense since in every PVP game I played I excelled as the healers, the buffers and the builders and did good as the heavy artillery and the scouts. I only put sniper low because that's kind of hit or miss for me. Of course things could change very easily as I just started Saturday.

Oh, one last thing. I have $0.60 USD in my Steam wallet and am contemplating making a purchase for one of my top five classes. Out of the ones I've seen the Wrangler, the Sandvich and Crit-a-Cola seem like they might be up my alley. Should I get one of these or should I save up and get a hat or starter pack instead?
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: wer6 on September 30, 2013, 04:06:35 pm
x10 stats servers are funner then hell in baked into A sandvich.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Mesa on September 30, 2013, 04:11:52 pm
Yeeeeess...
Feel the power of the Medic!
Let the ÜberCharge fill your veins!

*ahem*
Good to see more Medic mains arising. The one class that everyone always underestimates. A wrong thing to do it is. Crits to the face from the Übersaw are always fun (actually no, since you only get one or two portions of the Über as opposed to... More. If you live to tell the tale and use the Über.)
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Descan on September 30, 2013, 04:15:06 pm
Some of the weapons you get from achievements, and all of them you get from drops.

I'd spend the money on a hat you like the look of. Something that you wouldn't otherwise get.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Cheedows on September 30, 2013, 05:52:03 pm
Use that money to get premium (Buy a hat pretty much).
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Putnam on September 30, 2013, 06:04:33 pm
Keys are better investments. Get a key, buy two hats.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: misko27 on September 30, 2013, 07:41:35 pm
Yeeeeess...
Feel the power of the Medic!
Let the ÜberCharge fill your veins!

*ahem*
Good to see more Medic mains arising. The one class that everyone always underestimates. A wrong thing to do it is. Crits to the face from the Übersaw are always fun (actually no, since you only get one or two portions of the Über as opposed to... More. If you live to tell the tale and use the Über.)
I have to say, I don't meet many people that underestimate the power of turning someone else into a unstoppable death machine for 8 seconds, leaving aside everything else.


Anyway, I recommend putting a little more time into all the classes, many aspects of playing them aren't immediately clear. You might find you love rocket-jumping, and/or blowing stuff up, or that spying is more then meets the eye.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: MadMalkavian on September 30, 2013, 11:49:59 pm
Mouse movement speed goes up to 8.0 (it can go faster than that but the bar stops moving to the right at 8.0) and I keep it around 3-5. Fairly slow?

Mouse acceleration goes to 1.0 and I keep it around 0.5. 1.0 is absurdly fast, by the way.

That's what works for me, what works for you would be different.

Actually that's not how it works on my end. Acceleration goes up to 1.40 and won't go below 1.0. Therefore I don't know what you're talking about as I cannot get it to be set up like that.

Some of the weapons you get from achievements, and all of them you get from drops.

I'd spend the money on a hat you like the look of. Something that you wouldn't otherwise get.

I had $0.60 USD in my Steam Wallet. Hats are $4.99 USD and up. Therefore I got the Sandvich since even though Medic is what I'm best at I still like playing as Heavy on occasion. Not liking Engineer anymore but I am liking Soldier a lot more thanks to The Original helping with my aim. I don't get paid until sometime tomorrow and even then I may not buy more funds this week. I kind of want to get something off of Amazon.com since I got a $5.00 USD Amazon.com gift card. I don't know, I haven't decided yet.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Descan on September 30, 2013, 11:56:08 pm
Ah, I mis-remember'd my options. 6.0 mouse sensitivity and 1.10 acceleration.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: MadMalkavian on October 01, 2013, 12:15:16 am
Ah, I mis-remember'd my options. 6.0 mouse sensitivity and 1.10 acceleration.

I'll try that after I go for a late-night walk. I need to get out and get rid of this feeling of overstimulation I am dealing with right now.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: JoshuaFH on October 01, 2013, 02:56:27 am
Some of the weapons you get from achievements, and all of them you get from drops.

I'd spend the money on a hat you like the look of. Something that you wouldn't otherwise get.

I had $0.60 USD in my Steam Wallet. Hats are $4.99 USD and up. Therefore I got the Sandvich since even though Medic is what I'm best at I still like playing as Heavy on occasion. Not liking Engineer anymore but I am liking Soldier a lot more thanks to The Original helping with my aim. I don't get paid until sometime tomorrow and even then I may not buy more funds this week. I kind of want to get something off of Amazon.com since I got a $5.00 USD Amazon.com gift card. I don't know, I haven't decided yet.

Never ever ever EVER spend actual hard money on buying hats and weapons from the TF Store. If you want a hat, you can acquire them much more cheaply from trading metal.

Really, a single key (2.50 USD) can be traded for something like 6 refined metal, which'll buy you four hats minimum. If you go with noncraftable hats, probably double that or more.

And when in doubt, just go to Scrap.tf, which is an automated website to make acquiring weapons and hats way easier.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Greenstarfanatic on October 01, 2013, 10:53:11 am
Ugh. I personally HATE trading with metal. I mean, what the hell are people going to do with metal, besides craft with it? Plus, I've found the TF2 Economy to not make sense at times. If 6 Refined can be crafted into two hats, why can it BUY four? Why are hats not worth what it takes to buy/craft them?
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: JoshuaFH on October 01, 2013, 11:08:32 am
Ugh. I personally HATE trading with metal. I mean, what the hell are people going to do with metal, besides craft with it? Plus, I've found the TF2 Economy to not make sense at times. If 6 Refined can be crafted into two hats, why can it BUY four? Why are hats not worth what it takes to buy/craft them?

Actually, what you described makes perfect sense, cause you're just describing a small part of a bigger picture. It's about supply and demand really:

Just remember that TF2 has been around for a good many years now, which has given the existing playerbase a long time to acquire tons and tons of metal and hats. For hats, it's more than just crafting, they come into existence from drops, crates, promos, events, and sometimes someone actually buys one from the store as well (which you shouldn't, but it's there). Not everyone even WANTS all these hats, so demand is lowered, which results in a lower price in metal, which is really only used as a faux currency since crafting is more a niche thing that some people only do for fun sometimes.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Greenstarfanatic on October 01, 2013, 11:24:07 am
Hm. Eh, I think I'll just stick to my practice of 1:1 Trading. I give a hat, I get a hat. Or I check the spreadsheet to see what things are worth and ask for an equivalent item. I almost never accept metal when trading...
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: miauw62 on October 01, 2013, 11:24:39 am
All you need to spend money on is something like a single key or so so you can get tradeable items. I've got a set of really nice gear by trading. (Strange Flamethrower for vintage backburner & vintage flaregun, Strange shotgun for one ref and that mexican sombrero with skulls for the Pyro for I don't know how much actually.)

Also, if you're coming in 4th or 3th place in your team as a Medic, that means one day you'll be able to come in first with twice as many points as the second person. It's a great feeling.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: JoshuaFH on October 01, 2013, 11:35:16 am
All you need to spend money on is something like a single key or so so you can get tradeable items. I've got a set of really nice gear by trading. (Strange Flamethrower for vintage backburner & vintage flaregun, Strange shotgun for one ref and that mexican sombrero with skulls for the Pyro for I don't know how much actually.)

Also, if you're coming in 4th or 3rd place in your team as a Medic, that means one day you'll be able to come in first with twice as many points as the second person. It's a great feeling.

Yeah, once you get good at medic, you'll top score like nothing just from healing people and popping ubers. You basically never need to kill anyone to get the most points. Though, in essence, points don't really mean anything, but top scoring as Medic just shows you're doing your job.

Actually, I take that back, I'm actually something of a medic main, and my nemesis is any other medic on my team. I hate it when I look at the scoreboard and he's scoring higher than me. When I'm outscoring him, on the inside I'm all like "YEAH, IN YOUR FACE OTHER MEDIC! WHO'S THE HEALER NOW BITCH!" I don't know if this is healthy or not.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Descan on October 01, 2013, 04:47:35 pm
It's totally healthy. You're a medic! It has to be!

ALTERNATIVELY:

It's called the free market! If he was the better medic they'd all go to him for healing!
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: misko27 on October 01, 2013, 05:59:10 pm
Yeah, once you get good at medic, you'll top score like nothing just from healing people and popping ubers. You basically never need to kill anyone to get the most points. Though, in essence, points don't really mean anything, but top scoring as Medic just shows you're doing your job.
I once saw proof of a guy top-scoring solely using the extinguish function of the Manmelter. 43 extinguishes. Points are a little broken.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: WealthyRadish on October 01, 2013, 06:27:04 pm
I find the medic-pocket-medic love triangles that sometimes pop up interesting. I know when I play medic, some serious passive aggressiveness goes on when another medic gets overly flirty with my steady patient. "Oh no, the other medic burned to death, I guess I was looking somewhere else".

Generally medics are desperate for a good pocket, and the first impression of hats/miscs is the easiest way to filter candidates. Most experienced medics wouldn't think of ubering a lowly hatless peasant, and some won't even bother overhealing baldies and the begibus'd masses. Usage of the voice menus often seems to reassure medics that you're paying attention and/or have used a keyboard before, which is another good first impression for getting pocketed. 'MEDIC!' is pretty crude, I usually go for the more refined 'Help!', and of course a 'thanks'. More advanced voice menu usage is also nice, like jeering when your team fucks up, 'nice shot'/'good work' when your medic gets a kill, etc... fully wooing a medic to where they'll follow you literally anywhere takes a lot of stuff like that.

Oh, and don't let them die. I guess that's important too.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Graknorke on October 01, 2013, 06:32:26 pm
Medics who pocked and then don't heal other team members really irk me. It's not like keeping one person alive helps much if everyone else has to hang back and scrounge around for health instead of actually fighting.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Descan on October 01, 2013, 06:34:13 pm
Don't use "Help!". Seriously. As a main medic, as someone who is on the other side of the interface design, DON'T USE "HELP!".

Use "e", use "Medic!". It's that close to your wasd for a -reason-, "Medic!" gives me an indicator on where you are and how much health you have, so I can triage. All help does is tell me you're in trouble. No, not even that. It tells me "someone" is in trouble. I don't know who except their name, and I have to hover everyone nearby to see if they're even close to me, let alone actually need help. Nor does it tell me what kind of trouble, nor how much health you have, or if you even want a medic and instead want a soldier to come and take out a sentry.

Have a heart. Don't "Help!"

I don't even care if you don't use thanks or not, though I like it and I use it too. But "Medic!" versus "Help!" is a matter of interface, UI, triaging, and the difference between you getting a prioritization when you're on fire and at 20% health and you dying horrible while I'm still trying to figure out who actually called for help in the first place.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: JoshuaFH on October 01, 2013, 06:35:14 pm
I find the medic-pocket-medic love triangles that sometimes pop up interesting. I know when I play medic, some serious passive aggressiveness goes on when another medic gets overly flirty with my steady patient. "Oh no, the other medic burned to death, I guess I was looking somewhere else".

Generally medics are desperate for a good pocket, and the first impression of hats/miscs is the easiest way to filter candidates. Most experienced medics wouldn't think of ubering a lowly hatless peasant, and some won't even bother overhealing baldies and the begibus'd masses. Usage of the voice menus often seems to reassure medics that you're paying attention and/or have used a keyboard before, which is another good first impression for getting pocketed. 'MEDIC!' is pretty crude, I usually go for the more refined 'Help!', and of course a 'thanks'. More advanced voice menu usage is also nice, like jeering when your team fucks up, 'nice shot'/'good work' when your medic gets a kill, etc... fully wooing a medic to where they'll follow you literally anywhere takes a lot of stuff like that.

Oh, and don't let them die. I guess that's important too.

Very true, a good pocket that goes out of his way to protect me is someone I will follow to the ends of the earth. One game, that person was a sniper, and for that brief ten minute game, that was true love right there. The kind you only find once in a lifetime. He headshooted spies and pyros walkin up on me, he bushwackah'd sentries to death, even going so far as to rocket surf up to a high ledge and caught the sentry off guard, he voice chatted to communicate with me directly, we held off the enemy hordes. It was a real match made in heaven. Then the match ended and I never saw him again :(
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Descan on October 01, 2013, 06:39:04 pm
That's why you add people and tag them appropriately. "Good Pocket Sniper," "Is Polite," "All the Furries," etc.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: WealthyRadish on October 01, 2013, 06:42:29 pm
Don't use "Help!"

I should be more clear... I use 'Help!' when I'm near a medic and in their field of view, and in other cases if I'm chasing them and they're oblivious or something (and I'm that desperate for a heal), then I'll  'MEDIC!'. The idea is that using 'help' instead of 'medic' makes them aim at you, read your health, read your hats, notice your prompt 'thanks!', and then seriously consider dumping whatever bozo they were healing before.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Descan on October 01, 2013, 06:44:10 pm
That sounds a lot harder and more prone to failure than a simple "Yo." over voice-com. :v

I've found voice-communication a good indicator of a person's aptitude. >_> Both whether they use it, and of the people using it, what they say/sound like.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: WealthyRadish on October 01, 2013, 06:49:29 pm
Eh, I personally only use voice coms over external programs like vent/mumble/skype, and in that case you obviously don't need to woo the medic, if you know them already.
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: PTTG?? on October 26, 2013, 02:05:55 pm
So I guess Valve forgot about Halloween this year?
Title: Re: Team Fortress 2: Summer of Balance '13 "Hey, lotta' good that gun didya!"
Post by: Metalax on October 26, 2013, 02:36:31 pm
The last post referring to Halloween on the tf2 blog on 18th September was 1000 hours to go until the Witching Hour which would put it on Monday/Tuesday, which is when I suspect the event will start.
Title: Re: Scream Fortress 2: Sooooon! "They're still right behind you"
Post by: LASD on October 26, 2013, 07:24:38 pm
Halloween is starting to be pretty much the only time of the year when I play TF2 nowadays. Still eagerly awaiting what spooky things they've got cooking for this year. My Halloween costume collection is also pretty extensive so it's always fun to dust that off. Oh yeah, a new Gibus style is also imminent.
Title: Re: Scream Fortress 2: Sooooon! "They're still right behind you"
Post by: Cheedows on October 26, 2013, 07:42:48 pm
Free items are always fun.
Title: Re: Scream Fortress 2: Sooooon! "They're still right behind you"
Post by: dragonshardz on October 27, 2013, 05:43:29 am
I'm not sure why I have such awful FPS issues playing this game. Other Source games like DOTA2, HL2, Portla 2, etc. etc. run pretty smoothly but TF2 is just constantly, constantly spiking from a nice stable 50-60 FPS down to 2-10 FPS. It's maddening to the point where I completely uninstalled the damned game, since I don't play it because of aforesaid horrendous FPS issues.
Title: Re: Scream Fortress 2: Sooooon! "They're still right behind you"
Post by: JoshuaFH on October 27, 2013, 04:39:50 pm
I'm kinda sorta proud of myself. I finally got the courage to venture out of my usual medic play, and tried out soldier, and I'm decent at it to start! I absolutely need the gunboats cause I simply can't resist the urge to rocket jump to places I need to go, or to hop into the air at my enemies for a tactical advantage.

There's obviously alot of refinement to my play that needs to be done, but I can hold my own and be a credit to team, and actually get a number of kills in a row. Just starting out, I got 9 kills in a single life.

Now, this is just a really newbie 24/7 dustbowl server that I'm venturing out in, but it's building my confidence up. And god knows I need alot of confidence building.
Title: Re: Scream Fortress 2: Sooooon! "They're still right behind you"
Post by: Descan on October 27, 2013, 04:50:29 pm
You could practice with the shotgun, and try and get the rocket jumper. Jump to places you need to go, or to high places, and shotgun people to death from above! :D

'Course, you won't have the sheer power of the rocket launcher, but the play style is designed to be ambush-heavy rather than sheer power-heavy.

... Can you tell I play spy? >_>
Title: Re: Scream Fortress 2: Sooooon! "They're still right behind you"
Post by: MadMalkavian on October 27, 2013, 10:43:10 pm
I'm kind of burnt out on Team Fortress 2. I think I'll get back into the game sometime after the Halloween event. I'm not big on holiday-themed events in online games. Might want to go back to playing Medic, though in hindsight I'm alright as Heavy or Soldier on occasion.
Title: Re: Scream Fortress 2: Sooooon! "They're still right behind you"
Post by: 10ebbor10 on October 29, 2013, 12:56:28 am
There's a comic.
Title: Re: Scream Fortress 2: Sooooon! "They're still right behind you"
Post by: misko27 on October 29, 2013, 01:01:02 am
There's a comic.
inb4 "Dug too deep". Although, given what they're going for, that may be the intention...


Ahh hell I'm going to have to get back in the game soon.
Title: Re: Scream Fortress 2: Sooooon! "They're still right behind you"
Post by: PTTG?? on October 29, 2013, 01:20:12 am
Valve loves us after all!
Title: Re: Scream Fortress 2: Sooooon! "They're still right behind you"
Post by: Xotes on October 29, 2013, 02:51:21 am
Soldier and Merasmus keep getting a lot of screen-time in these comics, which is great and all, but I'd like to see the rest of the team get some spotlight. Hell, Sniper's not shown up for anything past that Director comic, far as I can remember, and Medic hasn't been in any.

More related to the current comic, why does it make perfect sense that Soldier somehow managed to
Spoiler (click to show/hide)
Title: Re: Scream Fortress 2: Sooooon! "They're still right behind you"
Post by: Putnam on October 29, 2013, 03:01:14 am
I got ordained as a minister, like, a week ago. (http://www.ulc.net/index.php?page=ordain)
Title: Re: Scream Fortress 2: Sooooon! "They're still right behind you"
Post by: Metalax on October 29, 2013, 09:42:01 am
Soldier and Merasmus keep getting a lot of screen-time in these comics, which is great and all, but I'd like to see the rest of the team get some spotlight. Hell, Sniper's not shown up for anything past that Director comic, far as I can remember, and Medic hasn't been in any.
Medic makes an appearance in the Shadowboxers (http://www.teamfortress.com/shadowboxers/) comic from the time of the introduction of the Engie-bot, as does the rest of the team.

Still Soldier does get the most screen time of the actual team, followed by Demo and Engineer. The comics seem to focus more on the non-team characters.

Also link to the current comic for those to lazy to go find it themselves. :P
http://www.teamfortress.com/gravematters/ (http://www.teamfortress.com/gravematters/)

Edit: Looking at the comics shouldn't we be seeing the second episode of the ring of fired storyline around now, as it was supposed to be released bi-monthly?
Title: Re: Scream Fortress 2: Sooooon! "They're still right behind you"
Post by: Graknorke on October 29, 2013, 09:51:31 am
Edit: Looking at the comics shouldn't we be seeing the second episode of the ring of fired storyline around now, as it was supposed to be released bi-monthly?
Valve time. It is a wondrous thing.
Title: Re: Scream Fortress 2: Update is out! "Something is coming"
Post by: LASD on October 29, 2013, 04:34:59 pm
Halloween 2013 Update is out! (http://www.teamfortress.com/bazbobarrabus/)

You can cast spells! And gather them!
Title: Re: Scream Fortress 2: Update is out! "Something is coming"
Post by: Putnam on October 29, 2013, 04:36:16 pm
Quote
Medic's Crusader Crossbow now silently reloads when unholstered, similar to Pyro flaregun

YES YES YES YES YES YES YES YES YES YES FUCK YES

EDIT:

Quote
In PvP Medics can now see the clip status of a patient’s active weapon

Oh man oh man.
Title: Re: Scream Fortress 2: Update is out! "Something is coming"
Post by: PTTG?? on October 29, 2013, 04:46:12 pm
Ultra coolness!

Did anyone else see the refrigerator in the door of The Witching Hour's house there? It looks like it belongs to the Blu medic...
Title: Re: Scream Fortress 2: Update is out! "Something is coming"
Post by: JoshuaFH on October 29, 2013, 05:10:10 pm
Quote
Medic's Crusader Crossbow now silently reloads when unholstered, similar to Pyro flaregun

YES YES YES YES YES YES YES YES YES YES FUCK YES

EDIT:

Quote
In PvP Medics can now see the clip status of a patient’s active weapon

Oh man oh man.

For people that play medic seriously, this makes me jump for joy.

Only the QF buff was more joyous, truly.
Title: Re: Scream Fortress 2: Update is out! "Something is coming"
Post by: JoshuaFH on October 29, 2013, 07:38:19 pm
I've forgotten how much I hate Hightower, but it's made doubly irritating from all this halloween shit going on. It turns the whole map into a giant non sequitur.
Title: Re: Scream Fortress 2: Update is out! "Something is coming"
Post by: PTTG?? on October 29, 2013, 10:24:49 pm
Halloween isn't supposed to make sense. Treehouses of Horror are almost always non-canonical...
Title: Re: Scream Fortress 2: Update is out! "Something is coming"
Post by: miauw62 on October 30, 2013, 03:30:39 am
Yeah, hightower can be pretty shite.
Title: Re: Scream Fortress 2: Update is out! "Something is coming"
Post by: martinuzz on October 30, 2013, 06:36:23 am
I haven't played TF in a while, so I thought this update to be a good time to hop back in, and go all pyro on stuff.

However, I can start the program just fine, but once I try joining a PvP match, it says : "unable to connect, server is running a newer version of the client".

I don't get it. TF auto-updates via Steam. I checked the integrity of the install with Steam, and it says it's fine. I checked the update status with Steam, and it's fully updated.

Where can I find this secret client update that I seem to need?
Title: Re: Scream Fortress 2: Update is out! "Something is coming"
Post by: Descan on October 30, 2013, 11:33:21 am
Try restarting steam. >_>
Title: Re: Scream Fortress 2: Update is out! "Something is coming"
Post by: Greenstarfanatic on October 30, 2013, 11:44:03 am
Here's the thing. Mine didn't update until I verified my email. I was trying to figure out why it wasn't working, restarted Steam a few  times, then closed it and went to confirm my Email Address. After that, it updated fine.
Title: Re: Scream Fortress 2: Update is out! "Something is coming"
Post by: MadMalkavian on October 30, 2013, 01:09:09 pm
What the fuck Valve? (http://www.youtube.com/watch?v=M8REVZE-REw)
Title: Re: Scream Fortress 2: Update is out! "Something is coming"
Post by: Greenstarfanatic on October 30, 2013, 01:12:31 pm
What the fuck Valve? (http://www.youtube.com/watch?v=M8REVZE-REw)
That.

Is.

Awesome.
Title: Re: Scream Fortress 2: Update is out! "Something is coming"
Post by: MadMalkavian on October 30, 2013, 01:17:02 pm
What the fuck Valve? (http://www.youtube.com/watch?v=M8REVZE-REw)
That.

Is.

Awesome.

I don't know. Despite my own interests in the show I'm likely going to avoid Team Fortress 2 on Halloween and full moons now because of that hat. At least though it pisses off /v/, so there is that.
Title: Re: Scream Fortress 2: Update is out! "Something is coming"
Post by: Greenstarfanatic on October 30, 2013, 01:18:46 pm
What the fuck Valve? (http://www.youtube.com/watch?v=M8REVZE-REw)
That.

Is.

Awesome.

I don't know. Despite my own interests in the show I'm likely going to avoid Team Fortress 2 on Halloween and full moons now because of that hat. At least though it pisses off /v/, so there is that.
You know it's not a directly MLP-Related hat, right? It has some MLP lines, but it's mostly generic ones. Not everything unicorn is MLP-Related.
Title: Re: Scream Fortress 2: Update is out! "Something is coming"
Post by: MadMalkavian on October 30, 2013, 01:22:30 pm
What the fuck Valve? (http://www.youtube.com/watch?v=M8REVZE-REw)
That.

Is.

Awesome.

I don't know. Despite my own interests in the show I'm likely going to avoid Team Fortress 2 on Halloween and full moons now because of that hat. At least though it pisses off /v/, so there is that.
You know it's not a directly MLP-Related hat, right? It has some MLP lines, but it's mostly generic ones. Not everything unicorn is MLP-Related.
I'm not certain how to respond to this outside of mentioning the European horror that is Filly Funtasia. Regardless of that the general impression on the internet is that Valve wants money from the bronies this Halloween. Do a little research the next time, alright?
Title: Re: Scream Fortress 2: Update is out! "Something is coming"
Post by: Greenstarfanatic on October 30, 2013, 01:29:17 pm
Hm. Well, seeing as this is even the first time I've even SEEN this hat, I wouldn't know of how the internet thinks. But, either way, there's no reason to avoid playing on halloween/full moons because of this. I mean, if it's meant to market to Bronies(Of which I am one.), then just avoid Brony servers, where they'll be the most common. Besides, I still have yet to see a single one. You'll be fine.
Title: Re: Scream Fortress 2: Update is out! "Something is coming"
Post by: Descan on October 30, 2013, 01:31:02 pm
Listen to some of those quotes and tell me that isn't MLP centric.
Title: Re: Scream Fortress 2: Update is out! "Something is coming"
Post by: 10ebbor10 on October 30, 2013, 01:36:23 pm
It isn't.
Title: Re: Scream Fortress 2: Update is out! "Something is coming"
Post by: Greenstarfanatic on October 30, 2013, 01:37:51 pm
It isn't.
You're right, it isn't. Some are. But the hat itself isn't an MLP hat, specifically.
Title: Re: Scream Fortress 2: Update is out! "Something is coming"
Post by: miauw62 on October 30, 2013, 01:47:18 pm
Quote
BLUH BLUH BRONIES I HATE TF2 NOW.

That's how most people sound.
Title: Re: Scream Fortress 2: Update is out! "Something is coming"
Post by: 10ebbor10 on October 30, 2013, 02:13:52 pm
Noh, really, I listened to most of the lines and having only some minor knowledge of the show, (cultural osmosis), I didn't feel like I was missing many in-jokes.
Title: Re: Scream Fortress 2: Update is out! "Something is coming"
Post by: 10ebbor10 on October 30, 2013, 02:30:14 pm
Does the game keep crashing for some people too?
Title: Re: Scream Fortress 2: Update is out! "Something is coming"
Post by: Oglaf on October 30, 2013, 02:32:58 pm
Does the game keep crashing for some people too?
I'm not getting that problem, but I've seen others complaining about it.
Title: Re: Scream Fortress 2: Update is out! "Something is coming"
Post by: misko27 on October 30, 2013, 02:54:45 pm
Does the game keep crashing for some people too?
I'm not getting that problem, but I've seen others complaining about it.
I've heard it has to do with the witching hour. The Skeletons crash the game.


Quote
BLUH BLUH BRONIES I HATE TF2 NOW.

That's how most people sound.
The rage tastes delicious.
Title: Re: Scream Fortress 2: Update is out! "Something is coming"
Post by: Xotes on October 30, 2013, 02:57:08 pm
With regards to ponies, if MLP didn't exist at all and this hat still got made and had all these lines recorded, everyone would just laugh it up because it's hilarious. I honestly don't care about MLP in the slightest, either, and those lines are amazing. Also, to those saying "Oh, it's not a MLP hat, you're reading too much into it!", it's pretty obviously a MLP hat with the trademark filed off, don't try to deny it.

As for the crashes, I haven't had any trouble with that, so, I can't really contribute to that conversation.
Title: Re: Scream Fortress 2: Update is out! "Something is coming"
Post by: 10ebbor10 on October 30, 2013, 02:59:12 pm
What, unicorns, happiness and magic are not that uncommon themes you know.
Title: Re: Scream Fortress 2: Update is out! "Something is coming"
Post by: umiman on October 30, 2013, 03:00:10 pm
I didn't even think of MLP until someone mentioned it here, so yeah. Doesn't seem very MLP-centric to me.

It's one of those, "if the only tool you have is a hammer, then every problem looks like a nail" things. A nice way of saying bronies need to get out more.
Title: Re: Scream Fortress 2: Update is out! "Something is coming"
Post by: Greenstarfanatic on October 30, 2013, 03:13:53 pm
Ah, Generalizations.

I still wonder why people dislike Bronies as whole most of the time, though.

We're good people, some just make a bad name for us, and those are the ones who end up getting focused on by everyone.
Title: Re: Scream Fortress 2: Update is out! "Something is coming"
Post by: Xotes on October 30, 2013, 03:18:53 pm
The hat itself was obviously created as a MLP reference. Hell, I don't even watch the show, and I can tell it's meant to be a Fluttershy mane.

Important note! I'm not complaining about the hat in the slightest, because I think it's hilarious and Valve should make more like it, but to think that the creators didn't have MLP in mind when they made it is off-base.

I still wonder why people dislike Bronies as whole most of the time, though.

We're good people, some just make a bad name for us, and those are the ones who end up getting focused on by everyone.

I feel for ya, pal, I do. Keep on enjoying your show about the ponies, and have fun with it!
Title: Re: Scream Fortress 2: Update is out! "Something is coming"
Post by: Graknorke on October 30, 2013, 03:20:31 pm
The hat itself was obviously created as a MLP reference. Hell, I don't even watch the show, and I can tell it's meant to be a Fluttershy mane.
Except it's a unicorn hat. That is pink.
Title: Re: Scream Fortress 2: Update is out! "Something is coming"
Post by: Xotes on October 30, 2013, 03:21:27 pm
Except it's a unicorn hat. That is pink.

With a Fluttershy mane atop it. Seriously, look her up, it's identical.

The funniest part about all this is that if they got rid of the mane, no one could make any connection towards MLP.
Title: Re: Scream Fortress 2: Update is out! "Something is coming"
Post by: WealthyRadish on October 30, 2013, 03:32:20 pm
Not sure what can be gained by denying that it's MLP with a horn, considering it doesn't make a difference either way and is glaringly obvious. I bet this'll be ninja'd by 8 posts pointing out the minor differences in the hair or whatever (edit: it wasn't! :D), but any sane person who doesn't watch the shows will immediately recognize it as such. Valve would have to be pretty oblivious to not anticipate that, and the fact that it has some directly referential quotes should make that explicitly clear.

People probably will get mad and quit, but I think that's probably more due to their policy of whoring crates out every month than anything else, with this just being the latest low.

For crashes immediately on launch, try fiddling with your dx version in the launch options. I think somewhere down the line in a recentish update Valve broke something with dx 9 and lower, so try setting it to 8 and 8.1 manually (and remove it from the launch options after the first run). I was having issues with that when I revisited tf2 after a few months.
Title: Re: Scream Fortress 2: Update is out! "Something is coming"
Post by: Greenstarfanatic on October 30, 2013, 03:54:20 pm
Except it's a unicorn hat. That is pink.

With a Fluttershy mane atop it. Seriously, look her up, it's identical.

The funniest part about all this is that if they got rid of the mane, no one could make any connection towards MLP.
Hm. I dunno, for some reason, to me, it doesn't look much like it.

Plus, Fluttershy wasn't a unicorn. [/nitpicking]

But whatever. I might get it, if I feel like spending money. And even if I did, I'd spend it on keys.
Title: Re: Scream Fortress 2: Update is out! "Something is coming"
Post by: Mistercheif on October 30, 2013, 05:02:47 pm
Except it's a unicorn hat. That is pink.

With a Fluttershy mane atop it. Seriously, look her up, it's identical.

The funniest part about all this is that if they got rid of the mane, no one could make any connection towards MLP.

Well, except when the Soldier says "Friendship is magic."
Title: Re: Scream Fortress 2: Update is out! "Something is coming"
Post by: misko27 on October 30, 2013, 05:05:18 pm
Except it's a unicorn hat. That is pink.

With a Fluttershy mane atop it. Seriously, look her up, it's identical.

The funniest part about all this is that if they got rid of the mane, no one could make any connection towards MLP.

Well, except when the Soldier says "Friendship is magic."
I am reminded of heavy's fairy princess outfit: "Friendship is stupid magic".
Title: Re: Scream Fortress 2: Update is out! "Something is coming"
Post by: Metalax on October 30, 2013, 08:52:33 pm
Welp, just had this unicorn hat drop for me, and then the server crashed.

Also a bit annoying that all the Halloween costume drops are untradable, so no easy way to get the sets you want.

Edit: ah crash looks like it was due to new update that supposedly fixes the stability issues on the event map.
Title: Re: Scream Fortress 2: Update is out! "You can all go to HELL"
Post by: Oliolli on November 01, 2013, 01:41:54 pm
I just learned that an item of mine could sell for >90€ on the Steam Community Market.

Do I value 90€ worth of E-Peen over 80€ of steam wallet money?
Title: Re: Scream Fortress 2: Update is out! "You can all go to HELL"
Post by: 10ebbor10 on November 01, 2013, 03:03:10 pm
ow, which?
Title: Re: Scream Fortress 2: Update is out! "You can all go to HELL"
Post by: Oliolli on November 01, 2013, 03:55:54 pm
One of these. (http://steamcommunity.com/market/listings/440/Strange%20Festive%20Scattergun)
Title: Re: Scream Fortress 2: Update is out! "You can all go to HELL"
Post by: PTTG?? on November 01, 2013, 04:50:19 pm
Sell it now. In a year, it will be too old for anyone to cost a lot, and if you still like it then, you can buy it back dirt cheap.
Title: Re: Scream Fortress 2: Update is out! "You can all go to HELL"
Post by: umiman on November 01, 2013, 07:00:15 pm
Should probably sell it. It's unlikely the price will change at any point in the future other than downwards. Just look at the historical lifetime performance to get an impression. Not to mention that these things don't sell overnight and will probably take quite awhile to trade.
Title: Re: Scream Fortress 2: Update is out! "You can all go to HELL"
Post by: Metalax on November 02, 2013, 05:23:05 am
More balance on the crossbow in last nights patch.
Reduced damage from 75 to 50
Lower reload time from 3 seconds to 1.5 seconds

So lower single hit damage but higher damage over sustained fire. Have to wonder if it has also reduced the healing done on teammates by the same amount.
Title: Re: Scream Fortress 2: Update is out! "You can all go to HELL"
Post by: 10ebbor10 on November 02, 2013, 05:31:56 am
IIRC, healing is just negative damage, so I assume it did.
Title: Re: Scream Fortress 2: Update is out! "You can all go to HELL"
Post by: Metalax on November 21, 2013, 08:56:15 pm
Stealth update. New video short featuring the Medic, new CP map and two new MvM maps with some new mechanics and new upgrades for medic and soldier. Loot from the new MvM tour gives weapon effects if you are interested in that kind of thing.
http://www.teamfortress.com/twocities/mannhattan/ (http://www.teamfortress.com/twocities/mannhattan/) http://www.teamfortress.com/twocities/rottenburg/ (http://www.teamfortress.com/twocities/rottenburg/)
Title: Re: Scream Fortress 2: Update is out! "You can all go to HELL"
Post by: Putnam on November 21, 2013, 09:01:12 pm
The Mannhatten page actually came out yesterday.
Title: Re: Scream Fortress 2: Update is out! "You can all go to HELL"
Post by: WealthyRadish on November 21, 2013, 09:07:57 pm

But in all seriousness, that baby face blaster change is interesting. The amputator also looks crazy good now... I think it would've been better to give it the mark for death effect (like the GRU or escape plan) as well, but hey, ubersaw is still preferable in most cases.
Title: Re: Scream Fortress 2: Update is out! "You can all go to HELL"
Post by: Metalax on November 21, 2013, 09:28:35 pm
Expect another patch shortly, it appears that upgrade purchasing in MvM is fairly well mucked up at the moment.

edit: Hmmm... some testing with the Amputator now leads me to think that if you don't have the Blutsauger equipped you can't die from afterburn/bleeding if you have it out now(excluding if you are jarated).
Title: Re: Scream Fortress 2: Update is out! "You can all go to HELL"
Post by: WealthyRadish on November 21, 2013, 10:04:51 pm
The baby face's blaster pairs well with the winger now, and at this point it seems that there isn't much reason not to use it. The ammo reduction isn't relevant most of the time (if those 2 shots are really that important, should probably just be aiming more carefully, and you can always run away to reload), and double jumping once still leaves you as faster than a regular scout, so it's almost a straight upgrade. I don't like having to think about avoiding/limiting double jumps though, so I prefer the default scattergun still for more fluid movement.

I can see the amputator being really annoying when chasing down injured medics, but I'd assume most people will just pair it with the blutsauger to avoiding burning to death. I can see it encouraging battle medics, and I can't imagine why anyone wants more battle medics.
Title: Re: Scream Fortress 2: Update is out! "You can all go to HELL"
Post by: misko27 on November 21, 2013, 10:45:57 pm
Oh god wow. I wish I could play right now.


For the Baby Face Blaster, they actually might have fixed it entirely.
Title: Re: Scream Fortress 2: Update is out! "You can all go to HELL"
Post by: misko27 on November 21, 2013, 10:53:44 pm
Frankly, I loved the babyface before its update. It was a spectacular weapon on Hightower or a handful of Arena maps, as you could dodge, engage, and disengage with a fluidity unmatched. Pair it with the Fan O' War, and you become a battle-dodging, target-picking, medic-slaying thing that never engages in direct combat. I fear the weapon will lose some of that (the accuracy loss hurts just to read), but maybe that's how the weapon needed to evolve.

I'm mixed. I liked how the old one played.
I liked it too, hell on hightower I made a poor engie trying to set up a sentry rage-switch to pyro (because what do you rage switch to to defeat Scout when you are already an engie? Heavy, but this guy didn't realize that) simply because I would run in, kill him, destroy his stuff, and then go do something else while he respawned.


But in terms of being serious, it was not a good weapon. Speed is nice, but you sacrificed your killing power, and it could take a while to build it up to get any benefits.
Title: Re: Scream Fortress 2: Update is out! "You can all go to HELL"
Post by: WealthyRadish on November 21, 2013, 10:59:15 pm
My issue with the old one is that it had a really strange and contradictory way of balancing itself, and this update fixes that pretty cleanly.

Before, the first stage of using it was to ping enemies from a distance until you scrounge enough speed to actually fight, and then get to the real part of scooting around at high speed. The accuracy was necessary then, but had to be balanced with less damage, evening out to being about the same damage as a regular scattergun. The change clears a lot of that contrivance out, since now there is no derpy pinging stage, and it gets the same functionality without juggling accuracy and damage changes.
Title: Re: Team Fortress 2: The Two cities update! "It was the worst of times"
Post by: Metalax on December 20, 2013, 02:27:30 pm
Smissmas update has hit. Beyond the usual xmas things, new xmas themed gear, gifts and stockings, there have been a few wepon changes.
Quote
Battalion's Backup

    Added +20 max HP passive for the wearer

Concheror

    Added +2 health per second passive for the wearer

Crit-a-Cola

    Reduced consumption penalty from +25% extra damage to +10%

Diamondback

    Now also gains a critical attack on successful backstab kills

Flying Guillotine

    Alt-Attack now also throws the Guillotine when active

Short Circuit

    Attack sped up greatly
    Ammunition cost has been lowered to 5 metal per attack
    Players and Buildings are only targeted if in range and in front of attacking player
    Improved visual effects

Soda Popper

    Hype no longer grants mini-crits
    Added Hypemode which grants up to 5 extra air jumps when active
    Hypemode is triggered by Alt-Attack when hype is full

Also no longer separate head and misc slots for cosmetics so a little freer in wearing items.
Title: Re: Team Fortress 2: The Two cities update! "It was the worst of times"
Post by: rabidgam3r on December 20, 2013, 02:41:57 pm
You rebalancing bastards, you changed my Soda Popper..
YOU REBALANCING BASTARDS...
YOU CHANGED MY SODA POPPER!
Title: Re: Team Fortress 2: The Two cities update! "It was the worst of times"
Post by: Araph on December 20, 2013, 02:50:12 pm
Diamondback crits...

Yesssssss...
Title: Re: Team Fortress 2: The Two cities update! "It was the worst of times"
Post by: JoshuaFH on December 20, 2013, 02:53:07 pm
You rebalancing bastards, you changed my Soda Popper..
YOU REBALANCING BASTARDS...
YOU CHANGED MY SODA POPPER!

And in the same breath, gave you a good reason to now start using the Crit-o-cola for your minicrits!

But oh god guys. Just... just try out the new Short Circuit. It's so nuts.... SO SO NUTS! Now it basically says "I'm invincible from soldiers and demomen."

And while I don't play spy often, the change on the diamondback has me all sweaty.

And I'm glad that Valve wants people to use the other backpacks for soldier by giving them nifty benefits. I really like those.
Title: Re: Team Fortress 2: The Two cities update! "It was the worst of times"
Post by: PTTG?? on December 20, 2013, 08:37:51 pm
I'm going to have to try the short circuit now.

Also, thank god the soda popper is dead. I hope it never comes back.
Title: Re: Team Fortress 2: The Two cities update! "It was the worst of times"
Post by: misko27 on December 20, 2013, 09:08:16 pm
The fact that I can't play burns even more painfully.

What did they do to the Short Circuit? It sounds like they just buffed it to ridiculous levels. I mean it sounds possible to block even a ubered demo from taking down a sentry; stopping the literally definitive anti-sentry tactic. But again, can't play, so I'm quite possibly missing something about it.
Title: Re: Team Fortress 2: The Two cities update! "It was the worst of times"
Post by: WealthyRadish on December 20, 2013, 09:12:28 pm
My gaben effigy has a new pin, since minisentries still have 100 health. Also, I still have my secret saxton from 2 years ago. Heh.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: JoshuaFH on January 05, 2014, 06:59:29 am
So, by crafting snowglobe badges you had a 1/10 chance of getting a limited edition TF2 item.

Of the items available to get, there was a microscopic chance of getting a hat named "Randolf the Blood-nosed Caribou". During the Xmas event, only 2 were crafted, and now that the event is over, this hat is now one of the most rare and undoubtedly most expensive hats in the game.

One of the two lucky crafters have come forward, a guy that doesn't even play TF2 of course, and there's a good chance he'll be able to sell it for a couple thousand bucks (pun intended).

The buyer might be a guy named Noir, who earlier this year bought the first golden pan for $5500, and now may be willing to throw down more than 3 thousand for this hat. Apparently Noir doesn't play TF2 much anymore, but he's some kind of eccentric wealthy person who wants a pimped out TF2 Backpack that is unrivalled in digital bling.

I crafted a snowglobe badge, and all I got was some stupid snowflake for a game I don't play :X
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: Spacefaye on January 05, 2014, 12:31:28 pm
So I bought premium in Team Fortress 2 months ago, I liked it a lot. However, I quit because I don't know what class I should be playing, one time I like Spy, then I buy Spy items, then I quickly get bored of Spy, then Soldier, etc etc.. What class should I play?
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: cerapa on January 05, 2014, 12:33:40 pm
What class should I play?
All of them, as the situation requires.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: Sonlirain on January 05, 2014, 12:38:12 pm
So I bought premium in Team Fortress 2 months ago, I liked it a lot. However, I quit because I don't know what class I should be playing, one time I like Spy, then I buy Spy items, then I quickly get bored of Spy, then Soldier, etc etc.. What class should I play?

I can't tell you what class you should play but my 3 most played classes are Heavy, Demo(knight) and Engy.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: miauw62 on January 05, 2014, 12:45:26 pm
Just play a class you like and keep playing it to get better at it.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: Graknorke on January 05, 2014, 02:53:06 pm
Also don't buy items. Working within limits makes you end up better overall.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: Putnam on January 05, 2014, 03:06:50 pm
Also don't buy items. Working within limits makes you end up better overall.

Not to mention that vanilla weapons are better for almost all classes the vast majority of the time.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: Cheedows on January 05, 2014, 03:17:28 pm
People generally consider vanilla weapons the true essence of a class, while the others are just flashy weapons but not staying true to the class. I personally am a terrible player so I use other weapons, but in things like competitive play people recommend vanilla.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: Descan on January 05, 2014, 04:56:18 pm
To me, the weapons are like sub-classes. A puff-and-sting pyro (degreaser and axtinguisher) plays as different from an ambush pyro (backburner) as a normal pyro plays from a heavy.

Just as you would switch classes to fit the situation, you should switch load-outs to also fit the situation.

The vanilla load-outs I use for my Spy (he's my main) and as a jack-of-all-trades, for when I don't know what I need to focus on or when I need to focus on a lot of different tasks.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: miauw62 on January 06, 2014, 10:12:01 am
To me, the weapons are like sub-classes. A puff-and-sting pyro (degreaser and axtinguisher) plays as different from an ambush pyro (backburner) as a normal pyro plays from a heavy.
I think you misspelled "noob" there. The backburner is terrible because it nerfs the airblast. Airblasting is really important as a pyro.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: JoshuaFH on January 06, 2014, 11:17:31 am
I mean, stock items for certain classes is OK. Stock Demoman is extremely powerful. Stock medic is wholly viable. Heavy doesn't really miss his unlocks. Sniper just needs to click on heads, if you can do that then his unlocks are redundant.

A plethora of classes have amazing unlocks that define the class though. Like pyro, nearly all his unlocks are balanced around the axtinguisher, not the stock fire axe. Soldier with stock shotty is wholly viable, but he has so many secondary unlocks that are considered great sidegrades and completely change up his playstyle, like the gunboats for example. Scout is a tiny man MADE of unlocks, and Scout mains will gladly tell you that stock scout is something of a specialist class, only becoming more generalist when you have full access to his unlocks. Spy in particular, nearly every single unlock of his completely changes his playstyle, and nearly every one is necessary in order to adapt to certain situations.

I just want to throw that out there for the people saying to just use the stock items. Alot of each class's identity comes from their unlocks. It's ok to play stock as you slowly get item drops, then branch out and experiment as you find items you like.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: miauw62 on January 06, 2014, 11:30:18 am
Well, the default axe is pretty shitty considering the main use of the pyro. Just using the stock items is good in many cases, but not in all cases.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: misko27 on January 06, 2014, 11:45:25 am
Outside most melees (Demoman for some reason has a balanced melee, in that all his require some significant sacrifice on his part in exchange for their benefits. Why not use the Ullapool? Because it hurts you. Eyelander? The less health. etc. one or two others also have balance there) stock tends to be very versatile. I personally haven't heard many scouts whine about either the primary or secondary; they serve their purpose well.

Adapting is important, but the important thing about learning stock is it forces you to do core stuff. Stock pyro has a lot of hard time, but only will someone learn how to properly reflect and burn (Let me tell you this, flaming is a lot more effective then it seems if you actually lead your damned particles. I win flamethrower fights using degreaser against stock pyros because they just don't even bother aiming, or knowing anything about using it), which serves you well even when you switch to axt. Soldier as you said is just perfectly viable with his shotty, but at the same time teaches you to fight and run (learn to use the escape plan after learning how to rocket jump, or simply not put yourself in a stupid place.) Spy also has many unique unlocks, but again, and even more so for him, the stock will force ability to shoot, disguise, stab, cloak, and everything (and the sheer number of people who spy only with the dead ringer is damning).

Stock's benefit is that it lacks auxiliary things and forces you to do the basic things until you get good at them. Way too often (and I speak for myself as well), newer players think "not stock=better". The Shotty has reliability, decent damage, and is on 4 classes; skill using it is recommended, but it's just "generic". For a while I would never even consider the stock shotgun on any class. Perhaps if there was a large number of people who only played stock it would be a problem, but it tends in the other direction I think.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: Descan on January 06, 2014, 03:45:10 pm
To me, the weapons are like sub-classes. A puff-and-sting pyro (degreaser and axtinguisher) plays as different from an ambush pyro (backburner) as a normal pyro plays from a heavy.
I think you misspelled "noob" there. The backburner is terrible because it nerfs the airblast. Airblasting is really important as a pyro.
Yes, because one of the examples I used is poor (to you), the whole point is blasted!

/me flips a table.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: miauw62 on January 07, 2014, 10:34:47 am
Did I even say the point is blasted?  I just said that I find it a stupid example.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: jester on January 07, 2014, 11:53:09 am
Possibly because you dont understand the backburner? :)   Its hard to do right, but on the times when you do, a backburner can wipe out half a team and still get the odd reflect.  Ive got 2000 hours at tf2, so I think im beyond noobsville, but I call the backburner viable and potentially heaps of fun.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: WealthyRadish on January 07, 2014, 03:15:55 pm
I've found myself playing almost completely stock lately. Granted, I stick to the trinity of scout/sniper/soldier mainly, where it's less important, but still. Medic is the only class where unlocks are relevant, and I guess spy.

-On scout, the best is still the scattergun, though the baby's face blaster is about the same. Force-a-nature is fun for goofing off, but really, nothing matches the scattergun's sustained damage. Secondaries are largely irrelevant and up to preference, as are melee items (unless you go sandman/guillotine against heavies or medic'd players).
-On soldier, the default rocket launcher is still the best weapon in the game (unless you count the mediguns, I guess). Gunboats if you jump all the time, shotgun if you have a medic all the time.
-On sniper, anything that headshots.
-On pyro, a functional mouse with a working m1, possibly an m2 if you want to master the arcane art of right clicking approximately near people to completely prevent them from moving. Also reflects. Degreaser isn't really important, and most of the time pyros could be doing as much damage just flailing around with a flamethrower as with the secondaries/melee. The main point of the degreaser is to get over that little pause of being unable to attack after using airblast, by using a secondary, so if you don't airblast, holding down m1 is just as effective. I used to play a lot of pyro, but as I realized just how painfully dickish airblast is to other players (particularly scouts), I stopped. The alternative isn't fun either, and I don't have a gibus to do it properly.
-On spy... Haven't played in ages. Right click to turn invisible, or right click to turn invincible and invisible, your call.
-On demo, almost anyone can use the stickybomb launcher well enough, grenade launchers less so, loch and load if you feel like being a dick to light classes, especially on servers with damage spread. Demoknight's fun, but very rarely better than stock.
-Medic... crossbow's the best right now, choice of mediguns, and ubersaw. Stock medigun is the only good stock item.
-Heavy... I only ever play shotgun heavy, but stock minigun is still probably the best.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: Greenstarfanatic on January 08, 2014, 01:24:23 pm
Possibly because you dont understand the backburner? :)   Its hard to do right, but on the times when you do, a backburner can wipe out half a team and still get the odd reflect.  Ive got 2000 hours at tf2, so I think im beyond noobsville, but I call the backburner viable and potentially heaps of fun.

I also personally kinda like the Backburner, as, well, having spent most of my time playing TF2 on a laptop with no mouse, I've gotten used to, and rather good at, playing with a touchpad. I've spent most of my time as pyro not airblasting at all or doing it minimally, so having a strong damage flamethrower is extremely helpful. It's all about adapting your play style to fit your playing environment.

Then again, Pyro isn't one of my most played classes, and for a good while, I spent most of my time on custom servers, playing Randomizer and Freak Fortress for whatever reason. But my point still stands, that people can still play a great pyro without airblasting.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: generalpie on January 08, 2014, 01:53:03 pm

Then again, Pyro isn't one of my most played classes, and for a good while, I spent most of my time on custom servers, playing Randomizer and Freak Fortress for whatever reason. But my point still stands, that people can still play a great pyro without airblasting.

Yeah, you can play a good pyro without airblasting, but doing so helps to extend your ability to counter other classes. A backburner pyro is automatically very damage focus, and due to the specific nature of the crits, should play defensively, waiting for an enemy push and maneuvering with Powerjack to get around and score the crits, but because of the +150% cost to airblast, hes now hilariously ineffective against the hard-hitting classes(Demo, Solider, sometimes scout), and he cant counter a sentry at all. The backburner presents itself with a massive trade off, in order for the pyro to be effective, he has to rely heavily on the crits, and more-often than not is forced to hide and wait for enemies to appear and hope they dont notice him. Personally, I used to use the backburner as my primary, back when I didnt actually know how to play pyro, nowadays, I find the inability to airblast as a trade-off that isnt worth it at least, unless your playing defensively, with some form of support to help, and if you are playing defensively without support you might as well use the Phlog, you lose the specific situation crits, combined with MM or Flare, you can build Mmmph quick and use that.

-On scout, the best is still the scattergun, though the baby's face blaster is about the same. Force-a-nature is fun for goofing off, but really, nothing matches the scattergun's sustained damage. Secondaries are largely irrelevant and up to preference, as are melee items (unless you go sandman/guillotine against heavies or medic'd players).
I hear this a lot but its rather un-true for me. The Scatter is the best, in terms of consistent damage, but the gimmicks of the other guns, can be effective when they're used right
Baby-Face for example, I play it more defensively until my boost is 100%, alongside it I use the cleaver and sandman, it allows me to fire sandman, by the time the ball has reached the target, if ive charged down the path of its trajectory, im 25% of the way to the target by the time that the ball hits, by the time I toss the cleaver 50%, and by the time I can get my baby-face out if I've missed, im 60%+, and can easily 2 shot a sitting duck.
As for the Force-a-Nature, and the new Soda Popper, I was described to it by a Pyro player, which helped enlightened me. The point of the 2 guns aren't to be better at killing, but at out maneuvering. The ability to dodge a enemies rockets, frags, arrows, flames, and bullets can allow you to stay alive, and whittle at their health, and it should be used on 1v1's, or even 1v2's. The Force-a-Nature gives you the ability to confuse players by making them fly, and giving you a 3rd jump, allowing you to get over even the tallest players, whereas the Soda Popper, turns you in a helicopter, negating the prediction-airshots that soliders and demos would attempt at doing, alongside that, it allows you to reach literally new heights on maps, giving him free reign to pass un-noticed over a entire push's heads and assault from the back or go for the cap.
The Shortstop is a weird little primary. Its great for scouts who play near the push, and can have medics heal him quick, but the "downside" is the knockback from weapons. At least, its a downside if you dont know how to use it. You could, for example get a heavy to fire his minigun at you, from the battlement of 2fort and, without jumping, make it to the otherside of the map. Its great for scouts who like guerrilla tactics, the ability to escape based on the enemies damage can result in you pulling them even. And, so long as your secondary is different from a pistol, you dont really run out of ammo for it. All of that, alongside the 4 shots it has that fire in VERY rapid sucession allow for a quick hits on large targets, and effective results.
Once I get home and have the time to type, I'll say what I have to say about scout secondaries and melee.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: Knick on January 14, 2014, 04:18:26 pm
Possibly because you dont understand the backburner? :)   Its hard to do right, but on the times when you do, a backburner can wipe out half a team and still get the odd reflect.  Ive got 2000 hours at tf2, so I think im beyond noobsville, but I call the backburner viable and potentially heaps of fun.
I've got to agree with this.  Backburner is excellent in certain situations.  For example, Hightower, when you can drop down off the central tower and crit the enemy at the cart.  Any map where ambush possibilities are high.  That said, it is still a situational weapon.  On hightower, I might start with a bb, but I will switch to vanilla flamethrower, to take advantage of environmental kills.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: Descan on January 14, 2014, 05:41:33 pm
Exactly. Sub-classes for situations.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: EnigmaticHat on January 14, 2014, 07:17:18 pm
The thing about the new scout is that he has a movement gimmick in every loadout slot... so why give up the awesome that is scattergun, when you could give up the meh that is stock bat or pistol?  Unless you like using the bat as a bat for some strange reason, the atomizer is a straight upgrade to the standard bat, and its ability is great provided you learn not to trigger it by accident.  The winger isn't as effective as the atomizer but will give you the same movement abilities as the force-o-nature with fewer downsides.  Soda popper is hilarious but from what I've seen tends to bring the user way above the target where they can't deal effective damage, and besides the ability is only available half the time so same problem as old soda popper.  I haven't spent any significant time with it yet, so maybe for people who are really good at it it can work.

The exception to this is baby face's blaster, because its the only movement gimmick that improves speed, rather than jump height.  So that has a role currently.  But soda popper and force-o-nature are mainly for fun rather than effectiveness.  It would be like if the gunboats gave 100% self-damage reduction, why would you use the rocket jumper when you could get the same ability on a secondary?
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: Putnam on January 14, 2014, 08:37:07 pm
The Soda Popper is amazing, from the few minutes I used it today. If your situational awareness isn't incredible, you may just get a sneak attack on you, and not much survives two point-blank shots to the back from that thing.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: Siquo on January 17, 2014, 11:25:33 am
Unless you like using the bat as a bat for some strange reason, the atomizer is a straight upgrade to the standard bat, and its ability is great provided you learn not to trigger it by accident.
Real men use fish.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: cerapa on January 17, 2014, 01:50:42 pm
Real men use fish.
I sometimes play on 2Fort instarespawn servers.

I always take scout, fish and crit-a-cola, and then proceed to critfish all the snipers.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: EnigmaticHat on January 19, 2014, 05:30:13 pm
Unless you like using the bat as a bat for some strange reason, the atomizer is a straight upgrade to the standard bat, and its ability is great provided you learn not to trigger it by accident.
Real men use fish.
Fish as a bat is of course always a good idea.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: Knick on January 20, 2014, 03:21:25 pm
Unless you like using the bat as a bat for some strange reason, the atomizer is a straight upgrade to the standard bat, and its ability is great provided you learn not to trigger it by accident.
Real men use fish.

I used to be one of those snipers, damn you!
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: Mictlantecuhtli on January 20, 2014, 08:06:28 pm
I gave in, I'm finally trying TF2.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: JoshuaFH on January 20, 2014, 10:20:28 pm
I gave in, I'm finally trying TF2.

Playing TF2 is best with friends.

Hit me up on steam, screenname: Junpei
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: choppy on January 21, 2014, 12:25:41 am
i am choppy on steam as well, plus here is my steam link.  http://steamcommunity.com/profiles/76561198042805928/home


I gave in, I'm finally trying TF2.

Playing TF2 is best with friends.

Hit me up on steam, screenname: Junpei

i searched for it, but could not find you. can you please provide a link to your profile?
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: JoshuaFH on January 21, 2014, 12:36:30 am
Sorry, I have sorely overestimated the steam people finder:

http://steamcommunity.com/profiles/76561198029099955/
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: misko27 on January 21, 2014, 12:40:16 am
I wish I could play with you guys. But school calls; and I currently don't have a place to play. But can I join if a find one?
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: Knick on January 21, 2014, 09:55:29 am
Huh.  Comedic sociopathy of the dwarf fortress community x black comedy of team fortress2?

Count me in.

My handle for TF2 is KnicholasG.

http://steamcommunity.com/profiles/76561198072024766
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: Chaos Armor on January 21, 2014, 10:24:14 am
Unless you like using the bat as a bat for some strange reason, the atomizer is a straight upgrade to the standard bat, and its ability is great provided you learn not to trigger it by accident.
Real men use fish.
Fish as a bat is of course always a good idea.

Real men use pans.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: RexMundi on January 21, 2014, 10:58:29 am
Unless you like using the bat as a bat for some strange reason, the atomizer is a straight upgrade to the standard bat, and its ability is great provided you learn not to trigger it by accident.
Real men use fish.
Fish as a bat is of course always a good idea.

Real men use pans.
Hamshank!
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: Mictlantecuhtli on January 21, 2014, 06:58:03 pm
I've raegquit twice so far today. I think that's the proper initiation.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: Knick on January 22, 2014, 10:13:25 am
I've raegquit twice so far today. I think that's the proper initiation.

If you just started, you are going to be horrible at it.  I initially took the approach (even playing in practice mode) that it was like Doom.  It isn't.  It really isn't.  The reality is that the AI is pretty good, and human players are even better.  It takes a while to learn such basics as charging a heavy when his gun is spun up, or learning to flank as a pyro.  I started as a sniper, switched to pyro, then heavy, then engineer, and occasionally a medic. 

I am still a poor scout, spy, or demoman.  I am a mediocre soldier, depending on the circumstances.  I am not good at rocket jumping.  It takes time to learn each role.

Overall, I suggest finding a character you like, sticking to it, and learning it.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: Mictlantecuhtli on January 22, 2014, 06:38:41 pm
I'm alright with Engineers and Heavy [which is supposedly the easiest class, FWIW], I've had success recently with sniper. I am god-awful at being a spy though. 2 points is my best. :c

I also got a level 65 bazooka my second day, which was neat. Too bad it kinda sucks.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: Descan on January 22, 2014, 06:53:47 pm
Spy is relatively easy, but you gotta know peoples habits, the lay-out of the map. And it's a good deal of ambush and lie-in-wait, hence the map-knowing. And some maps just aren't that great for spy. Payloads are generally good, and attack/defence ones, even Control Point. As long as the map A) has a fairly linear goal, so that most people are headed in the same direction and you don't have many people looking behind them, and B) has a fair number of back-alleys you can use to get behind enemy lines, those ones tend to be better spy-playing maps.

Though I have had good times where I just basically saw people I wanted to kill and did it. So it's a bit of a toss-up.

Anyway, even if you get good at the "anticipate where people will come through and what they will do" thing, it's still a toss-up whether you'll be any good in any given round. You can be either at the top of the score-board, or the bottom, there's no real middle-ground. (This might be related to how backstabs give you double points, one for the kill and one for the backstab. So if you get a kill, it counts as most other classes 2 kills. So you could have a mediocre kill-rate in a match but still be leading by like 20 points (assuming you aren't doing anything else, like capping the intelligence or sapping engineer buildings, which tbh you should be doing))

The wiki has some good basic tips for each of the classes, at any rate. General tips, specific strategies, and map-specific class tips.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: Werdna on January 22, 2014, 06:55:47 pm
Spy is probably the hardest for a beginner.  It benefits the most from map expertise, and is really all about guessing what other players will do and blending in long enough to stick it to them.  At this point you aren't in a good position to predict anything about the veteran player-base, and most of them have years of experience detecting spies.  It's hella fun once you get the hang of it though... :)  A good basic thing to learn and practice however is to use the cloak to get to an enemy sentrygun unseen, sap it (don't forget a disguise), then try to kill the engineer before he fixes it.  It doesn't require a ton of spy skill, you'll learn the basics of the cloak timing and places to use it, it helps the team, and sentry-removal tricks are a good skill to have in your toolbox. 
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: misko27 on January 22, 2014, 07:07:38 pm
Yeah, Spy is that class you get into last if you don't want to be blown up too much. A lot of it is just learning not to get immediately creamed immediately before and after a stab.

If you want to practice, I recommend just disguising and blending in with the enemy for as long as you can. No stabbing, just try walk with the team. It'll take practice to get to a point where you can just be in a place undisguised and not die (for a while I was absolutely sure that I gave off some kind of spy aura that set me off). The other thing is cloak management. You will die a lot from this. Cloak works on everyone from beginners to pros (well, not dead ringer, but that's the exception), and by knowing where the ammo kits are and general places to hide, you can extend your distance tremendously.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: EnigmaticHat on January 24, 2014, 12:52:14 am
I stopped playing spy because of how often the class is played on pubby servers.  They seem to favor assassin classes, which is fine I guess.  But when you have three spies on your team, and two of them both suck and are using the dead ringer, you know there's going to be at least one pyro on the enemy team that is doing nothing but spy checking.  A surprise based class does not lend itself to being spammed, and its frustrating because if you wanted to have a reasonable team composition (AKA only one spy) you'd have to constantly switch off whenever some idiot switches and starts going for their one kill every five minutes with the dead ringer.  Which of course means you'll never play spy, because there's always some idiot trying to use the dead ringer.

To clarify, I have no problem with people being bad at TF2.  I just get annoyed because I feel it gets in the way of my fun.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: Putnam on January 24, 2014, 12:58:42 am
My favorite type of class rush is spy rush, but only if everyone disguises as a friendly pyro.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: PTTG?? on January 24, 2014, 02:26:31 am
Best rush is heavy rush.

It is very slow rush.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: JoshuaFH on January 24, 2014, 03:47:07 am
I stopped playing spy because of how often the class is played on pubby servers.  They seem to favor assassin classes, which is fine I guess.  But when you have three spies on your team, and two of them both suck and are using the dead ringer, you know there's going to be at least one pyro on the enemy team that is doing nothing but spy checking.  A surprise based class does not lend itself to being spammed, and its frustrating because if you wanted to have a reasonable team composition (AKA only one spy) you'd have to constantly switch off whenever some idiot switches and starts going for their one kill every five minutes with the dead ringer.  Which of course means you'll never play spy, because there's always some idiot trying to use the dead ringer.

To clarify, I have no problem with people being bad at TF2.  I just get annoyed because I feel it gets in the way of my fun.

As a terribad spy myself, I too would like an opportunity to play in a low skill enviornment. It's too bad that alot of kids hop onto pubs, and they see the mysterious lone wolf secret agent James Bond character, and their mouse just naturally gravitates towards him when looking at the class selection screen. Unfortunately, noone tells them that each spy beyond the first merely causes them to step on eachother's toes, and that a single pyro that's doing nothing but 360's can hard counter a dozen spies easy.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: Descan on January 24, 2014, 12:24:26 pm
This is why I play on smaller servers. 18 players, MAYBE 24 if I'm feeling frisky. As soon as the bottom player drops off my tab-list, it's too big.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: Osmosis Jones on January 25, 2014, 09:06:40 am
Best rush is heavy rush.

It is very slow rush.

This. So much, this.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: miauw62 on January 25, 2014, 09:12:05 am
I used to play on a server where draws would be resolved with Sudden Death. Accompanied by turning everyone into heavies and locking them into melee. Always glorious, but it doesn't happen a lot because they're 24/7 turbine/2fort servers.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: Mr Space Cat on January 25, 2014, 09:54:40 am
PTW.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: misko27 on January 25, 2014, 06:03:09 pm
Best rush is heavy rush.

It is very slow rush.
Yes. I was once on a team of 10 heavies, 2 medics. So glorious. We all traveled together (pl_upward), and they basically lost each point as soon as we managed to walk there. Even sentries and spies couldn't stop the armada. A pyro who died near the starting area complained "It was only heavies. What could I have done?" We actually started because these two guys were both eating sandwiches, and someone on the other team replaced the sandwich eating sounds with the Popeye song; he was complaining, so more people went Heavy and started eating. He started panicking as the timer ran out, saying over the microphone "Oh god no all the heavies no".

I also saw a soldier rush though, and that was pretty damned impressive as well. You can't cap against that spam. It was before the Short Circuit got it's thing though, so mileage may vary now.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: Mictlantecuhtli on January 25, 2014, 07:30:32 pm
Everyone is so good with Soldiers/Demoman on certain maps it's just unfair. I barely even survive a rocket jump and people jump around everywhere like spidermon. ;_;
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: misko27 on January 25, 2014, 08:23:57 pm
Everyone is so good with Soldiers/Demoman on certain maps it's just unfair. I barely even survive a rocket jump and people jump around everywhere like spidermon. ;_;
They are dangerous classes. Rocket-jumping is obscenely powerful. *shrug*

Frankly, rocket-jumping isn't as bad as spamming, which, while ok in most places, is a nightmare on things like Dustbowl.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: Mr Space Cat on January 25, 2014, 11:12:22 pm
Everyone is so good with Soldiers/Demoman on certain maps it's just unfair. I barely even survive a rocket jump and people jump around everywhere like spidermon. ;_;

I can't pro rocket jump to save my life. I'm good with projectile prediction, though. I love my grenade launcher. It's insanely good for killing clustered groups of people, and it doesn't feel nearly as cheap as the sticky launcher.

Have you guys tried playing without a crosshair? It's rather interesting. Doesn't hinder my projectile prediction a whole lot, believe it or not. Bullets are a different story.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: WealthyRadish on January 26, 2014, 12:00:00 am
When I used to go to trade servers occasionally, I found the best way of spurring a heavy rush is to just sit in spawn eating a sandvich over and over again. Within 5 minutes there should be at least 4 other heavies doing it, at which point it hits critical heavy mass and the whole team is liable to switch. Doesn't work in servers where people are actually playing the game, I'd imagine.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: Chaos Armor on January 26, 2014, 01:33:11 am
When I used to go to trade servers occasionally, I found the best way of spurring a heavy rush is to just sit in spawn eating a sandvich over and over again. Within 5 minutes there should be at least 4 other heavies doing it, at which point it hits critical heavy mass and the whole team is liable to switch. Doesn't work in servers where people are actually playing the game, I'd imagine.

Happens quite often on the server I normally play on.
Title: Re: Team Fortress 2: Free To Play! World's #1 hat simulator "Outsmart bullet"
Post by: Mongol13524 on March 25, 2014, 12:30:12 pm
How much wood would a woodchuck chuck if it had any reason to be throwing wood around? As much as it needed to.
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: JoshuaFH on April 02, 2014, 10:13:42 pm
Guys, new comic and a sneak peak of what's to come:

http://www.teamfortress.com/
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: Werdna on April 03, 2014, 06:14:01 pm
Ohmygawd, will the next update throw a nod to TFC?  Ah, the nostalgia.  To be able to conc-jump again...
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: Knick on April 04, 2014, 08:51:23 am
I will be most dissappointed if the hot-dog suit does not make an appearance as a cosmetic item. 
Title: Re: Team Fortress 2: Smerry Smissmas!
Post by: Shadowlord on April 04, 2014, 08:54:10 am
It might be time to take the decorations off the Smissmas topic and take it outside.
Title: Team Fortress 2: #1 War-themed hat simulator! "So says the communist mountain!"
Post by: LASD on April 06, 2014, 03:35:58 am
It might be time to take the decorations off the Smissmas topic and take it outside.

But it was getting nice and withered and really started to feel like part of the furniture.

To actually contribute. I think the ongoing comic idea is great, there's so much to do with the characters and the style of humor. It is weird seeing the cartoon characters that were meant to just blow each other up developing more and more elaborate personalities.
Title: Re: Team Fortress 2: #1 War-themed hat simulator! "So says the communist mountain!"
Post by: JoshuaFH on June 06, 2014, 05:18:24 am
There's been, not an update, but a blog post PROMISING an update.

Get hyped. A parachute for the soldier might be in store.
Title: Re: Team Fortress 2: #1 War-themed hat simulator! "So says the communist mountain!"
Post by: Chaos Armor on June 07, 2014, 12:31:06 pm
There's been, not an update, but a blog post PROMISING an update.

Get hyped. A parachute for the soldier might be in store.

Or... no... it couldn't happen...

A WEAPON

No... not possible...
Title: Re: Team Fortress 2: #1 War-themed hat simulator! "So says the communist mountain!"
Post by: JoshuaFH on June 07, 2014, 11:16:25 pm
Not just weapon, but weaponS, plural.

Can't wait.
Title: Re: Team Fortress 2: #1 War-themed hat simulator! "So says the communist mountain!"
Post by: Metalax on June 17, 2014, 07:37:01 pm
New update is inbound. Considering the timing, I'm expecting it to go live at around the same time as the summer sale starts.
http://www.teamfortress.com/loveandwar/ (http://www.teamfortress.com/loveandwar/)
Title: Re: Team Fortress 2: #1 War-themed hat simulator! "So says the communist mountain!"
Post by: PTTG?? on June 17, 2014, 07:41:41 pm
FIFTEEN MINUTES OF FUN.
Title: Re: Team Fortress 2: #1 War-themed hat simulator! "So says the communist mountain!"
Post by: Greenstarfanatic on June 17, 2014, 10:02:23 pm
Okay, but I noticed something.

Miss Pauling's pistol is what I think remember to be an unused spy pistol design.

So that's a thing.
Title: Re: Team Fortress 2: #1 War-themed hat simulator! "So says the communist mountain!"
Post by: Vector on June 17, 2014, 11:54:10 pm
.
Title: Re: Team Fortress 2: #1 War-themed hat simulator! "So says the communist mountain!"
Post by: Putnam on June 17, 2014, 11:58:23 pm
She doesn't seem to really have a class niche. She's got plenty of character, but character doesn't quite meet the gameplay cut.

EDIT: I've been trying to come up with a role for her and... I can't. Coming up with gameplay for a pre-existing character is hard!
Title: Re: Team Fortress 2: #1 War-themed hat simulator! "So says the communist mountain!"
Post by: Greenstarfanatic on June 18, 2014, 12:14:42 am
Maybe she could be an option for the 'Random' character selection. She seems to be definitely an all-around great killer. should could probably fill all of the roles, really. Maybe even the Heavy and Pyro. It could be interesting.
Title: Re: Team Fortress 2: #1 War-themed hat simulator! "So says the communist mountain!"
Post by: Putnam on June 18, 2014, 12:18:40 am
Perhaps a new escort-type game mode like they had in TFC, though Payload is kinda supposed to replace that. I guess having the "civilian" be Miss Pauling would make it sorta the opposite of the original Civilian, though, her being a hyper-competent errand girl of the Administrator and the Civilian being a guy with an umbrella, but gameplay-wise that would make perfect sense (you don't want whoever you're escorting to be too easy to kill).
Title: Re: Team Fortress 2: #1 War-themed hat simulator! "So says the communist mountain!"
Post by: Vector on June 18, 2014, 12:19:12 am
.
Title: Re: Team Fortress 2: #1 War-themed hat simulator! "So says the communist mountain!"
Post by: JoshuaFH on June 18, 2014, 04:50:24 am
So who else is excited to conga?
Title: Re: Team Fortress 2: #1 War-themed hat simulator! "So says the communist mountain!"
Post by: Duuvian on June 18, 2014, 05:07:43 am
Back in the days of Legends of Might and Magic, there were gameplay modes Warlord and Princess.

Warlords were randomly chosen from the players on the defender's team. They had the heaviest armor, a one-shot melee weapon, and their class Uber-weapon but were about half the speed of a normal character. If they died the attacking team won. If they made their way to an escape route the defenders won.

Princess was essentially a flag that followed the last player to activate her, and you had to escort her to a carriage.
Title: Re: Team Fortress 2: #1 War-themed hat simulator! "So says the communist mountain!"
Post by: Greenstarfanatic on June 18, 2014, 10:40:03 am
So...

Miss Pauling would be a Warlord?
Title: Re: Team Fortress 2: #1 War-themed hat simulator! "So says the communist mountain!"
Post by: Graknorke on June 18, 2014, 10:54:44 am
So...

Miss Pauling would be a Warlord?
Pauling's more of a jack-of-all-trades than being super strong though. Just the competent caretaker of the teams who has to clean up after them.
Title: Re: Team Fortress 2: #1 War-themed hat simulator! "So says the communist mountain!"
Post by: Vector on June 18, 2014, 11:02:21 am
.
Title: Re: Team Fortress 2: #1 War-themed hat simulator! "So says the communist mountain!"
Post by: PTTG?? on June 18, 2014, 11:11:28 am
Good point. We still haven't seen the administrator at all, too, so that should be interesting.
Title: Re: Team Fortress 2: #1 War-themed hat simulator! "So says the communist mountain!"
Post by: Metalax on June 18, 2014, 11:13:46 am
I'm kind of hoping that the monster will be part of a new boss map, after all Jane has been teleporting bread for three days.
Title: Re: Team Fortress 2: #1 War-themed hat simulator! "So says the communist mountain!"
Post by: Teneb on June 18, 2014, 11:41:20 am
I'm kind of hoping that the monster will be part of a new boss map, after all Jane has been teleporting bread for three days.
I'm going to guess it'll be this year's halloween monster.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: LASD on June 18, 2014, 02:57:17 pm
How was that 15 minutes! It felt like three.

With this update, it seems like I have to break my streak of only playing TF2 on Halloween.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: 10ebbor10 on June 18, 2014, 03:22:37 pm
Doesn't the sandwich have bread? I mean, we even have the blueprints to prove it.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Putnam on June 18, 2014, 03:29:49 pm
Doesn't the sandwich have bread? I mean, we even have the blueprints to prove it.

that was acknowledged in the short :P (https://www.youtube.com/watch?v=GLlLQ3LmZWU#t=118)
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: PTTG?? on June 18, 2014, 03:51:05 pm
So you know how the green things weren't tumors? (https://www.youtube.com/watch?v=OaTO8_KNcuo)
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: 10ebbor10 on June 18, 2014, 03:52:26 pm
Doesn't the sandwich have bread? I mean, we even have the blueprints to prove it.

that was acknowledged in the short :P (https://www.youtube.com/watch?v=GLlLQ3LmZWU#t=118)
I saw that. Point is, nothing happens about it.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Graknorke on June 18, 2014, 05:22:02 pm
Doesn't the sandwich have bread? I mean, we even have the blueprints to prove it.

that was acknowledged in the short :P (https://www.youtube.com/watch?v=GLlLQ3LmZWU#t=118)
I saw that. Point is, nothing happens about it.
Presumable the heavy stopped eating sandviches.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Putnam on June 18, 2014, 06:11:22 pm
Doesn't the sandwich have bread? I mean, we even have the blueprints to prove it.

that was acknowledged in the short :P (https://www.youtube.com/watch?v=GLlLQ3LmZWU#t=118)
I saw that. Point is, nothing happens about it.
Presumable the heavy stopped eating sandviches.


See: 10 seconds later, background as Engineer talks about dying.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Iceblaster on June 18, 2014, 06:32:56 pm
The soldier teleported bread though!

Anyways, my conclusion is that the heavy will be fine :P
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Graknorke on June 18, 2014, 06:44:24 pm
I've got it.
Valve should make a spinoff series of small games where you cover up the mercs' crimes as/with Ms. Pauling. Like surgeon simulator but... actually not too different.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Vector on June 18, 2014, 06:47:56 pm
.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Putnam on June 18, 2014, 07:00:32 pm
Day 2 (http://www.teamfortress.com/loveandwar/index2.htm)!
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Descan on June 18, 2014, 07:02:50 pm
Now I want them to make themed mini-games for each of the nine.

A James Bond-esk game for Spy, a survival game in Siberia winter for Heavy, a demolitions game (i.e. destroying buildings) for Demoman, a racing/Mirrors Edge game for Scout.

I can't really think of good ones for Sniper, Pyro, Soldier, Medic, or Engineer. :v
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: PTTG?? on June 18, 2014, 07:03:08 pm
Hmmm... Craftable crates... which don't seem to have any locks on them. I like this!
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Teneb on June 18, 2014, 07:52:26 pm
Looks like we'll have the parachute after all.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Metalax on June 18, 2014, 08:41:05 pm
From the update notes, a number of weapons have had minor nerfs/changes.
Quote
Weapon changes and updates

    With The Hitman's Heatmaker, pressing ‘reload’ now activates focus when it is full
    The Axtinguisher now does mini-crit damage from the front and full crit damage from behind to burning targets
    The Bushwacka can no longer randomly crit
    All mini-guns now have damage and accuracy ramp up after they start firing. Full accuracy and damage is reached 1 second after firing.
    All Demoman stickybombs now have damage ramp up. Full damage is reached 2 seconds after firing.
    Updated Loch-n-Load reload animation
    Sentry bullets are now affected by damage falloff outside of sentry scan range
    Sentry bullet damage has been changed so it calculates damage based on the sentry's position, not the Engineer's

Also it is now going to be slightly more difficult to taunt kill, as you now have to hit the taunt button twice to trigger the weapon taunt to start.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Putnam on June 18, 2014, 09:12:38 pm
That axtinguisher nerf ;_;

MY PYRO LIFE IS OVERRRRR

MY STRANGE IS WORTHLESSSSS
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Metalax on June 18, 2014, 10:31:38 pm
Just seen that the Parachute is for both soldier and demo :) Bombing runs commencing.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: EnigmaticHat on June 18, 2014, 11:27:05 pm
Oh thank god that stick nerf.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Greenstarfanatic on June 18, 2014, 11:45:22 pm
Bushwacka nerf?

SHIT.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: alway on June 18, 2014, 11:48:15 pm
Huh, watching that again... Soldier's first reaction was spot on.

"Y'all know what this means, right?"
"GRAAAHHHH! We cannot teleport bread anymore!"

I've got it.
Valve should make a spinoff series of small games where you cover up the mercs' crimes as/with Ms. Pauling. Like surgeon simulator but... actually not too different.

Ooooh. I actually think that could be sort of fun.
So basically, Viscera Cleanup Detail? http://www.runestorm.com/viscera
Because that's totally a thing.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on June 19, 2014, 02:32:06 am
That axtinguisher nerf ;_;

MY PYRO LIFE IS OVERRRRR

MY STRANGE IS WORTHLESSSSS
rip in piece ;_;7

Tbh though the axetinguisher was op as heck. I used it myself but only really against heavies since I didn't think to do it to other classes. Makes me wonder why they didn't nerf it earlier. A weapon dealing full crits on people if you set them on fire. Would've worked if the Pyro was a long-range class, but if you can set somebody on fire you can usually also hit them in melee.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Descan on June 19, 2014, 10:54:00 am
I still enjoy the ol' puff-and-sting of the flare-gun and axtinguisher.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Knave on June 19, 2014, 11:12:37 am
Hmm, will be interesting how the minigun changes affect my Heavy playing. I enjoy creepy around with the tomislav waiting for unsuspecting prey, but with the ramp up it may be harder to ambush people >.>
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Metalax on June 19, 2014, 12:02:06 pm
Main effect it will have on the heavy is rendering spinning up while jumping around a corner far less effective, which was the heavies only real ambush tactic. It's possible that it may push more heavies back into using shotguns for mobile firepower.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Greenstarfanatic on June 19, 2014, 12:15:14 pm
I just spent my morning congaing.

This is what TF2 is now.

Dance.

And I love it.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Imperial Guardsman on June 19, 2014, 12:17:38 pm

Quote
Weapon changes and updates   
    The Axtinguisher now does mini-crit damage from the front and full crit damage from behind to burning targets
SPIES REJOICE
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: JoshuaFH on June 19, 2014, 12:39:00 pm

Quote
Weapon changes and updates   
    The Axtinguisher now does mini-crit damage from the front and full crit damage from behind to burning targets
SPIES REJOICE

Yes, rejoice! Now the pyros are killing you slightly less instantly!

In other news, people are SERIOUSLY BUTTMAD about the stickylauncher nerf... and I can see where they're coming from, and I agree.

I hope there's a day 3 to the update. I'm still so hyped.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Greenstarfanatic on June 19, 2014, 02:28:36 pm
In other news


STEAM SALE BITCHES.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: 10ebbor10 on June 19, 2014, 02:38:17 pm
Okay, I have €11.60 and I'm going to spend it.

Not going to wait till the very end for a better deal.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Graknorke on June 19, 2014, 07:03:10 pm
Why do pyros hate conga lines so much.
Conga lines are great.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: PTTG?? on June 19, 2014, 07:32:36 pm
So many threes in this update, and then they skip day 3...?

I mean, there's even three achievements with the number three in the icon!
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: TamerVirus on June 21, 2014, 06:57:49 pm
Valve be trolling with 2 day updates.

Also, CONGA LINES EVERYWHERE!
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Teneb on June 21, 2014, 08:59:44 pm
So many threes in this update, and then they skip day 3...?

I mean, there's even three achievements with the number three in the icon!
Did you forget that valve cannot count to three? It's clear it must've been an outsider who sneaked that 3 in there.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on June 22, 2014, 03:12:06 am
Illuminati confirmed.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: 10ebbor10 on June 22, 2014, 04:28:21 am
It's becoming increasingly clear that Valve isn't willing (or able) to change anything of major gameplay value in TF2, but really doesn't want to give up their support of the game just yet;

Hence, hats, videos and other graphics.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Putnam on June 22, 2014, 05:23:25 am
It's becoming increasingly clear that Valve isn't willing (or able) to change anything of major gameplay value in TF2, but really doesn't want to give up their support of the game just yet;

Hence, hats, videos and other graphics.

...What? This last update changed the entire balance of the game, was the biggest change demomen ever got, nerfed a weapon that's been unchanged for 6 years which completely overhauled the pyro and changed the basic behavior of the primary weapon of the heavy in a way that completely changes his gameplay. This is the biggest gameplay update for Team Fortress 2 ever and you're saying it's "not major"?

The sticky bomb change makes the Demoman a completely different class. Sticky spam was his main tool for combat before. Now it's completely useless, taking 5 stickies to kill a scout when spamming them.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 d
Post by: USEC_OFFICER on June 22, 2014, 06:41:08 am
Plus we had the Mann vs. Machine update(s), which gave the game co-op gameplay against an AI. And the other update which added that Capture the Australium game mode. And all of the new weapons that change the way the classes work, like demoknights, the Engie's mini-sentry and that new sniper rifle that charges when not zoomed up. So... I think that all counts as major gameplay changes, unless you have a different definition of it.

Also, of course Valve doesn't want to drop their support of the game just yet. It has a pretty big playerbase and an in-game store to make money off of them. Why wouldn't they keep supporting the game?
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Teneb on June 22, 2014, 10:40:30 am
The parachute is great. It seems like most players are unable to deal with an airborne soldier raining rockets on them.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Cheedows on June 22, 2014, 10:53:35 am
The parachute is great. It seems like most players are unable to deal with an airborne soldier raining rockets on them.

Maybe it'll finally give more use to the reserve shooter.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Repulsion on June 22, 2014, 11:57:28 am
It's becoming increasingly clear that Valve isn't willing (or able) to change anything of major gameplay value in TF2, but really doesn't want to give up their support of the game just yet;

Hence, hats, videos and other graphics.
...changed the basic behavior of the primary weapon of the heavy in a way that completely changes his gameplay...

Oh, what was this change?
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Putnam on June 22, 2014, 12:00:38 pm
It's becoming increasingly clear that Valve isn't willing (or able) to change anything of major gameplay value in TF2, but really doesn't want to give up their support of the game just yet;

Hence, hats, videos and other graphics.
...changed the basic behavior of the primary weapon of the heavy in a way that completely changes his gameplay...

Oh, what was this change?

All mini-guns now have damage and accuracy ramp up after they start firing. Full accuracy and damage is reached 1 second after firing. Basically, it makes the Tomislav completely useless and makes Heavy in general far less useful as an ambush class.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Repulsion on June 22, 2014, 12:04:08 pm
Oh, indeed that is a change that affects the play-style immensely. That's the thing about TF2, seemingly small changes like damage ramp-up and etcetera lead to huge differences, it's nice.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: The Scout on June 22, 2014, 12:54:17 pm
The parachute is great. It seems like most players are unable to deal with an airborne soldier raining rockets on them.

Maybe it'll finally give more use to the reserve shooter.
Or the Direct Hit. *grumble* *grumble*
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: WealthyRadish on June 22, 2014, 01:31:48 pm
Conga's getting old. Normally I don't kill things like sandvich heavies, rocket jumpers, spycrabs, etc., but now I make it a goal to try and contain the congas before they spread.

This update did get me to play TF2 after a few months though, and I'm glad they changed the sticky launcher. If I were balancing it, I probably would've had arm time only affect the explosive radius rather than damage (so higher level play where they're actually aiming well isn't affected as much), but it's still nice to a see a change after all this time. I've heard people complain about the axtinguisher change, which I find funny. They've buffed base flamethrower damage up so many times, something like 20% before pyromania and an extra 10% after, and airblast/flare/axe/gun/anything remains one of the dumbest things in the game currently. The change I'd like to see is the degreaser's airblast not affecting players (only projectiles), which would be enough for me to play pyro again.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: FritzPL on June 22, 2014, 01:49:45 pm
Conga's getting old. Normally I don't kill things like sandvich heavies, rocket jumpers, spycrabs, etc., but now I make it a goal to try and contain the congas before they spread.

Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Graknorke on June 22, 2014, 01:51:08 pm
People who interrupt congas get unanimously votekicked.
It's wonderful.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: FritzPL on June 22, 2014, 01:57:20 pm
Can anyone link me to a conga server? What it says on the tin: a server that only allows players to conga on it. I've yet to find one.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: TamerVirus on June 22, 2014, 02:08:50 pm
I play slender fort, during waiting people CONGA!
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: WealthyRadish on June 22, 2014, 02:56:18 pm
If I'm off work and looking to play TF2, I'd rather play the game than watch an animation loop while shuffling around listening to the same terrible audio clips. After a couple weeks I'm sure it'll be less of an issue, but for now I really have no shits to give for the conga cults.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Teneb on June 22, 2014, 02:58:38 pm
In the servers I tend to frequent, congas are usually limited to the setup time when people in the attacking team have nothing to do. Once the gate opens, all congas stop.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Metalax on June 22, 2014, 03:01:04 pm
Aside from the day of the update, I've rarely seen congas disrupt the entire server for prolonged periods. Maybe every few hours a conga will break out for 5-10 mins before going back to normal play. but that's not really any different that the occasional melee only periods or sandwich parties that occur sometimes.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Greenstarfanatic on June 22, 2014, 03:19:22 pm
There's this one server I frequent that's just constantly 2Fort with what I think is unlimited captures. It's rarely an incredibly serious server, and this one time, there were only a few people and me on there. We decided to conga our way to the intel and back. We laughed the entire time.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Rose on June 23, 2014, 05:06:40 am
So, for the uninitiated, what are congas?
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Metalax on June 23, 2014, 05:13:24 am
Taunt that sets the character to dancing that other players can join in, including the opposing team.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: JoshuaFH on June 23, 2014, 08:18:28 pm
OH hey, they reverted the demoman nerf just now! Whoopee!

I've also started learning the mystic art of trimping. It's outrageously fun. Such a good day today!
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Metalax on July 09, 2014, 11:50:45 am
The heavy minigun nerf has been partially reverted. Now spinning-up the gun without firing counts towards the 1 second accuracy delay.

Also new beta maps have been added for play and testing. More details here (http://www.teamfortress.com/post.php?id=13817).
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Putnam on July 09, 2014, 12:02:40 pm
spinning-up the gun without firing counts towards the 1 second accuracy delay.

The Tomislav shudders and begins to move!
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Teneb on July 09, 2014, 01:47:04 pm
On the expiration date video, I just noticed that next to 'copyright' it just says 'lololololololo'
It says that in all TF2 videos, except, I think, Meet the Sandvich, where it's omnomnom instead
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Knick on July 09, 2014, 02:56:11 pm
Huh.  New maps.  I like new maps.  Cactus was not so good-I found it too short, and the start of part two was very difficult to defend.

Asteroid is a cool idea, but I could not figure out why some of the robots were invulnerable.  Not a demo-firendly map. 
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Putnam on July 09, 2014, 03:13:52 pm
Invincible ones are B and C robots. Kill all A robots and B robots will be vulnerable. Kill all B robots and C robots will be vulnerable.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Knick on July 10, 2014, 08:25:47 am
Invincible ones are B and C robots. Kill all A robots and B robots will be vulnerable. Kill all B robots and C robots will be vulnerable.

That makes sense.  Too they updated the maps, and I could not find a working server last night!
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: i2amroy on July 10, 2014, 12:24:08 pm
So I figured that it was time and finally downloaded this. Any advice for a new player?
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on July 10, 2014, 12:50:19 pm
w + m1 :P

More seriously, just try to have fun. And you may want to steer clear of 24/7 2fort/turbine servers, since they are usually rather clusterfucky and there will almost always be regulars surfing over the newbies' heads as if they are waves. Try a payload server or something like that. There will still be regulars, but payload is usually more fun than just always the same cramped, somewhat badly designed map.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: DJ on July 10, 2014, 12:52:19 pm
Everyone is a spy.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Teneb on July 10, 2014, 01:00:21 pm
So I figured that it was time and finally downloaded this. Any advice for a new player?
Try out classes until you find one you like and stick to it until you feel comfortable with how the game works. As stated, stay away from 24/7 servers, the players tend to be dickish on those. It's not worth it to spend money buying guns, since those just drop/are gained with achievements quite regularly. You'll probably only need to use the mute menu if some kid starts screaming in his microphone. But that can lead to amusing situations (had a kid start discussing with another regular at a server I frequent, eventually the kid's mom stepped in and started arguing with the now-clearly-trolling regulars).

And yes everyone is a spy. Even you. Spycheck regularly.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: misko27 on July 10, 2014, 01:32:44 pm
Not quite everyone, but anyone on your team (or their team!) doing anything for even a millisecond that makes you think "Huh, what's up with that?" is a spy. Walking the wrong way? Spy. Getting behind people? Spy. Pacing back and forth? Spy. Getting Ammo? Definitely spy. Not getting ammo? Not shooting? Shooting as a Medic? Spy. The list goes on. The important thing is always assume spy if something is off. There's no penalty for not doing so, it's trivial to check.

I'd recommend Payload too. Soldier is generally considered a very solid class for newbies and pros but try around!
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: ToonyMan on July 10, 2014, 01:59:23 pm
If you're on a pub it's fine to goof around really. I have no problems with Conga dancing in the battlefield.

If you want to guarantee helping your team, be a Soldier or Medic, but I would try every class so you can see what you like and/or get good at all of them.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on July 10, 2014, 02:17:31 pm
So I figured that it was time and finally downloaded this. Any advice for a new player?
Try out classes until you find one you like and stick to it until you feel comfortable with how the game works. As stated, stay away from 24/7 servers, the players tend to be dickish on those. It's not worth it to spend money buying guns, since those just drop/are gained with achievements quite regularly. You'll probably only need to use the mute menu if some kid starts screaming in his microphone. But that can lead to amusing situations (had a kid start discussing with another regular at a server I frequent, eventually the kid's mom stepped in and started arguing with the now-clearly-trolling regulars).

And yes everyone is a spy. Even you. Spycheck regularly.
Actually, spending money ONCE is actually a pretty good idea because you get a much larger inventory and tradable drops. But I'd spend it on a key or something (that you can trade for lots of weapons or HAAATTTSSS) instead of on weapons.

Also the regulars aren't always dickish. I used to be a regular on a set of servers and most of the regulars were pretty cool people, they didn't go out of their way to troll newbies or something and would help generally help new people if you asked.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Iceblaster on July 10, 2014, 02:24:06 pm
So I figured that it was time and finally downloaded this. Any advice for a new player?

Have fun.

In my opinion, TFort is a rather new player friend map, though I may be the only one who thinks that :P
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Metalax on July 10, 2014, 07:26:30 pm
So I figured that it was time and finally downloaded this. Any advice for a new player?
Try out classes until you find one you like and stick to it until you feel comfortable with how the game works. As stated, stay away from 24/7 servers, the players tend to be dickish on those. It's not worth it to spend money buying guns, since those just drop/are gained with achievements quite regularly. You'll probably only need to use the mute menu if some kid starts screaming in his microphone. But that can lead to amusing situations (had a kid start discussing with another regular at a server I frequent, eventually the kid's mom stepped in and started arguing with the now-clearly-trolling regulars).

And yes everyone is a spy. Even you. Spycheck regularly.
Actually, spending money ONCE is actually a pretty good idea because you get a much larger inventory and tradable drops. But I'd spend it on a key or something (that you can trade for lots of weapons or HAAATTTSSS) instead of on weapons.
Just a note here if you are going to purchase items, you should usually only purchase a single item from the in-game store, in order to unlock the larger inventory and trade functionality. Pretty much anything else you will be able to purchase cheaper from using the community market. If you have any games that give you trading cards, you can usually sell them for enough to make that first purchase without having to actually put money on your account.

Played around a bit on the new beta maps. Cactus is great for rocket/bomb jumping soldiers and demos, particularly with the new parachute. Once in the air, you usually have fairly clear long sight lines in most points of the map. I suspect invisible walls will be erected over many of the points you can currently jump/float over though. It does seem to be a bit too easy to defend at certain locations though, although that may be partially down to few people knowing any of the alternate routes where they are available.

Asteroid is a fun variant on ctf, but needs better signposting/props to identify where you are, may be improved when the temporary wall textures are replaced. It also needs a directional indicator, like in ctf, towards the enemy core carrier. The doors that open as the bots at one of the points are destroyed need to be more clearly indicated. It is too easy for the spawn exits to be camped. The lower tunnel could do with at least a few pieces of cover along it's length, too much of a sniper gallery at present.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: ToonyMan on July 10, 2014, 08:22:47 pm
I played Cactus for about three hours today. It's a pretty good Payload map. I didn't get a sense that it was too easy or too hard to defend, since I lost or won about the same amount of times on RED.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Cheedows on July 10, 2014, 10:28:10 pm
So I figured that it was time and finally downloaded this. Any advice for a new player?

I wouldn't consider myself good (not be a longshot) but generally, just do what the above says and just do what you think is fun. I would say TF2 is an easy to play, hard to master game. The skill ceiling is quite high, some players can be godly amazing. But you should be fine, just be wary of your family when a kid blares into their microphone.  :P
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: TamerVirus on July 10, 2014, 10:41:11 pm
BUY AND WEAR A HAT

NOT THE GIBUS

OTHERWISE YOU ARE....

NOTHING
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: EnigmaticHat on July 11, 2014, 01:33:43 am
Unless you're really, really good.  At which point the Gibus becomes funny a meta kind of way.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: JoshuaFH on July 11, 2014, 03:59:58 am
Yeah, alot of awesome players go outta their way to make themselves look like stereotypical nubs.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on July 11, 2014, 04:03:09 am
If you want, shoot me a PM/steam message and we could play together. Haven't played hat simulator in a while.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: TamerVirus on July 26, 2014, 04:14:02 pm
Post hats or GTFO
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: The Scout on July 26, 2014, 05:37:24 pm
If anyone has a Heat of Winter they want to trade, or a Heer's Helmet, I'll give you some hats for them.

http://www.tf2items.com/id/RedAlertFan (http://www.tf2items.com/id/RedAlertFan)
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Facekillz058 on July 27, 2014, 02:26:26 pm
If anyone has a Genuine Widowmaker, I'm in the market for one, and I'm also selling a Strange Black Box for 3.66 refined metal.

Is there a dedicated trading thread for TF2? I coulda sworn I saw one at some point in time.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: MrWiggles on July 27, 2014, 04:10:07 pm
I have four refined, and two scraps.

I want scout, pyro or Halloween sets. My inventory is listed in my signatures.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: JoshuaFH on July 28, 2014, 09:25:39 am
I've started playing some official Highlander matches with some friends.

I'm being the jack-of-all-trades substitute since it's being really hard to get a consistent lineup, and we've beaten three teams so far! Some of them it was a stomp, but it's really exhilarating.

In just regular pubbing, I've taken to really liking the Beggar's Bazooka and the Force of Nature for the absurd mobility it offers. More recently with the FaN, ever since I learned how to properly force jump, I've just been having hours and hours of fun on my favorite 24/7 Insta-respawn Harvest server, it lets you hippity hop all across the map, up onto roofs, off roofs, back onto them, between them, juking, diving, ambushing with the greatest of ease. Got a 23 killstreak + over a thousand kills on my Strange KS Force of Nature currently after just picking it up, just so happy about it.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Shadowlord on July 28, 2014, 09:54:14 am
Why is the drop system still awful? It's been a couple years since I last played, but I played a couple hours and it still gave me items I already had instead of items I didn't have. The one item I got which I didn't already have was just a re-skin of the axtinguisher...
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: TamerVirus on July 28, 2014, 09:58:39 am
That's because Gaben wants your cash monies
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: 10ebbor10 on July 28, 2014, 09:59:20 am
Because Valve gets 15% of every trade on the steam market.

Really, markets operate on supply and demand. If you give everyone what they want, the interplayer market will have neither supply, nor demand. If you give them what others want (or nobody wants) then you get a virtual economy.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Metalax on July 28, 2014, 10:55:39 am
Post hats or GTFO
Well, if you insist. :P
Spoiler (click to show/hide)

Incidentally, if anyone is looking for any of the weapons on the first few pages of my backpack (http://steamcommunity.com/id/metalax/inventory/#440), use this link (http://steamcommunity.com/tradeoffer/new/?partner=10757953&token=KxAmwbh2) to send a trade offer to me through steam.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on July 28, 2014, 01:08:52 pm
Cmega, not to be rude, but that gibus may be a part of the reason why people yell at you in mvm.

It's really considered the worst hat in the game and wearing it makes people assume you're terrible.

As for my hats, I'm rather proud of the Mexican Pyro hat I have. It goes really well with my NAMED DESCRIBED SERVER-CLEARING FLAMETHROWER COUGH COUGH. (still looking for something to enable kill-streaks, MAYBE with a sheen if it's not too expensive on it, but I don't know what item nor how much it costs :c)

And with my strange shotty that recently got thousand kills.
<3 stock shotgun, it's just such a good weapon.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: TamerVirus on July 28, 2014, 01:18:06 pm
Gibus = F2P SCRUB

unless worn ironically
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: wer6 on July 28, 2014, 01:21:23 pm
I assume by ironically you mean when you have everything else trailing?
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on July 28, 2014, 01:33:42 pm
Unusual gibus
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Mageziya on July 28, 2014, 01:43:11 pm
Post hats or GTFO

Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Descan on July 28, 2014, 03:37:11 pm
Meaning when you're the guy at the top of the team leading by 40 points, then it's an ironic gibus. :P
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: TheDarkStar on July 30, 2014, 02:24:58 pm
Meaning when you're the guy at the top of the team leading by 40 points, then it's an ironic gibus. :P

That was just me  ;D. The other team didn't realize that the solution to a spy killing all the engineers is not "double the number of engineers".
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: 10ebbor10 on July 30, 2014, 04:36:07 pm
Meaning when you're the guy at the top of the team leading by 40 points, then it's an ironic gibus. :P

That was just me  ;D. The other team didn't realize that the solution to a spy killing all the engineers is not "double the number of engineers".
That can work, assuming your engies are competent.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on July 31, 2014, 05:53:56 am
I find playing demomanpan strangely easy, even though I played very little demo before. All stock, too (except for the pan). I end up on the top of the scoreboard whether I play Pyro, demo or both (a pyro can be rather useless in some situations, mostly when you're attacking and the defenders are all turtled up)
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Metalax on August 02, 2014, 10:05:06 am
Does anyone here have supply crate series #71? I really want a strange Hitman's Heatmaker.
Sure, use the trade link (http://steamcommunity.com/tradeoffer/new/?partner=10757953&token=KxAmwbh2) to request it.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Metalax on August 02, 2014, 10:29:20 am
Does anyone here have supply crate series #71? I really want a strange Hitman's Heatmaker.
Sure, use the trade link (http://steamcommunity.com/tradeoffer/new/?partner=10757953&token=KxAmwbh2) to request it.
What would you like for them?
I... Erm... Don't have much worth trading.
Any random weapon that I can smelt into metal for the two #71 crates would be fine
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Metalax on August 02, 2014, 10:37:39 am
Thats fine.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: TamerVirus on August 02, 2014, 07:17:30 pm
I only care about the sfm vids or the actual updates

My train is not on the hype line
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: TamerVirus on August 02, 2014, 10:34:26 pm
I played tf2 on the orange box on the 360

There was no storyline

There were no hats either

Just men killing men
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Araph on August 02, 2014, 10:58:17 pm
I played tf2 on the orange box on the 360

There was no storyline

There were no hats either

Just men killing men

I played tf2 on the orange box on the 360

on the 360

I'm sorry.

Anyways, that Air Strike / B.A.S.E Jumper combo! It's fantastic.

As a side note, the next TF2 comic is scheduled to come out today or tomorrow.
Hype?

All the hype.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Iceblaster on August 03, 2014, 02:59:09 am
I played tf2 on the orange box on the 360

There was no storyline

There were no hats either

Just men killing men

Same here, but then I realized it was a buggy mess and jumped ship to the newly F2P'd TF2 :3

Anyways...

We still on the backpack train?

Choo choo. (http://www.tf2items.com/profiles/76561198045349049)
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: TamerVirus on August 03, 2014, 09:12:06 am
Yeah, I gave up on 360 Tf2 ages ago

Also...

backpack? (http://www.tf2items.com/profiles/76561198010208688)
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: JoshuaFH on August 03, 2014, 01:18:27 pm
I've spent way too much money on this game:

http://backpack.tf/profiles/76561198029099955
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: ToonyMan on August 03, 2014, 01:27:29 pm
I've spent way too much money on this game:

http://backpack.tf/profiles/76561198029099955

I've spent $5 on this game:

http://backpack.tf/profiles/76561197998672012
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: The Scout on August 03, 2014, 06:52:29 pm
I'll be unboxing them as soon as I come home from a trip.

As a side note, the next TF2 comic is scheduled to come out today or tomorrow.
Hype?
You lied!
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Fniff on August 03, 2014, 06:56:44 pm
Hey, I'm getting into playing Demoman. Any tips for a newbie in the class? I know enough that stickybombs + tight corrridors + rush by opposing team to get to the stalled payload cart = beautiful explosion.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Duuvian on August 03, 2014, 07:10:14 pm
Tips applicable to TF2 over a year ago, so it may have changed.

1: use Scottish resistance

optional: use the nailboard that lets you push carts or capture points faster

2: Shoot out 14 sticky bombs. Put at least 3 in each entrance, 4 is better.

3: Switch to grenade launcher and spam a few grenades in each entrance. It will keep enemies from running through while a grenade bounces around in it. Often seeing a few grenades bouncing in one entrance will make them take a longer detour to try to find one without grenades in it.

4: When someone runs out of an entrance, shoot grenade launcher at the enemy and thus your crosshairs are near the stickies anyways. You should explode them when they are near them. Since Scottish resistance will not explode all your stickies you will have some left at other entrances.

5: Replace stickies as quickly as possible. Make sure you keep 14 out.

A great Demoman map is Hightower. That last stretch where the cart has to go uphill inside the barn is demoman heaven.

You could also use the standard sticky launcher and use air bursts but that always struck me as less useful for protecting objectives but perhaps better for getting kills.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Cheedows on August 03, 2014, 11:02:03 pm
I'll be unboxing them as soon as I come home from a trip.

As a side note, the next TF2 comic is scheduled to come out today or tomorrow.
Hype?
You lied!
I said it was scheduled to come out.
Valve has never been good with schedules.

I don't think we have to mention that game.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on August 04, 2014, 05:02:49 am
Duuvian: Scottish resistance isn't really all that neccesary, stock launcher works very well too.

My tip is to put one or two stickies in clear view, and then put the rest behind the frame of the door where the enemy can't see them. It's a very transparent trick, but you'd be surprised how many people you can fool that way.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Duuvian on August 04, 2014, 05:25:46 am
I used SR because it doesn't explode all your stickies at once, only the ones near your crosshairs, as well as having another 6 out at a time at the cost of not being able to airburst them due to the short arming period.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: JoshuaFH on August 04, 2014, 07:38:24 am
Alot of people don't like the ScoRes, because winbombing (that is, firing stickies into people's face and detonating them) is alot harder. However, one of my favorite Youtubers ever uses it alot, and he's ASTOUNDING:

https://www.youtube.com/watch?v=yg8xNvP6fA0&hd=1

<3 Thief so much.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: TamerVirus on August 04, 2014, 09:17:13 am
But wasn't sticky facing nerfed recently?
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: The Scout on August 04, 2014, 09:20:13 am
But wasn't sticky facing nerfed recently?
It was reverted, because it kept the engies back.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Fniff on August 04, 2014, 10:07:05 am
I managed to backstab two people before getting killed at the Nucleus king of the hill capture point. How is this impressive? I wasn't cloaked. I was also on fire.

I am stealthy as spy, you guys.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Graknorke on August 04, 2014, 11:52:48 am
But wasn't sticky facing nerfed recently?
It was reverted, because it kept the engies back.
Don't you love it when a game is so carefully balanced that you can't change anything without ruining it?
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Descan on August 04, 2014, 12:25:01 pm
I managed to backstab two people before getting killed at the Nucleus king of the hill capture point. How is this impressive? I wasn't cloaked. I was also on fire.

I am stealthy as spy, you guys.
I don't see the problem here.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Fniff on August 04, 2014, 03:00:42 pm
I managed to backstab two people before getting killed at the Nucleus king of the hill capture point. How is this impressive? I wasn't cloaked. I was also on fire.

I am stealthy as spy, you guys.
I don't see the problem here.
Neither do I. All the best burglars and spies throughout history were, in fact, constantly on fire and screaming.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Spehss _ on August 04, 2014, 04:30:14 pm
Alot of people don't like the ScoRes, because winbombing (that is, firing stickies into people's face and detonating them) is alot harder. However, one of my favorite Youtubers ever uses it alot, and he's ASTOUNDING:

https://www.youtube.com/watch?v=yg8xNvP6fA0&hd=1

<3 Thief so much.

I love ScoRes, sticky spam is not my thing, and when I have tried it it just isn't that fun. I prefer blasting face with the standard pipe launcher and using either the ScoRes for tactical traps and territory control and stuff. If I need to destroy a nest quickly pipe bombs are amazing for blowing up clusters of buildings and people in seconds.

This guy's series of videos has great tips for using scottish resistance. (https://www.youtube.com/watch?v=ssyGzfS-3bU)

Also, Fniff, learn to use your grenade launchers. Being able to land direct hits with grenades is a huge difference between an average demo and a good demo.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Fniff on August 04, 2014, 04:49:37 pm
I've been trying to use stickies and direct hits with grenades in equal measure. I can see the value of both. Sticky launchers are amazing (Especially with the Scottish Resistance: I didn't actually realize the mouse control thing) and make you feel really happy when they do work out, but they only work in certain situations. Grenade launchers are artillery, so it's good for making people scatter but really shines when someone is running at you from a long distance and you know how high to aim so that the grenade hits them.

I'm still not great at demoing, but I can see it being a class I could really enjoy.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: EnigmaticHat on August 04, 2014, 05:10:41 pm
In my experience the most effective demos use their sticky launchers like grenade launchers, and do nothing else.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Spehss _ on August 04, 2014, 05:12:34 pm
In my experience the most effective demos use their sticky launchers like grenade launchers, and do nothing else.
Sad but true.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Graknorke on August 04, 2014, 05:18:35 pm
In my experience the most effective demos use their sticky launchers like grenade launchers, and do nothing else.
Not the most, perhaps the most effective for a while. Then there's a big gap of effectiveness where no players really are, then there's demos who can use both the grenade launcher and sticky launcher effectively.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: EnigmaticHat on August 04, 2014, 08:27:56 pm
I managed to backstab two people before getting killed at the Nucleus king of the hill capture point. How is this impressive? I wasn't cloaked. I was also on fire.

I am stealthy as spy, you guys.

Once, on the downward slope at the end of Badwater, I found myself in front of 2 soldiers and a medic as a 10 health spy with no cloak meter or disguise.  So of course I pulled out my knife and charged... and backstabbed two of them before my team pushed theirs back.  I didn't die either.

Its one of those owns that was because of my enemy rather than me, but it still felt amazing.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on August 05, 2014, 03:14:45 am
If you play TF2 long enough you can usually reach the top of the scoreboard will almost any class
I started playing demo instead of always playing Pyro because in certain situations, a Pyro can't really do much.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: EnigmaticHat on August 05, 2014, 03:26:12 am
The only thing is if your team is bad you'll find there are certain situations a given class just CAN'T deal with.  Like sentries to scouts, people with free time to spies, snipers to heavies, no good combat classes for medic to help, that kind of thing.

The closest thing to a class with no weakness is soldier, but I find they have a mild weakness to snipers.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: JoshuaFH on August 05, 2014, 06:01:08 am
A good enough sniper is a hard counter to every other class.

But on equal skill levels, it's probably only pyro that soft counters soldier. Like, really soft, it's a freshly made jello pudding soft counter.

I don't like playing pyro because it's really limited in what it can do, and I feel just pathetically weak.
Of course, the famed Bfl Satan visits the little server I frequent often, dominates me and literally every single person on my team, racks up an outrageous killstreak, and then leaves when he felt us nubs had basked in his radiance long enough.

I felt honored really.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on August 05, 2014, 09:16:30 am
Snipers are often very vulnerable to flanking though.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Fniff on August 05, 2014, 09:24:17 am
If you want to fuck up a Demo, run right up to them and start attacking. Demo is the worst class for fighting at close range. Even Demoknights need to be charging to be effective. My shining hour was sticky bombing a Demoknight charging right at me then leaving him with a deathcam of my rump. If I had been a second off or if he was charging from another angle, that'd have been it.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on August 05, 2014, 09:31:58 am
If you want to fuck up a Demo, run right up to them and start attacking. Demo is the worst class for fighting at close range. Even Demoknights need to be charging to be effective. My shining hour was sticky bombing a Demoknight charging right at me then leaving him with a deathcam of my rump. If I had been a second off or if he was charging from another angle, that'd have been it.
do not underestimate the power of pan
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Spehss _ on August 05, 2014, 09:44:44 am
If you want to fuck up a Demo, run right up to them and start attacking. Demo is the worst class for fighting at close range. Even Demoknights need to be charging to be effective. My shining hour was sticky bombing a Demoknight charging right at me then leaving him with a deathcam of my rump. If I had been a second off or if he was charging from another angle, that'd have been it.
I tend to just blast people point blank with the grenade launcher if they rush like that. God I love the grenade launcher.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Fniff on August 05, 2014, 10:32:42 am
I suppose with the Eyelander I can feel like a bit of a glass cannon when it comes to melee. The Eyelander is excellent fun but the health penalty can be a little constricting.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Mageziya on August 05, 2014, 01:09:49 pm
Snipers are often very vulnerable to flanking though.
Most decent snipers don't spend that much time scoped, or only do so if surrounded by teammates.

Ironically, sniper is actually extremely potent at melee. Good melee weapons and moving at an okay speed means most threats can be dealt with via their knife.

Sniper seems to be based almost entirely on skill. The weaknesses and flaws of the sniper all depend on how incompetent the sniper is. The extremely rare master sniper cannot be countered by anything other than half the team assaulting them at once or multiple snipers to distract them. Then, they respawn.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: JoshuaFH on August 05, 2014, 01:55:19 pm
Snipers are often very vulnerable to flanking though.
Most decent snipers don't spend that much time scoped, or only do so if surrounded by teammates.

Ironically, sniper is actually extremely potent at melee. Good melee weapons and moving at an okay speed means most threats can be dealt with via their knife.

Sniper seems to be based almost entirely on skill. The weaknesses and flaws of the sniper all depend on how incompetent the sniper is. The extremely rare master sniper cannot be countered by anything other than half the team assaulting them at once or multiple snipers to distract them. Then, they respawn.

Pretty much this. I was playing Highlander with some chumps in TFCenter when their sniper suddenly dropped. A sub was called in, and he turned out to be a rare, wandering Plat-level sniper that carried their entire team until we friggin kicked him.

You can call that poor sportsmanship, but a sniper of a high enough caliber basically means that noone else is allowed to play the game.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: WealthyRadish on August 05, 2014, 08:56:39 pm
Apparently I have a 42 killstreak as sniper, but it was probably on an easy sniper map like granary or turbine. Steam shows ~90 hours on sniper, but it's more like 400 since I wiped stats a while ago. I wouldn't consider myself great, but it's something where there's always obvious improvement to be had.

It's a class that's consistent, in that there reaches a point where you're more or less immune to anything but the extraordinary in a pub, which is relaxing. But I do regret spending so much time on it rather than soldier, since soldier is ultimately the better class. Sniper is just a more lazy fun class, where you can always just jump in and get some kills on basically any map and server. Though lately what I've been doing is playing ambassador spy, disguising as teammates and going for exclusively headshots. Still can't bring myself to use the dead ringer though, since it's such an annoying item to play against.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Spehss _ on August 05, 2014, 09:25:37 pm
Though lately what I've been doing is playing ambassador spy, disguising as teammates and going for exclusively headshots. Still can't bring myself to use the dead ringer though, since it's such an annoying item to play against.
I don't really like the Dead Ringer. It seems like Dead Ringer is the most common watch, so if I ever kill a spy now, I automatically suspect it's a dead ringer and keep an eye out.  Plus I think it just teaches bad habits for spies because it gives you room for making stupid mistakes. So instead of learning from those mistakes or avoiding risks of making them you can just shrug it off becuz dead ringer will save meh, lulz.

Then again, I don't play spy. At all.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: EnigmaticHat on August 05, 2014, 10:14:03 pm
I've faced a few master snipers and IME they're as annoying to face as the level lets them be.  Facing them as attack on the final map of Dustbowl?  Leave and play something else.  If you're on something more sane its entirely possible to flank and kill them as long as you know where the long lines of fire you need to avoid are.  Remember, if they're zoomed in they have the same pathetic FOV as every other sniper, while if they're not the most damage they can do in one shot is 150.  That might seem like a lot but remember A if you're a combat class on a good team you should be overhealed and B even if they unscope they'll still move at 1/3 speed for the time it takes to reload, so you'll get your own hit in for free.  Also well designed TF2 maps have only a few places where snipers can engage at a range and not be firing down extremely narrow lines of fire; its entirely viable to rush and occupy those positions from the beginning as scout unless you're playing an attack/defense mode.

Master soldiers and scouts on the other hand there is no trick, you're just going to die 1v1 unless you're a comparable skill level.  They're also more common because those classes see more use in competitive play.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: The Scout on August 05, 2014, 10:40:29 pm
Mini-Sentries with the Wrangler is a good counter to many classes. Except heavy.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Spehss _ on August 05, 2014, 11:05:38 pm
Remember, if they're zoomed in they have the same pathetic FOV as every other sniper, while if they're not the most damage they can do in one shot is 150.

Wait, can standard rifles headshot when not scoped in? I thought they could only bodyshot, which does ~50 no matter what. I know there's a new rifle that's all no scope, but disregarding that.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Corai on August 05, 2014, 11:07:36 pm
Never been able to headshot without the scope.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Putnam on August 05, 2014, 11:14:46 pm
You cannot except with a rifle that specifically says you can, of which there is only one (The Classic, added in the most recent update).
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: EnigmaticHat on August 06, 2014, 01:25:43 am
No, but you can quickscope, which AFAIK takes effectively the same amount of time.  And hits for 150 damage.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: DJ on August 06, 2014, 09:00:46 am
Take Bonk!, run into close range with the sniper, fill him with lead when Bonk! expires.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: The Scout on August 06, 2014, 09:11:14 am
Take Bonk!, run into close range with the sniper, fill him with lead when Bonk! expires.
The second Bonk! ends, you'll get a bullet in the head.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Putnam on August 06, 2014, 09:13:09 am
No, but you can quickscope, which AFAIK takes effectively the same amount of time.  And hits for 150 damage.

There's a 0.4 second delay on headshots after scoping specifically so that it does not take the same amount of time.

Doesn't stop it from being my primary method of damage as sniper, but whatever.

Also, I'm a mediocre sniper, probably above average (given that the average is skewed heavily by newer players). Turbine is surprisingly easy a map to completely wreck on as sniper. I have at least once shut down the entire middle room with just the help of a demoman or a soldier.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on August 06, 2014, 09:27:55 am
The average sniper is a guy with a machine wearing a gibus.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Iceblaster on August 06, 2014, 09:41:48 am
The average sniper is a guy with a machine wearing a gibus.

Do-Does th-that mean I-I'm av-average!?

:c

Though I am at least somewhat decent as a sniper.

EDIT: Are the B12 servers not functional anymore? Been trying to join the past few days when I play, buuuut every time it's not added to my favorite list. Might be on me though.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on August 06, 2014, 09:51:04 am
AFAIK the server died a long time ago.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Iceblaster on August 06, 2014, 10:33:04 am
Damn.

Well! It was a good try :P
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Cheedows on August 06, 2014, 10:38:43 am
Damn, so much for getting my ass kicked by fellow Bay12ers.  :P
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on August 06, 2014, 10:46:53 am
I MAY actually be able to run a TF2 server. Not sure if my specs are good enough, and it wouldn't have 100% uptime, but it could work.
Hmmmm. That means I should have to get around to it, though :V
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: JoshuaFH on August 06, 2014, 06:21:16 pm
I MAY actually be able to run a TF2 server. Not sure if my specs are good enough, and it wouldn't have 100% uptime, but it could work.
Hmmmm. That means I should have to get around to it, though :V

Well I'll join if you do put it up.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: EnigmaticHat on August 06, 2014, 09:43:36 pm
I've faced a few master snipers and IME they're as annoying to face as the level lets them be.  Facing them as attack on the final map of Dustbowl?  Leave and play something else.  If you're on something more sane its entirely possible to flank and kill them as long as you know where the long lines of fire you need to avoid are.  Remember, if they're zoomed in they have the same pathetic FOV as every other sniper, while if they're not the most damage they can do in one shot is 150.  That might seem like a lot but remember A if you're a combat class on a good team you should be overhealed and B even if they unscope they'll still move at 1/3 speed for the time it takes to reload, so you'll get your own hit in for free.  Also well designed TF2 maps have only a few places where snipers can engage at a range and not be firing down extremely narrow lines of fire; its entirely viable to rush and occupy those positions from the beginning as scout unless you're playing an attack/defense mode.

Master soldiers and scouts on the other hand there is no trick, you're just going to die 1v1 unless you're a comparable skill level.  They're also more common because those classes see more use in competitive play.
A good enough sniper can still stand against that. I've had a couple of times were some group of offense classes (generally a pyro, soldier and scout) come running towards me with the intent of flanking me. I just turn around, and headshot, headshot, headshot, and they're all gone.
By "flank" I mean approach from a direction where you enter their line of sight close enough that you are already in range to shoot them.  So approaching the enemy battlements on 2fort from their own spawn as an extreme example.  Or rocket jumping onto the first cliff in Badwater and then emerging to kill the snipers on the ridge.  In CP maps which typically have 2-3 ways to advance at all times, its often as simple as advancing down one path, then circling around and shooting them in the butt with your scattergun.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Egan_BW on August 06, 2014, 10:21:35 pm
I just got TWO random hat drops in as many days. :o
I think the hat gods have given me a sign.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: JoshuaFH on August 06, 2014, 10:23:06 pm
I just got TWO random hat drops in as many days. :o
I think the hat gods have given me a sign.

Quick, craft'em together for a new, different hat!

Or not, you don't have to listen to me.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: EnigmaticHat on August 06, 2014, 10:24:05 pm
I've heard if you give hats to people who have "hat" in their name, the game gives you an even better hat as a reward.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Egan_BW on August 06, 2014, 10:33:29 pm
I might try that...
do you have the same name on steam?
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Spehss _ on August 06, 2014, 10:41:08 pm
I just got TWO random hat drops in as many days. :o
I think the hat gods have given me a sign.
One time I got a tyrant's helm in a random drop. My soldier always wears it now.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: EnigmaticHat on August 07, 2014, 01:22:11 am
I've heard if you give hats to people who have "hat" in their name, the game gives you an even better hat as a reward.

I might try that...
do you have the same name on steam?

Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Iceblaster on August 07, 2014, 02:57:22 am
I might try that...
do you have the same name on steam?

Go here (http://scrap.tf/sell/hats) instead and get refined metal for said hats so you can get hats you might want more!
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on August 07, 2014, 03:36:22 am
I don't think there's a better feeling than playing demo and panning demoknights that charge at you to death.

E:
Also, there are quite some people willing to do hat4hat trades.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 d
Post by: sambojin on August 08, 2014, 06:29:58 pm
Mini-Sentries with the Wrangler is a good counter to many classes. Except heavy.

I tend to consider the Gunslinger as the best item in the game. One of those items that can change a class's gameplay around entirely, yet still be a fun all-rounder. Combat engineer is great.

Drop dispenser, go running, drop mini-turret, go killing. It's the most low-key engy you can play, is a great excuse for not being any good at engy, and still gives you all the basic engy skills (but encourages fluid play).

To the questions a couple of pages back of what you should buy as your only purchase:- Buy a Gunslinger. Expanded inventory, a cool turret, a reasonable melee weapon, more HP, no random crit (which gets you better at shooting) all-in-one. Some great builds can be made from it, and you can switch your focus from aggressive to defensive play by switching the item in and out as you wish. It's also like a scout-play training platform, just totally not.

An engy buying a Gunslinger in TF2 is sort of like an engy buying an AV turret in PS2. You get a free shotgun, a reasonable basic kit anyway, and you can do pretty much whatever you please from that point onwards.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Myroc on August 08, 2014, 06:58:00 pm
Mini-Sentries with the Wrangler is a good counter to many classes. Except heavy.
If you are using a Wrangler with mini-sentries you are Doing It WrongTM. Grab your pistol and just shoot them along with your sentry instead. The number one thing that makes the Gunslinger so good is that between your sturdier self with shotgun/pistol and the mini-sentry, you are more or less counting as two people. And most of the time, if an enemy focuses on one of you, he's going to get killed by the other. By using a wrangler, you've made all your damage come from a single source; An enemy will just kill you while you're trying to wrangle him, then take out the sentry while it's disabled.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: WealthyRadish on August 08, 2014, 07:50:03 pm
Gunslinger's an achievement unlock, so you really shouldn't buy it. The most value for money item is usually going to be special keys during an event, followed by regular keys any time.


Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: EnigmaticHat on August 08, 2014, 10:49:09 pm
Yeah, people who use mini-sentries are basically TF2 satan.

Before they came out, there was all sorts of fun shit you could do because the game required situation awareness.  Now doesn't matter how ninja you are as scout, if you don't have a soldier helping you, you aren't going to be able to get kills within the radius of the mini-sentry.  Just like, period.  No point in trying.  True of normal sentries, but getting one of those up is actually somewhat challenging.

What it really needs is to not turn beyond its 90 degree ark.  Tiny gun, tiny area denial.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Egan_BW on August 08, 2014, 11:18:20 pm
What it really needs is to not turn beyond its 90 degree ark.  Tiny gun, tiny area denial.
I like this idea.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: PTTG?? on August 09, 2014, 12:52:38 am
Or you could cooperate with a soldier, demo, heavy, medic, or sniper to deal with the mini.

I'd be happy to see a 1 metal increase in price because it wouldn't really change anything but it would stop the complaints for a while...
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: MrWiggles on August 09, 2014, 01:12:03 am
Fucking hate the minisentries.

As it stands now, its just too powerful. But it wouldnt take very much to make it less so. I would be in favor of lowering its Rate of Fire by like 33% and reduce its rotation speed by 33% too.

Even if its, not by the numbers, superior to a level 1 and level 2 sentry, it really does feel like it. And generally when talking about balance, "feels" is paramount.

Like, I can run up to a forming lvl1 sentry and blast it with the FoN with two strikes and take it out. Where as the Minisentries, can take two blasts, form up, take nother two rounds, and then kill me.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 d
Post by: sambojin on August 09, 2014, 01:17:22 am
Always forget it's an achievement unlock. Haven't played in donkey's years. The achievements just sort of happen by themselves, I'm pretty sure I didn't try for any of them.

But I'll stand by the "best item in the game" comment. Which explains the hate :)


How would a 1 metal increase help? Fair enough, you can't just put down one and then another later, but a backup low-level dispenser is half the point of a combat engy anyway, isn't it? I really have to play more......

Arcs could nerf them out of use completely, but wouldn't fix them. A lvl 1-2 turret does just as much evil, but everyone's fine with them locking down choke-points. 150 metal and a bit of waiting doesn't change much, it just makes it a defensive class by default.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: MrWiggles on August 09, 2014, 02:10:20 am
Lvl1 sentries never feels like a 'Gotcha!' And the minisentries, always does. It often times feels punishing. The default sentry doesnt have this issue.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on August 09, 2014, 03:57:56 am
Yeah, minisentries are OP incarnate. My highest point streak is 110 points as a gunslinger engie on turbine, go figure.

Gunslinger engie is really fun to play though, especially since you have the three best weapons in the game: the shotgun, the pistol and the gunslinger. All of them are extremely versatile weapons if you know how to use them.

Limiting the minisentry range to 90° sounds like a good plan, because it would actually limit them to already-existing chokepoints. (Although 160° angle is probably better.)

On a somewhat related note, it makes me sad that the axetinguisher nerf caused basically all pyros to use flare guns exclusively instead of the shotty. (Yes, I absolutely love the shotgun. The only case when it's not that good is when you're a heavy)
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: MrWiggles on August 09, 2014, 04:05:49 am
I just like setting people on fire, from a far. Its delicious to hear those dings.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Mech#4 on August 09, 2014, 04:15:53 am
I like using the flare gun like a sniper rifle. Step out, fire at head height across 2Fort, duck back in and listen for the crit noise. The delayed shots means I can imagine people wondering who just shot them.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on August 09, 2014, 05:38:22 am
but the shotgun is so goooood ;_;
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Cheedows on August 09, 2014, 10:08:16 am
But, who doesn't love spamming flares down hallways or skirmishing?
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Mech#4 on August 09, 2014, 10:11:01 am
The cloaked spies you end up setting alight completely by accident? :P

I do miss the shotgun sometimes. It is really useful if you're chasing someone and need to deal some fast, heavy damage.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Cheedows on August 09, 2014, 10:23:22 am
The cloaked spies you end up setting alight completely by accident? :P

I do miss the shotgun sometimes. It is really useful if you're chasing someone and need to deal some fast, heavy damage.

I miss the shotty when you're facing another pyro, and he has one while you got the flare gun.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Mech#4 on August 09, 2014, 10:29:54 am
The cloaked spies you end up setting alight completely by accident? :P

I do miss the shotgun sometimes. It is really useful if you're chasing someone and need to deal some fast, heavy damage.

I miss the shotty when you're facing another pyro, and he has one while you got the flare gun.

Such a time is for the performance of the traditional dance amongst pyros. Circling around each other using the flamethrower.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Spehss _ on August 09, 2014, 10:40:37 am
Wait, axetinguisher got nerfed? D:
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 d
Post by: USEC_OFFICER on August 09, 2014, 10:49:23 am
Yep. It's now like the spy's knife. It only deals crits from behind, and mini-crits from the front. Assuming they're on fire of course. But then again it is still a melee weapon, so a burst of flame and a mini-crit is still going to be painful. But it's not the murdering machine it used to be.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Spehss _ on August 09, 2014, 10:58:16 am
That still sounds pretty good. I'd still use flamethrower/degreaser + shotty +axetinguisher rather than flare gun.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on August 09, 2014, 12:18:17 pm
I have many times considered switching to the degreaser, but my ft is server-clearing and strange degreasers are expensive ;_;

They also added the back scatter.
This indicates that Valve wants to make every class in TF2 like the spy, soon we will have snipers that crit on backshot instead of headshot, turrets that only shoot people's backs and stickies that can stick to people's backs!
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Spehss _ on August 09, 2014, 12:22:15 pm
stickies that can stick to people's backs!
I would like to see a new stickybomb launcher. There's only so many shields and swords you can strap to the demoman before he becomes swordsman.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on August 12, 2014, 07:52:30 am
Is it just me or are there really hardly any good servers left?
Most servers are just saigns, skial, etc. Saigns gives you gameplay advantages if you pay, then there's the valve official servers but they're no fun to play because everyone is way below my skill level. Yet I feel like playing SOME public games, or games that aren't tf2lobby. The server I used to play on is basically dead. It was good because there were always lots of somewhat skilled regulars to play again.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: JoshuaFH on August 12, 2014, 08:00:43 am
Heh, I thought the Pay2win servers had all got strangled to death when the quickplay update hit.

I play on a 24/7 Instantrespawn Harvest server that's home to atleast a couple very skilled regulars, including myself. #humblebrag

That is, if you like Harvest, you'll love it. If you don't, then I can't help ya besides just recommending STAR_'s server or something, which is the home of ALOT of very good players nearly every minute of the day.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Descan on August 12, 2014, 08:55:44 am
The furry pound servers used to have a pretty tight-knit and skillful community. I don't know if they're still that way but might as well.

... Just... turn off sprays. >_>

and ignore chat

and be prepared to mute anyone and everyone

._____.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Graknorke on August 12, 2014, 09:01:54 am
The furry pound servers used to have a pretty tight-knit and skillful community. I don't know if they're still that way but might as well.

... Just... turn off sprays. >_>

and ignore chat

and be prepared to mute anyone and everyone

._____.

[yiffing intensifies]
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: TamerVirus on August 12, 2014, 09:06:27 am
Folks, it's time post the IPs of the servers you all frequent so that we can

Shoot you in the face

have so good old fun

Shoot you in the face
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on August 12, 2014, 09:09:03 am
http://rc.tf2center.com/ is what im trying now.

Also link pls joshua?
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: JoshuaFH on August 12, 2014, 09:25:21 am
Also link pls joshua?

Just copypaste the relevant commands into console, it'll take you right there.

The Harvest server:

connect 74.91.113.98:27015

It IS a 32 player server, and it uses bots when it's under 8 players, but I really like it, and the people there are nice.

For STAR_'s server:

connect 70.42.74.33:27015

Don't be surprised if it's full 99% of the time. Just set it to auto-connect and go play somewhere else for five minutes or something. STAR_ also has server-side plugins that enforce class limits, so you'll only ever see a small handful of specialist classes and a larger number of more generalist classes.

Also, he's completely disabled mini sentries. You can still build them, but they don't do anything. God bless him for doing God's work.

My account since I'm not sure we're friended:

http://steamcommunity.com/profiles/76561198029099955/
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on August 12, 2014, 10:17:53 am
rip minisentries ;_;7

I think minisentries are funny, but op.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Spehss _ on August 12, 2014, 12:32:02 pm
God yes I need good servers to add to my favorites. All the ones I've found in the past have fallen apart and gotten empty. Of course, I haven't been on TF2 in a while.

A couple I've favorited in the past and are still going:
Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

I've tried pubbing in Valve servers. Not bad, aside from less than stellar ping for me. Good choice for when you just want to shoot people you don't know. Or practice playing a class you're bad at against people who may or may not be good at the game. Like me and playing spy.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Iceblaster on August 12, 2014, 12:43:22 pm
Mike Honcho's Cantina!

A rather silly server that sometimes gets mic spammers and usually the admins some on and have fun with them(Most likely in the form of trolling~)

An example of said trolling funsies (https://www.youtube.com/watch?v=ATQF6KP08wU).

Anyways, what you're waiting foooor.

66.150.164.59:27015.

There. Have fun.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on August 12, 2014, 01:39:27 pm
The servers I used to play on (Aerolite Gaming) seem to be completely ded, sadly, so I can't really contribute anything. Their website is gone.
It's weird that it just disappeared, since they used to host the #7 or so 2fort server in the world.
(they also had a permanently empty payload server and a 24/7 turbine server)

Thanks for giving me some good servers to play on, though <3

E:
Actually, I can think of a server!
Spoiler (click to show/hide)

E2:
BTW, was this posted here already?
https://www.youtube.com/watch?v=lmVsOl9qAhs - End of the Line trailer.
https://www.youtube.com/watch?v=lXHLr-utAKA - "All you need ot know about End of the Line" E4: BEEP BOOP apparently this video is fairly bad, take it with many grains of salt.

So yeah, an upcoming update. The map on the server I linked is the new map.

E3:
The map is pretty lame though (at least imo)
The train doesn't really do much, and is just gradually destroyed by a "device", and only moves when a new point is captured. It also moves rather slowly.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Spehss _ on August 13, 2014, 07:36:20 pm
Dayum, Thief knows how to use pipe bombs. (https://www.youtube.com/watch?v=C6ssfLau29g)

I should try playing demo with standard grenade launcher and sticky jumper. Looks like a fun change from my usual targe+grenades+eyelander or targe+grenades+caber.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: EnigmaticHat on August 14, 2014, 06:40:44 pm
STAR_ also has server-side plugins that enforce class limits, so you'll only ever see a small handful of specialist classes and a larger number of more generalist classes.

Also, he's completely disabled mini sentries. You can still build them, but they don't do anything. God bless him for doing God's work.

That sounds like heaven.

Pity he's a youtube celebrity known for playing TF2...
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on August 18, 2014, 03:09:30 pm
Arena rant:

Arena exaggerates everything. In theory, it's a nice gamemode. All servers have people that are better than others, and that's OK. You die, you respawn and get another chance at killing or maybe avoiding the dude. In arena, you die, gg. These dudes are always at the top of MVPs and there's nothing you can do about them. The same for somewhat OP weapons like minisentries. There's a minisentry there, you die once, you avoid it afterwards or destroy it. In arena, gg you're dead. Same for crits. Etc, etc. Arena would be fun if everyone was equally skilled, but if you're not very good you just serve as cannon fodder and die in the first half minute so the good people can fight in peace.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: TheDarkStar on August 18, 2014, 03:14:46 pm
Are the servers unreachable for anyone else?
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: WealthyRadish on August 18, 2014, 03:31:52 pm
I was having all kinds of weird crap happen with this latest update, including the server list not responding.

If you also get weird lag followed by invisible medics, typing 'record a' and then 'stop' into the console should fix it.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Descan on August 18, 2014, 09:38:09 pm
I have "record bugfix ; stop" bound to my k key, so whenever the graphics glitch like that, I can do a reset.

By doing it that way, it doesn't have any time to, you know, actually record anything. Thus, saving on spehs!
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: tuypo1 on August 20, 2014, 05:07:07 am
im doing unusualy well tonight however i fell like i should have had more then 1 drop by now im probably just imagining things
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Leafsnail on August 20, 2014, 01:01:07 pm
Man I love the Backburner.  Somehow my best life (25 points) just involved constant ambushes against people pushing the cart. Kinda want to try the Degreaser/Reserve Shooter combo too.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on August 20, 2014, 01:43:17 pm
Bahahahahahahah

I just did a Rottenburg mission (the one with the 3 tanks at the end), we didn't miss a single buck and for the last wave everyone went Gunslinger engie and we killed all three tanks with minisentries, short circuits and rescue rangers alone.
That was great.

E:
In other news, I have set up a server! Ports are fully forwarded, no hamachi required.
However, uptime will probably erratic since the box is located in my bedroom, so having it up while I sleep is not possible. If you want me to bring the server up, PM me or send me a message on Steam.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: tuypo1 on August 20, 2014, 08:06:47 pm
i hope i get a backscatter soon i used to always use the baby faces blaster but i dident like the changes to it
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Iceblaster on August 20, 2014, 11:03:01 pm
Scrap.tf has 1:1 weapon exchanges. See if they have one in their bots?
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: JoshuaFH on August 21, 2014, 02:36:18 am
Bahahahahahahah

I just did a Rottenburg mission (the one with the 3 tanks at the end), we didn't miss a single buck and for the last wave everyone went Gunslinger engie and we killed all three tanks with minisentries, short circuits and rescue rangers alone.
That was great.

E:
In other news, I have set up a server! Ports are fully forwarded, no hamachi required.
However, uptime will probably erratic since the box is located in my bedroom, so having it up while I sleep is not possible. If you want me to bring the server up, PM me or send me a message on Steam.

You have me to thank for not missing any money :P

But yeah, that last wave was unexpectedly nuts. The last tank got all the way to the hatch and we're just pelting it with a dozen minis and whatever shotguns we had so desperately, and it gets destroyed right before deploying the bomb.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: tuypo1 on August 21, 2014, 03:28:18 am
i just brought a back scater from the store im so happy now
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: tuypo1 on August 23, 2014, 02:34:05 am
its birthday time new hat and my first noisemaker
i finaly made a point of progress towards pop fly and in an awesome way to
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on August 23, 2014, 11:55:20 am
A strange crit-a-cola is 1 rec, and a strange sniper rifle is about three ref. So you're out of luck, basically.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: TheDarkStar on September 09, 2014, 09:35:59 pm
The conga taunt is silly.

Edit: So are conga lines composed of both teams.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Leafsnail on September 09, 2014, 10:06:26 pm
No, what's silly is the constant, meaningless fighting we all engage in.  Dance is the only means of freeing ourselves.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Greenstarfanatic on September 09, 2014, 10:16:25 pm
On another note, We have a new song. (https://www.youtube.com/watch?v=ghArZKVZV2g)

It's my jam.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: mattie2009 on September 09, 2014, 11:11:24 pm
On another note, We have a new song. (https://www.youtube.com/watch?v=ghArZKVZV2g)

It's my jam.

My jam is http://youtu.be/95hehg0v9uw

Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Iceblaster on September 09, 2014, 11:40:33 pm
Does this count? :P (https://www.youtube.com/watch?v=C90h1pbF1yY)
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: TamerVirus on September 09, 2014, 11:42:50 pm
no love for flipping time?
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on September 10, 2014, 05:21:53 am
BACK IN MY DAY, WE ONLY HAD THE HIGH-FIVE! AND WE LIKED IT!
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: 10ebbor10 on September 10, 2014, 06:14:28 am
BACK IN MY DAY, WE HAD NO HIGH-FIVES. WE WERE HAPPY WE HAD HANDS.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Teneb on September 10, 2014, 11:36:47 am
BACK IN MY DAY, WE HAD NO HIGH-FIVES. WE WERE HAPPY WE HAD HANDS.
BACK IN MY DAY, THERE WERE NO HATS. THOSE WERE SAD DAYS.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Fniff on September 10, 2014, 11:39:36 am
BACK IN MY DAY, WE HAD NO HIGH-FIVES. WE WERE HAPPY WE HAD HANDS.
BACK IN MY DAY, THERE WERE NO HATS. THOSE WERE SAD DAYS.
BACK IN MY DAY, YOU COULDN'T HAVE GUNS. YOU HAD TO USE GRENADES AND YOU WERE AN IDIOT IF YOU FIRED A SHOT.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: PTTG?? on September 11, 2014, 01:06:41 pm
BACK IN MY DAY, WE HAD NO HIGH-FIVES. WE WERE HAPPY WE HAD HANDS.
BACK IN MY DAY, THERE WERE NO HATS. THOSE WERE SAD DAYS.
BACK IN MY DAY, YOU COULDN'T HAVE GUNS. YOU HAD TO USE GRENADES AND YOU WERE AN IDIOT IF YOU FIRED A SHOT.
BACK IN MY DAY, YOU HAD A CROWBAR, AND YOU LIKED IT.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Egan_BW on September 11, 2014, 03:27:11 pm
BACK IN MY DAY, WE HAD NO HIGH-FIVES. WE WERE HAPPY WE HAD HANDS.
BACK IN MY DAY, WE DID'NT HAVE HANDS. WE HAD TO SHOOT PEOPLE WITH STREAMS OF BLOOD. FROM OUR WRISTS!
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: MrWiggles on September 12, 2014, 07:56:45 am
BACK IN MY DAY, ESCAPED LUNATICS, KNEW THERE PLACE.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: PTTG?? on September 12, 2014, 04:42:48 pm
BACK IN MY DAY, ESCAPED LUNATICS, KNEW THERE PLACE.

BACK IN MY DAY, BAY WATCHERS KNEW THEIR GRAMMAR.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: dragonshardz on September 12, 2014, 06:35:28 pm
BACK IN MY DAY, ESCAPED LUNATICS, KNEW THERE PLACE.

BACK IN MY DAY, BAY WATCHERS KNEW THEIR GRAMMAR.

BACK IN MY DAY, WE DIDN'T YELL SO MUCH.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: MrWiggles on September 13, 2014, 01:47:05 am
*THEIR
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Rose on September 14, 2014, 10:00:15 pm
Any bay12ers in Asian timezones I could play with?
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: JoshuaFH on September 15, 2014, 09:47:10 am
I'm not in an asian Time Zone, but I'll throw it out there again cause it's beautiful when Bay12'ers get together to frag eachother, that I play too much and I'm open to friend requests:

http://steamcommunity.com/profiles/76561198029099955/
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Sinlessmoon on September 15, 2014, 10:41:11 am
BACK IN MY DAY, ESCAPED LUNATICS, KNEW THERE PLACE.

BACK IN MY DAY, BAY WATCHERS KNEW THEIR GRAMMAR.

BACK IN MY DAY, WE DIDN'T YELL SO MUCH.

BACK IN MY DAY,... Wait I haven't been on here long enough...
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: MaximumZero on September 15, 2014, 12:24:09 pm
Hey, all. I just went premium recently, and was wondering if I had anything worth trading or selling (http://backpack.tf/profiles/76561198043791538). I'm not even really sure what's valuable, but I trust B12 to not screw me over too badly.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: JoshuaFH on September 15, 2014, 12:32:13 pm
Hey, all. I just went premium recently, and was wondering if I had anything worth trading or selling (http://backpack.tf/profiles/76561198043791538). I'm not even really sure what's valuable, but I trust B12 to not screw me over too badly.

Well, that site you linked tells you the value of all your items. Your Rancho Relaxo is the most valuable item in your possession, at a staggering value of 2(!!) dollars.

And I'm guessing that you ascended to premium by buying pink paint, that you then used to paint your Ghastlier Gibus??
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: MaximumZero on September 15, 2014, 12:36:48 pm
My Gibus has been pink for a long time. I got the paint on a random-drop over a year ago. I bought the Pretty Boy's Pocket Pistol. Wanted a new Scout gun, although I don't scout very often.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: JoshuaFH on September 15, 2014, 12:51:40 pm
My Gibus has been pink for a long time. I got the paint on a random-drop over a year ago. I bought the Pretty Boy's Pocket Pistol. Wanted a new Scout gun, although I don't scout very often.

Hmm, I wasn't even aware that paint could drop for non-premium players. The more you know I guess.

But Welcome to Premium.

You don't really need to worry about trading right now, unless you want to cash out the Rancho Relaxo for a ton of refined metal, which you can then turn around and trade for unique versions of every weapon in the game with. It's not necessary at all, mind you, but you'll never be left with that thought of "Oh I wish I had that weapon" cause you'll have it. EDIT: Though personally, I'd advise holding on to that taunt. It's SUPER AWESOME.

But please don't buy weapons from the mann co. store :X That's an awful waste of money, when you could get premium with something harmless like a giftapult that only costs like 10 cents. Or if you're intent on something more expensive, buy a key or something that'll hold its value :I
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: MaximumZero on September 15, 2014, 12:57:10 pm
Oh, no worries. I didn't spend any actual money. I got the cash from selling trading cards. Also, whatever it was that I actually bought, it was only $.49 to begin with.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: JoshuaFH on September 15, 2014, 12:59:59 pm
Oh, no worries. I didn't spend any actual money. I got the cash from selling trading cards. Also, whatever it was that I actually bought, it was only $.49 to begin with.

Then PFFFT, take your purchased noncraftable Buff Banner and HORN IT UP.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Leafsnail on September 15, 2014, 01:04:24 pm
I think I don't have premium in spite of originally buying the game
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: JoshuaFH on September 15, 2014, 01:11:38 pm
Well that 10 cent giftapult is waiting for you. Unless you want to withhold the dime just outta the principle of the matter.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Graknorke on September 15, 2014, 01:34:20 pm
I think I don't have premium in spite of originally buying the game
If you bought it then you do. I would know, since I did and do.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Leafsnail on September 15, 2014, 01:41:10 pm
I know I should be since I have the Proof of Purchase, but as far as I can tell I've never had a non-free drop.  I guess I do have the backpack expansion though.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: JoshuaFH on September 15, 2014, 01:56:36 pm
I know I should be since I have the Proof of Purchase, but as far as I can tell I've never had a non-free drop.  I guess I do have the backpack expansion though.

OH OK then, but I should let you know that premium drops are VERY rare. It's noteworthy when you get one, cause it'll probably only happen every 200 or so hours of playtime. The really unlucky people will only get one every 500 hours or so. Every hat drop I've ever gotten could be counted on both hands, and even then only maybe.

I was actually kinda surprised to see that Max got a taunt drop, like LITERALLY just after turning premium. That's astounding, jaw-dropping good luck. I've never got a taunt drop ever.

Valve playing really close to the chest with the hat/taunt drops yo. But surprisingly enough, it keeps the hatconomy afloat just with the sheer number of people that play :O
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: The Scout on September 15, 2014, 03:57:10 pm
The hat drop thing is a lie, I've gotten atleast 12 hat drops with 1230 hours.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Putnam on September 15, 2014, 04:06:54 pm
I know I should be since I have the Proof of Purchase, but as far as I can tell I've never had a non-free drop.  I guess I do have the backpack expansion though.

OH OK then, but I should let you know that premium drops are VERY rare. It's noteworthy when you get one, cause it'll probably only happen every 200 or so hours of playtime. The really unlucky people will only get one every 500 hours or so. Every hat drop I've ever gotten could be counted on both hands, and even then only maybe.

I was actually kinda surprised to see that Max got a taunt drop, like LITERALLY just after turning premium. That's astounding, jaw-dropping good luck. I've never got a taunt drop ever.

Valve playing really close to the chest with the hat/taunt drops yo. But surprisingly enough, it keeps the hatconomy afloat just with the sheer number of people that play :O

I'm a lucky sumbitch. Managed to get 3 hats back when the idler was a thing; I ended up losing one of them because I only managed to get one hat while using the idler program. The one I lost was the Engineer's only hat at the time, the Mining Light, and I happened to get another one about 4 hours after the first one (two hats in a row at the time, which was less than a 1/100000 chance to happen IIRC; the drop system was different then). Now, I have plenty hats.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: EnigmaticHat on September 15, 2014, 04:33:58 pm
I once got the Meet The Medic taunt as a random drop.  So much happy.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: ggamer on September 15, 2014, 04:56:33 pm
Hey, all. I just went premium recently, and was wondering if I had anything worth trading or selling (http://backpack.tf/profiles/76561198043791538). I'm not even really sure what's valuable, but I trust B12 to not screw me over too badly.

What ya want for that gunslinger? If you main spy, I could probably trade one of the unique knives for it.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on September 16, 2014, 10:02:59 am
I once got a duel minigame drop. I got that chinese tattoo misc in a drop recently, though.

But eh, I have like seven ref just chilling in my backpack.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: TamerVirus on September 16, 2014, 10:14:51 am
The only hat that ever dropped for me was the soup pot literally a couple years ago.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Iceblaster on September 16, 2014, 10:15:30 am
Judge my backpack! (http://www.tf2items.com/profiles/76561198045349049)

:P
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: EnigmaticHat on September 16, 2014, 10:40:05 am
It... seems like a normal backpack?  The bow is pretty cool.

Also, apparently audition reels are a thing now.  Why would anyone ever open crates...
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: TamerVirus on September 16, 2014, 10:54:13 am
Gotta get that conga!

Or rancho...
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Iceblaster on September 16, 2014, 11:00:22 am
Thought we were discussing backpack values :P

I have a bunch of stuff on the market, though with how I proved it, I may not get any monies :3
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on September 16, 2014, 11:28:29 am
Here's my backpack I guess (http://www.tf2items.com/id/miauw62)
Pay special attention to my favorite item: The server-clearing named described ft with over 4000 kills.

And the shotty with over a thousand kills I guess. I don't use it anymore on my pyro though, since the reserve shooter is godly.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: EnigmaticHat on September 16, 2014, 11:38:28 am
Here's mine (http://www.tf2items.com/profiles/76561198005820618)

Its been due for cleaning for a while, but I like to keep copies of items so I can craft new weapons as they come out.  So mainly I just delete a crate whenever I get a random drop.

I don't seek out trades but if you want one of the duplicate weapons or unused stranges I'm willing to trade.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Leafsnail on September 16, 2014, 11:39:28 am
The Reserve Shooter works so well with the Pyro that it's kindof weird it wasn't designed for them.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: EnigmaticHat on September 16, 2014, 11:43:36 am
I've found that if I bring degreaser I want axetinquisher, and having both the axetinquisher and RS in my loadout is too much weapon switching.  I like to know what "q" will give me thank you very much.

So mainly I just use flare gun, which is better if you aren't facing pyros IMO (crits instead of minicriting, can be effectively used for longer, annoys the shit out of snipers).  Granted I formed this opinion back when the axetinquisher was mandatory on every pyro so with that nerf... nah, I'd still use flare gun.

Edit: You know what I'd like to see?  I think the fire axe should crit against pyros.  I know stock weapons aren't supposed to have listed modifiers but let's be honest, the axetinquisher is already the stock pyro axe and the fire axe is basically just a debuff to newbs at this point.  And it would add some skill to derpy pyro fights sans RS.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Teneb on September 16, 2014, 12:08:11 pm
I've found that if I bring degreaser I want axetinquisher, and having both the axetinquisher and RS in my loadout is too much weapon switching.  I like to know what "q" will give me thank you very much.

So mainly I just use flare gun, which is better if you aren't facing pyros IMO (crits instead of minicriting, can be effectively used for longer, annoys the shit out of snipers).  Granted I formed this opinion back when the axetinquisher was mandatory on every pyro so with that nerf... nah, I'd still use flare gun.

Edit: You know what I'd like to see?  I think the fire axe should crit against pyros.  I know stock weapons aren't supposed to have listed modifiers but let's be honest, the axetinquisher is already the stock pyro axe and the fire axe is basically just a debuff to newbs at this point.  And it would add some skill to derpy pyro fights sans RS.
Pyro fights are won by backpedalling while spewing flames. That is because of how the hit detection work, so if you use the flamethrower while running forward, your range will be smaller than if you were standing still, or going backwards.

Also homewrecker for defending and powerjack for attacking.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: EnigmaticHat on September 16, 2014, 12:09:25 pm
That doesn't constitute a "derpy pryo fight"? :P
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Leafsnail on September 16, 2014, 12:18:49 pm
Yeah I kindof love the Powerjack now, it gives you a lot of benefit for very little downside.  The Axtinguisher was obviously good when it murdered almost everyone in a single hit, but I don't think a mini-crit is really worth it, and it also doesn't have all the non-melee utility of the Pj.

Also as far as I can tell the damage of a Reserve Shooter mini-crit is quite comparable to the damage of a Flare Gun crit.  Obviously there's a tradeoff between range and utility in fights against other pyros/jumpers.

Edit: You know what I'd like to see?  I think the fire axe should crit against pyros.  I know stock weapons aren't supposed to have listed modifiers but let's be honest, the axetinquisher is already the stock pyro axe and the fire axe is basically just a debuff to newbs at this point.  And it would add some skill to derpy pyro fights sans RS.
That would make pyro vs pyro matches sortof stupid.  I think it should maybe get the same bonus as The Third Degree, which is a straight upgrade.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on September 16, 2014, 12:33:41 pm
I basically never melee as a pyro unless i'm finishing off a heavy (you really don't want to be burning them with your ft when they're spun up), so I've just stayed with the axetinguisher.

Also I don't use the flare gun because I can't aim for shit with the flaregun.

I solve Engimatic's issue by having the scrollwheel weapon switch not require an extra click, so I don't use q at all :P

Sometimes I think I should switch to the degreaser, but my inner noob is repulsed by the damage malusses and strange degreasers cost so much more than strange flamethrowers...
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Teneb on September 16, 2014, 12:36:13 pm
I basically never melee as a pyro unless i'm finishing off a heavy
There is a strange beauty in powrjack-critting those noob-ish scouts that try to bat you to death.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Spehss _ on September 16, 2014, 12:51:19 pm
I remember when the powerjack first came out and it had something like 15% bonus melee damage and granted full health (or overheal) on every kill.

One time I was outside the other teams' spawn on Turbine when my team capped the flag and I got the crit bonus while I had a medic healing me. Shit was cray. I was tanking the entire enemy team and oneshotting almost everyone. Was especially satisfying since the server plug-in was announcing my multikills to everyone.

I miss that powerjack. Probably op and stupid but it was fun.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on September 16, 2014, 12:56:13 pm
Probably op and stupid but it was fun.
this quote perfectly describes minisentries.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Teneb on September 16, 2014, 12:57:09 pm
Probably op and stupid but it was fun.
this quote perfectly describes minisentries.
No, no. Ministenries + frontier justice? Oh yes.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: EnigmaticHat on September 16, 2014, 12:57:27 pm
Probably op and stupid but it was fun.
this quote perfectly describes minisentries.
FTFY
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Iceblaster on September 16, 2014, 01:01:13 pm
Hey!

They're a legitimate defense strategy when you have no engis and last is about to be capped :P

(May only apply to upward, but damnit it's useful.)
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on September 16, 2014, 01:10:55 pm
Probably op and stupid but it was fun.
this quote perfectly describes minisentries.
FTFY
Minisentires are hilariously fun to play with though. I doubt getting powerjack-critted by an unkillable dude was very fun either :V
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Leafsnail on September 16, 2014, 01:16:12 pm
I don't think mini-sentries are actually overpowered, it's more that they require very little skill or teamwork to use effectively (which is why I use them).  A decent team of engineers can probably do more by working together to make level 3 sentries (although a gunslinger can fit into such a team quite well by using his mini-sentry to cover the others in setup and devoting his time to upgrading other people's stuff).
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Spehss _ on September 16, 2014, 01:44:05 pm
Minisentires are hilariously fun to play with though. I doubt getting powerjack-critted by an unkillable dude was very fun either :V
To be fair, the unkillable powerjacking only lasted as long as the crit bonus lasted, which is ~5 seconds.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: EnigmaticHat on September 16, 2014, 02:05:01 pm
The problem with minisentries is that if you're playing on the same team as people who are less skilled than you, then they can be incredibly frustrating to play against, especially as scout.  You rely on a small handful of classes to pop them whenever they see them (demos, soldiers, snipers, not spies because that's not worth giving up your position).  If those classes are inattentive, not present, unhelpful or just bad, you're going to be locked out of an area by complete newbs at no significant cost.  Also gunslinger + widowmaker is damn well overpowered, if you aren't concerned about keeping a big backlog of metal the widomaker's stats might as well read "+clip size x1000%" since a skilled player will never run out of ammo and can keep firing as long as they're alive.

The problem is that for most classes in the game, taking out a mini-sentry is more painful (not just in terms of health lost, but in terms of time spent and exposure to fire from other sources) than building a mini-sentry is, which is not even remotely true of standard sentries.  And since its a sentry there isn't nearly as much strategy to fighting it is there is fighting a player.  Which is fine for normal sentries because of all their weaknesses, but when you strip those away...
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Leafsnail on September 16, 2014, 02:23:18 pm
Taking down a well-placed level 3 sentry (or a nest of them) is a lot more painful than putting it up.

e: I also think that the Widowmaker is one of those weapons that only really works well if you're playing against people that are much worse than you.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Mictlantecuhtli on September 16, 2014, 02:28:02 pm
Especially when you're like me and put them in the absolute cheesiest spots ever.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Spehss _ on September 16, 2014, 02:54:55 pm
e: I also think that the Widowmaker is one of those weapons that only really works well if you're playing against people that are much worse than you.
Widowmaker depends on your skill at aiming. Don't see how other player's skills impact your own skill at aiming aside from bad players being easier targets.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: EnigmaticHat on September 16, 2014, 03:45:56 pm
The widowmaker USED to be hard to use.  Now it takes 30 metal, and can very plausibly return more than 50.  So, to recap: You have exactly the same clip size as before if you miss EVERY shot, even if harassing you'll probably come up with at least 8 shots, and at short/mid range with excellent aim you can just fire, and fire, and fire.  Forever.

Now if you're using a standard sentry completely running out of metal when you run out of ammo is a problem.  But as a gunslinger engi you're never really obligated to repair anything, so you can manage your metal soley to feed the widowmaker.  Plus the 100 metal you get after building a mini-sentry is MORE than enough to never run out of ammo.  Even better, picking up weapons off the ground reloads your weapon, not your reserve.

Add this to an already assembled mini-sentry and you're basically a mini-heavy, you've got a combined health of 225, and comparable DPS at everything except point blank or crits.  Plus carrying your minisentry you move faster than a heavy and I believe the sentry and minigun deploy at about the same speed.  You'll still lose to heavies if they ignore your mini-sentries but it will be suprisingly close.  All this damage is hitscan because fuck pyros, and a lot of it is perfectly accurate and has significant knockback because fuck scouts.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Leafsnail on September 16, 2014, 04:20:10 pm
As a gunslinger sentry you want your metal to rebuild your sentry, though.  The whole point of it is that you  compromise on how good your sentry is in return for it being very disposable and easy to build repeatedly.
Widowmaker depends on your skill at aiming. Don't see how other player's skills impact your own skill at aiming aside from bad players being easier targets.
Because as you say good players are more difficult targets, and I find it deeply unlikely that you'd get more than 6 shots off in a row against competent opponents at an appropriate range unless you're being ubered or something.  You should surely have been shot dead by non-shit players by that point.

That said I can sortof see the appeal if you're using the pistol so you have another option for longer range.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: EnigmaticHat on September 16, 2014, 04:41:57 pm
Because as you say good players are more difficult targets, and I find it deeply unlikely that you'd get more than 6 shots off in a row against competent opponents at an appropriate range unless you're being ubered or something.  You should surely have been shot dead by non-shit players by that point.

Its a hitscan weapon so there's only so good you can be at dodging it.

As for return fire... it takes a little creativity, sure.  But 2 out of the 5 "combat" classes suck against you (scouts can't get close because fuck minisentries, pyros are the same but slower, have greatly reduced DPS, and airblast won't help them), one of them sucks at chasing and has to spin up to kill your minisentry, and the remaining two are admittedly pretty good against you.  But still, two dodge-able rockets/grenades to kill you, two to kill your minisentry... you can be pretty annoying, especially if you're creative about where you put the mini-sentry and yourself.  On top of that you get to be one of only two classes that can directly heal others, and you'll kill/easily run away from all the other support/assassin classes.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Leafsnail on September 17, 2014, 01:03:16 am
Yeah those are all good things about the mini-sentry but I'm still not sold on the Widowmaker.

Incidentally the mini-sentry has apparently been nerfed, the hitbox is now much larger.
Spoiler (click to show/hide)
They seem to catch pipebombs and rockets a lot more now.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Knirisk on September 17, 2014, 01:26:15 am
I'm actually quite a fan of the widowmaker+gunslinger combo. I love the manic MUST SETUP ALL THE THINGS AT ONCE! that goes on. For me, mini-sentries are fun as fuck because they get destroyed easily, so you're not just whacking a single sentry with your wrench while waiting to be backstabbed. Also, they help make up for my generally shit aim, and the engineer is useful for other things besides a level 3 sentry anyway.

The only reason I like the widowmaker at all is because there's no need to reload. That's... about it. I mean, others could probably find a positive reason to like the widowmaker, but I just like it because there's no need to reload. It...kind of sucks if you can't hit anything, though, because technically, you only get 6 shots unless you manage to do damage. Usually, though, you'll be able to do around 20 damage or so at the minimum, and any combat effectiveness lost through not having ammo is generally made up through blatant use of the mini-sentry.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: MrWiggles on September 17, 2014, 01:47:56 am
the larger hit box would probably explain why the FoN can now actually kill them.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: crazysheep on September 17, 2014, 02:38:57 am
Apparently the minisentry hitbox issue was fixed in last week's update.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: MrWiggles on September 17, 2014, 02:42:08 am
The 9mb one?
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: crazysheep on September 17, 2014, 03:35:33 am
Not sure about the size of the update, but it's this one here: http://www.teamfortress.com/post.php?id=14353

The patch notes include this:
> Fixed Mini-Sentry collision hull and hitbox being scaled smaller than they should be
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on September 17, 2014, 05:53:22 am
I just use the shotty and pistol for my gunslinger engie. Six shots from a shotty brings a heavy down to a sliver of his health, so if you combine that with a minisentry...
Pistol is also really useful and underestimated.

Gunslinger engie goes best with another "normal" engie, since you can help and assist him or give him your disp for protection while you run around and shoot dudes. This works especially well on gorge, in my experience.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Metalax on September 17, 2014, 09:52:39 am
Ah yes, pistol on the Engie. Unless you are deliberately going out of your way to avoid sources of ammo you are never going to run out of bullets for it, even spamming it regularly at favoured spy hiding spots. Especially if you focus on enemies you have seen take damage or are obviously retreating for health, you can get a surprising number of kills.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Mech#4 on September 17, 2014, 10:44:22 am
I like how the pistol fires nearly as fast as you can click. I find when it comes to spies, it's not so much trying to kill them but just making them jumpy and making mistakes. A spy who just got hit by a stray bullet is probably going to move in case more are coming, potentially bumping into someone.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Spehss _ on September 17, 2014, 12:22:18 pm
I like how the pistol fires nearly as fast as you can click.

Pistol actual has a limit to the fire rate. This was done because people were binding fire to mouse wheel and then using mousewheel to get ludicrous firing speeds that were impossible to achieve just by clicking fast.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: EnigmaticHat on September 17, 2014, 06:23:52 pm
I like how the pistol fires nearly as fast as you can click. I find when it comes to spies, it's not so much trying to kill them but just making them jumpy and making mistakes. A spy who just got hit by a stray bullet is probably going to move in case more are coming, potentially bumping into someone.

You have no idea the shit I've pulled off as spy by ignoring people who are shooting me.  The fact that that trick works is the best thing that newb spies baby sphees have ever done for me.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: JoshuaFH on September 17, 2014, 07:19:56 pm
I like how the pistol fires nearly as fast as you can click. I find when it comes to spies, it's not so much trying to kill them but just making them jumpy and making mistakes. A spy who just got hit by a stray bullet is probably going to move in case more are coming, potentially bumping into someone.

You have no idea the shit I've pulled off as spy by ignoring people who are shooting me.  The fact that that trick works is the best thing that newb spies baby sphees have ever done for me.

Fun fact: disguised spies have an intrinsic knockback reduction bonus. This is the most noticeable with the force of nature, where even scoring a clean, close-range meatshot on'em just gently pops them into the air, as opposed to hurling them across the map like it'll do with even heavies.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: EnigmaticHat on September 17, 2014, 10:02:26 pm
Yup, its especially fun because you can get splashed by rockets and not move an inch.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on September 18, 2014, 01:05:56 am
I like how the pistol fires nearly as fast as you can click. I find when it comes to spies, it's not so much trying to kill them but just making them jumpy and making mistakes. A spy who just got hit by a stray bullet is probably going to move in case more are coming, potentially bumping into someone.

You have no idea the shit I've pulled off as spy by ignoring people who are shooting me.  The fact that that trick works is the best thing that newb spies baby sphees have ever done for me.
Hours of spychecking as the pyro has trained my senses to detect even the subtlest of spies.

In other news, apparently I can be the top scorer on valve servers as a sniper.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 d
Post by: USEC_OFFICER on September 18, 2014, 07:45:49 am
I know what you mean. Sometimes you just look at a guy and think, "He's obviously a spy. He can't possibly be friendly." And then you pump him full of lead until he either dies or turns out to be obviously friendly. Or stop and start blasting the scenery with you. That's always weirdly fun when that happens.

And I can be the top-scoring sniper on a Valve server. It's not that difficult. The only other person on it has to be AFK though.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: JoshuaFH on September 18, 2014, 11:08:27 am
I just hate it when teammates go around acting like obvious spies just for the lulz.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Leafsnail on September 18, 2014, 11:58:03 am
I think sometimes spychecking procedures can look suspicious (turning to look at teammates, trying to get behind them).  Then again if a teammate starts firing at you you can almost always demonstrate you aren't a spy quite easily.
Hours of spychecking as the pyro has trained my senses to detect even the subtlest of spies.
Set 'em all on fire and let God sort them out.  The best cases are the ones where you accidentally catch a spy that was behind the guy you were checking.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: EnigmaticHat on September 18, 2014, 04:33:58 pm
As guy who's put a lot of hours into spy I can usually tell at a glance.

To play spy against skilled players, they need to be distracted.  If they have time to think "hey, is that person a spy?", then you're going to get found out.  Part of that is working quickly, but ideally you want to backstab people who are already engaging someone else, which is why heavies are such a great target.  Disguises are a terrible defense for a number of reasons; so you need to either be so convincing it never even occurs to them to think about it, or be in enemy LOS for only very short intervals.  Ideally both.

Also, there's a recent Jerma video where his sentry is getting sapped and there's a pyro standing next to it not spychecking or anything.  Guess who wasn't a spy :P
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Putnam on September 18, 2014, 04:51:09 pm
You don't really need to use your disguise much unless you're in a map like 2fort where there's no ammo; just keep moving, grab ammo. If there's no ammo on the map, use the C&D and only cloak when in frequented areas. 2fort is hard for spies.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: WealthyRadish on September 18, 2014, 04:56:56 pm
Yeah, there reaches a point where you can tell someone's a spy on sight, with there being essentially nothing they can do to avoid you knowing (aside from never being seen). I've actually been banned a couple times on servers, from killing disguised or cloaked spies (usually as sniper, when they think they're safe with just a disguise, especially from across the map).

That said, most people are oblivious, so I wouldn't say disguising is useless in the average server. There'll always be people who will know instantly, or just spycheck everyone regardless, but a little creativity and forethought can make disguises convincing for most players (at least the first time). Whenever I've played spy lately I just disguise as someone on my own team, so enemies don't try to dodge ambassador shots. It really throws people off when that enemy medic with his saw out headshots you. And so long as you keep changing disguises, it's way harder to predict than disguising as someone on their team.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Leafsnail on September 18, 2014, 05:08:00 pm
Disguising as your own team works pretty well with the Dead Ringer too, almost no-one suspects it.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: EnigmaticHat on September 18, 2014, 06:05:38 pm
Its also worth it to get good with the revolver.  Its not your main weapon but its still a very necessary part of the class.

If you think about it in terms of "where can I start a fight from where only one enemy can see me and he doesn't expect anything" suddenly your angles of attack increase greatly.  The revolver is ideal against classes which are low health and typical or worse move speed, so especially engineers, snipers, and (most deliciously of all) pyros.  Fighting a pyro from directly outside their FT range, with room to backtrack, you'll kill them in 3 hits IIRC while they'll be stuck fighting with their secondaries, generally inferior to the revolver for a quick fight.

Even better though, if you have one of the two autocritting revolvers you can set up ranged assassinations where you kill in two hits regardless of range.  The ambassador is beyond my abilities but with the diamondback I'll often pretend to be a cowardly pubby sniper and then shoot people as they move past me.  Or you can attack from weird side areas and pick off the enemies in the rear, often snipers.

Also while we're on this topic... am I the only one who disguises as sniper 80% of the time?  It shouldn't work but it always does.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Descan on September 18, 2014, 06:53:16 pm
Disguising as spy used to work fairly well, but last time I played, people seemed to hit me more than they used to. So maybe next time I play, I'll try sniper :3
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Spehss _ on September 18, 2014, 07:32:46 pm
Them Alien Isolation promo items. These hats are getting silly. That scout outfit is super silly.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Putnam on September 18, 2014, 07:36:53 pm
Scout disguise is best disguise, at least when you have the invis watch. You're so small!
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: TheDarkStar on September 18, 2014, 07:55:29 pm
Since I use the Your Eternal Reward, I can't disguise as easily. However, in my experience, snipers tend to get left alone and spies are seen as very suspicious (same goes for anyone in an unusual place, especially if they are behind people).
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Leafsnail on September 18, 2014, 08:21:08 pm
You can modify your config files to add a zooming function to your Ambassador.  This can then be pretty horrible if you can get to your opponent's sniper spots and start gunning their guys down from miles away (this seems to happen quite a bit on the last point in Upward).
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: EnigmaticHat on September 18, 2014, 10:23:27 pm
Three step process to kicking ass on pubbie servers if you're somehow the only spy on your team.

1. Disguise as sniper (or disguise as spy until you cross over to enemy lines, then switch while cloaked)
2. Cloak behind the enemies, using ammo to feed your watch.  Uncloak in a cranny somewhere.
3. Walk in a straight line towards the nearest person and stab them in the back.

Optional:

4. Play on the same server for two hours and watch as no one catches on ever.

If you're playing people who actually know what they're doing, mix in engi and demo.  In theory soldier should be exactly the same as demo but for some reason soldier disguises will got you shot more.  Pyro works suprisingly well but it also puts you at a lot of risk for meeting the person you're disguised as.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Leafsnail on September 18, 2014, 10:39:39 pm
If a pyro doesn't douse me in flames or switch weapons when I meet then I instantly conclude they're a spy.  I mean those two things are the entire point of the pyro class!
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Mapleguy555 on September 18, 2014, 11:59:13 pm
I don't do that too much. I've started doing it, but still need to get into the habit.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: EnigmaticHat on September 19, 2014, 12:13:30 am
If a pyro doesn't douse me in flames or switch weapons when I meet then I instantly conclude they're a spy.  I mean those two things are the entire point of the pyro class!

I said "surprisingly".  Its not a good strategy, but the fact is it still works.  Sniper is also a bad disguise because scoped in snipers can be visually distinguished from unscoped, but that doesn't stop it from being by far the most effective disguise on pubby servers.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Mapleguy555 on September 19, 2014, 12:33:26 am
Is the DF2 server still up or no?
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on September 19, 2014, 01:03:51 am
I once nearly got backstabbed as a pyro by a brave spy who was standing behind a window disguised as a scout of his team. When I rounded the corner, I was almost backstabbed.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Spehss _ on September 19, 2014, 02:22:41 am
I once nearly got backstabbed as a pyro by a brave spy who was standing behind a window disguised as a scout of his team. When I rounded the corner, I was almost backstabbed.
Sounds like a cornerstab.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: TamerVirus on September 24, 2014, 01:32:54 pm
So what do y'all think is in the 'late summer crate'?

It's probably hats
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Greenstarfanatic on September 24, 2014, 01:35:43 pm
A smaller crate.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: TamerVirus on September 24, 2014, 02:29:28 pm
Naturally, a mini key to open the mini crate will be sold in the marketplace
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Mictlantecuhtli on September 24, 2014, 02:30:09 pm
What if you got a key?




Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Greenstarfanatic on September 24, 2014, 02:37:52 pm
That'd actually be kinda interesting. Having certain keys be rare drops, like hats, but have a shop-exclusive crate.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Mictlantecuhtli on September 24, 2014, 02:43:00 pm
Suddenly, TF2 goes down for updates and all drops are now keys to 9.99$ boxes


Valve goes public to 1 trillion dollar valuation "We can't get enough of these hats!"
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Spehss _ on September 24, 2014, 03:39:37 pm
Suddenly, TF2 goes down for updates and all drops are now keys to 9.99$ boxes


Valve goes public to 1 trillion dollar valuation "We can't get enough of these hats!"
"In other news, Gabe Newell was found dead of asphyxiation in his swimming pool full of money this morning. Reports say that he probably couldn't stay afloat in such a mass of dollar bills. More news at 6:00."
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: TamerVirus on September 24, 2014, 04:19:23 pm
"In an interview before his demise, Mr. Newell is quoted as saying 'it was worth the weight',
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on September 30, 2014, 02:59:37 pm
I've recently been playing 2v2 arena against friends with random combos, which is great fun.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: TamerVirus on October 01, 2014, 02:19:17 pm
Bump for potential Bay12 team discussions
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on October 01, 2014, 02:20:17 pm
I'm in as (in order of desirability) Pyro and Demoman/Engineer. I can play Sniper too, if it's really needed. But I'm not that good.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: tahujdt on October 01, 2014, 02:26:58 pm
We oughtta make a new thread for the Bay12 Group, IMO. My best classes are scout (by far), sniper, and medic. I'm a good engie, too, but that doesn't really rely upon combat skill. I can play decently with pretty much any class. Except soldier. I cannot rocket jump to save my life.

Also, when I'm asking in the happy thread if we should make a TF2 thread, how come nobody told me we already had one?

Here's the story I shared on the happy thread:
Alright, I have another TF2 happy/brag, does anyone think that a FPS discussion thread might be a good idea instead?

Spoiler: the happy/brag (click to show/hide)
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Leafsnail on October 01, 2014, 02:48:15 pm
I try to pick whatever class would benefit my team most.  That's usually Medic so I've gotten pretty decent at that, and I can do short circuit engineer pretty well too.  In terms of combat classes I'd say heavy is my favourite followed by soldier.

I can't really play sniper or demoman at all.  I'm also usually terrible as the Spy, so it's weird that my overall highscore is with the Spy (I got into this weird zen state where I was constantly getting headshots with the ambassador, and I haven't been able to recreate that).
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Greenstarfanatic on October 01, 2014, 02:57:55 pm
I'm a decent spy, I guess. I've found that I'm not too bad as a soldier, and I'm pretty good with a huntsman. Granted, that probably won't be worth much, but still.

Classes you shouldn't let my play include Demo, regular old sniper, or scout.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: tahujdt on October 01, 2014, 02:58:27 pm
I've actually been writing out and perfecting my personal code of conduct for TF2. I'm hoping to publish it on the guides section and get a bunch of people to agree to it.

Suggest others if you think of good ones.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Greenstarfanatic on October 01, 2014, 03:04:04 pm
Thou shalt not interrupt a non-harmful taunt with gunfire, rocket fire, or just regular fire.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: tahujdt on October 01, 2014, 03:35:13 pm
I just realized that I always thank medics automatically, so I didn't think of that. That's definitely going on there too. Say, if I publish this list in the guides section, would you guys want be credited individually or as a group? Individually being "this one was suggested by Caroline, and this one by Greenstarfanatic, and this one by...", as a group being "and thanks to Caroline, Greenstarfanatic, and Urist McFiller for contributing to this!"
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Leafsnail on October 01, 2014, 03:35:31 pm
Really it's only snipers, spies and maybe sometimes engineers that are bad in large amounts.  A team with 5 of a particular combat class will probably do fine as long as they play well (unless maybe the map is really bad for them).  Don't tell me you've never faced the wrath of a demospam team
Thou shalt not interrupt a non-harmful taunt with gunfire, rocket fire, or just regular fire.
They're just trying to mock someone else, I don't see why I shouldn't kill them.  Although you're right, you should try and make it a tauntkill if you can.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: tahujdt on October 01, 2014, 03:37:56 pm
Really, anyone stupid enough to taunt in the middle of battle needs to learn why it's a bad idea.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Greenstarfanatic on October 01, 2014, 03:45:26 pm
Well, I was speaking more in terms of multi-person taunts. Like if you come across two people flipping in a corner, or if two people from opposite teams decided to conga in a way that isn't interrupting the battle.

Maybe it's just me, not playing competitively at all and not really playing on 'Normal' gamemodes often, but I just let 'em do their thing.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Spehss _ on October 01, 2014, 03:53:05 pm
Maybe it's just me, not playing competitively at all and not really playing on 'Normal' gamemodes often, but I just let 'em do their thing.
It's players like you that make the game fun.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: TamerVirus on October 01, 2014, 04:14:00 pm
Really, anyone stupid enough to taunt in the middle of battle needs to learn why it's a bad idea.

I taunt in the middle of battle all the time, and it helped my team greatly

....I was using the amputator though
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: WealthyRadish on October 01, 2014, 04:29:34 pm
My personal code of conduct:
-Ignore rivalries completely. If that guy is salty and obviously gunning for you, or you're getting salty, take note and have the discipline to not care, and to treat every opponent with the same casual level of engagement. Going on a desperate chase to get "revenge" or prove something is ridiculous and makes the game less fun for everyone involved.
-Give enemies a fair shake. This means not spawncamping, charging bodyshots at nothing, waiting with sticky traps, or any tactics that don't give your opponent some chance to win or escape. Part of the game is using strategy to get an edge, but sticky trap a spawn door and you're no better than someone using cheats, at least so far as that person's death goes.
-If most people are there to play the game and the teams are close, the kind of hoovy/spycrab/crouch-melee/conga crap is only going to make teammates frustrated, and shouldn't be encouraged. But if the environment is more relaxed, it's not worth killing them.
-Chat's usually a cesspool of overused binds and insults, should probably just leave it disabled and not engage in it.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: MaximumZero on October 01, 2014, 04:39:31 pm
Really, anyone stupid enough to taunt in the middle of battle needs to learn why it's a bad idea.

I taunt in the middle of battle all the time, and it helped my team greatly

....I was using the amputator though
Best taunt.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Spehss _ on October 01, 2014, 04:42:22 pm
-Chat's usually a cesspool of overused binds and insults, should probably just leave it disabled and not engage in it.
What kind of shitty servers you been playing on, brah?
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: WealthyRadish on October 01, 2014, 04:45:05 pm
No crits/damage spread servers get a lot of douches I guess. I'd say most other servers are just silent, but maybe I've had hud_saytext_time 0 in my autoexec too long.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Spehss _ on October 01, 2014, 04:49:53 pm
No crits/damage spread servers get a lot of douches I guess. I'd say most other servers are just silent, but maybe I've had hud_saytext_time 0 in my autoexec too long.
Most servers I've played on don't have too much craptalking, yeah. Never tried no crits servers, myself.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: MaximumZero on October 01, 2014, 10:08:29 pm
Alright, y'all, Wolfeyez and I will be on TF2 for a bit. Come join! If you're not my Steam friend, I'm MaximumZer0. (Yes, that's a number on the end of my name.)
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Spehss _ on October 01, 2014, 10:25:14 pm
Alright, y'all, Wolfeyez and I will be on TF2 for a bit. Come join! If you're not my Steam friend, I'm MaximumZer0. (Yes, that's a number on the end of my name.)
Loading TF2 onto my college laptop as we speak. No idea how well it'll run, but I might be able to join in.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Spehss _ on October 01, 2014, 10:56:20 pm
Tried Tf2 on ye laptop.

Runs like shite cap'n. Can't even run the single player training on tr_target well. Can't join in with multiple people, it'd be unplayable.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: EnigmaticHat on October 01, 2014, 11:36:16 pm
Augh, I really wanted to play with you guys.   I could have on the campus connection, I could have on the old apartment connection.  But not on the new apartment connection.  500+ ping is not exactly my idea of fun.

The only way I can actually play TF2 (or Smite, the other online game I'm interested in) is being literally right next the router, which is in someone else's bedroom.  So I'm going to buy a really long ethernet cord and hopefully that will resolve things.  I'd like to be able to play online games sometime this year thank you very much.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Leafsnail on October 02, 2014, 12:02:36 am
I don't really get the point of CP in casual play, 90% of the time it comes down to a shitty version of A/D where one team clearly cannot win.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: JoshuaFH on October 02, 2014, 01:15:09 am
I don't really get the point of CP in casual play, 90% of the time it comes down to a shitty version of A/D where one team clearly cannot win.

Yeah... it's why I like my Instarespawn KOTH servers. Lots of back and forth action, and the maps are small enough that everyone isn't spread out, so disorganization doesn't matter.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Iceblaster on October 02, 2014, 01:18:04 am
Iceblaster's code of conduct!

-Conga is love. Don't ruin the conga.
-Capping the flag in Turbine is useless. Use Turbine as training map 2.0
-Change class to help the team most
-Two spies/snipers max. One medic max. Two scouts max.
-Gibbus is love as well. Wear it with pride.
-Never, under any circumstances, kill partner taunt enemies. They just want a hug/hi five/rock paper scissors/ho down/acrobatic nonsense!
-Have fun.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: EnigmaticHat on October 02, 2014, 02:55:29 am
I get the limit on assassin classes.  But why the limit on scouts/medics?
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: JoshuaFH on October 02, 2014, 03:01:12 am
I get the limit on assassin classes.  But why the limit on scouts/medics?

Cause medics are the most powerful and useful class to have on your team. Scouts because there's people like me that'll go scout despite the team needing explosive classes.

Though pubs usually don't have class limits, so there's honestly nothing stopping you from stacking with medics+heavies, or sucking super hard with 9 spies.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: EnigmaticHat on October 02, 2014, 03:03:22 am
Ok, makes sense.  I thought he was saying that stacking the team with medics is equivalent to stacking the team with spies.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Iceblaster on October 02, 2014, 08:25:41 am
Ok, makes sense.  I thought he was saying that stacking the team with medics is equivalent to stacking the team with spies.

The scout limit is because I don't like too many scouts. May just be that I suck though :P

Medic limit? Bias on my part due to my thinking that, logically, only one medic should be needed due to the main frontline classes being the soldier, heavy, pyro, and the demo. With proper multitasking, you could easily keep those four afloat.

I should probably remove it to avoid confusion :P
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: TamerVirus on October 02, 2014, 08:31:48 am
The limits are there to prevent the most OP team config of them all

AN ENTIRE SQUAD OF BATTLE MEDICS
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: The Scout on October 02, 2014, 09:01:44 am
I normally go with two medics, me with a Quick-Fix and the other with the stock Medi-Gun. Quick-Fix normally isn't enough to take down a sentry nest.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on October 02, 2014, 09:27:29 am
Medic Circlejerk is the most hilariously OP combo of them all. Two medics with ubersaws and normal mediguns constantly uber each other and use those ubers to kill people with the ubersaw. It's basically unstoppable.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Leafsnail on October 02, 2014, 10:06:22 am
Ubercharges are really good, and I don't think I've ever seen a team that's suffered due to too many medics.  On offense you probably want at least two medics so that you have enough charges to get through sentry nests, and on defense wiping out your opponent's team through kritz doesn't exactly hurt.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Spehss _ on October 02, 2014, 10:28:07 am
Medic Circlejerk is the most hilariously OP combo of them all. Two medics with ubersaws and normal mediguns constantly uber each other and use those ubers to kill people with the ubersaw. It's basically unstoppable.
2 words.

Air. Blast.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: TamerVirus on October 02, 2014, 10:42:04 am
That can stop 2 medics, sure

BUT CAN IT STOP 8?
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: 10ebbor10 on October 02, 2014, 10:50:08 am
Sure they can. Even 2 medics will struggle to reach enough targets. Eight is simply unsustainable.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Greenstarfanatic on October 02, 2014, 10:57:41 am
BUT WHAT ABOUT 16
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: MaximumZero on October 02, 2014, 11:58:53 am
What about 65535!?
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Graknorke on October 02, 2014, 12:31:46 pm
What about 65535!?
Not even a power of 2 m80.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: JoshuaFH on October 02, 2014, 12:33:52 pm
What about 65535!?
Not even a power of 2 m80.

Well the number apparently has it's own Wiki page:

http://en.wikipedia.org/wiki/65535_%28number%29

The number right after is a power of 2...

Kinda interesting, though I have no clue why we're shouting numbers now.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on October 02, 2014, 01:08:41 pm
Medic Circlejerk is the most hilariously OP combo of them all. Two medics with ubersaws and normal mediguns constantly uber each other and use those ubers to kill people with the ubersaw. It's basically unstoppable.
2 words.

Air. Blast.
That's one word, and sometimes even an airblast is not enough. If they're on a good enough roll they can just wait it out.

So, will everyone add me on Steam so we can get this team going?
http://steamcommunity.com/profiles/76561198027097161/
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Spehss _ on October 02, 2014, 01:33:10 pm
That's one word, and sometimes even an airblast is not enough. If they're on a good enough roll they can just wait it out.
A typical pub team will probably have multiple pyros, and any decent pyros would hopefully be smart enough to realize that airblasting an uberchain would be the best counter. Multiple pyros could keep both medics in the air and unable to do anything until uber ran out. It only takes 2 pyros really to keep both medics suspended for a bit, assuming both pyros have full ammo and not using backburners for airblasts.

Whenever I've tried uberchains or saw others trying uberchains, pyros-or just enough knockback- managed to stop any momentum.

I would start friending you guys except I'm not able to run TF2 except on weekends when I'm at home and can use my desktop. So, for 24 to 48 hours windows. And that's assuming I don't have any other errands or anything.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: TamerVirus on October 02, 2014, 01:37:02 pm
I'll leave my steam ID here as well

About_7_Ninjas
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Iceblaster on October 02, 2014, 01:47:26 pm
After some strong arming by miauw(:P), I've decided that, meh, why not! I shall join if only to get better at TF2!
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: EnigmaticHat on October 02, 2014, 03:59:58 pm
The problem with medic-chaining is that you rely on preparation phase to build uber.  The enemy team can just run away from you, which almost every class in the game has something to help them with, and then once you're out you have to be essentially useless to your team if you want to safely prepare again.  Also bear in mind that pyros aren't the only class that can cause knockback.

I find the best ratio of medics to combat classes is 1:2.  One medic can safely keep two people over-healed while still being able to heal the other medics.  It also gives your team access to a truly insane number of ubers, to the point where with twelve people you can have an uber or kritz up more often than you don't.

I think my favored team comp would be something like:
4x Medics
3x Soldiers
2x Demos
2x Scouts
1x Pyro

Assuming everyone on the team knew what they were doing.  If they didn't I'd probably switch out the scouts for heavies and a soldier for another pyro, and instruct everyone to deal with sentries via the strategy of "rush them all at once you babies, do you know how much health we have?"
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: tahujdt on October 02, 2014, 04:30:32 pm
My username is Urist McDJ.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: The Scout on October 02, 2014, 07:05:36 pm
COMIC COMIC COMIC COMIC! http://www.teamfortress.com/tf04_blood_in_the_water/ (http://www.teamfortress.com/tf04_blood_in_the_water/)
Sniper's favorite band is Flight of the Concords.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: PTTG?? on October 02, 2014, 08:33:46 pm
That was genuinely hilarious.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: TamerVirus on October 02, 2014, 08:34:03 pm
It isn't even a content update tho


I ONLY CARE FOR NEW HATS
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: MaximumZero on October 02, 2014, 10:41:24 pm
Alright, y'all, Wolfeyez and I are pubscrubbing. Come join!
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: TamerVirus on October 02, 2014, 10:54:42 pm
I have a feeling that time zones are going to severely effect the possibility of all of us playing together
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: tahujdt on October 03, 2014, 03:50:16 pm
Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Fniff on October 03, 2014, 03:58:33 pm
TF2 comics are probably one of the best webcomics I've ever read. Yes, I count it as a webcomic now. I think I can chalk this up to the fact they come in issues. More webcomics should be like that.

Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Zombi on October 03, 2014, 05:56:38 pm
I'd be up for a game or two. I'm not that great at the game (I've only played pubs) but I think I'm a half-way decent medic, soldier, and scout.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: tahujdt on October 03, 2014, 06:29:50 pm
I'm out pubbing now, anyone care to join?
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: tahujdt on October 03, 2014, 06:38:26 pm
I'm out pubbing now, anyone care to join?
What's your steam ID?
...Also, what is pubbing?
Pubscrubbing.
Pubstomping.
Basically, giving the guys on public servers what fer.

Also, I'm Urist McDJ.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Zombi on October 03, 2014, 06:59:03 pm
I'm out pubbing now, anyone care to join?
What's your steam ID?
...Also, what is pubbing?
Pubscrubbing.
Pubstomping.
Basically, giving the guys on public servers what fer.

Also, I'm Urist McDJ.
In about an hour and 30 I'll be online.

Add ZombiLoin.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: tahujdt on October 03, 2014, 07:16:29 pm
It's worth noting that my headset broke a week ago, so I won't be able to chat on the mike.


EDIT: Alright, we need a clan tag or something similar. Mine is [BAY12], but I'm also leaning towards [DORF]. Any other suggestions?
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: The Scout on October 03, 2014, 08:54:47 pm
It's worth noting that my headset broke a week ago, so I won't be able to chat on the mike.


EDIT: Alright, we need a clan tag or something similar. Mine is [BAY12], but I'm also leaning towards [DORF]. Any other suggestions?
You could steal the already existing groups tag, unless you're making a new one. [DFC]
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: TheDarkStar on October 03, 2014, 09:05:16 pm
Demoknight is hilariously fun to play. HEADS HEADS HEADS (repeat for 12 heads + several more impact/grenade/suicide assistance kills).
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: JoshuaFH on October 03, 2014, 09:21:27 pm
Demoknight is hilariously fun to play. HEADS HEADS HEADS (repeat for 12 heads + several more impact/grenade/suicide assistance kills).

The new Tide Turner is what has placed the heart and soul into Demoknight gameplay. It really is something special :3
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: tahujdt on October 03, 2014, 09:21:47 pm
Having a great pubstomping session with Cmega, KoSS, and a few others.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Cheedows on October 03, 2014, 10:20:58 pm
Still going on or ended?
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Iceblaster on October 04, 2014, 12:31:18 am
Wooo!
Best game I've played in my life.

Sorry Iceblaster, there are too many similar people on Steam. I'd prefer a direct link, if you will.

Here ya go! (http://steamcommunity.com/profiles/76561198045349049/)
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on October 04, 2014, 03:37:48 am
Awww, I missed it. I have my own server if you guys want to do some silly stuffs. It gets sort of laggy at times, though. Doubt it could sustain more than 8 players at a time.

I had my own pubstomping yesterday, wherein my team with me at the head steamrolled all of dustbowl in under three minutes.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Cheedows on October 04, 2014, 09:13:34 pm
Would love to play a Bay12 pubstomping. Although I am remarkably terrible at TF2.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: werty892 on October 04, 2014, 09:16:12 pm
Add me and message me if any pubstomping is happening, name is Werty and pic is a ACII Dwarf. Been looking for some people to run with.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on October 05, 2014, 04:54:42 am
Anybody up for some pubscrubbing?

E:
this exists (http://legacy.pan.tf/)
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on October 05, 2014, 09:13:11 am
HOLY SHIT I JUST GOT A MESSAGE THAT A GOLDEN FRYING PAN DROPPED

THEY EXIST
THEY ARE REAL!
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: JoshuaFH on October 05, 2014, 10:49:50 am
HOLY SHIT I JUST GOT A MESSAGE THAT A GOLDEN FRYING PAN DROPPED

THEY EXIST
THEY ARE REAL!

Yeah, they've been real, for a couple months now! Staggeringly, overwhelmingly rare, but they exist!

The first one to drop sold for a couple thousand dollars if I remember correctly.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: MaximumZero on October 06, 2014, 01:17:34 pm
Daaaamn. Are they from crates, or just random drops? I won't be opening any crates, sadly.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: JoshuaFH on October 06, 2014, 01:24:00 pm
Daaaamn. Are they from crates, or just random drops? I won't be opening any crates, sadly.

They're EXTREMELY RARE drops upon completing a tour of the Two Cities mannup campaign in MVM.

But really, getting ANY Australium weapon is a godsend, I've dumped nearly 200 dollars into completing something like 40+ tours, and still haven't gotten a single gold weapon.

I'd feel cheated if I weren't doing them with likeminded cool bros.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Teneb on October 06, 2014, 01:41:03 pm
If anyone wishes to add me to call into any games, my steam name is in my sig.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Leafsnail on October 06, 2014, 02:32:31 pm
I got accused of hacking for the first time today!  As a demoknight of all things.  Apparently an enemy pyro didn't understand that the eyelander and booties gave me a health and speed boost that let me get away from him and then kill him a few times :P.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Mictlantecuhtli on October 06, 2014, 03:36:34 pm
The first one to drop sold for a couple thousand dollars if I remember correctly.

Wut
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: TamerVirus on October 06, 2014, 03:37:40 pm
I got accused of hacking for the first time today!  As a demoknight of all things.  Apparently an enemy pyro didn't understand that the eyelander and booties gave me a health and speed boost that let me get away from him and then kill him a few times :P.
Have you had your sexuality questioned yet?
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: werty892 on October 06, 2014, 04:53:42 pm
Add me to come Pubstomping! Name is Werty, I'll also throw a shout in the DF Steam Group
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: TheDarkStar on October 06, 2014, 06:07:36 pm
I got accused of hacking for the first time today!  As a demoknight of all things.  Apparently an enemy pyro didn't understand that the eyelander and booties gave me a health and speed boost that let me get away from him and then kill him a few times :P.

This is how you know that you played right.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Graknorke on October 06, 2014, 06:11:55 pm
I think the first (and only) time I was accused of hacking was when I was wrecking with the loch-n-load (out of practice now. Not like I was so great, this particular round was just a fluke). Mostly ones where I'd fire and someone would come round a corner into the pipe and get blowed up. Luck is basically the same thing as hacks.

Though I personally don't have a huge problem with hackers. The greater portion of my beef is with players who deliberately go on servers to play against people way below their skill level. Because I am pretty shit and it annoys me when someone is just ruining it for everyone else to feel good. Especially when it's snipers, because they don't exactly have a counter.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Teneb on October 06, 2014, 06:18:15 pm
I think the first (and only) time I was accused of hacking was when I was wrecking with the loch-n-load (out of practice now. Not like I was so great, this particular round was just a fluke). Mostly ones where I'd fire and someone would come round a corner into the pipe and get blowed up. Luck is basically the same thing as hacks.

Though I personally don't have a huge problem with hackers. The greater portion of my beef is with players who deliberately go on servers to play against people way below their skill level. Because I am pretty shit and it annoys me when someone is just ruining it for everyone else to feel good. Especially when it's snipers, because they don't exactly have a counter.
Snipers have plenty of counters. Spies, scouts, demomen are just a few obvious ones.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Iceblaster on October 06, 2014, 06:19:32 pm
I once encountered an aimbotter on Cactus Canyon.

Problem is, their aimbot didn't track disguised spies. Or help with their SMG. Or Kukri.

So I disguised as a spy and went about seeking this guy out.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Lagslayer on October 06, 2014, 06:28:27 pm
I once encountered an aimbotter on Cactus Canyon.

Problem is, their aimbot didn't track disguised spies. Or help with their SMG. Or Kukri.

So I disguised as a spy and went about seeking this guy out.
My only encounter with a hacker was a sniper aimbot too, only this one could headshot invisible and disguised spies instantly. Completely ruined the game for me, because it was practically impossible for my team to come out the doors.
That is why we have the Fists of Steel.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: EnigmaticHat on October 06, 2014, 09:37:00 pm
I once encountered an aimbotter on Cactus Canyon.

Problem is, their aimbot didn't track disguised spies. Or help with their SMG. Or Kukri.
There's a good possibility they were just an insane sniper then.

If you really want to know, spectate them in first person.  That makes it REALLY obvious when someone is aimbotting.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Iceblaster on October 06, 2014, 09:49:53 pm
I once encountered an aimbotter on Cactus Canyon.

Problem is, their aimbot didn't track disguised spies. Or help with their SMG. Or Kukri.
There's a good possibility they were just an insane sniper then.

If you really want to know, spectate them in first person.  That makes it REALLY obvious when someone is aimbotting.

Does it count as aimbotting when I could reliably walk out of a door and get head shot?

Though you could be right :P
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Leafsnail on October 06, 2014, 11:37:57 pm
I'd try using Bonk!, see if the bot's smart enough to not aim at you. Alternatively clever demoman shots could hit them without exposing your head, and obviously there's also ubercharges and the vaccinator to consider.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Iceblaster on October 06, 2014, 11:41:47 pm
Happened a few nights ago. Can't try that as of now, though I could probably try later :3
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: JoshuaFH on October 07, 2014, 12:52:21 am
I once encountered an aimbotter on Cactus Canyon.

Problem is, their aimbot didn't track disguised spies. Or help with their SMG. Or Kukri.
There's a good possibility they were just an insane sniper then.

If you really want to know, spectate them in first person.  That makes it REALLY obvious when someone is aimbotting.

You actually can't jump into spectator anymore. In the latest updates they changed it so you can't void the purpose of team scrambles by just jumping back onto the team with all your buddies to stomp all the nubs.

Can't even circumvent it by disconnecting & rejoining.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on October 07, 2014, 10:03:18 am
I enjoy pubstomping tbh. And it's hard to find completely shit servers, because there's always other people that just want to shrek some nubs.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: tahujdt on October 07, 2014, 10:37:54 am
I enjoy pubstomping tbh. And it's hard to find completely shit servers, because there's always other people that just want to shrek some nubs.
Just do a search for servers that have minecraft maps: I guarantee you that most of those will have noobs.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on October 07, 2014, 11:00:48 am
I enjoy pubstomping tbh. And it's hard to find completely shit servers, because there's always other people that just want to shrek some nubs.
Just do a search for servers that have minecraft maps: I guarantee you that most of those will have noobs.
Well yeah but most of them will be trade servers.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Graknorke on October 07, 2014, 11:21:44 am
Snipers have plenty of counters. Spies, scouts, demomen are just a few obvious ones.
Spies: Only if the sniper isn't aware enough.
Scouts: Takes a good number of them
Demomen: ...barely. Rolling pipes is hardly a reliable strategy.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Teneb on October 07, 2014, 11:25:33 am
Snipers have plenty of counters. Spies, scouts, demomen are just a few obvious ones.
Spies: Only if the sniper isn't aware enough.
Scouts: Takes a good number of them
Demomen: ...barely. Rolling pipes is hardly a reliable strategy.
Spies: A good spy will have plenty of plans to deal with the sniper. The revolver is quite powerful.
Scouts: One point-blank shot kills the sniper. They are also extremely fast and can change direction mid air via double jump. If a scout is going in a straight line, they are doing it wrong.
Demomen: Bombs arc, bounce of walls, have area damage. You don't need to be in the line of sight to kill the sniper. You can also sticky jump straight to the sniper and proceed to kill him.

EDIT: Anyway, I'll be up to pubstomp in a few hours, as long as the server is in the US. Anything farther than that and I end up with unbearable lag. US is tolerable if I'm lucky.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: tahujdt on October 07, 2014, 11:53:13 am
I'll probably be on after 4.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Leafsnail on October 07, 2014, 01:10:31 pm
The ambassador is very good against snipers.  It's easy to get a headshot against a guy who's scoped in, and then you only need one bodyshot to finish them.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Teneb on October 07, 2014, 01:19:18 pm
You do not challenge a sniper to a headshot duel.
You simply don't.

 :P
Yes you do. Most don't even pay attention to their surroundings.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on October 07, 2014, 01:19:59 pm
Man, coldfront is a great sniper map, without it feeling too unbalanced.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Teneb on October 07, 2014, 01:23:10 pm
Well, I'm available to play right now and will be for another hour, as long as you are in the americas. Just send an invite on steam if you aren't on my friendlist and I'll join up to the server of your choice.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Leafsnail on October 07, 2014, 01:26:29 pm
Even a relatively alert sniper can't watch every angle at once (unless there's some horrible aimbotting going on).  They'd have to be able to spot a team-mate appearing quite a long way away in order to beat you.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: tahujdt on October 07, 2014, 01:28:51 pm
I wish there was  'Snipers Headshotted' strange part, I'd really like it. I have a strange Hitman's Heatmaker with a headshot counter, and a lot of them are sniper kills. I have another headshot strange part, if anyone's looking for one. Price is 1 key+3 ref.

If we end up pubstomping this evening, we should all wear Gibuses and Pyrovision Goggles, act like total newbs, and kill everyone anyway.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on October 07, 2014, 01:53:12 pm
Man, things are just starting but I have to go to sleep :C
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: tahujdt on October 07, 2014, 05:15:04 pm
Getting on to pubstomp right about now, Imma be playing Control Points, unless anyone wants to do anything else?

I'll be wearing a Gibus and Pyrovision Goggles, and maybe a badge.

Thought: We should call ourselves the Golden Gibus gang, and KoSS can be the gang leader.

EDIT: When I got on, the menu music was the MvM trailer music (which I love) and I thought, "We should do an MvM tour sometime soon!" It would help in farming for Australium weapons, since having a group together ahead of time significantly decreases the time it takes to get ready and also helps strategically. We might optionally have a dealie wherein all the Austrailium weapons we find are sold on the market (for metal/keys, if it's not a frying pan) and all proceeds are split equally, or weighted based on if anyone used a squad surplus thing, but that would be up to whoever got the group together.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Spehss _ on October 07, 2014, 05:26:44 pm
Argh I want to play with you guys curse my having to be at college during the week.

Maybe this Friday night or Saturday. I'm a pretty good medic, I keep everyone in my general radius healed as much as possible. And I generally try not to die or lose an uber.  Also good at pipe bomb demoman or soldier.

I'd be up for a MvM tour. Think I have a ticket somewhere. You need tickets don't you? And to get tickets you buy them right? I haven't played MvM seriously outside of pubbing.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: tahujdt on October 07, 2014, 05:30:04 pm
Argh I want to play with you guys curse my having to be at college during the week.

Maybe this Friday night or Saturday. I'm a pretty good medic, I keep everyone in my general radius healed as much as possible. And I generally try not to die or lose an uber.  Also good at pipe bomb demoman or soldier.

I'd be up for a MvM tour. Think I have a ticket somewhere. You need tickets don't you? And to get tickets you buy them right? I haven't played MvM seriously outside of pubbing.

You need tickets to get all the special drops.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: tahujdt on October 07, 2014, 05:35:12 pm
I don't have tickets, or money to buy them, sadly.
Don't worry, we can all pitch in, you're the best pyro around.*


*In the immediate vicinity.

I've got a lot of money after working double shifts as a lifeguard for most of the summer. I'll loan you a few periodically, even if nobody else pitches in.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Leafsnail on October 07, 2014, 05:45:35 pm
I think it's been suggested that tour of duty tickets are (on average) more valuable than the drops you get from using them, so I wouldn't worry about them too much.
Getting on to pubstomp right about now, Imma be playing Control Points, unless anyone wants to do anything else?

I'll be wearing a Gibus and Pyrovision Goggles, and maybe a badge.

Thought: We should call ourselves the Golden Gibus gang, and KoSS can be the gang leader.
What's your Steam name?
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: tahujdt on October 07, 2014, 05:48:24 pm
I think it's been suggested that tour of duty tickets are (on average) more valuable than the drops you get from using them, so I wouldn't worry about them too much.
Getting on to pubstomp right about now, Imma be playing Control Points, unless anyone wants to do anything else?

I'll be wearing a Gibus and Pyrovision Goggles, and maybe a badge.

Thought: We should call ourselves the Golden Gibus gang, and KoSS can be the gang leader.
What's your Steam name?
[BAY12]Urist McDJ

EDIT: The price of a Tour of Duty ticket in metal varies between 3.88 and 4 refined metal. If you scrap your spare weapons and sell superfluous hats, you can afford a ticket every once in a while.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Graknorke on October 07, 2014, 07:17:50 pm
superfluous hats
Heresy. Burn the witch!
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: tahujdt on October 07, 2014, 08:22:22 pm
'Superfluous' meaning hats that you don't wear and would like to share with others so that they might wear said hats.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: TheDarkStar on October 07, 2014, 08:36:15 pm
It turns out that tauntkills still work if you are on a team that just lost.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: USEC_OFFICER on October 07, 2014, 08:38:39 pm
Well... Yeah. That has always been a thing. I even got an achievement for doing that actually. Of course it was just a general 'kill enemy with taunt' achievement, but still. It's certainly a thing that can and has happened.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: werty892 on October 07, 2014, 09:09:50 pm
I can provide tickets if needed. I have 10 lying around at the moment. Add me, name is Werty
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: EnigmaticHat on October 07, 2014, 09:29:54 pm
It turns out that tauntkills still work if you are on a team that just lost.

That's the real reason it's called Humiliation.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Spehss _ on October 08, 2014, 08:02:52 pm
So I'll probably be available for playing TF2 on Friday if anyone wants to. MvM, standard multiplayer pubbing, whatevs.

My Steam is Spehss Cat. So, uh, add me if you want. If it works. Should work. I'm unfamiliar with adding friends. ._.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on October 09, 2014, 01:05:37 am
I don't have tickets, or money to buy them, sadly.
Don't worry, we can all pitch in, you're the best pyro around.*


*In the immediate vicinity.

I've got a lot of money after working double shifts as a lifeguard for most of the summer. I'll loan you a few periodically, even if nobody else pitches in.
/me coughs
I consider myself a pretty good pyro. But in MvM I usually play engie. Joshua and the dudes he plays MvM with taught me.

But yeah, I wouldn't count on australium weapons too much if I were you. Everybody gets a botkiller, and the rust/silver/carbonium ones are worth 5 ref.

On the hat topic, I recently got El Muchacho, so now I just need the Last Breath to complete my Mexican pyro outfit. Not sure if I should buy it now or use the 18 ref I have to get more ref and buy even more swag. (strange reserve shooter, killstreak kits, strange parts, etc)
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: tahujdt on October 09, 2014, 01:44:12 am
I'm usually a scout in MvM, too. Mark 'em, milk 'em, grab the money, and stay out of the way.

/me  turns into a weird hybrid of C-3P0 and Lt. Data
Drop chance of an australium weapon is around 3 or 4%, according to some figures. If everyone uses a squad surplus voucher, that's 7 random drops per player, per game, meaning 42 random drops total. This will not affect the australium drop chance (I think) because australium weapons are end-of-tour random rewards. However, that many random drops will definitely have some good stuff in it. 6 SSVs costs 12USD or around 24 ref. The sale of 42 random drops, some of them rare cosmetics, would probably be worth more than the cost of the vouchers. Should we go that route, more investigation would be in order.
A ticket plus a voucher is 3USD per player per game, so 18USD total per game, or 12USD per tour per player, 72USD per group tour. With just tickets, it's 1USD per player per game, 6USD per group game, 4USD per individual tour, and 24USD per group tour. Australium weapon prices are in the dozens of keys range.

Should we consider the drop-sharing plan I suggested, please also consider that it's the sort of system that everyone likes until they get the drop. So, if we were to pursue that, we would have to be more selective about who we include. And if we find a frying pan, *well*...
[END ANALYSIS]
If I wouldn't think less of myself afterwards, if I only cared about the money,  I'd ditch any online community in a heartbeat for something worth thousands of dollars. Even you guys, sorry. College is coming up pretty quickly for me.

Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: TamerVirus on October 09, 2014, 01:51:45 am
AUSTRALIUM WEAPONS IS ARBITRAGE

Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Iceblaster on October 09, 2014, 08:30:55 am
Wait until you get a kill streak Australium ambassador. Those things are worth a lot.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on October 09, 2014, 10:17:09 am
I'd love an australium ft, although my current ft is getting close to Epic status.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: tahujdt on October 09, 2014, 10:31:36 am
I can't do anything this weekend, I've got a Boy Scout campout. Maybe next weekend? It's end of the quarter for me, so I probably won't have much homework.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: MaximumZero on October 09, 2014, 09:22:43 pm
Guys, if any of you are into the crates, I have 7 of the Summer crates (#86) and 2 others (84, 85) that I'm not doing anything with. I don't really plan on spending money on TF2. Keys and MvM tickets are just not in the budget. If you want them, let me know, and you can just have them.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Spehss _ on October 09, 2014, 09:24:30 pm
Guys, if any of you are into the crates, I have 7 of the Summer crates (#86) and 2 others (84, 85) that I'm not doing anything with. I don't really plan on spending money on TF2. Keys and MvM tickets are just not in the budget. If you want them, let me know, and you can just have them.
I'll trade my crates for your crates.  :P

I have a whole page of my backpack clogged with crates.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: MaximumZero on October 09, 2014, 09:49:45 pm
We should build a replica 2fort with them.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: JoshuaFH on October 10, 2014, 12:03:55 pm
I want to play TF2 so bad, but there is something terminally wrong with my computer where I can't find or connect to ANY servers whatsoever. I've tried everything I can think of, it's no use!

*Genuinely upset*
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: miauw62 on October 10, 2014, 12:27:43 pm
Building sentries on the roof of B on gravelpit is great.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Spehss _ on October 10, 2014, 12:47:03 pm
I want to play TF2 so bad, but there is something terminally wrong with my computer where I can't find or connect to ANY servers whatsoever. I've tried everything I can think of, it's no use!

*Genuinely upset*
Could be something weird with your internet. Or maybe your connection to steam. Or maybe Valve's servers are being screwy.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Metalax on October 10, 2014, 01:42:59 pm
I want to play TF2 so bad, but there is something terminally wrong with my computer where I can't find or connect to ANY servers whatsoever. I've tried everything I can think of, it's no use!

*Genuinely upset*
You've probably tried most of these, but worth going through the list.

If you open the server browser in steam(view->servers) and have team fortress 2 selected in the filters, do you still see nothing?

Ports are forwarded correctly? This site (http://portforward.com/english/applications/port_forwarding/Team_Fortress_2/) gives instructions on how to forward ports for TF2 for most if not all routers.

Try with any software/hardware firewalls temporarily disabled?

Try with any anti-viruses temporarily disabled?

Try a safemode with networking boot?

Try lugging the computer to somewhere with a different connection and trying from there? Or bringing a computer/laptop that it works on from somewhere else and trying on your connection?
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Putnam on October 10, 2014, 03:08:55 pm
I want to play TF2 so bad, but there is something terminally wrong with my computer where I can't find or connect to ANY servers whatsoever. I've tried everything I can think of, it's no use!

*Genuinely upset*
Could be something weird with your internet. Or maybe your connection to steam. Or maybe Valve's servers are being screwy.

Nono, I've had this before. You have to manually google servers and type "connect <ip>" in the console to get to servers. It's annoying as hell.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Teneb on October 10, 2014, 03:25:41 pm
I want to play TF2 so bad, but there is something terminally wrong with my computer where I can't find or connect to ANY servers whatsoever. I've tried everything I can think of, it's no use!

*Genuinely upset*
Could be something weird with your internet. Or maybe your connection to steam. Or maybe Valve's servers are being screwy.

Nono, I've had this before. You have to manually google servers and type "connect <ip>" in the console to get to servers. It's annoying as hell.
Had this once as well. Fixed itself when I reinstalled half-life 2 for another run, but there is no guarantee it'll work for you, or anyone else.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: tahujdt on October 10, 2014, 03:28:10 pm
Happens to me occasionally, it fixes itself when I close and restart Steam.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: JoshuaFH on October 10, 2014, 05:10:27 pm
Yeah it just fixed itself when I restarted my computer. No clue what caused it tho.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Spehss _ on October 10, 2014, 05:28:38 pm
It's the weekend, I'm at home with my desktop, and I don't have any homework. Anyone wanna play TF2 or something?
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: tahujdt on October 10, 2014, 05:32:48 pm
Dammit, I wish I could, but I'm actually en route to camping right now. I can play text-based TF2, though.

/me *bonk*s Sphess_ with a baseball
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: EnigmaticHat on October 10, 2014, 06:41:04 pm
My internet is fixed!  Well, kind of.  The bad news is that I'm pretty sure my wireless card is dying, but the good news is if I plug in an ethernet cable I'm all good.

So I can go pubstomping with you guys :D
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: MaximumZero on October 10, 2014, 08:16:52 pm
Alright, all, it's pubstomping time! Come join Wolfeyez and me (and friend her, for crying out loud!)
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Ricky on October 11, 2014, 03:34:42 pm
im glad to see the the Tf2 community coming together again. I play pretty often. you can usually find me in the DFC steam chat

i'd be fun to play with others
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: Zombi on October 11, 2014, 08:46:22 pm
I'm going to be playing in 5 minutes. Add ZombiLoin.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: tahujdt on October 12, 2014, 05:53:44 pm
I'm going to be playing in 5 minutes. Add ZombiLoin.
Me too.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: tahujdt on October 14, 2014, 06:40:11 pm
So, pubstomping tonight, anyone?
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: RedKing on October 14, 2014, 07:03:37 pm
I'd love to, but is there a specific server y'all hang out on? The one in the OP doesn't work.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: tahujdt on October 14, 2014, 07:05:49 pm
no, just join the server I'm on.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: RedKing on October 14, 2014, 07:22:19 pm
I don't appear to have any of you people as friends. :-/
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: tahujdt on October 14, 2014, 07:22:48 pm
Add me, I'm [Bay12] Urist McDJ, and I'm friends with most of the rest.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: werty892 on October 18, 2014, 10:12:38 pm
COME PUBSTOMP WITH ME AND MAPLEGUY, ADD ME ON STEAM, NAME IS WERTY PIC IS A ACII DWARF.
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: MaximumZero on October 21, 2014, 09:56:47 pm
Any word on when the Halloween maps go up?
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: MaximumZero on October 22, 2014, 11:26:22 pm
Hey, all, the old Halloween maps are up! Let's go kill Monoculus!
Title: Re: Team Fortress 2: Love and War! "I've done nothing but teleport bread for 3 days"
Post by: TamerVirus on October 22, 2014, 11:31:05 pm
*waits in anticipation of the new Halloween map*
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: ggamer on October 23, 2014, 10:12:12 am
oooooooh i'm so game to do halloween maps! who's up for it?
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: Spehss _ on October 23, 2014, 10:17:41 am
I'd be able to play either tomorrow night or Saturday probably. Currently I'm still at the college and have no access to muh desktop.
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: Teneb on October 23, 2014, 12:18:15 pm
I'm up for halloween maps whenever I'm free.
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: Iceblaster on October 23, 2014, 12:23:01 pm
I'm game whenever you guys want. Unless I'm playing crusader kings :P

Just poke me on steam. My profile link should be in my sigtext.
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: Graknorke on October 25, 2014, 09:58:36 am
There is fanart and cosplays of Expiration Date's "Fried Chicken Tramp".
What the fuck fandom.
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: EnigmaticHat on October 25, 2014, 01:36:14 pm
She's funny and visually she fits well with the art style.

Besides I imagine if you walked into a convention with that cosplay even though most people wouldn't get it those who did would be pretty entertained.
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: Graknorke on October 25, 2014, 04:37:04 pm
She's funny and visually she fits well with the art style.

Besides I imagine if you walked into a convention with that cosplay even though most people wouldn't get it those who did would be pretty entertained.
Well yeah I mean it's well done and funny and stuff. But it's a character that got maybe all of 3 seconds of screen time, not even a proper name.
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: MaximumZero on October 25, 2014, 10:32:22 pm
Also, I'd imagine that it's a good excuse to fill out a halter top and eat fried chicken.
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: TamerVirus on October 26, 2014, 12:37:57 pm
Who do you think is going to be the spook boss? Something from the comics? BREAD HALLOWEEN???
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: Flying Carcass on October 26, 2014, 03:15:33 pm
Who do you think is going to be the spook boss? Something from the comics? BREAD HALLOWEEN???

Ghost Toast?
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: miauw62 on October 27, 2014, 04:20:26 am
And it happens every year~
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: JoshuaFH on October 27, 2014, 10:12:22 am
I always seem to distrust my skill whenever I start up the game. I feel so unconfident until I realize that I'm the top scoring player on the server. It's a cycle, it repeats every time.

I'm having just awful problems with finding servers for some reason, but I was able to, despite my chagrin, able to connect to a Skial 24/7 Fastrespawn Goldrush server. Fastrespawn works on KOTH since both sides are, for the most part, symmetrical. On PL maps however, it gives an overwhelming, overpowering advantage to the defending RED side, since the point of defense is to have longer respawn times, since that any player advantage gained from BLU can actually be capitalized on. Cue me going demoman on Blu and SOMEHOW SOMEWAY acquiring my own personal posse pocket medics, and then proceeding to clean house.

Maybe I'm just a bad person for beating up on bad players, but fighting my way through the the JUNGLE of irresponsibly placed level 3 sentries continues to be fun, even on bad maps like Goldrush.
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: Putnam on October 27, 2014, 04:13:54 pm
Goldrush already has an advantage to the RED side; fast respawn doesn't do much but make it insurmountable except through great coordination.
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: Leafsnail on October 27, 2014, 05:33:30 pm
The last point is almost as bad as Dustbowl but it's still a pretty fun map.

e: I guess I like it because each individual map feels quite balanced, but then BLU has to win three in a row to actually properly win so I guess it is really skewed.
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: EnigmaticHat on October 29, 2014, 12:37:23 am
Fast respawn KOTH is "fair" in the sense each side has an equal chance of winning, but not fair in the sense that whoever captures the point first has a significant advantage (since they're on offense and are required to stand in a place roughly the size of a sticky's blast radius).
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: Spehss _ on October 29, 2014, 01:16:20 am
I always seem to distrust my skill whenever I start up the game. I feel so unconfident until I realize that I'm the top scoring player on the server. It's a cycle, it repeats every time.

I'm having just awful problems with finding servers for some reason, but I was able to, despite my chagrin, able to connect to a Skial 24/7 Fastrespawn Goldrush server. Fastrespawn works on KOTH since both sides are, for the most part, symmetrical. On PL maps however, it gives an overwhelming, overpowering advantage to the defending RED side, since the point of defense is to have longer respawn times, since that any player advantage gained from BLU can actually be capitalized on. Cue me going demoman on Blu and SOMEHOW SOMEWAY acquiring my own personal posse pocket medics, and then proceeding to clean house.

Maybe I'm just a bad person for beating up on bad players, but fighting my way through the the JUNGLE of irresponsibly placed level 3 sentries continues to be fun, even on bad maps like Goldrush.
Hmmm. I'd recommend No Heroes CTF servers. Lots of instant respawn, usually on Turbine, usually stacked teams, lots of spawncamping, can be simultaneously godawful and horribly evilly fun, depending on which team you're on. The times the teams are actually even can be really intense as well. Good demomen are common there. Because demosticky-spam==win.

No Heroes is only really good for killing peeps and getting killstreaks though. Can't recall much about the community or regulars except that the regulars tended to be either master pubstompers or loud trashtalkers complaining about stacked teams. If you want actual substance beyond "kill everything that moves on the other team", find another server.
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: miauw62 on October 29, 2014, 05:18:16 am
If you play TF2 for long enough, you automatically become a master pubstomper. I can usually get top score even on STAR_'s servers.
I don't actually like goldrush, it feels far too dustbowly to me. 3 stages each divided into two cramped areas with one point each and not a lot of great flanking routes. The last stage even follows the dustbowl model of "twenty mile long chokepoint".

(Also, I feel like a pimp whenever more than one medic is healing me at a time)
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: taat on October 29, 2014, 05:51:24 am
The reason goldrush is so much like dustbowl is that it has literally the same map layout, just turned into payload :p
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: Leafsnail on October 29, 2014, 07:36:35 am
I like the No Heroes payload servers.  Just having a few people on mics to help organize your team's battleplan really helps make the game a more fun experience.  I actually usually do better on No Heroes servers (particularly as Medic and Engineer) than pubs because it's easier to not die to random enemy roamers when your team is more ordered.
If you play TF2 for long enough, you automatically become a master pubstomper. I can usually get top score even on STAR_'s servers.
I don't actually like goldrush, it feels far too dustbowly to me. 3 stages each divided into two cramped areas with one point each and not a lot of great flanking routes. The last stage even follows the dustbowl model of "twenty mile long chokepoint".
Other than the last one I think there are a reasonable number of different attack angles on all the Goldrush points, which other ones do you have a problem with?
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: WealthyRadish on October 29, 2014, 04:23:48 pm
Spoiler: Updoot (click to show/hide)

I can dream, can't I?
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: Fniff on October 29, 2014, 04:26:14 pm
Quote
Reduced minisentry hitpoints from 100 to 50
Reduced minisentry damage -20%
GOD BLESS VALVE!
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: Spehss _ on October 29, 2014, 04:39:19 pm
How big is the change to pyro's default flamethrower? Haven't played in a while, don't know what damage was like before/after pyromania update.
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: Leafsnail on October 29, 2014, 05:07:39 pm
- RIP pocket 2fort snipers
- The degreaser change is interesting, rebuffing ubers is one of the pyro's most important roles
- Not sure if that TT change is likely to do anything, I guess it makes it a bit harder to run down enemies when you're not charging?
- Wasn't the whole point of DDS that you could survive a snap headshot?  I don't really get what it's meant to do now.
- Did pyros really need another nerf? e: they really don't, slow and short-range is not a good combination
- I don't think this will make that much difference to the DR.
- Minisentries have basically been removed, cool.  I think the previous fix to their hitbox made them a lot less good anyway.
- I guess getting multiple hits at once with the Black Box was pretty bad, would've been better just to limit the health gained per shot to 15 though I think.

Does the crit thing affect Valve servers, or just custom ones?
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: Putnam on October 29, 2014, 06:06:24 pm
Reserve shooter is now completely useless due to that degreaser change

- Wasn't the whole point of DDS that you could survive a snap headshot?  I don't really get what it's meant to do now.

nah, that was just obnoxious as shit, the point was more for scouts attempting to harangue you.
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: Cheedows on October 29, 2014, 06:32:44 pm
They nerfed the degreaser that much? Well shit, guess I gotta revert to default, airblasting players is one of the main niches of being a pyro. The quicker  weapon switch is definitely not worth both decreased afterburn and limited airblasting.
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: TamerVirus on October 29, 2014, 06:36:41 pm
SPOOKY BUMPER CARS WOO!

Spook Carnival 2014
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: JoshuaFH on October 29, 2014, 06:57:02 pm
Spoiler: Updoot (click to show/hide)

I can dream, can't I?

I was about to call you a liar, then I noticed the invisi-text. :P

Actual update is live and much, MUCH MUCH MUCH less radical than what you posted. Instead we get... BUMPER CARS WHOOO.
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: Graknorke on October 29, 2014, 06:58:53 pm
Hey, random crits are good. I don't understand why everybody hates them so.
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: JoshuaFH on October 29, 2014, 06:59:44 pm
Hey, random crits are good. I don't understand why everybody hates them so.

Nah they're bad.
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: WealthyRadish on October 29, 2014, 07:01:10 pm
People still believe me when I post updates?!

I made that with some HTML editing, glad it looked convincing.
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: PTTG?? on October 29, 2014, 07:25:17 pm
Hey, random crits are good. I don't understand why everybody hates them so.

Nah they're bad.

Eh, they're not awful.
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: JoshuaFH on October 29, 2014, 07:28:04 pm
I really wish I COULD play, but my general ability to connect to ANY SERVER WHATSOEVER is awfully limited.
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: Fniff on October 29, 2014, 07:31:42 pm
I have the same problems. Try seeing if you just got the update, that's what happened with me.
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: JoshuaFH on October 29, 2014, 07:49:23 pm
I have the same problems. Try seeing if you just got the update, that's what happened with me.

I mean, even before the update, I have awful terrible problems finding and connecting to servers. The sudden influx of traffic only exacerbates it.
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: Leafsnail on October 29, 2014, 08:32:16 pm
How bad are you at fighting pyros?
nah, that was just obnoxious as shit, the point was more for scouts attempting to harangue you.
I would rather have a weapon that's capable of fighting back against scouts than an item that maybe allows me to survive one more hit if the scout is bad at aiming (while I fail to do anything in response due to my lack of a close-range weapon).
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: Putnam on October 29, 2014, 08:40:39 pm
Sniper Rifle's perfect for fighting scouts.
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: Fniff on October 29, 2014, 08:56:12 pm
I can't see that, unless you are so good at leading shots that you are basically omniscient. Or have a really good ping unlike me.
I'm happy when my ping is below 200. At the worst of times it can hit 999.
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: Leafsnail on October 29, 2014, 09:02:20 pm
I guess bodyshotting scouts at close range is doable (it's easier than trying to meatshot one while also running around at scout speed, afterall) but then you're trying to fight them with a gun that's over twice as slow as theirs and which does under half the damage.
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: Putnam on October 29, 2014, 09:03:30 pm
Scouts tend not to be that good at avoidance. I have actually seen people write that "headshotting scouts running straight towards you" is a sure sign that you're a hacker.
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: Fniff on October 29, 2014, 09:04:37 pm
You either play with terrible scouts or my understanding of how being a scout works is just all wrong.
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: Chaos Armor on October 29, 2014, 09:05:52 pm
Scouts running straight at you are scouts who haven't yet learned how to play scout.

Edit: Or they're eating and have one hand on the keyboard. I do it frequently.
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: Fniff on October 29, 2014, 09:07:18 pm
Playing scout is like playing a spy: if you're in front of an enemy, you're doing it wrong.
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: Putnam on October 29, 2014, 09:08:49 pm
guys I play valve pubs

i mean i thought that was implied

i guess i wasn't clear enough and that's entirely my fault
Title: Re: Scream Fortress 2: Old Halloween maps are LIVE! AWOOOOO!
Post by: Fniff on October 29, 2014, 09:09:44 pm
You either play with terrible scouts or my understanding of how being a scout works is just all wrong.
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: JoshuaFH on October 29, 2014, 09:16:58 pm
I can never resist linking a relevant Team Service Announcement:

https://www.youtube.com/watch?v=L6N1cI2xtWs
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: MaximumZero on October 29, 2014, 09:27:44 pm
Wat.
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: Leafsnail on October 29, 2014, 10:34:31 pm
420 W+M1 erry class
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: TamerVirus on October 29, 2014, 10:58:49 pm
TF2 is actually really fun.

And really unexpected
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: MetalSlimeHunt on October 29, 2014, 11:48:56 pm
Once, I believed that Merasmus could not get any better. I was wrong.
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: TamerVirus on October 29, 2014, 11:54:23 pm
I really don't like the "here's 6 items and DONE"

But eh. Hats.
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: MaximumZero on October 30, 2014, 12:20:26 am
I got the werewolf mask for the medic. Wolfeyez is jealous, as she got the scout chicken getup (hat and legs.)
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: miauw62 on October 30, 2014, 03:49:06 am
I don't have a HD and I'll be gone for the next three days.
Rip in pizza toppings
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: MetalSlimeHunt on October 30, 2014, 07:48:08 am
I will also reiterate my position that W+M1 Medic with Blutsauger and Solemn Vow is OP as fuck. I have gotten formally complained about so many times, I love it.
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: EnigmaticHat on October 30, 2014, 08:02:25 am
I'm pretty happy with what I got from the cauldron.

Spoiler (click to show/hide)
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: Iceblaster on October 30, 2014, 08:25:29 am
I really don't like the "here's 6 items and DONE"

But eh. Hats.

...

Gift drops are gone now?

I also only got 3. I was on when the update went live so I got a non textured cauldron and three non textured items.

Until I logged back in :P
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: TamerVirus on October 30, 2014, 08:35:59 am
You get TWO cauldrons for free: one on start, one for the 'win three bumper car games' acheivement

And a free all class melee weapon for getting four map acheivements

All other hats come from crates SOLD ON THE MARKET
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: miauw62 on October 30, 2014, 11:14:01 am
SOMEHOW they managed to make doomsday even worse!
What an achievement.
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: WealthyRadish on October 30, 2014, 11:59:31 am
I still haven't opened my cauldron from 2011, and now it's called "antique". Maybe in 17 years it'll be tradable, and I'll make a fortune!

The bumper cars are pretty lame, though, and the map sucks (well, picking doomsday for it made it almost certain to suck anyway). If this is it, probably the worst halloween update so far. With last Smissmas' update being so meh as well, my guess is that the slow downward spiral and depopulation will continue.
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: Satarus on October 30, 2014, 12:01:22 pm
SOMEHOW they managed to make doomsday even worse!
What an achievement.
It's so much fun when a demoman puts a bunch of stickys under where you are forced to dance.  Almost as much fun as enemy SGs in the middle. #sarcasm
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: Iceblaster on October 30, 2014, 12:16:57 pm
Eh.

I like it.

Doomsday usually is my least favorite mode, but I do have to say that I enjoy this update. I'm probably going to be yelled at for it, but eh. To each their own.
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: MetalSlimeHunt on October 30, 2014, 12:39:03 pm
I don't get it. This update is funny, it expands your gameplay options, it even made vintage Scream Fortress available! What more do you want from Gaben?
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: miauw62 on October 30, 2014, 12:44:33 pm
Well, I guess it's fitting that they raised a gamemode from the dead for this update.
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: TamerVirus on October 30, 2014, 01:55:46 pm
I don't get it. This update is funny, it expands your gameplay options, it even made vintage Scream Fortress available! What more do you want from Gaben?

Hats. Always more hats
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: MetalSlimeHunt on October 30, 2014, 01:57:51 pm
I don't get it. This update is funny, it expands your gameplay options, it even made vintage Scream Fortress available! What more do you want from Gaben?

Hats. Always more hats
Your hats are horrific mutations this time. It's even better, for you have become one with the hat.
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: KingofstarrySkies on October 30, 2014, 02:53:20 pm
Vampiric Vestige! Doge-medic! Dispenser Ghost!

YAAAY
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: Spehss _ on October 30, 2014, 02:55:10 pm
I'd prefer more gameplay changing weapons to more hats. You can't shoot with a hat. Yet.
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: TamerVirus on October 30, 2014, 04:07:48 pm
I'd prefer more gameplay changing weapons to more hats. You can't shoot with a hat. Yet.

The sad thing is that they are so far and few in between. At least those wacky server mods change things up.
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: Flying Carcass on October 30, 2014, 04:22:04 pm
I'd prefer more gameplay changing weapons to more hats. You can't shoot with a hat. Yet.

I can picture it now.... the Gatling Gibus!
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: beorn080 on October 30, 2014, 04:31:37 pm
I'd prefer more gameplay changing weapons to more hats. You can't shoot with a hat. Yet.

I can picture it now.... the Gatling Gibus!
Heavy wearing the sandvich on his head so he can eat while he shoots.
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: TamerVirus on October 30, 2014, 04:38:23 pm
I'd prefer more gameplay changing weapons to more hats. You can't shoot with a hat. Yet.

I can picture it now.... the Gatling Gibus!
Heavy wearing the sandvich on his head so he can eat while he shoots.

That's...uh... Already a hat (https://wiki.teamfortress.com/wiki/Sammy_Cap).

A nonfunctional one, sure
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: JoshuaFH on November 14, 2014, 08:30:44 am
For anyone that also frequently browses the Steam Powered User Forums for TF2, I joined the Gunslingers VS Highlander 5 (http://forums.steampowered.com/forums/showthread.php?t=3266828) community event. When it happens, there's a good chance it'll be casted and commented on by some no-name youtube personalities, but it's gonna be fun playing with some of the local SPUF Heroes like Max, Craylash, Medic, and Poptarts.
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: miauw62 on November 14, 2014, 10:23:35 am
A gunslinger event?
Oh boy, that sounds awesome. I'm pretty good with default engie + gunslinger (shotty is literally the best weapon in the game). Sad thing that it's already filled.

E:
Holy fucking shit.
I just defended the last stage of dustbowl as a gunslinger engie, towards the end I was the only one. We won. WE FUCKING WON WITH ONLY ONE MINISENTRY.
The other team was pretty damn good too. That was the best match I've had in a while.
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: JoshuaFH on November 16, 2014, 11:23:54 pm
The Highlander VS Gunslingers 5 event is over, and it was a ton of fun. I ran Shortstop, crit-o-cola, and atomizer for the whole thing, and boy I was that just a damn fine choice. Just for the fun of it, at the very start I put a Buildings Destroyed part on my Strange Shortstop, and at the end it had 111 building destructions recorded :O Shortstop chews through buildings like nothing. Enough to let me get in the top 3 scoring on a few rounds.

Highlanders totally dominated, which was actually very surprising since the Gunslingers had a history of trouncing in previous events. We didn't drop a single round though.
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: Spehss _ on November 17, 2014, 12:17:49 am
Just for the fun of it, at the very start I put a Buildings Destroyed part on my Strange Shortstop, and at the end it had 111 building destructions recorded :O Shortstop chews through buildings like nothing. Enough to let me get in the top 3 scoring on a few rounds.
Jeez. How many games/how many hours is that "by the end of it"? On a good game without instaspawning nonsense I can get maybe 30 kills total before mapchange, depending on what classes I play as and stuff.
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: JoshuaFH on November 17, 2014, 01:13:14 am
Just for the fun of it, at the very start I put a Buildings Destroyed part on my Strange Shortstop, and at the end it had 111 building destructions recorded :O Shortstop chews through buildings like nothing. Enough to let me get in the top 3 scoring on a few rounds.
Jeez. How many games/how many hours is that "by the end of it"? On a good game without instaspawning nonsense I can get maybe 30 kills total before mapchange, depending on what classes I play as and stuff.

It would amount to only around 2 hours for the rounds of PL, 5cp, and koth.
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: crazysheep on November 17, 2014, 01:21:04 am
Also not to mention you were playing against a team full of engis :P
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: miauw62 on November 17, 2014, 10:13:06 am
Just for the fun of it, at the very start I put a Buildings Destroyed part on my Strange Shortstop, and at the end it had 111 building destructions recorded :O Shortstop chews through buildings like nothing. Enough to let me get in the top 3 scoring on a few rounds.
Jeez. How many games/how many hours is that "by the end of it"? On a good game without instaspawning nonsense I can get maybe 30 kills total before mapchange, depending on what classes I play as and stuff.
Minisentries are effectively made out of cardboard, which is reflected in their price.
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: KingofstarrySkies on November 17, 2014, 03:21:35 pm
Aah, I can't stand minisentries. Little bastards.
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: miauw62 on November 17, 2014, 03:22:44 pm
Aah, I can't stand minisentries. Little bastards.
can you stand me emptying my shotty in your back while you're shooting the minisentry? c:
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: KingofstarrySkies on November 17, 2014, 03:23:05 pm
Pyros
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: MaximumZero on November 17, 2014, 05:35:22 pm
Tell me your secrets.
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: Flying Carcass on November 17, 2014, 06:19:40 pm
I've found that the Persian Persuader and tide turner go well together since the PP has a relatively quick charge recharge and tide turner returns charge on charge kills, so one can charge around the map like a lunatic. I also throw in the ali baba booties (really ought to get some bootleggers to complete my demo's pirate costume) because who needs grenades!? Good times.
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: Spehss _ on November 17, 2014, 06:50:14 pm
Tell me your secrets.
Use your sword to charge and kill people in close range, use your pipe bombs to kill people not in close range.
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: TheDarkStar on November 17, 2014, 10:31:14 pm
Tell me your secrets.
Use your sword to charge and kill people in close range, use your pipe bombs to kill people not in close range.

Basically this. Demoknight is lethal if played right - catch heavies unaware, kill sentries from around corners, and outrun spies. Ram into people and steal their heads.
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: Leafsnail on November 17, 2014, 10:36:43 pm
The best way to help your team as a Demoknight is to murder enemy medics as much as possible.  It's a pick class, much like Sniper, and the main advantage is that you can charge round a corner towards the source of a medi-beam and take it out without getting a direct line of sight.
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: EnigmaticHat on November 17, 2014, 10:44:08 pm
The best way to help your team as a Demoknight is to murder enemy medics as much as possible.  It's a pick class, much like Sniper, and the main advantage is that you can charge round a corner towards the source of a medi-beam and take it out without getting a direct line of sight.

Pretty sure when Ster said that he was joking :P
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: Spehss _ on November 17, 2014, 10:55:08 pm
I just play Demoknight like I would play soldier, as a up front fighting class except with pipe bombs that can be used for indirect attacks as well as direct hits. Pipe bomb direct hits have crazy splash damage that can kill groups of most classes in two to three shots. Gotten tons of multi-kills by just lobbing pipe bombs towards the cart while lots of people were pushing it.

I love my grenade launcher.
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: Leafsnail on November 17, 2014, 11:02:15 pm
Isn't that the whole point of the charging part?  You are able to suddenly deal a massive amount of damage to one player.  What else are you gonna use that for?
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: MaximumZero on November 18, 2014, 04:22:42 am
I mostly use it for point blank attacks or area denial, given that I use the splendid screen (max charge damage at any range). I usually hit with a pipe bomb as they're falling to get the kill and move on. I melee the pain train for quickly pushing carts and capping points.
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: Shadowlord on November 18, 2014, 04:27:39 am
What is this pipe bomb of which you speak?
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: JoshuaFH on November 18, 2014, 08:14:14 am
Isn't that the whole point of the charging part?  You are able to suddenly deal a massive amount of damage to one player.  What else are you gonna use that for?

More often than not, you'd use the charge as an escape tool. Is a soldier bombing in on you? Did a heavy just jump rev around a corner at you? Are two scouts about to run you over? Just turn around and CHARGE outta there. For the span of about a second and a half, you're the fastest class in the game, and you can remove yourself from situations that would ordinarily be unavoidably lethal.
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: Leafsnail on November 18, 2014, 08:33:19 am
I guess you can do that, it's just that's a lot less fun than running in and removing heads
Title: Re: Scream Fortress 2: Carnival of Carnage is LIVE! "Misfortune telling!"
Post by: JoshuaFH on November 18, 2014, 08:41:51 am
I guess you can do that, it's just that's a lot less fun than running in and removing heads

One other thing, if you happen to learn an arcane art known as 'trimping' then you can do some of the coolest stunts in TF2. I referenced a guy earlier named Craylash as a 'hero of spuf', his other pseudonym is Ireima, and he routinely does shit like this. (https://www.youtube.com/watch?v=pjTL5qxqE78)
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: WealthyRadish on November 18, 2014, 01:35:51 pm
Oh man, blood gulch in TF2? I mean, seems like it would be awful in a game with no vehicles, but that's funny.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Flying Carcass on November 18, 2014, 02:57:30 pm
I've played that map (though for whatever reason the times I've played it the skybox didn't render so I just got pink and black boxes). It's big, but not too bad.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Fniff on November 22, 2014, 12:56:29 pm
You know, after I kept getting 2fort when playing "random", for a while I thought I was actually really shit at TF2. Then I went to play on a CP game. Turns out I'm fine. It's just that 2fort is a terrible map. I've learned to appreciate how well-designed the other maps are in comparison.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: EnigmaticHat on November 22, 2014, 01:04:17 pm
You know, after I kept getting 2fort when playing "random", for a while I thought I was actually really shit at TF2. Then I went to play on a CP game. Turns out I'm fine. It's just that 2fort is a terrible map. I've learned to appreciate how well-designed the other maps are in comparison.

Yeah, TF2 map design has improved greatly over the game's lifespan.

General rule for TF2 maps: there should be three separate paths forward for an attacking team at every point in the map.  If there aren't, its probably a bad map.

2Fort seems to almost pass on the surface except for a few places with only 2.  But then you realize that many of the different paths are visible from each other so a sentry can stop multiple ways forward.  And most classes can't get to the important parts of the map without going through the back "barn" area.  Plus the sewers, while an effective entrance, take too damn long for how far they take you.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on November 22, 2014, 01:37:28 pm
There are a lot of terrible maps, but most of them are still sort of fun to play. (I have come to love dustbowl's third stage)
Thats true for most vanilla maps that are terrible, with one notable exception: junction.
I hate junction with a burning passion.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Metalax on November 22, 2014, 01:58:17 pm
There was a redesign of 2fort floating around a couple of years ago that fixed many of the worst path design problems, such as adding a drop down from the sewers to the basement(return to the sewers limited to explosive jumpers/triple jump Scouts/FAN Scouts), redesign of the courtyard such that a single sentry can't cover all the base entries and a better distribution of ammo/health pickups following the redesign.

Unfortunately I can't recall what they named the map and I've not found it again when jumping to random servers with a promising map name.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: JoshuaFH on November 22, 2014, 02:10:07 pm
It's true that some bad maps are enjoyed despite that. I personally love Harvest, even though it has the most easily spawn-camp-able spawn of any map period.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on November 22, 2014, 02:20:23 pm
I JUST TRIED DEMOKNIGHT
ITS SO FUCKING FUN HOLY SHIT

and i can even get MPV with it ( ͡° ͜ʖ ͡°)
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Fniff on November 22, 2014, 02:22:38 pm
Do not fall into temptation, brother! Use the demoman as it was intended by God Gabe!
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Spehss _ on November 22, 2014, 02:29:19 pm
Do not fall into temptation, brother! Use the demoman as it was intended by God Gabe!
So long as you're using the grenade launcher you're using demoman like a good demoman. ( ͡° ͜ʖ ͡°)

No really. Pure sword and board melee demoknights can't blow anything up. With a grenade launcher or loch n load a good demoman still retains the ability to blow lots of things up with direct hits and can area denial with rollies.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Flying Carcass on November 22, 2014, 02:35:40 pm
I JUST TRIED DEMOKNIGHT
ITS SO FUCKING FUN HOLY SHIT

and i can even get MPV with it ( ͡° ͜ʖ ͡°)

Demoknight's a blast. Who needs explosives when one's got "YAAAAAH!"?
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Spehss _ on November 22, 2014, 02:44:43 pm
Demoknight's a blast. Who needs explosives when one's got "YAAAAAH!"?
I prefer the best of both worlds with my loadout of Eyelander+Targe+Face Melting Grenade Launcher. You got YAAAAH and EXPLOSIOOOOOONS.

God I luv my grenade launcher.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Teneb on November 22, 2014, 03:08:02 pm
Demoknight's a blast. Who needs explosives when one's got "YAAAAAH!"?
I prefer the best of both worlds with my loadout of Eyelander+Targe+Face Melting Grenade Launcher. You got YAAAAH and EXPLOSIOOOOOONS.

God I luv my grenade launcher.
I dislike the targe when demoknighting, due to the slow recharge, and favour the Splendid Screen instead due to the charge damage. Strange Bottle + Splendid Screen + Loch/Default is my demoknight loadout.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Spehss _ on November 22, 2014, 03:26:22 pm
Splendid Screen is also quite good. I mostly use the Targe because I feel like it. The fire resistance is also nifty sometimes. Maybe once I get a Tide Turner my opinion will change.

Never got into the Loch n Load. The sped up projectile speed screws up my projectile prediction and basically ruins my aim with it. Plus the grenade launcher's rollies are too useful for temporary area denial or just spamming over walls or out of line of sight. Plus I only have a strange grenade launcher, heh.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Leafsnail on November 22, 2014, 03:30:43 pm
I think the Tide Turner is by far the best if you're actually playing Demoknight (as opposed to Shielded Grenademan Who Runs Away Sometimes).  Straight charges are very easy to predict and avoid, curvy ones are not.  You can initiate what looks like a retreat then do a 180 and murder your pursuer.  You can follow beams and launch charges at medics from places where they can't even see you.  You can, with a bit of creativity, set up virtually instantaneous flanking moves on enemies that are firing straight at you (by charging around pillars and stuff).

The recharge element isn't as important, but it's certainly fun to decapitate 4 snipers in the space of a few seconds.  Or alternatively to murder their medic and then instantly charge away.

One major tip for demoknight - if you land a shield bash, even a shield bash that does zero damage, you get a free crit if you take a swing straight after with your melee.  You get this no matter where you were in your charge.  This is why I don't think the Screen is very useful - if you've landed the bash you've already killed or nearly killed most classes anyway.  Theoretically it helps against the Heavy, but it's pretty fucking difficult to make a straight charge at a guy with a minigun.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Spehss _ on November 22, 2014, 03:36:26 pm
Shielded Grenademan Who Runs Away Sometimes
Well, I think I found a name for my grenade launcher. I was planning on going with some jimi hendrix reference to match my groovy pink afro buuuuuuuut this pretty much describes my tactics too perfectly.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on November 22, 2014, 04:42:08 pm
Do not fall into temptation, brother! Use the demoman as it was intended by God Gabe!
Why did you cross out God and then replace it with God?

Also, I'm fine with any demo tactic as long as it's not using the sticky launcher like a backup grenade launcher. That said, that's totally what I do when I run out of pills and running isn't an option.
(using stickies for airshots and shooting over low cover is acceptable, though. Seriously, have you ever tried airshotting with the grenade launcher? Sometimes an enemy just goes straight up because of a miscalculated jump and you can't waste a chance like that. )

BTW, I should get a strange grenade launcher.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: EnigmaticHat on November 23, 2014, 11:23:11 am
I believe you mean "using the grenade launcher like a backup sticky launcher".

Edit: you didn't see anything *waves both arms while backing away* :/
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Leafsnail on November 23, 2014, 12:30:31 pm
The sticky is the Demoman's actual primary weapon.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: TamerVirus on November 23, 2014, 12:34:48 pm
Do people actually use the sticky launcher as an ambush weapon? Or is just the 'shoot explosives into people's face' type weapon?
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Leafsnail on November 23, 2014, 12:38:36 pm
You can use it to set up traps, and then it's also a faster firing rocket launcher with higher damage, double ammo capacity and better effectiveness at long range when you need it to be.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Spehss _ on November 23, 2014, 12:40:53 pm
Do people actually use the sticky launcher as an ambush weapon? Or is just the 'shoot explosives into people's face' type weapon?
Scottish Resistance master race.

Yeah, I use the scottish resistance for ambushes/territory defense. The ability to detonate selected stickies makes lots of tactics viable, like making a spread out minefield of stickies. Then when people walk over it you can detonate one sticky, send them flying, then detonate other stickies as they fall and juggle them to death. That's always fun.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: EnigmaticHat on November 23, 2014, 12:54:53 pm
You can use it to set up traps, and then it's also a faster firing rocket launcher with higher damage, double ammo capacity and better effectiveness at long range when you need it to be.

I'd like to point out that while this is true, the rocket doesn't have an arming time, and it has less capacity for self damage.  So it can be used more effectively at close range, where almost all of TF2's weapons are at their best.  Sadly the arming time still isn't THAT long but if you get up in their face as scout or soldier you can get an easy kill.

At very high levels of play you have people direct hitting you with stickies at pretty much any range and then it gets downright annoying.  There are reasons that the only class besides medic consistently restricted to one per team in competitive play is demoman.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on November 23, 2014, 01:30:24 pm
Yeah, the sticky launcher is pretty OP imo. At least sollies can't detonate their rockets when you dodge them.

It's very useful in a variety of situations, though, even in ones where a nerf probably wouldnt harm it much.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Knick on November 23, 2014, 01:38:12 pm
Do people actually use the sticky launcher as an ambush weapon? Or is just the 'shoot explosives into people's face' type weapon?
Scottish Resistance master race.

Yeah, I use the scottish resistance for ambushes/territory defense. The ability to detonate selected stickies makes lots of tactics viable, like making a spread out minefield of stickies. Then when people walk over it you can detonate one sticky, send them flying, then detonate other stickies as they fall and juggle them to death. That's always fun.

The Scottish Resistance has some real advantages, I have trouble using it aggressively.  The extended arming time, and the fact that you have to be looking at the bombs before they detonate makes hit-and-run more difficult.  Also, they do not air-burst as easily.

I love demo-man, especially for his indirect fire ability.  One of my favourite tactics is to be able to lay down a minefield over a wide area, for example, near a cart, and blow it as soon as I see the cart moving.

I use Scottish Resistance to set up ambushes, when defending a CTF, or to blow away any sticky bombs when attacking Payload.

The long reload time is probable the biggest disadvantage.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Spehss _ on November 23, 2014, 02:17:25 pm
Ah, an extra benefit to the Scot-Res I forgot is that the detonation of selected stickies lets you use burst damage. Like, if you're fighting in an area you've trapped and using your grenade launcher on enemies and they happen to walk near stickies and aren't dead from your grenades, you can explode the stickies without needing to switch, and still have backup traps for other enemies. The Loose Cannon's knockback is useful for forcing enemies into your sticky traps.

Or if you've trapped a control point or cart and enemies are gathered around it, you can shoot a few pipe bombs, and as the pipes explode you can detonate the stickies at the same time (you're aiming at them anyway with the nade launcher) and get a big explosion all at once and still have stickies in other areas if needed.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on November 23, 2014, 02:49:43 pm
I don't like the alternative grenade launchers. They both lack a vital part of the grenade launcher, the ability to bounce off things. I can bounce some pills through a door where I know an enemy is waiting, and even if it doesnt hit him it forces him to move because they stay on the ground and still do some damage.

The sticky launcher is a weapon I use far less, mainly when I need to buy myself some time to reload (but at that point I'm usually running away already.)

That said, pick your fights is vital for every class I play, except for medic. The best thing to do when you can't win is run away.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Knick on November 25, 2014, 10:35:45 am
I don't like the alternative grenade launchers. They both lack a vital part of the grenade launcher, the ability to bounce off things. I can bounce some pills through a door where I know an enemy is waiting, and even if it doesnt hit him it forces him to move because they stay on the ground and still do some damage.

The sticky launcher is a weapon I use far less, mainly when I need to buy myself some time to reload (but at that point I'm usually running away already.)

That said, pick your fights is vital for every class I play, except for medic. The best thing to do when you can't win is run away.

I agree with you there.  I prefer Demoman as artillery, so I do not like the Loch and Load's direct hit requirement.  The Loose Cannon is a bit better for me, since knock-back plus increased speed is useful, but again, it is useless for indirect fire.  Personally, I love playing Demo in Turbine.  The ability to lob grenades into the enemies' enclosed space overlooking the central room is incredibly useful.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Spehss _ on November 25, 2014, 09:50:08 pm
Anyone wanna play TF2 some time this week? I'm home from college for Turkey Day break from now until Sunday morning. We could go pubbing or MvMing or something.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: TamerVirus on November 26, 2014, 09:50:20 pm
I might be on.

might
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: TheDarkStar on November 26, 2014, 09:53:46 pm
Wait, tomorrow is Turkey Day? I thought that was Friday.

Turkey day is Thursday. Friday is "trample people who get in the way of your shopping" day.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: TamerVirus on November 26, 2014, 09:54:57 pm
Black Friday cannot be on Thanksgiving!

The two must not ever meet, lest the universe collapse due the horrific combination of savings and turkey

Hence Thanksgiving is always on a Thursday.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: TamerVirus on November 26, 2014, 09:57:48 pm
*Throws calendar at Caroline*

Read the fine fine print
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: MaximumZero on November 26, 2014, 11:22:47 pm
*Throws calendar at Caroline*

Read the fine fine print
What is a calendar?
 :P
If you don't know how to work the calendar, you can't make plantations, and that's unacceptable.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: KingofstarrySkies on November 26, 2014, 11:24:25 pm
...

I love you.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Spehss _ on November 28, 2014, 08:47:23 pm
Anyone up for pubbing tonight in TF2? I splurged and lucked out and got a shiny new strange stickybomb launcher from the first crate I opened in months and I'm probably gonna go break it in.

Also, anyone know the trading price for a strange part counting gib kills?
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Lagslayer on December 01, 2014, 12:59:39 am
I had an idea earlier. What if there was a suit of armor that would occupy a Heavy's primary weapon slot. It gives a passive bonus of crit and mini-crit immunity, as well as immunity to headshots and backstabs,. Maybe it could have other bonuses (depending of balance needs), like bonus health, damage resistance, immunity to afterburn or knockback, etc.

This would mean a few things:
1. Heavy is not complete sniper and spy bait.
2. Heavy would be much tankier in general.
3. Heavy has a reason to use shotguns.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Spehss _ on December 01, 2014, 01:29:21 am
That would be interesting, and probably a neat little change of gameplay. Combine that with a sandvich and gloves of boxing or the bear claws and you have a tanky melee heavy.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: EnigmaticHat on December 01, 2014, 02:18:45 am
Spy and sniper really do not need that nerf.  Clearing out medic/powerhouse comboes is kind of their thing; its been my opinion for a while the main reason to bother with a sniper on your team is to kill heavies and medics.  And backstab immunity is an INSANE effect, I mean yeah its on the razorback but the razorback doesn't actually grant immunity (there's a weak point) and anyway sniper is an easy revolver kill.  Not true of heavy.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: taat on December 01, 2014, 04:01:34 am
Maybe a personal (assembled) dispenser for heavy to carry on his back? Not sure what level it shoule be though
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Fniff on December 01, 2014, 06:15:55 am
Perhaps the drawback is immunity from healing (The medic beam can't go through the suit due to LEAD or something) and fire (Did anyone say BBQ?).
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Leafsnail on December 01, 2014, 07:23:09 am
If you want to avoid being headshot as heavy you can use the Fists of Steel.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: UXLZ on December 01, 2014, 10:53:19 am
How is TF2 for someone new and just getting into it? I've always felt like giving the game a shot, but it seems like one of those games that you have to play for half a year to feel even mildly comfortable with. (Like LoL, kind of.)
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Leafsnail on December 01, 2014, 11:11:55 am
I'd say it's much, much easier to get into than MOBAs, especially if you have some experience with FPS games.  The format in general is way more casual, and if you start off with a class like Soldier your role doesn't have to be too much more complicated than "kill dudes, try to push the objective".
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on December 01, 2014, 11:48:30 am
That said, Soldier is a class with a lot of very good people playing it. Just try out all classes until you find one you like and practice, aka play a lot. You'll develop a style easily enough. Be careful with sidegrades, the stock weapons are often incredibly versatile and some sidegrades can ruin that (phlognisator, backburner, cow mangler, force a nature, I'm looking at you).
Also, try to prioritize the objective over killdudes. A suicidal push/defence can easily make the difference, don't be afraid to die (but pick your fights anyway).
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: EnigmaticHat on December 01, 2014, 12:22:34 pm
I'd also say that certain classes are much easier than others.  Medic, soldier and pyro are all pretty easy to be decent at.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on December 01, 2014, 12:37:53 pm
Medic is mainly jumping around and trying not to get killed by all the players trying to kill you. :P
(Medics are incredibly useful, though, to the point where a good medic can decide a game mostly by himself sometimes. )
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Spehss _ on December 01, 2014, 01:12:28 pm
I'd also say that certain classes are much easier than others.  Medic, soldier and pyro are all pretty easy to be decent at.
I've seen some terrible medics in pubs who only heal their (overhealed and not getting shot at) pocket and completely ignore all their injured teammates calling for medic. I'd say medic has a higher learning curve than basic soldier or pyro.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Leafsnail on December 01, 2014, 01:26:55 pm
I don't think medic is actually a good class to start out as.  It's hard to defend yourself and everyone will be trying to kill you.  Once you've gotten a better feel for how to avoid deadly situations it isn't so bad, but until then you'll die uselessly a lot.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Lagslayer on December 01, 2014, 01:37:09 pm
These aren't all great ideas, but how about...

Spy
1. A spy knife that increases run speed, but disables the revolver.
2. A revolver with reduced clip size (possibly even as low as single shot per reload), but lets you lay a small trap that cloaks or activates after a couple of seconds. Maybe the trap deals damage when it's triggered, or stuns. It can be destroyed if it's attacked, or seen if the cloak wears off. It has a recharge time so it can't be spammed.

Sniper
1. Rifle that doesn't headshot, but disables/reduces cloak charge, and interrupts/reduces uber charges.

Engineer
1. A new primary weapon to complete the battle engie set. Shotgun that replaces your normal dispenser with a pocket dispenser. Heals nearby allies a little (lvl 1 dispenser amount?), but doesn't produce ammo. However, it lets you store extra ammo drops and dispenses them automatically.

Pyro
1. Napalm sprayer. Has drastically reduced/no direct damage, but hugely increased afterburn duration and damage. Possibly harder to remove the afterburn effect. Allow it to stick to the ground and walls for a while, and catch enemies on fire as they run through it. Alt-fire creates a longer range spray at the cost of extra ammo. Spray burns so hot, it incinerates projectiles. This weapon is intended to remove some of the pyro's vulnerability by reducing the time it has to spend in such close range, reducing the need to get so close all the time, allows it to suppress movement through an area, and let's it spend a longer time away from support and pickups, while trading off it's up-front damage.
2. Acid sprayer. Less/no afterburn, but penetrates resistance to fire and afterburn effects. Alt-fire leaves a cloud of acid that persists for a couple of seconds. It destroys projectiles and damage anything that runs through it. Maybe does more damage to buildings? Obviously, this would be part of a super awesome cosmetic set with an acid hazmat suit.

Demoman
1. Armor with similar stats to the Heavy's armor from my above post. Makes pure Demoknight more viable.
2. Grenade launcher that doesn't need to reload, but you can only carry 8 ammo at once.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on December 01, 2014, 02:12:39 pm
stop making classes do what other classes are supposed to do.
Quote
1. Napalm sprayer. Has drastically reduced/no direct damage, but hugely increased afterburn duration and damage. Possibly harder to remove the afterburn effect. Allow it to stick to the ground and walls for a while, and catch enemies on fire as they run through it. Alt-fire creates a longer range spray at the cost of extra ammo. Spray burns so hot, it incinerates projectiles. This weapon is intended to remove some of the pyro's vulnerability by reducing the time it has to spend in such close range, reducing the need to get so close all the time, allows it to suppress movement through an area, and let's it spend a longer time away from support and pickups, while trading off it's up-front damage.
play demoman
Quote
2. Acid sprayer. Less/no afterburn, but penetrates resistance to fire and afterburn effects. Alt-fire leaves a cloud of acid that persists for a couple of seconds. It destroys projectiles and damage anything that runs through it. Maybe does more damage to buildings? Obviously, this would be part of a super awesome cosmetic set with an acid hazmat suit.
theres already a hazmat hat i think, and again, play demoman. having an item that defeats the point of other items is pretty dumb too.

Quote
1. Armor with similar stats to the Heavy's armor from my above post. Makes pure Demoknight more viable.
you know those shields? they give damage resistance. and pure demoman isn't hard, i manage top scores if the circumstances are right (demoman is pretty shitty in some situations where you cant easily reach enemies)

Quote
2. Grenade launcher that doesn't need to reload, but you can only carry 8 ammo at once.
if you know the map, this will be pretty OP. Ammo spawns aren't that rare.

Quote
2. A revolver with reduced clip size (possibly even as low as single shot per reload), but lets you lay a small trap that cloaks or activates after a couple of seconds. Maybe the trap deals damage when it's triggered, or stuns. It can be destroyed if it's attacked, or seen if the cloak wears off. It has a recharge time so it can't be spammed.
play demoman

Quote
1. Rifle that doesn't headshot, but disables/reduces cloak charge, and interrupts/reduces uber charges.
a dedicated spykiller really isnt very useful for a sniper, and ubercharges are supposed to be scary.

the other two I don't really see the point.

and yeah, I guess Medic isn't that good of a class to start as.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: TamerVirus on December 01, 2014, 02:22:02 pm
What about an ice based pyro weapon that gives speed debuffs but no afterburn?

Call it the cryo
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: EnigmaticHat on December 02, 2014, 01:38:05 am
So Natasha, with an obnoxiously long duration debuff and even worse than normal pyro ability to kill people who are being healed by medics?
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: EnigmaticHat on December 02, 2014, 09:28:51 am
Hmm, if I had to invent an item... it would be a stickybomb launcher with greatly reduced splash radius, slightly slower projectile speed, higher damage, and it takes 2 hits to destroy the bombs (although they can still be pushed as normal).  And I would accompany this item with rolling back the roll back of the damage ramp up for all launchers including this one.

Basically, it would be an anti-sentry stickybomb launcher, so the crazy superiority of the stock stickybomb launcher could be toned down without letting engies run rampant.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Lagslayer on December 02, 2014, 02:42:09 pm
stop making classes do what other classes are supposed to do.
All classes have weapons that put a different spin of it's primary role, or even creating a secondary role. You might as well complain about spies having the Ambassador because it can headshot, or the scout having the Force-a-Nature because it knocks back like a pyro's airblast. All the functions I listed still don't measure up to a class who has it as a main focus.



Quote
the other two I don't really see the point.
The spy knife would make it impossible to take opponents out at a range, but would let you catch up to and stab things you otherwise would have little chance of hurting. The increased mobility, in general, is quite useful, and makes the spy more ninja-like.

The engineer shotgun is intended to compliment the Gunslinger and it's mini-sentries.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on December 02, 2014, 02:48:40 pm
the ambassador actually makes sense for the spy because it can't zoom in and has a somewhat long reload before you can headshot again. it can also take out people in one hit, which fits the spy. knockback is not really a thing of one class. the napalm sprayer would outpeform the demoman because you cant shoot it so its gone. minisentries and stickies already serve to limit movement through an area, and the pyro really isn't that vulnerable if you play it right. the pyro has quite a lot of health tbh, and he's pretty fast.

most of your suggestions seem to be oriented around area denial, and there area already three classes that can do that (engie, demo, sniper). giving it to more classes would just make the game even more campy, which sucks.

The spy knife seems decently cool I guess. and i still dont see the point of the dispenser really. a solly can still bop in and kill your disp.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Lagslayer on December 02, 2014, 03:25:09 pm
Spoiler (click to show/hide)
Ambassador can only 1-shot at close range. Without the damage ramp-up, it only does 102 on a headshot.

The napalm sprayer effect would only last a limited time before it burns itself out and need to be re-applied. The sticky launcher also has more range and damage if caught in the blast.

I guess I kinda had the scout in mind when I thought up the area denial effects. Scouts tend to rub me the wrong way. Never heard sniper referred to as an area denial class.

Pyro only has average movement speed unless you use the powerjack (which makes you take more damage), and outside of flare guns, is exclusively close range.

The battle engie is about not having to babysit your buildings all the time. The mini dispenser can still be taken out by killing the engie, but at least you can take it with you instead of spending all that time setting up in a new spot, again.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on December 03, 2014, 05:23:29 am
You listed only disadvantages for the battle dispenser, really.

With what you said about the ambassador you basically defeated your own point so vOv

And area denial remains something that pyros shouldn't be able to do. Going to add a mini gun that shoots flechettes next?
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: EnigmaticHat on December 03, 2014, 06:38:24 am
Unless I've gone insane and forgotten core mechanics, critical hits don't have damage ramp up by distance.  I don't even think their damage is random at all.  An ambassador should NEVER kill a full health character in one hit.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: taat on December 03, 2014, 07:58:00 am
Unless I've gone insane and forgotten core mechanics, critical hits don't have damage ramp up by distance.  I don't even think their damage is random at all.  An ambassador should NEVER kill a full health character in one hit.

Yes. Unless your opponent is getting some special resistance or vulnerability to damage (ie. Battalion's backup active effect or powerjack damage vulnerability) an amby headshot will always do exactly 102 damage
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on December 03, 2014, 12:19:26 pm
Guess I was wrong about the amby's OHKO, shows how much I play Spy :V
But it's still quite useful as an elimination tool.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Leafsnail on December 03, 2014, 01:10:52 pm
Critical hits do the same damage at any range, but explosive splash damage reduction still applies.  Also mini-crits aren't affected by damage fall-off but ARE affected by ramp-up (presumably to stop minicrits from being worse than a regular shot at close range).

The amby does seem a bit degenerate, some scripts can make it a pretty effective sniping tool.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: EnigmaticHat on December 03, 2014, 07:53:01 pm
The basic problem with the ambassador is why not just snipe?  The ambassador has a built in mechanic where it's not perfectly accurate unless you stand still and wait a significant amount of time between shots, so its about as long a delay as reloading a sniper rifle.  A sniper quickscoping and headshotting will score 150 damage instead of 102.  Which will one-shot five different classes unless they're overhealed.

Personally I prefer the diamondback.  Getting kills with the ambassador/diamondback is all about getting two accurate shots off as fast as possible, and diamondback has no fire speed penalty.  Also I suck at headshots.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Leafsnail on December 03, 2014, 08:12:25 pm
Snipers can't cloak or disguise to get into really awkward positions behind enemy lines.  Also the ambassador doesn't have to scope-in to land headshots, which is a tactical advantage.  You probably aren't going to get heavies (although you can annoy them a lot) but it can slaughter light classes all day (all you need is a headshot and then a snap bodyshot to kill them).

The Diamondback is one of those weapons that's good if and only if you are much better than everyone else on the server.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: KingofstarrySkies on December 03, 2014, 08:13:30 pm
I love it when I Ambassador snipers who have discovered me. Feels so fucking great. I remember once most of the enemy team were snipers, and I had a fucking field day.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: EnigmaticHat on December 03, 2014, 09:15:18 pm
Snipers can't cloak or disguise to get into really awkward positions behind enemy lines.  Also the ambassador doesn't have to scope-in to land headshots, which is a tactical advantage.  You probably aren't going to get heavies (although you can annoy them a lot) but it can slaughter light classes all day (all you need is a headshot and then a snap bodyshot to kill them).

The Diamondback is one of those weapons that's good if and only if you are much better than everyone else on the server.

Yeah, Star's videos are great.  This is the dude who mained demoknight in 6v6 competitive games, remember.  So I'd take it with a grain of salt :P

Assuming you even know what I'm talking about.

I see what you're saying with DB but I don't entirely agree.  You underestimate the extent to which I am good at backstabs and bad at headshots.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Leafsnail on December 03, 2014, 09:39:22 pm
I don't actually know what you're talking about, or what that one joke demoknight competitive video has to do with anything.  Are you talking about that one camping double-headshot video or something?

If you're getting loads of backstabs then great, but if you're at that point then it doesn't really matter what gun you take because you're walking over them regardless.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: WealthyRadish on December 03, 2014, 09:49:29 pm
The ambassador has a built in mechanic where it's not perfectly accurate unless you stand still and wait a significant amount of time between shots, so its about as long a delay as reloading a sniper rifle.

You don't need to stand still to get perfect accuracy with any weapon. The first shot of anything is always perfect, even with something like a pistol or SMG, and after 1.25 seconds of not firing it'll reset and be perfectly accurate again. Even shotguns always have one perfectly precise pellet before bullet spread becomes a factor. The ambassador has an even faster cooldown of 0.95 seconds, and even has a special reticle that shows when shots are accurate again. The reason why you see so many spies standing still while using the ambassador is because it's harder to get an accurate shot at long range without a scope while moving quickly.

For reference, sniper rifles take 1.7 seconds between scoped shots, and 1.5 seconds between unscoped. It's only 1.9 seconds for an ambassador spy to fire two perfectly accurate shots, and the second one usually doesn't even need to be a headshot, meaning if it's close range most won't even wait the extra 0.25 seconds, making it only 1.65 seconds to kill a sniper. If the sniper misses their first scoped shot, the spy has a huge advantage.

edit: maths hard
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Putnam on December 03, 2014, 09:59:09 pm
That feature is newer than the Ambassador, which is why the ambassador has the special crosshair. The Ambassador is significantly less accurate than other revolvers when on cooldown.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: WealthyRadish on December 03, 2014, 10:16:36 pm
Also worth noting that the 1.9 seconds for two shots is assuming they both miss the first one (otherwise the sniper's time to kill is always just 0.2), so if the sniper misses and the spy hits their first one, it's 1.7 for the sniper to try again and only 0.95/0.7 for the spy to finish him.

Is the ambassador really less accurate than other revolvers while bullet spread is in effect? They're all so inaccurate, I guess I never noticed. It always does amaze me when spies try to rapid fire with it, considering it's only 0.25 seconds to wait. But hey, if it's close range and the sniper missed, they're almost certainly dead anyway.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Putnam on December 03, 2014, 10:34:52 pm
The main disadvantage of the Ambassador back when it came out was that it had more bullet spread than the Revolver (the only alternative at the time). The revolver is actually pretty accurate.

Of course, that disadvantage was quickly replaced with it not doing as much damage as the revolver ever due to a slight buff to revolver damage making Ambassador's minicrits on headshot completely worthless.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Leafsnail on December 03, 2014, 10:43:41 pm
Realistically you're blindsiding them (due to the fact that you are a spy and they are a sniper, you should not be expecting to beat a sniper at their own game) and unless they can turn around and score a headshot in under 0.7 seconds (the time it takes for you to kill them with your followup bodyshot) their fire-rate and damage output is irrelevant.

Note that if you tried to do the same thing with the stock revolver they'd have more like 1.8 seconds since you'd need to hit them at least 4 times.
Of course, that disadvantage was quickly replaced with it not doing as much damage as the revolver ever due to a slight buff to revolver damage making Ambassador's minicrits on headshot completely worthless.
It's not a mini-crit, it's a full crit.  102 damage in one burst from long range is not worthless.  It's also better DPS-wise as long as you can hit headshots fairly often.

I find it much, much easier to hit headshots without scoping - the scope requires you to either know where your opponent is going to be in advance or stay in a slow and vulnerable state while scope-aiming.  Without the scope it's just a trickier normal shot.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Putnam on December 03, 2014, 11:01:09 pm
It was a mini-crit at some point. I was referring to that point.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Leafsnail on December 03, 2014, 11:07:13 pm
I guess, but it was changed to full-crits 5 days after its introduction.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: EnigmaticHat on December 04, 2014, 10:43:59 am
Realistically you're blindsiding them (due to the fact that you are a spy and they are a sniper, you should not be expecting to beat a sniper at their own game) and unless they can turn around and score a headshot in under 0.7 seconds (the time it takes for you to kill them with your followup bodyshot) their fire-rate and damage output is irrelevant.

Note that if you tried to do the same thing with the stock revolver they'd have more like 1.8 seconds since you'd need to hit them at least 4 times.
Of course, that disadvantage was quickly replaced with it not doing as much damage as the revolver ever due to a slight buff to revolver damage making Ambassador's minicrits on headshot completely worthless.
It's not a mini-crit, it's a full crit.  102 damage in one burst from long range is not worthless.  It's also better DPS-wise as long as you can hit headshots fairly often.

I find it much, much easier to hit headshots without scoping - the scope requires you to either know where your opponent is going to be in advance or stay in a slow and vulnerable state while scope-aiming.  Without the scope it's just a trickier normal shot.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on December 04, 2014, 12:00:52 pm
People that are good with the amby will usually use it when things go bad and they need to kill somebody and then GTFO.

On another subject, I have accidentally done a social experiment on cp_steel.
I was playing gunslinger engie, as usual, and placed a teleporter next to the spawn, as usual.
However, while my team was attacking A and not doing a very good job of it, I went all the way around and built a teleporter exit behind the doors that open when you capture A.
This caused my entire team to use the teleporter and abandon A altogheter, and then shifted the focus of combat to that area. We lost very badly, obviously. And I couldn't stop laughing, because I had just actively caused my team to lose really, really badly.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: MaximumZero on December 04, 2014, 12:46:50 pm
So, most pubs are terrible? Yeah, we got that.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: EnigmaticHat on December 04, 2014, 12:47:21 pm
Oh yeah, that effect.  Whenever there's a long teleporter, people will always go through it and then immediately run forward.  Even if that funnels the entire team through a tiny chokepoint...
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on December 04, 2014, 03:17:32 pm
I hate how this game, despite having stalemates coded into the game, almost never uses them. Time runs out in CTF while both teams have the same amount of caps? gg, you lose for no reason.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Teneb on December 04, 2014, 04:09:25 pm
I hate how this game, despite having stalemates coded into the game, almost never uses them. Time runs out in CTF while both teams have the same amount of caps? gg, you lose for no reason.
It counts the number of rounds won when the time runs out. So if you won a round and the time runs out, it doesn't matter if the enemy has 2 caps, you technically have 3.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Leafsnail on December 04, 2014, 05:36:14 pm
Those are all good reasons why the spy is a bad class compared to others and is almost never played in 6v6, but none of those issues are solved by changing away from the amby.  It does (as I said before) have advantages over the sniper though (cloak, disguises, no-scoping), which is why you might want to play it even if it's not strictly the best thing you can play.  I mean if you always picked the class that would help your team most then you'd spend all your time as medic.

It's true that a lot of classes have more than 140 health, but an ambassador headshot followed by bodyshots is still better than stock until about 240 health (and at that stage there's barely even any point in attacking them with your revolver, so who cares).  Basically if you can hit just one out of three headshots the ambassador is just straight-up better, and even if you can only get it against an unaware enemy I'd still say it has its uses.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Teneb on December 04, 2014, 05:46:49 pm
In the end, a pro-level spy should only ever use the revolver if backed into a corner or for opportunity kills that he'd miss otherwise. I used to be in a semi-professional team for a while and the captain only ever played spy and scout. I don't think I've seen him fire a shot outside a pub.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: TheDarkStar on December 04, 2014, 07:26:30 pm
The spy revolver that gets crits from backstabs and destructions is nice for getting out of bad situations, though, since you don't have to have insane aim.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Gatleos on December 06, 2014, 10:41:14 am
I ragequit tf2 a while back after making the mistake of playing Medic on a pub server. The thing about medic is that every contribution you make to the team requires someone else's help. You don't know despair until you pop an über charge on a soldier and watch them just stand there or run away from battle until it runs out. It seems like nobody on pub servers actually knows how to play on a team; they cry for medic when they're hurt, but fail to protect you and waste über charges constantly.

But you can't stop once you feel the thrill of busting an engie nest and securing a whole area for you team. It's an addiction. :'(
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on December 06, 2014, 10:44:50 am
Yeah, playing medic without a good solly or such on your team can be frustrating. I usually uber the person with the most points and use the "Go! Go! Go!" voice command a couple times.

What's more frustrating than having nobody to uber, however, is when you're being healed by a newbie medic THATJUST WON'T POP HIS UBER. I've found myself being ubered after typing "hey, [medicname], right click" once ;~;
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: The Scout on December 06, 2014, 10:53:58 am
That's why I run the Quick-Fix. The only real point of the uber is to get people back into the fight, or prevent a pyro from airblasting them.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: EnigmaticHat on December 06, 2014, 11:23:17 am
I switch off medic until the team comp makes sense.

Sometimes you just have to work around the newbies.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on December 06, 2014, 11:39:05 am
I use the kritzkrieg.
People don't run away as much when they have crits, I guess.
Yeah but crits aren't very useful if the person you're ubering only hits one shot out of ten.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on December 08, 2014, 02:10:46 pm
Double posting because my flamethrower just reached 5000 kills!
Only 4000 more to go before I reach Hale's Own :P
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: EnigmaticHat on December 08, 2014, 08:34:49 pm
Double posting because my flamethrower just reached 5000 kills!
Only 4000 more to go before I reach Hale's Own :P
I was gonna post because mine reached 750 ;-;
And you both lose to some guy who hosted a modded server so he could kill ten bots a second.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Spehss _ on December 08, 2014, 08:58:20 pm
Double posting because my flamethrower just reached 5000 kills!
Only 4000 more to go before I reach Hale's Own :P
I was gonna post because mine reached 750 ;-;
And you both lose to some guy who hosted a modded server so he could kill ten bots a second.
but doing that defeats the fun of the weapon counting kills!
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Descan on December 08, 2014, 09:27:11 pm
I have 20 Cloaked Spies kills on my knife. As in, backstabbing cloaked spies. I love it. :D
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: EnigmaticHat on December 08, 2014, 09:30:05 pm
Double posting because my flamethrower just reached 5000 kills!
Only 4000 more to go before I reach Hale's Own :P
I was gonna post because mine reached 750 ;-;
And you both lose to some guy who hosted a modded server so he could kill ten bots a second.
but doing that defeats the fun of the weapon counting kills!
Yeah, it really does.

Some people just like breaking games for themselves I guess :/
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Metalax on December 08, 2014, 10:28:49 pm
After much delay, End of the Line (http://www.teamfortress.com/endoftheline/) is here.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: KingofstarrySkies on December 08, 2014, 10:32:20 pm
...

.......


LET THE GAMES BEGIN

EDIT: Video is amazing. Music alone sold me. And I suppose this means we've hit...
*sunglasses*
The End Of The Line.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Flying Carcass on December 08, 2014, 11:21:52 pm
The video was cool, but I'm disappointed by the lack of any new non-cosmetic content (especially considering how hyped up this update was).
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Spehss _ on December 08, 2014, 11:32:39 pm
The video was cool, but I'm disappointed by the lack of any new non-cosmetic content (especially considering how hyped up this update was).
No new weapons? Disappointed.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Spehss _ on December 08, 2014, 11:42:46 pm
So.

Ducks.
What, guns that shoot ducks? Ducks that shoot guns? Guns that shoot ducks that have guns that they shoot?
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Putnam on December 08, 2014, 11:44:45 pm
So.

Ducks.
What, guns that shoot ducks? Ducks that shoot guns? Guns that shoot ducks that have guns that they shoot?

Bonus ducks.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: MrRoboto75 on December 08, 2014, 11:47:25 pm
Sadly the bonus ducks don't really do anything, even if you pay for the journal.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: taat on December 09, 2014, 02:01:20 am
You can now pay 5$ to.. Collect.. Duck points?
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Putnam on December 09, 2014, 02:38:04 am
You can now pay 5$ to.. Collect.. Duck points?

Oh, they're doing a Dota 2 TI4 Compendium-ish thing? Awesome. That was actually worth the money.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Araph on December 09, 2014, 03:39:48 am
First off, let me make it clear that I think the whole End of the Line project is awesome. The video, the update, the team that made the video and update, all that.

Now let me complain about it.

Spoiler (click to show/hide)

Anyways, the good: the animation was, overall, fantastic. I noticed that movements that weren't cycling looked far more natural (for example, when a character walks they look stiff and unnatural, but when jumping down steps/climbing ladders/gesturing they looked great). The music. Oh man. The scoring for that video is impeccable.

I remember they also had some interview thing or something where they talked about all the tricks they used to make SFM do what it couldn't do (things like prerendering distant backgrounds and compositing them in, I think there was also something about physics and destructable models, but I don't remember for sure).

All in all, I r8 way-better-than-I-could-possibly-do/10.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on December 09, 2014, 06:42:36 am
Gabe Newell: "I stopped giving poops 3 years ago"

Yes, that is the thing I care most about in this update.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Iceblaster on December 09, 2014, 09:21:01 am
Having not watched the video and only reading the update message...

It seems underwhelming.

Unless they pull a multiple day long update, it seems rather disappointing.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: TamerVirus on December 09, 2014, 09:30:44 am
As usual, hat fortress continues to be about hats
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Spehss _ on December 09, 2014, 12:13:38 pm
As usual, hat fortress continues to be about hats
Hats and demospam.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: mattie2009 on December 09, 2014, 03:35:22 pm
Having played with my brand new Duck Journal for more time than I'd care to admit, I have to say, I think it's pretty funny.

also it has strange ranks so you know I've got to become THE VERY BEST, LIKE NOONE EVER WAS.


the hats are pretty lame though, and the 'early supporter of eotl' thing... Well, I r8 it b8/8, m8.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Satarus on December 09, 2014, 03:48:38 pm


Now let me complain about it.

Spoiler (click to show/hide)

In the canon, Heavy's only problem is that English is his second language.  He's not very good a expressing himself in an eloquent manner. It's easy to assume he is unintelligent.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: TamerVirus on December 10, 2014, 02:27:31 am
I wonder if there's a Smissmas update down the line or if this absorbed it
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: taat on December 10, 2014, 03:58:05 am


Now let me complain about it.

Spoiler (click to show/hide)

In the canon, Heavy's only problem is that English is his second language.  He's not very good a expressing himself in an eloquent manner. It's easy to assume he is unintelligent.

Perfectly sane. "What's that sandvich? Kill them all? Good idea!" * mows people down while laughing with joy * *hugs minigun and says "We make good team!"*
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: mattie2009 on December 10, 2014, 09:23:55 am
I wonder if there's a Smissmas update down the line or if this absorbed it

It's excessively likely, but I have to wonder what weapons will get festivized this year. And what happens when every weapon has a festive variant, since Valve adds new weapons whenever a unicorn farts for exactly seven seconds under the third blue moon of the year.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Spehss _ on December 10, 2014, 12:22:32 pm
I wonder if there's a Smissmas update down the line or if this absorbed it

It's excessively likely, but I have to wonder what weapons will get festivized this year. And what happens when every weapon has a festive variant, since Valve adds new weapons whenever a unicorn farts for exactly seven seconds under the third blue moon of the year.
Easy, more festive hats.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: KingofstarrySkies on December 10, 2014, 02:05:55 pm
And probably free no-key crates. AKA Presents! :D
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Araph on December 10, 2014, 05:26:53 pm


Now let me complain about it.

Spoiler (click to show/hide)

In the canon, Heavy's only problem is that English is his second language.  He's not very good a expressing himself in an eloquent manner. It's easy to assume he is unintelligent.

Perfectly sane. "What's that sandvich? Kill them all? Good idea!" * mows people down while laughing with joy * *hugs minigun and says "We make good team!"*

In EotL, he acts uncharacteristically dumb. It's not like chess is a game that's dependent upon your ability to speak English. His lack of stoicism also grates for me.

And yeah, most of the team has a rather loose grasp on sanity. Doesn't necessarily mean they're stupid, though.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Chaos Armor on December 10, 2014, 07:07:25 pm


Now let me complain about it.

Spoiler (click to show/hide)

In the canon, Heavy's only problem is that English is his second language.  He's not very good a expressing himself in an eloquent manner. It's easy to assume he is unintelligent.

Perfectly sane. "What's that sandvich? Kill them all? Good idea!" * mows people down while laughing with joy * *hugs minigun and says "We make good team!"*

In EotL, he acts uncharacteristically dumb. It's not like chess is a game that's dependent upon your ability to speak English. His lack of stoicism also grates for me.

And yeah, most of the team has a rather loose grasp on sanity. Doesn't necessarily mean they're stupid, though.

I agree with you, Araph. The Heavy was out of character in EotL. He doesn't possess a brilliant mind capable of recalling the obscurest details; but, he's extremely perceptive. I'd compare the Heavy to Goofy's character in the Kingdom Heart's games.

And...

Orphan Kittens, oh the felinity.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Metalax on December 10, 2014, 08:21:53 pm
One thing to bear in mind is that a good portion of the serious and smarter Heavy depictions released by Valve have come out within the past year, likely after EotL was plotted out. Not all of them by any means, but enough that the characterization, while exaggerated, isn't too far out of line if you ignored the more recent releases.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Spehss _ on December 10, 2014, 08:37:06 pm
What about Meet The Heavy? Dude wasn't Einstein or anything, but he wasn't a total caveman either. After all, he gave us the words of wisdom, "no one can outsmart boolet."
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Putnam on December 10, 2014, 10:08:46 pm
What about Meet The Heavy? Dude wasn't Einstein or anything, but he wasn't a total caveman either. After all, he gave us the words of wisdom, "no one can outsmart boolet."

One thing to bear in mind is that a good portion of the serious and smarter Heavy depictions released by Valve have come out within the past year, likely after EotL was plotted out. Not all of them by any means, but enough that the characterization, while exaggerated, isn't too far out of line if you ignored the more recent releases.

https://www.youtube.com/watch?v=FwVi3t2wuKk
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Spehss _ on December 10, 2014, 10:15:58 pm
...I didn't see the "not all of them" part. It's finals and I'm tired, my bad.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on December 11, 2014, 01:58:58 am
I still have a secret saxton from last year, or possibly the year before that. :P
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: i2amroy on December 11, 2014, 02:15:10 am
What about Meet The Heavy? Dude wasn't Einstein or anything, but he wasn't a total caveman either. After all, he gave us the words of wisdom, "no one can outsmart boolet."
I'd agree with you there, except every time I think of Meet The Heavy my brain instantly flashes to this comic :P:
Spoiler (click to show/hide)
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: EnigmaticHat on December 11, 2014, 10:08:50 am
I think the implication in Meet the Heavy is that he's pulling the audience's leg; thus the laughter right after he says it.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Metalax on December 11, 2014, 07:09:19 pm
For those who may not have seen it, here (http://forums.tf2maps.net/showthread.php?t=23104) is the map that was originally scheduled to be part of the EotL update, cp_snowplow_rc3.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Spehss _ on December 12, 2014, 03:01:37 pm
Found out you can buy strange weps!
ALL SHALL FEAR THE HORSELESS HEADTAKER HITMAN'S HEATMAKER!

And then crates became next to useless again.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on December 12, 2014, 04:44:40 pm
For those who may not have seen it, here (http://forums.tf2maps.net/showthread.php?t=23104) is the map that was originally scheduled to be part of the EotL update, cp_snowplow_rc3.
VOLVO GIVE SNOWPLOW
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Spehss _ on December 12, 2014, 11:45:09 pm
After playing TF2 for the first time since the new update, I've come to a conclusion:

These ducks seem kinda useless.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Lagslayer on December 12, 2014, 11:53:51 pm
After playing TF2 for the first time since the new update, I've come to a conclusion:

These ducks seem kinda useless.
There's a new item you equip that counts the ducks you collect, and when you level it up, it spawns even more ducks. I've heard a bunch of speculation that at the end of the event, the people with the highest duck counter on their item will get something.

Also, the duckies are cute. They look like the class who killed you, and they make little quacking noises when you pick them up.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Spehss _ on December 13, 2014, 02:14:23 am
Still seems like a lame update so far, considering all the hype for end of the line.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on December 13, 2014, 03:56:18 am
You don't need a duck journal to collect the ducks, it just increases spawn rates. I'm at like 3000 xp, and you need 5000 for a single level, so if there is going to be an item for the people with the highest score, I can guarantee you that it's going to the people farming ducks on sped-up idle servers.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Descan on December 13, 2014, 11:04:03 pm
Where do you even tell what your level of duckiness is without a journal?
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: mattie2009 on December 13, 2014, 11:11:19 pm
Where do you even tell what your level of duckiness is without a journal?

You don't. The duck leaderboards are only accessible through the journal, as far as I know.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: MaximumZero on December 14, 2014, 01:04:12 am
Ugh. I suddenly can't hit the broad side of a barn, and I'm getting one-shotted by practically everything. WTF, TF2?
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: KingofstarrySkies on December 14, 2014, 03:05:49 am
Found out you can buy strange weps!
ALL SHALL FEAR THE HORSELESS HEADTAKER HITMAN'S HEATMAKER!
you can what with a whoknow
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Iceblaster on December 14, 2014, 01:27:48 pm
Go to teh community market.

Go to Team Fortress 2.

Go select a category right under the search bar.

Check Strange quality.

Enjoy~
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: KingofstarrySkies on December 14, 2014, 03:39:57 pm
...
And I just spent all my steam money ON EMOTICONS
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Lagslayer on December 14, 2014, 03:48:50 pm
It's amazing. People are selling $50+ items left and right, but I can't find a simple 1 ref strange.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Spehss _ on December 14, 2014, 07:49:38 pm
So I went and crafted a halloween 2011 hat from 4 refined and a haunted halloween metal scrap I got as a christmas 2013 gift from some random stranger on a server.

Got a spine-twisting skull. Wanted a voodoo-juju but hey, it's still cool. My pyro is currently wearing two skulls and a mask, somehow. Pyromancer mask, spine-twisting skull, and the killing floor white gas mask thing I don't remember the name of. It looks silly. Also looks good on my heavy with the steel jaw and dues-specs.

Also, I now have both the crafted non-tradeable headless horeman headtaker and the crafted non-tradeable halloween headgear from 2011 in my inventory, when most people would have one or the other. Bling bling.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Flying Carcass on December 22, 2014, 09:23:42 pm
New update, they added some new weapons (finally), cosmetics (gotta' make that cash), beta game mode (with power ups and grappling hooks), and nerfed demo (loch n' load, tide turner).
Personally I'm rather upset about how bad the tideturner got nerfed. Grappling hooks are somewhat fun though.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: EnigmaticHat on December 22, 2014, 10:50:19 pm
Aw, that sucks.

Its neither the pro strat, nor easy to use, so I'm not seeing why a nerf would be required.  I guess because of how little the other shields are used be comparison... but unlike say the dead ringer, its more fun and more awesome than its alternatives.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Putnam on December 22, 2014, 11:19:12 pm
Was the Loch n' Load nerfed? I mean, it can't 1-shot scouts anymore, but it has 3 shots.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: WealthyRadish on December 22, 2014, 11:29:56 pm
I'd say the damage spread changes would be enough for me to enjoy servers without it disabled again, but the huntsman didn't get it. The tide turner was so completely broken in comparison to the other shields that I'm really surprised people think it didn't deserve a change. With the turn speed, about 90% of the time if the demo was decent then there was nothing a player could do to avoid being killed by it. It was like a sniper rifle that bodyshots for 195 around blind corners.

I'm glad to see changes, it was enough to reinstall and play a bit. Hopefully we don't have to wait another 6 months for more.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Spehss _ on December 22, 2014, 11:37:08 pm
Was the Loch n' Load nerfed? I mean, it can't 1-shot scouts anymore, but it has 3 shots.
Yeaaaaah, I don't think adding ammo to the magazine counts as a nerf at all, even if they did lower the damage a tiny bit to "compensate." And it doesn't even make sense for the loch to have 3 shots when it only has 2 barrels.

The new demo weapons seem useless. Pipe bombs that roll less and have less damage. Why use that instead of the default rollies? And the new stickybomb launcher only seems good for pure offensive sticky-spamming and being able to destroy enemy stickies while doing it. The minor .02 seconds faster arming time seems really really minor, and the inability to lay traps that last longer than 2 seconds sounds like a poor trade off for the slightly faster arming time.

The new shotgun sounds neat though. I want to try a shotgun heavy with it sometime. First I'll have to get the gun.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: MaximumZero on December 22, 2014, 11:38:21 pm
The Panic Attack sounds like the only thing in the new update that I'll use, and I'm mainly a (terrible) demo.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Spehss _ on December 22, 2014, 11:40:56 pm
Oh yeah, it looks like everyone got a free tour of duty ticket included in the free stocking stuffer. Anyone want to do MvM or something over the holidays?
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: EnigmaticHat on December 22, 2014, 11:58:37 pm
I'd say the damage spread changes would be enough for me to enjoy servers without it disabled again, but the huntsman didn't get it. The tide turner was so completely broken in comparison to the other shields that I'm really surprised people think it didn't deserve a change. With the turn speed, about 90% of the time if the demo was decent then there was nothing a player could do to avoid being killed by it. It was like a sniper rifle that bodyshots for 195 around blind corners.

The medic is broken compared to the other classes, but I don't care because he makes the game more fun.  So it is with the tide turner compared to other shields.  Why would we ever want to go back to the other shields, now that we've seen the light?

And its a moot point anyway because they're all worse than stock sticky launcher.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Leafsnail on December 23, 2014, 01:11:01 am
Demoknight still has some pretty reasonable options.  With booties or the claymore the Tide Turner isn't too much worse, and the skullcutter buff is very interesting.

e: Iron Bomber might be a good explosive jumping option for them too.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: MaximumZero on December 23, 2014, 01:17:04 am
The new mode is interesting, but I don't think it's for me. The powerups are neat, but it's frustrating to get one-shotted over and over by super-powered-soldiers.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on December 23, 2014, 08:15:53 am
Hahahaha, that new grenade launcher seems completely fucking useless.
I use the default grenade launcher for it's glorious area denial, corner-turning and into-room-behind-window-shooting abilities.

I'm happy with any buffs to the grenade launcher. It's already a really powerful weapon and I dont see why anybody would want to use the Loch n' Load in the first place, but hey.

I don't actually see the point in the nerf to the grenade launcher, people that are good enough can still kill you with airstickies at any range.

The panic attack seems cool though. Is it available for the pyro?

Also, @Tide Turner, there are still 2 ways to get 100% charge with the tide turner, so this nerf doesn't seem too bad. When I play demoknight I always play "pure" demoknight anyway.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Spehss _ on December 23, 2014, 12:59:22 pm
Panic attack is a multi-class weapon, so I'd imagine any class that uses the default shotty can use the panic attack.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Nameless Archon on December 23, 2014, 04:29:53 pm
Hahahaha, that new grenade launcher seems completely fucking useless. I use the default grenade launcher for it's glorious area denial, corner-turning and into-room-behind-window-shooting abilities. I'm happy with any buffs to the grenade launcher. It's already a really powerful weapon and I dont see why anybody would want to use the Loch n' Load in the first place, but hey.
I use it for the same reason you do, but I'd wager the folks who like the LnL are using it like the Direct Hit - they're not using it for its potential versatility, but for its power in direct combat, and 3 round clips will likely make those folks happy. Remains to be seen if 3 shells is better than 2 with OHK potential, but we'll see. OHK on scoot was not good, since it's intended that they counter the demoman up close! This gives demo margin of error on missing, but also gives scout a guarantee for some breathing room if hit.

Quote
I don't actually see the point in the nerf to the grenade launcher, people that are good enough can still kill you with airstickies at any range.
This is really two nerfs - one reducing radius for both grenades and stickies to match rockets (159Hu->146Hu) and the second is the reduction/ramp-up that applies only to stickies.

First, the global reduction is a 146/159 ~= 9% reduction from original size. This matters, but it's not likely to show up or be noticeable on its own. However, it will be multiplicative with the airdet change. (85%*91%~=77.35% when comparing to original, not 85%!)

Since radius is constant and we're only comparing the difference in percentage, we'll compare them as though the original was a unit sphere (radius 1): 4/3*Pi ~=4.186666

The new version (at maximum reduction before ramp-up) would be: 4/3*Pi*(.7735)^3 = 1.937534

1.937534/4.186666 = 46.278686% of original volume at maximum reduction.

Conclusion:
Airdet winbombs are now half the volume you'd expect out of the original gun, requiring players to be precise, or let them land. This will make it less viable to simply fire airdets at a pyro or nested engineer, and force the demoman to actually plant his stickies or be more precise with the aiming.

Assumptions:
1. Valve didn't forget to auto-ramp stickies that hit the world, have heard of issues with jumping making me think they did, but that could just be the 9% change affecting jump map specialists who have to have fine-tuned and highly-practiced routes.
2. Math still works like I remember.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Flying Carcass on December 23, 2014, 05:08:19 pm
The problem with the tideturner nerf is that getting hit by anything while charging is like being hit by the Natasha.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Zombi on December 23, 2014, 06:01:57 pm
The problem with the tideturner nerf is that getting hit by anything while charging is like being hit by the Natasha.
I mean, the Tide Turner is supposed to be an ambush weapon, not a "charge right into your face weapon." If you're not charging around a sharp corner to attack and unsuspecting enemy, you're doing it wrong. If you want to charge out in the open, use the Targe or the Screen with Wee Booties.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Leafsnail on December 23, 2014, 11:31:52 pm
And miss because they can see you coming and you can't change direction
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: EnigmaticHat on December 23, 2014, 11:48:56 pm
And miss because they can see you coming and you can't change direction

Or shoot you in the head/airblast you/direct hit you with a knockback weapon.

Really, the way I'd describe it is that the targe is for survival, where you equip it for its defensive properties and primarily charge AWAY from combat.  I don't even know what the screen is for, point blank charges I guess.  Tide turner is pretty vital for offense; even before the update the really good pure demoknights were the ones using the charge turning exploits.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on December 24, 2014, 09:57:59 am
Assumptions:
1. Valve didn't forget to auto-ramp stickies that hit the world, have heard of issues with jumping making me think they did, but that could just be the 9% change affecting jump map specialists who have to have fine-tuned and highly-practiced routes.
I'm fairly sure they explicitly mentioned that any stickies that touched the world automatically got max range.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Reudh on January 19, 2015, 03:36:29 am
Posting to watch, mainly because i have 400 hours and it'd be criminal not to contribute.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on January 24, 2015, 01:31:35 pm
i really wonder why people get so mad about minisentries
am i just too gud for this world
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: EnigmaticHat on January 24, 2015, 02:59:32 pm
i really wonder why people get so mad about minisentries
am i just too gud for this world
If you were a gud scout you'd get it.  They have faster turn speed so you its much harder to go inside a minisentries range and pop out without taking damage, their small hitbox makes them at least as tough as a level one against your scattergun, and their faster fire rate means if you jump at all the pushback will completely fuck you up.

Then there's all the antics of dropping it mid combat.  See, even if pyros and scouts (and wierdly enough, heavies) completely ignore everything and run right up to the damn thing and shoot it, its small hitbox and insane health regen (sorry, build speed) mean that you'll take a few seconds to kill it, or possibly even fail to kill it before it constructs.  All of this is time that the engi can be getting close range meatshots on you, or retreating to do it all again.

Then there's the fact that it makes backstabs somewhat suicidal, while being such a low priority target that the sacrifice of giving away your position isn't worth the gain of sapping it.

Basically you play for dozens of hours to become a terrifying omnipresent force that appears behind people and murders them in seconds, and then some noob locks you out with an impenetrable wall that can be rebuilt in <3 seconds without having to pick up any extra metal.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: TheDarkStar on January 24, 2015, 03:24:59 pm
Minisentries are why I carry the Eternal Reward on spies and why I don't trade the default demoman grenade launcher for any of the other ones with shorter explode times.

Also, I got the Tide Turner recently. Much fun has been had.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on January 24, 2015, 04:48:35 pm
Pyros melt right through miniseries, though. Most things do. Snipers prioritize them for being easy targets, and sapping them is basically the best thing you can do, since you have to wait out the sapping or remove it before you can build another. A well-placed grenade or sticky or rocket destroys them.

They're very versatile, but so are soldiers. And normal sentries basically chain you down, they're expensive, slow to build and easily killed if there's no other people beside the engineer. So you have to babysit them, which is boring.

Placing them in the middle of battle is basically the point, too.

It doesn't require no skill at all and turn you into an unstoppable murder machine or anything. (It's not the phlognisator).
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: WealthyRadish on January 24, 2015, 07:07:05 pm
There's a long list of things in TF2 that have been irritating or unbalanced since their introduction, but people just got used to how annoying they are and found ways of coping. It doesn't mean the game wouldn't be better if they were changed, it just means most people have given up on Valve doing anything.

The Dead Ringer's a good example, since it recently got tweaked. How many years was it until they finally did something about the Dead Ringer? And even after the nerf it's still obnoxious, they just curbed the most outrageous usages of it. How many times do you have to see an undisguised spy walking in a straight line to your base, deal 3 damage to them to trigger the ringer, and then hunt them down before you get worn down and just rationalize that shit as acceptable?

Spoiler: wall o' miniraeg (click to show/hide)
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: EnigmaticHat on January 24, 2015, 07:29:40 pm
Pyros melt right through miniseries, though. Most things do. Snipers prioritize them for being easy targets, and sapping them is basically the best thing you can do, since you have to wait out the sapping or remove it before you can build another. A well-placed grenade or sticky or rocket destroys them.

They're very versatile, but so are soldiers. And normal sentries basically chain you down, they're expensive, slow to build and easily killed if there's no other people beside the engineer. So you have to babysit them, which is boring.

Placing them in the middle of battle is basically the point, too.

It doesn't require no skill at all and turn you into an unstoppable murder machine or anything. (It's not the phlognisator).
Pyro is one of the worst classes to fight minisentries with, I have no idea what you're talking about.  The flamethrower is even lower damage than usual due to the lack of afterburn, you have to walk well into the sentry's range to do any damage at all.  You basically have to either lose half your health, or slowly ping it down with the flare gun, if you want to take out a minisentry as pyro.

Sapping a minisentry is a poor life choice for a spy.  Why would you give away your position to mildly inconvenience someone?  That's like, what, 8 seconds lost for the gunslinger engi?  And even in that time they can be harassing with their primary or building a dispenser or something.  Or murdering you.  The only time I would really bother is if I'm about to backstab someone, but sometimes the sapper sound will cause people to spin around so its still a risky play.

The phlog is terrible.  It requires no nerfs, if anything it needs a buff (not that I'm suggesting it should get one!).  What it is, is a way for a player far more skilled than the other team to massacre them.  Its a pubstomping weapon.  The minisentry is the opposite, it let's anyone do nearly unavoidable damage or area denial to vastly better players.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Leafsnail on January 24, 2015, 11:25:48 pm
its small hitbox
This is pretty much why mini-sentries used to be hard to deal with.  Then they fixed the hitbox and now they're pretty useless unless you're playing against like an all scout team.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on January 25, 2015, 05:20:28 am
I do agree that a single rocket/grenade/sticky should kill a minisentry. And not using your shotty or pistol is also pretty dumb, considering that they're fairly powerful weapons. Pyros melt right through them on account of doing minigun-tier damage at point blank. Afterburn is rather insignificant during short periods of time. People have destroyed my minis before I could build them a lot. I can only build two, anyway.

I wouldn't mind a toning down of minis, since I don't think it's very likely to make them lose much of their utility.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: The Scout on January 25, 2015, 11:57:59 am
I'd like to see mini-sentries returned to their little hitbox along with halfing it's damage. Might actually be something decent and not horrible death.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Leafsnail on January 25, 2015, 02:46:12 pm
I think they also fixed a glitch where the mini-sentry used to heal itself while it was building, that made it very hard to kill them before they set up.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on February 04, 2015, 11:58:50 am
Hmmm.
I have a strange reserve shooter named "Icarus's Folly" and a description tag, but I can't come up with a good description. (I named it that because my strange ft is called Prometheus's Gift)
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Graknorke on February 04, 2015, 08:37:05 pm
"A corpse. Yes. You feel something. I must know what you are feeling."
"You will be who you will be. We are our choices. And we can choose to lead humanity away from this... darkness"
"We are Daedalus. We are Icarus. The barriers between us have fallen and we have become our own shadows."

Deus Ex most quotable Ex.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Lagslayer on March 06, 2015, 09:28:16 pm
If anyone's interested, I recently acquired an extra Silver Botkiller Mk. II Flamethrower.
It's selling for 3 scrap and two soldier weapons, if you can spare them.
3 scrap? Or did you mean 3 ref?
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: hops on June 15, 2015, 04:08:30 am
PTW.

I'm a competent Pyro, perhaps enough to play comp if I improved my flare/detonator aim.

I'm branching into scout and it seems like enemy scouts are really annoying to hit. The beanpoles have a small hitbox so the shotgun doesn't do much damage unless it's point-blank, in which they can just blast me in the face. On the other hand, I have a slighly better aim than most pub scouts, but mostly due to my strafe-shooting technique and prediction rather than actual reflex. Does anyone here main scout and have any advice on mentality? Being a pyro main, I often can't resist sneaking up to people, which seems to be even easier as a scout except you can't set people on fire.

Also I'm a premium player since I bought TF2 back in the days of yore, so I guess I can trade. I don't actually understand how trading works and all these modifier thingamajig though and I don't really want to shell out for keys. If I want a Pyromancer mask, how should I go about obtaining it?
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on June 15, 2015, 04:37:45 am
why are you shooting scouts
let the others deal with those
go get meatshots on their meds/heavies
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Spehss _ on June 15, 2015, 01:03:53 pm
PTW.
-snip-

Scout is good at sneak attacks and flanking, like pyro but less fire and more buckshot. Sneak attacking as a scout consists of running right up to the bad guy's backside and shooting point blank. If they survive that, jump around and flank them while continue to shoot them point blank until they're dead. Basically a key way to damage as scout is to get to medium/close range and aim well with your scattergun. Scout is all about flanking and dodging and aiming.

Hats can drop randomly, although this is rare. Rarer than weapon drops. Another method is to craft various weapons you don't need into metal, then craft hats out of that metal. No guarantees you get the hat you want though. Best option is to try and find someone to trade with. Can't give tips there though, I don't really mess with trading because I'm a recluse I'm too awkward to send messages I'm don't really care too much about hats and stuff. I do know the standard cost of trading hats is ~3 or 4 refined metal a hat. Don't get scammed. You could find it for cheaper, but it seems most players in the game who trade rely on the meta-game "economy" to determine the cost of what they're selling.

You could buy the hat you want straight from the store, no keys needed. But that would need a credit card/money. And paying money for virtual items is...eh. Not really needed, but it's fast.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: EnigmaticHat on June 15, 2015, 01:14:12 pm
I'm branching into scout and it seems like enemy scouts are really annoying to hit. The beanpoles have a small hitbox so the shotgun doesn't do much damage unless it's point-blank, in which they can just blast me in the face. On the other hand, I have a slighly better aim than most pub scouts, but mostly due to my strafe-shooting technique and prediction rather than actual reflex. Does anyone here main scout and have any advice on mentality? Being a pyro main, I often can't resist sneaking up to people, which seems to be even easier as a scout except you can't set people on fire.
Honestly, I main scout (whenever I can find a server not choked with minsentries, grrr) and quickly aiming the scattergun is still tricky for me.  It comes with practice.  Its high damage and high capacity enough you can get by without having perfect aim.  Once you do have good aim, your scattergun will easily outdamage the flamethrower against single targets.  If you find yourself sneaking up on people a lot the force-o-nature or the backscatter might be an effective choice but the scattergun is still the undisputed king of scout weapons.

The most important thing is getting your movement down.  Learn how to double jump unpredictably to dodge rockets and grenades.  Generally this means jumping one way and then double jumping the other, but you can also do stuff like jump over your opponent or jump close to shoot and then jump back for distance.  Once you expend your double jump, your trajectory is almost completely predictable and you're vulnerable, so wait as long as you can afford to (and ideally bring the atomizer so you get a third jump).  The scout is kind of a stealth class, but instead of being hard to see you're hard to predict.  There are a lot paths you can go down as scout that would require self-damage via rocket jumping if you were a soldier.  Learn to do stuff like jump on roofs, over gaps, or up cliffs.  Learn it well enough that you can do it in the middle of combat without thinking about it.  Once you learn how to leverage your speed you'll be a terrifying force of nature constantly appearing behind the enemy to shoot them in the back.  As a side note to this, try to play modes like payload, king of the hill and control point where mobility is useful and the maps are open.  In modes like capture the flag and attack/defense scout is more of a gimmick than a necessary part of the team.

Like spy, you want to limit how long you're in sight of enemies.  Get in, do your damage, and get out as quickly as possible even if that means giving up a kill (if it feels suicidal you're probably going to die before you make the kill anyway).  The go-to way to fight heavies is to run around a corner, meat shot them, and then leave before they spin up.  You can go toe-to-toe with a soldier or another scout skill being equal (even a pyro if you're good at controlling your distance from the target), but you shouldn't stick around for a fight where there are more enemy fighter classes than friendly ones.  Unless something important is at stake like an objective or your own medic dying.  If you see a sentry, announce it to your team with the voice commands and then leave.  You can bypass them with Bonk! but this is usually a waste of time and from a tryhard perspective its hard to justify Bonk! over any of the pistols except maybe the winger.

Most important thing: never stop moving.  If you're sitting in place to ambush an enemy, you shouldn't be playing scout.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: MrRoboto75 on June 15, 2015, 02:05:20 pm
If you wish to trade in-game stuff for in-game stuff, I recommend scrap.tf
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: WealthyRadish on June 15, 2015, 04:03:05 pm
As Enigmatic said, unpredictability is definitely one of the most important things to get down when playing scout (at least outside competitive, there the old tricks don't work). Playing scout in ways people don't expect (feigning retreat and then returning aggressively, jumping over their head, jumping onto and off of weird bits of the map's geometry in a fight, etc) is probably the most enjoyable part of TF2 I've experienced, in terms of player-player interaction. More than just laughing at dumb heavies, it's a way of playing that's simultaneously somewhat thoughtful while still being aggressive (and roughly on par with a good soldier's skill level).

If you're maining pyro, you should really switch to scout (or soldier, though scout is more similar). It's a better class in every practical area, even if pyro is easier to 'master'. The only competitive environment where pyro is ever played is highlander, and that's only because it's a requirement. The game is awash with bourgeois-tier pyro-mains with half-hearted competitive ambitions, and while you may find some PUGs running highlander, I think that experience would only serve to make other classes look more appealing.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Descan on June 15, 2015, 05:26:22 pm
A secret trick I use to make my aim better is to bind a toggle key to turn off viewmodels, so that the gun model doesn't distract me from the aiming reticle. It makes it a lot easier to actually shoot the fucker when the only indication of where your bullets are going is exactly where your bullets will go.

Go into console, type
Code: [Select]
bindtoggle key r_drawviewmodel
Replace key with whichever key you want to use for that, I use x myself. If I notice my aim is bad, I press X and it disappears my shotgun or revolver or whatever, and when I don't need to aim, I can press x again and see my pretty gun~
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: JoshuaFH on June 17, 2015, 05:54:12 am
I use an advanced script that flicks my viewmodels on when I switch weapons (so I always know which weapon I have out) and then hides them again when I go to fire (so they don't distract me).

The biggest issue with viewmodels is that they are often big and obscure your field of view, possibly blocking your LOS on an approaching enemy.

------

While I've considered the phlog beneath me for a long time, after terrorizing a few pubs though it's terribly fun. I've already gotten several whole servers just apoplectic at me. It feels delicious getting a 20 killstreak just running people over.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on June 17, 2015, 06:16:38 am
If you're maining pyro, you should really switch to scout (or soldier, though scout is more similar). It's a better class in every practical area, even if pyro is easier to 'master'. The only competitive environment where pyro is ever played is highlander, and that's only because it's a requirement. The game is awash with bourgeois-tier pyro-mains with half-hearted competitive ambitions, and while you may find some PUGs running highlander, I think that experience would only serve to make other classes look more appealing.
thanks for calling pyros noskills, man. i apreciate it
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: JoshuaFH on June 17, 2015, 06:53:27 am
If you're maining pyro, you should really switch to scout (or soldier, though scout is more similar). It's a better class in every practical area, even if pyro is easier to 'master'. The only competitive environment where pyro is ever played is highlander, and that's only because it's a requirement. The game is awash with bourgeois-tier pyro-mains with half-hearted competitive ambitions, and while you may find some PUGs running highlander, I think that experience would only serve to make other classes look more appealing.
thanks for calling pyros noskills, man. i apreciate it

I can't remember if I've told this story before: one of the best players I've ever personally played against was a guy named BFL Satan, who is probably the best pyro main in the world. Like, literally the best without exaggeration. He joined the 24/7 32-man Harvest server I was on at the time, and then proceeded to score dominations on every single person, myself included, on my team. I couldn't think of a way to even approach this guy, let alone fight him. I was awestruck at what he could do with pyro, and he was just running Degreaser-flare-powerjack.

Just one of my TF2 memories that'll always stick with me.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on June 17, 2015, 07:09:34 am
more seriously, I was playing valve ctf_doublecross the other day, and I was running the gunslinger. I got bored of camping at the intel, so I decided to leave my sentry there and set up a dispenser in the middle of the dropdown to the intel. Then I went to kill people with my shotty and pistol.

To my surprise, people kept destroying the dispenser before they did anything, so I could come back from halfway across the map and kill them before they took the intel :P
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: JoshuaFH on June 17, 2015, 07:29:54 am
That's actually a pretty devious trick! I'm reminded of TFC, which would have been better since there you could self-detonate dispensers as impromptu explosives.

I've actually been playing alot of Direct Hit-Gunboats-Escape Plan Solly lately, aka the "Get Gud or Get Out" version of solly. Aiming with the DH is much more difficult since you can't just generally aim at people's feet to get kills anymore, but hitting people directly is very rewarding both in damage and personal gratification. Plus you can score wicked sweet minicrit airshots on people, which range in damage from 150-180~, very frequently insta-killing them.

Reminds me of just yesterday, I was on Koth_lakeside, and a guy that must have been getting frustrated types in chat: "OK I'm goin tryhard now!"

and as I reach mid I see the guy, now a demo, sticky jumping through the air right to the point, and I think "I can probably make that shot." and I fire off a single rocket at what I think his arc is gonna be, and SPLAT as the 152 damage airshot from across the map sends him back to respawn. I was in such disbelief I had to stop to type out an apology to the guy. That was like throwing a 3-pointer within the first few seconds of a basketball game just by grabbing the ball and winging it from the halfway line, and then either dumb luck or divine intervention just guides it into the hoop. It was beautiful.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Spehss _ on June 17, 2015, 08:59:52 am
While I've considered the phlog beneath me for a long time, after terrorizing a few pubs though it's terribly fun. I've already gotten several whole servers just apoplectic at me. It feels delicious getting a 20 killstreak just running people over.
I remember when the phlog was just released and still unbalanced and shiny and new. When the mmph taunt granted full health and all damage taken while mmphing was reduced to 10%. So a point blank rocket did 10 damage. I went and got a pocket medic and we were just massacring the other team and capturing Foundry control points disgustingly easily. Medic kept me healed, mmph gave me crits and crazy damage and damage resistance, medic could uber when needed, it was unkillable. It was quite possibly the single most hilarious thing I've done in game. I just couldn't help but laugh at how op it was. Medic loved it. Other team hated it.

Eventually the game ended and I left. I think phlog has been adjusted since then.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: JoshuaFH on June 17, 2015, 09:05:40 am
While I've considered the phlog beneath me for a long time, after terrorizing a few pubs though it's terribly fun. I've already gotten several whole servers just apoplectic at me. It feels delicious getting a 20 killstreak just running people over.
I remember when the phlog was just released and still unbalanced and shiny and new. When the mmph taunt granted full health and all damage taken while mmphing was reduced to 10%. So a point blank rocket did 10 damage. I went and got a pocket medic and we were just massacring the other team and capturing Foundry control points disgustingly easily. Medic kept me healed, mmph gave me crits and crazy damage and damage resistance, medic could uber when needed, it was unkillable. It was quite possibly the single most hilarious thing I've done in game. I just couldn't help but laugh at how op it was. Medic loved it. Other team hated it.

Eventually the game ended and I left. I think phlog has been adjusted since then.

It's been lightly nerfed from it's original form: it has -10% base damage, -2 seconds of crit time, and only 75% resistance while MMPHing.

On the flip side, there's both strangifiers and killstreak-ifiers for it, of which I have both. My S. KS. Phlog is sitting pretty at more than a thousand kills with only a few days of use. And my personal record for damage done has been set by phlogging, something I can't help but feel giddy over.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on June 17, 2015, 09:13:50 am
The phlog is still ridiculous, though. It should just do away with the heal and damage resistance altogheter. Its not like you have to be sneaky to activate it, you can just do it when youre at 1 health and then murder everybody around you.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Spehss _ on June 17, 2015, 09:23:33 am
The phlog is still ridiculous, though. It should just do away with the heal and damage resistance altogheter. Its not like you have to be sneaky to activate it, you can just do it when youre at 1 health and then murder everybody around you.
That's exactly what people were doing when it first came out. That's what makes it so good, partly. It's a great panic button.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: JoshuaFH on June 17, 2015, 09:44:47 am
The phlog is still ridiculous, though. It should just do away with the heal and damage resistance altogheter. Its not like you have to be sneaky to activate it, you can just do it when youre at 1 health and then murder everybody around you.
That's exactly what people were doing when it first came out. That's what makes it so good, partly. It's a great panic button.

After a bit of firsthand experience, you definitely can't just pop your phlog juice in a crowd of enemies and expect to get away with it, not with just 75% resist. Heck, it just takes one backburner pyro or heavy of any variety and they'll kill you before you finish your taunt. A demoman? Cool taunt bro I'll just put stickies around your feet for when you're done lawl. Catching people off guard is basically a requirement, or you'll get shut down completely.

Having heals helps too, like, alot of heals.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Spehss _ on June 17, 2015, 11:27:40 am
After a bit of firsthand experience, you definitely can't just pop your phlog juice in a crowd of enemies and expect to get away with it, not with just 75% resist. Heck, it just takes one backburner pyro or heavy of any variety and they'll kill you before you finish your taunt. A demoman? Cool taunt bro I'll just put stickies around your feet for when you're done lawl. Catching people off guard is basically a requirement, or you'll get shut down completely.

Having heals helps too, like, alot of heals.

Sounds like phlog isn't the insanely powerful "taunt and activate mmph to facetank everything" that it used to be. That's good.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: JoshuaFH on June 17, 2015, 12:05:17 pm
I've described it on SPUF as a Crutch Weapon for noobs. A crutch because it lets new players do better (the only skill it encourages is W+M1) makes skilled players do worse (a pyro without airblast severely limits his skill potential) and for noobs because it'll only work against noobs. An experienced player will have no trouble singling you out and killing you before you do serious harm.

Terrifying fun regardless. On my first day I ran into a L33T soldier + medic combo who were clearly friends, very good player but also very rude (Would type 'retard *player*" in chat after getting kills). I found it difficult against him, but whenever he'd let his guard down then vroom vroom here comes the Pyro car!

Unrelated: If anyone wants to play, I'm up:

http://steamcommunity.com/profiles/76561198029099955/
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: EnigmaticHat on June 17, 2015, 12:14:40 pm
The thing about pyro is, they're a close range class that loses to every other fighter class at close range.  Scout can just straight up run into a flamethrower and bodyshot the pyro twice and kill the pyro them before they take lethal afterburn.  Pyro flamethrower versus heavy is a joke, especially now that the axestinquisher has been nerfed, your only option is the flaregun but that's still a very slow kill.  Any competent demo or soldier will juggle them into the air which given you won't accomplish anything up there is effectively a one shot kill.

The flare gun and variants are cool but if you aren't primarily using the flamethrower you might as well be playing sniper.

The only thing that keeps pyro half decent is the airblast.  It gives them some kind of advantage against soldiers and demos, and it at least allows them to "opt out" of getting shat on heavies by airblasting them away.  It lets them efficiently screen away stickies and counter normal ubers.  And it lets them be a kind of shield for the rest of the team, at least until the enemy breaks out the hitscan classes which any competent team will sadly.

The phlog seems overpowered until the exact moment where you go up against a good soldier.  Then you will die every single time you meet them, crits or no crits.  This was true even before the nerf.  It was a week or whatever of everyone calling it OP and then people learned how to deal with it and it became a weapon for slaughtering people who are less skilled than you.
(ninja'd)
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: MrRoboto75 on June 17, 2015, 12:32:04 pm
Phlog was also nerfed for MvM, it charges at least half as fast in that mode.  The only other change it could use is not being able to cap while taunting.

Vacc is also super good at shutting down a phlogger.

Either way I'd take phlog over backburner.  BB's too unreliable, I'll be behind people and just not get crits unless its perfectly behind them.  Meanwhile, all the other "get crits behind people" weapons can hit people on the shoulder and crit.

As a pyro, the reserve shooter is also an option, but everyone will hate you for doing so.

Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on June 17, 2015, 12:52:59 pm
>backburner doesnt crit unless its perfectly behind them
>trickstabs are a thing
gaben is a fickle god.
https://www.youtube.com/watch?v=9yd1YpPZ0XM

Also when I first started playing lobbies I was surprised at the hate against the reserve shooter. I'd been running it on pubs for a while, and I still don't quite get the hate. (I'm a shotgun man, not a big fan of the flare guns :V)

Pyro in highlander is indeed resigned mostly to combo guarding duty. That said, it's probably the only class that can semi-effectively counter stickyspam. Airblast seems to be quite useful in highlander, even. As I said, especially against goddamn stickyspam. You can also be a pretty good bodyguard, once you realize that you're one of the least important classes: I've gotten between a uber and our combo/sentry multiple times.

I agree with EngimaticHat on the phlog: it's basically purely a pubstomping weapon, which makes it pretty annoying if you're caught in somebody else's pubstomping session :P
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: JoshuaFH on June 17, 2015, 01:18:21 pm
Also when I first started playing lobbies I was surprised at the hate against the reserve shooter. I'd been running it on pubs for a while, and I still don't quite get the hate. (I'm a shotgun man, not a big fan of the flare guns :V)

Because the Reserve Shooter is very much a broken weapon. Airblasted? Pyro gets free crits! Jumping at all in any form? Pyro gets free crits! Standing on a sloped surface or stairway? Pyro gets free crits!

It's all the damage (and more!) of the flaregun without any of that pesky timing, leading, or prediction getting in the way. Just point and click for your crits please.

Plus, if all else fails, it's just the shotgun with 4 shells instead of 6. It's easily tolerated on soldier, but it's considered just plain broken on pyro, and people really resent it.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: MrRoboto75 on June 17, 2015, 01:40:14 pm
I'd say pyro has a bigger impact in HL than spy does.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: EnigmaticHat on June 17, 2015, 05:32:41 pm
So I just experienced a rare thing: a 1v1 against a random person on a valve server.  It was a CP on Foundry, for some reason the other guy stuck around for an over an hour.

After wrecking him a few times I decided this was no fun and started doing self imposed challenges.  No matter what silliness I did, I still found some way to win.

Shit that I did:
Fight several classes, including sniper as a heavy who wasn't using his primary (at one point not even using a shotgun).
Beat a normal heavy as a shotgun heavy (I backcapped)
Melee battle a demoknight with: a sandman, an atomizer, a knife.  This one made me feel like I was re-enacting the battle from Meet the Scout.
Beat a soldier and then a demo as a medic (not as hard as it sounds, Blutsauger is fucking aggravating as is fighting someone who has regen when you don't)

I'm not saying any of this was impressive, but boy was it fun.  I have no idea why he stuck around but I'm really glad that he did.  He was not quite as pants on head as some of what i've said suggested, he did adapt his strategy and he could aim when I bothered to stand still.  Not GOOD by any stretch of the imagination but I respect that he kept trying to beat me, lord knows I would have rage quit a long time ago.  The sad thing is, someone else came in and joined his team, and THAT GUY quit when I 2v1d as scout.  We might have actually gotten a server going if he hadn't :(

This does raise the question as to how a server gets resurrected after everyone leaves...
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: WealthyRadish on June 17, 2015, 05:51:49 pm
I think typically servers get repopulated through the quickplay matchmaking (by whoever actually uses that). It's one of the major reasons why servers without random crits and damage spread have spent most of their time empty since quickplay was implemented, due to quickplay not matching people with servers running those settings (but it'll still match them with servers running all those stupid server plugins like RTD and gameME, I think). For servers without random crits, it's often up to regulars to sit around doing nothing for upwards of half an hour before the server gains enough people to draw players through the server browser (or some kind of organization if that server has an independent community).

I recently started playing TF2 again, and wasn't surprised to see every nocrit server in my favorites list either shut down, converted to MGE (or something horrid like Death Run), or perpetually empty (with the server browser faring no better). I've considered hosting a server many times, but it would be so pointless if it'd just stay empty for eternity.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Spehss _ on June 17, 2015, 06:17:46 pm
I think typically servers get repopulated through the quickplay matchmaking (by whoever actually uses that). It's one of the major reasons why servers without random crits and damage spread have spent most of their time empty since quickplay was implemented, due to quickplay not matching people with servers running those settings (but it'll still match them with servers running all those stupid server plugins like RTD and gameME, I think). For servers without random crits, it's often up to regulars to sit around doing nothing for upwards of half an hour before the server gains enough people to draw players through the server browser (or some kind of organization if that server has an independent community).

I recently started playing TF2 again, and wasn't surprised to see every nocrit server in my favorites list either shut down, converted to MGE (or something horrid like Death Run), or perpetually empty (with the server browser faring no better). I've considered hosting a server many times, but it would be so pointless if it'd just stay empty for eternity.

Yep. Major complaint I have with TF2 currently is finding good servers that aren't constantly empty and aren't Valve servers with sv_pure and pants-on-head players.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Chaos Armor on June 17, 2015, 07:38:13 pm
I'm still sad all of the 24/7 Egypt Servers closed down.

RIP Skial Egypt
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Reudh on June 17, 2015, 08:28:34 pm
I find a lot of Valve servers (in Australia at least) are home to far too many pubstompers with unusuals and australium weapons.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: hops on June 17, 2015, 09:51:38 pm
That's just because in 'Murrica servers everyone and their dog have Australium weapons, so they go to Australia to beat up kids instead.

It's kind of ironic that actual Australians don't have australium weapons.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Leafsnail on June 17, 2015, 09:57:32 pm
I think pyro can be a reasonable defending class on pub servers, you can defend sentries and annoy ubers pretty nicely.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on June 18, 2015, 12:58:50 am
Defending pyro on any pub payload map is great fun. Plenty of flanking routes most of the time. On offense you'll usually be blocked by sentries.

Also, you talk about skill with the flare gun, but remember that some people literally have scripts that automate puff & sting :V
(maybe I should learn to use flare guns, but I'm just really in love with shotguns in general)
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: hops on June 18, 2015, 01:01:36 am
I don't know why, but I got to the point with flaregun where I can just switch it out and shoot a shot in the general direction of the enemy (I don't even feel like I'm aiming) then go do something else and hear the satisfying ding 70% of the time. Today I was too jittery to play scout because I keep missing, so I switched to pyro and for some reasons I was consistently landing shots with the flare.

Although I suppose Reserve Shooter is good at making soldiers cry.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Spehss _ on June 18, 2015, 01:21:14 am
With the release of degreaser, puff n' sting seems to have really fallen off in usefulness, miauw.

I don't know why, but I got to the point with flaregun where I can just switch it out and shoot a shot in the general direction of the enemy (I don't even feel like I'm aiming) then go do something else and hear the satisfying ding 70% of the time. Today I was too jittery to play scout because I keep missing, so I switched to pyro and for some reasons I was consistently landing shots with the flare.

Although I suppose Reserve Shooter is good at making soldiers cry.
That's called projectile prediction skills, muh nizzle. It's a skill. I used to have that with flaregun when I played pyro a lot. Quite fun to shoot towards a corner and oh look, someone walked into your flare. Also a great skill for other classes like soldier or demo, but obviously your skills at prediction depend on which classes and projectile weapons you use regularly. Flare gun projectiles, rocket projectiles, and pipe bombs all travel at very different speeds and have different nuances for aiming.

I'm utter shit at hit-scan but I've had great success at projectile prediction if I practice enough. At point I got to where I could accurately land pipe bombs without using a crosshair.

Have I mentioned how much I love pipe bombs today?
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: EnigmaticHat on June 18, 2015, 02:16:20 am
There's a point where I was more accurate with the sandman than with the sniper rifle.

Then again that was before I turned off mouse acceleration. 
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on June 18, 2015, 03:39:10 am
That's what I ment, Spessh. Some people have scripts to release one flame particle, airblast and fire a flare.

And my aim is really inconsistent. Sometimes I play sniper and I get a dozen headshots easily, other times I'll be relying on bodyshots and jarate to get any kills at all :P

E:
autobalance never fails to fill my veins with RAGE
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: hops on June 18, 2015, 04:26:51 am
I kind of wish sknightper is a valid role just to make spies cry.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on June 20, 2015, 07:03:02 am
Hm. I sort of want to learn to rocketjump properly but I dont really know where to start. Tried finding a rocket jump map but most of the "beginner" stages are already really hard (triple rocket jump against a wall, not an idea how to do that without flying away from the wall horribly. Air control stage in really narrow deadly-wall stage, etc)
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: hops on June 20, 2015, 07:07:28 am
The idea of triple rocket jumping is to rocket jump up, shoot a rocket towards the ground, then rocket jump as soon as you fall back down and catch up with the rocket.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on June 20, 2015, 07:09:31 am
I ment like, rocket jumping against a wall, shooting a rocket to propel you further, then shooting another rocket against that wall to propel you even further. th second rocket always knocks me away.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: hops on June 20, 2015, 07:11:55 am
I think the idea is to crouch and shoot below yourself as soon as you collide with the wall. Now, I probably make this sound too easy because I doubt I can do it.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: JoshuaFH on June 20, 2015, 08:35:10 am
Here's a good map for you Miauw:

http://tf2.gamebanana.com/maps/130068

Jump_Beef is an iconic beginners jump map that has cows that will explain how to do rocket jumps.

That being said, I've never been able to complete it, draw any conclusion you want from that.

EDIT: Here's another one, RJ_Rocketeer:

http://tf2.gamebanana.com/maps/48222

This one I HAVE completed! ... the only one I've ever completed :(
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on June 20, 2015, 08:52:50 am
Hehe, from the few times I've played with you, you're probably still a far better soldier than me :P
Thanks for the maps, Google was being rather uncooperative :v
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: JoshuaFH on June 20, 2015, 09:29:14 am
I've had to relearn rocket jumping nearly from scratch after I've started maining the Direct Hit. The additional rocket speed makes a huge difference, but oddly enough the reduced explosion radius doesn't count for rocket jumping, it acts like regular rockets, which is probably the least intuitive thing in the game.

I'm willing to provide instruction on how to install maps if you don't already know... but maybe not this instant, I'm going to bed this instant.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on June 20, 2015, 09:54:18 am
Don't worry, I know how to install maps ever since I played a parkour mod on gmod like four years ago.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Spehss _ on June 20, 2015, 09:58:44 am
This video may be worth checking out, miauw. (https://www.youtube.com/watch?v=v9notxSwwdY)
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: hops on June 23, 2015, 04:52:52 am
This is why more people should play Mannpower (https://m.youtube.com/watch?v=P5q7As-k6Qk)
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: miauw62 on June 23, 2015, 05:38:03 am
Eh, whenever I play mannpower I always end up sitting somewhere high up with resistance and just grappling down to burn people

E: oh and once I was a baby's face blaster scoot with agility, that was pretty funny too.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Spehss _ on June 23, 2015, 11:34:06 am
This is why more people should play Mannpower (https://m.youtube.com/watch?v=P5q7As-k6Qk)

In unrelated news, sv_pure makes me a sad panda. All my nice skins and custom sounds and gibs and everything either gets replaced by ugly default skins or utterly borked to the point of unplayability. It wouldn't be that bad, except most populated servers run sv_pure and because of the quick play option most community servers are perpetually empty.

Anyone got any server recommendations for no sv_pure and a relatively default TF2 experience in the east US coast area? Seems the best server I've found is Star_'s East Coast server but even that is either completely full or dead empty.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: WealthyRadish on June 23, 2015, 03:59:48 pm
I'm assuming none of these servers run sv_pure 1, since they're disqualified from quickplay anyway. I'm not positive though, since I don't have any custom models installed.

Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: MagmaMcFry on June 30, 2015, 01:55:58 pm
Today I got called a hacker for the first time. I was playing Soldier on Asteroid, and I was in such good shape today that at least three people couldn't believe I didn't use hax, juggling and shotgunning like nobody's business. I invited the haters to spectate me, and proceeded to get a 33 killstreak that ended only because my team won. I figured I might PTW this thread.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Lord_lemonpie on June 30, 2015, 02:15:34 pm
Oh, I never noticed there was a TF2 thread here. PTW

Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: WealthyRadish on July 01, 2015, 08:01:31 pm
So pretty huge update coming tomorrow (I think).

http://www.teamfortress.com/gunmettle (http://www.teamfortress.com/gunmettle)

More important than the pointless CS:GO junk and paid mission malarkey getting put in, there are some pretty significant balance changes listed under part 2.

Spoiler (click to show/hide)
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Spehss _ on July 01, 2015, 08:39:27 pm
The whole "equip weapons in the field" thing seems stupid. Maybe it'll be cool though, just need to try it.

The cs:go collectable weapon thing also seems stupid. Like more hats but not.

The loch-n-load change seems like a straight nerf. Also still stupid that it has 3 shots and 2 barrels. Browsing the various other changes and nothing really stands out much. Some things, like the natascha and brass beast damage resistance, seem neat. The quickie-bomb launcher change sounds cool. Looks like it would encourage long-range sticky bombing rather than spamming in front of you constantly.

I dunno. i got mixed opinions on how great of an update it is.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: EnigmaticHat on July 01, 2015, 08:45:14 pm
Dear god, those minisentry and dead ringer changes were a long time coming.

The PBPP change, as much as it will hurt me personally, was also sorely needed.  Scouts are annoying enough to kill without a more-or-less free health increase, and its new stats look interesting at least.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: JoshuaFH on July 01, 2015, 09:12:03 pm
OOOOOHHHHH YEEEAAAH UPPPPDDDAAATTEEEE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

The loch-n-load change seems like a straight nerf.

Because it was overpowered.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: hops on July 01, 2015, 09:16:15 pm
RIP pyros.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Spehss _ on July 01, 2015, 09:48:25 pm
The loch-n-load change seems like a straight nerf.

Because it was overpowered.

Then maybe they shouldn't have given a two-barreled grenade launcher that deals +20% more damage to everything an extra grenade shot and make the 2-barreled grenade launcher hold 3 grenades in 2 barrels.

Why would I use a grenade launcher with 1 less grenade that has to land direct hits AND has faster moving projectiles than default pipes, requiring relearning projectile prediction, all for only an extra +20% damage to buildings when I'd probably use a sticky launcher on buildings instead? It sounds completely inferior to stock grenade launcher now.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: JoshuaFH on July 01, 2015, 09:58:13 pm
The loch-n-load change seems like a straight nerf.

Because it was overpowered.

Then maybe they shouldn't have given a two-barreled grenade launcher that deals +20% more damage to everything an extra grenade shot and make the 2-barreled grenade launcher hold 3 grenades in 2 barrels.

Why would I use a grenade launcher with 1 less grenade that has to land direct hits AND has faster moving projectiles than default pipes, requiring relearning projectile prediction, all for only an extra +20% damage to buildings when I'd probably use a sticky launcher on buildings instead? It sounds completely inferior to stock grenade launcher now.

Now it's a crutch for people that have trouble with pipe prediction, and now also serves a secondary purpose against buildings. I'm perfectly ok with that.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Spehss _ on July 01, 2015, 10:30:15 pm
Now it's a crutch for people that have trouble with pipe prediction, and now also serves a secondary purpose against buildings. I'm perfectly ok with that.

Sounds like it would be basically useless then. If you're playing demo to destroy buildings, use sticky bombs. If you're not running sticky bombs you're probably relying on either grenade launchers - which you'd want to be good for fights against other players, so either good damage or good mag size- or running melee demoknight where you aren't going to be destroying sentry nests.

No reason to use the new LnL as a pure grenadier loadout rather than the stock or iron bomber, due to LnL having only 3 pipes and it requires direct hits, aka exact aim to get damage out of it. And as a melee demo you wouldn't use a pipe launcher anyway. And if you're running pure explosives with stickies and grenades then you'd probably use stickies to destroy buildings and nests rather than grenades.

One positive with the new LnL is that buildings can't dodge your shots, I guess.

If people have a hard time landing direct hits with pipes then they should practice more with the default launcher than use a crutch. Or play another class less reliant on projectile prediction.
---------------
I dunno why I'm reacting like this to the LnL change, I didn't even use it before. I guess it rubs me the wrong way that they take a viable weapon and rather than adjusting the already existing stats -like, lower the bonus damage or lower the explosive radius or something- they completely rewrite it so that now it seems completely overshadowed by the alternative weapons.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: JoshuaFH on July 01, 2015, 10:39:41 pm
The LnL was borked from Day 1. First is was not viable and honestly kinda broken with damage spread, then horribly overpowered, now it's a situational crutch.

I'm just waiting for the update to hit proper so I can better gauge the nerf to the Baby Face's Blaster, which was even more overpowered.

The only thing I'm legit upset about it that the Vacc doesn't protect against crits passively anymore, and that it has a large uber building penalty on overhealed patient, which seemed GROSSLY unnecessary. But it seems it has a new mechanic attached to it, so I'll have to experiment.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Egan_BW on July 01, 2015, 10:50:23 pm
Stock grenade is pretty good for taking out sentries if you've got a shield.
New Lnl seems useless. the damage boost against buildings doesn't outweigh having to be in line-of-sight.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Putnam on July 01, 2015, 10:54:37 pm
dodging is not counterplay, except maybe trivially
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: EnigmaticHat on July 01, 2015, 10:56:17 pm
Edit: I don't think I really knew what Putman was saying, I think he also may have edited his post a bit?
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Iceblaster on July 02, 2015, 12:09:44 am
Interest-

I immediately saw the six dollar tagline.

What. Why do we need to charge money for this. Maybe I'm misunderstanding this, but why? It sounds awesome but if they're charging money for one of a kind weapons after doing challenges....

Whatever. Not gonna get anything even if it was free with my luck :P
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Putnam on July 02, 2015, 12:10:23 am
Interest-

I immediately saw the six dollar tagline.

What. Why do we need to charge money for this. Maybe I'm misunderstanding this, but why? It sounds awesome but if they're charging money for one of a kind weapons after doing challenges....

Whatever. Not gonna get anything even if it was free with my luck :P

This is basically a mashup of CS:GO's item drops and Dota 2's compendium system, seems about normal to me.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Iceblaster on July 02, 2015, 12:15:27 am
Ah... Though looking over spy changes...

I feel like they nerfed the dead ringer a bit too much. Until I see it in gameplay, I will see it as a nerf. I mean, it just feels like they took complaints about it and nerfed it. The -50 cloak on feign death and no ammo pickup while cloaked is the main thing I'm looking at. Maybe I'm too newb and rely on it a lot, but I like to play a spy that is more a harassment more than an effctive thing(though i do be effective sometimse), sooo I dunno.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Putnam on July 02, 2015, 12:23:23 am
sorry i was wrong that system is basically copy+pasted from CS:GO
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: hops on July 02, 2015, 12:36:45 am
a good DR spy shouldn't be grabbing ammo anyways, since a good pyro will set the ammo places on fire.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Spehss _ on July 02, 2015, 12:48:01 am
a good DR spy shouldn't be grabbing ammo anyways, since a good pyro will set the ammo places on fire.
A good pyro would set all the places on fire. :p
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Egan_BW on July 02, 2015, 12:50:37 am
a good DR spy shouldn't be grabbing ammo anyways, since a good pyro will set the ammo places on fire.
A good pyro would set all the places on fire. :p
The best Pyro would burn both teams.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: Spehss _ on July 02, 2015, 01:18:20 am
a good DR spy shouldn't be grabbing ammo anyways, since a good pyro will set the ammo places on fire.
A good pyro would set all the places on fire. :p
The best Pyro would burn both teams.
The greatest pyro would burn the game disc during gameplay. get it? burn a disc? punny.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: LASD on July 02, 2015, 01:27:47 am
Update time!

The Gun Mettle Update! (http://www.teamfortress.com/gunmettle/)

Apparently Valve borrowed a few pages from CS:GO and introduced a bunch of systems people are going crazy over to TF2. The paint jobs aren't that exciting to me, but the contract books looked really fun in CS:GO. Some additional goals to give you rewards while playing the normal game sounds pretty good to me. Though there is the 6 dollar price tag that is pretty high considering how much I don't play TF2. Especially when it sounds like it only goes on for 3 months.

EDIT: Oh whoops, I'm a bit late it seems.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: EnigmaticHat on July 02, 2015, 01:32:42 am
Ah... Though looking over spy changes...

I feel like they nerfed the dead ringer a bit too much. Until I see it in gameplay, I will see it as a nerf. I mean, it just feels like they took complaints about it and nerfed it. The -50 cloak on feign death and no ammo pickup while cloaked is the main thing I'm looking at. Maybe I'm too newb and rely on it a lot, but I like to play a spy that is more a harassment more than an effctive thing(though i do be effective sometimse), sooo I dunno.
Meh.  The dead ringer made revealed spies feel safe.  That never should have been the case.  It was meant as a mindgames tool but no one uses it like that.  I can't count the times I got a single pistol hit on a spy and he fell over dead.  And I just walked away, because there was no possible way I was going to kill him.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on July 02, 2015, 03:50:44 am
Yeah, DR was just a "get out of jail free card".
The spy effectively DIED, he's out of the game until his dr recharges, so then what's the point?
I'm pretty happy with the spy changes in general.

Sort of iffy on the minisentry changes, though. I don't think the gaining health during construction change was really neccesary.

E:
I'm also happy that they made the Jag an actual viable choice.

E2: I'm pretty happy with the changes in general. We may only be getting junk for new features, but at least we're getting a lot of long overdue balance changes.

E3:
I'm sort of pissed off at the pick up weapon changes, though. People always dropping ammo packs when they die is going to be pretty ugly, and that only for a mechanic that's only useful to new players, but that new players will never know exists. (i think the action key isnt even bound by default)
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: MagmaMcFry on July 02, 2015, 04:41:42 am
I too think that weapon pickups are stupid and annoying, and I was happy with the existing system. Also I wonder if strange weapons count actions by scavengers. Also I bet you five bucks that there's gonna be a ton of exploits with the pickup system.

E: IT'S OUT
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: WealthyRadish on July 02, 2015, 07:56:22 pm
It isn't a very different experience. The weapon/ammo pickup change is barely noticeable, and I still have no idea why you'd stop and do it. Minisentries are still obnoxious, but I haven't seen anyone just plop one down in the middle of a fight and have any success, so I guess they're less brainless. The dead ringer is significantly less dumb, but doesn't seem impossible to use. If it's an obvious feign, it's harder to get away, but the speed seems to actually make it better for people who bother trying to look convincing.

Spoiler: Maps! (click to show/hide)
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: JoshuaFH on July 02, 2015, 08:13:32 pm
The very best thing about the ammo drops is that the large rectangular boxes are IMPOSSIBLE to miss. Whereas before it was very possible for some of the smaller weapons to get passed over just because they're so small and don't attract attention, like the spy's knife, or the Scout's pistol.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Flying Carcass on July 02, 2015, 09:35:05 pm
Personally I love the buff to the ali babba booties/bootlegger, demoknight is fun again! I'm a big fan of powerhouse and suijin maps. Not too thrilled with the Baby Face Blaster nerf, guess I'll be using stock/soda popper more often from now on.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Spehss _ on July 02, 2015, 10:00:07 pm
Tried some of the new maps. My fps seems like it's utter shit again. Before the update I could play on Valve servers and hover around ~60 to 40 in the most action-packed areas.

Now my frames drop to 40 - 20 range just from me leaving spawn. Ugh. Game's too frustrating to mess with now.

Also, sv_pure is still a thing. Valve plz.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Rose on July 03, 2015, 12:39:08 am
What's wrong with sv_pure?

Some people are cheating bastards.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: PTTG?? on July 03, 2015, 12:40:36 am
I played for more than 30 minutes for the first time in at least a year. That alone makes this update impressive.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Spehss _ on July 03, 2015, 12:45:11 am
What's wrong with sv_pure?

Some people are cheating bastards.
Fairly certain those cheating bastards found ways around it. Meanwhile, all my custom skins I used that make the game look nice are borked on 90% of the populated servers and can even make the game unplayable.

I'll probably just move all my custom content folder except the hitsound, but I hate having to do that. Part of what I liked about TF2 was the customization potential with skins and stuff, and now that's been ruined by some cheating bastards.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Leafsnail on July 03, 2015, 01:47:10 am
The Dead Ringer was a way for spies to stay alive forever but not actually achieve anything
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Putnam on July 03, 2015, 01:54:12 am
The Dead Ringer was a way for spies to stay alive forever but not actually achieve anything

C&D too
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: EnigmaticHat on July 03, 2015, 01:54:59 am
Fairly certain those cheating bastards found ways around it.
You know its funny, but the VAC system in TF2 seems to be completely infallible.  Like, I acknowledge, rationally, that it must not be.  But I haven't seen any evidence.  Most hackers seem to be swiftly dealt with and I've never heard of a false-positive VAC ban.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Putnam on July 03, 2015, 02:00:33 am
there's a particular hack that is pretty rampant due to the way it generates a unique hash when you buy it, which messes with how VAC works (I.E with a database of such things to avoid false positives, since those are very, very bad in a fully automated irreversible system like VAC)
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: JoshuaFH on July 03, 2015, 02:25:05 am
My ping is the devil. The goddamn DEVIL. I just want to play at around 40-50 ping, please, I can manage that. I can work around that. What I CAN'T handle is when I'm enjoying the game at a good ping, then it randomly spikes to 200-400+ for NO REASON.

I had to give up for today, because I really love Tf2 and I want to play it, but apparently TF2 has already decided that I don't deserve to play and I should just not even try.

I'm gonna have to get a new router or something, because that's actually where I'm sure the problem is. Just goddamn it, why does this have to happen during such a huge update?
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: EnigmaticHat on July 03, 2015, 03:39:10 am
It might just be their servers being overloaded due to update hype.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Reudh on July 03, 2015, 04:20:26 am
If their servers were causing the issue, everyone on it would be spiking to 200+.

Also yeah, I've been having (minor) fps issues from this update. Nothing unplayable, but a definite drop.

In buff/nerf news, the new Scorch Shot is great for sowing chaos amongst players, and is also fantastic at jumping now. You can now jump about as high as 2.5 jumps with it.

Natascha while having lower damage actually feels usable now as a tanky weapon with that 20% damage resistance. mmmmmm, I love that "resisted" hitsound.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on July 03, 2015, 05:26:13 am
It looks like I have accidentally met Magma on one of the Gun Mettle servers :P
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: MagmaMcFry on July 03, 2015, 05:52:16 am
It looks like I have accidentally met Magma on one of the Gun Mettle servers :P
Actually I joined you.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Shadowlord on July 03, 2015, 02:18:59 pm
Natascha while having lower damage actually feels usable now as a tanky weapon with that 20% damage resistance. mmmmmm, I love that "resisted" hitsound.

They gave that to the natascha, and then they gave the exact same thing to the brass beast, which was already better anyways.

But I haven't started it up because they're offering moar cheevmints for $6, and I'd rather do anything else.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: IcyTea31 on July 03, 2015, 02:20:25 pm
I think it's time for me to PTW this thread after being accused of hacking enough times. Because apparently it's impossible to perform a decent twitch shot without an aimbot. I feel proud of myself.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Spehss _ on July 03, 2015, 02:25:29 pm
Natascha while having lower damage actually feels usable now as a tanky weapon with that 20% damage resistance. mmmmmm, I love that "resisted" hitsound.

They gave that to the natascha, and then they gave the exact same thing to the brass beast, which was already better anyways.

But I haven't started it up because they're offering moar cheevmints for $6, and I'd rather do anything else.
Brass Beast has terrible mobility though.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: EnigmaticHat on July 03, 2015, 02:37:12 pm
I think it's time for me to PTW this thread after being accused of hacking enough times. Because apparently it's impossible to perform a decent twitch shot without an aimbot. I feel proud of myself.
Sniper or scout?

Natascha while having lower damage actually feels usable now as a tanky weapon with that 20% damage resistance. mmmmmm, I love that "resisted" hitsound.

Yeah, BB is just crippling.  It doesn't actually increase your damage in most cases because Heavy excels in close quarters and the BB is very awkward in CQC.  You have to think of yourself as this weird mobile turret.  Not worth it most of the time.

They gave that to the natascha, and then they gave the exact same thing to the brass beast, which was already better anyways.

But I haven't started it up because they're offering moar cheevmints for $6, and I'd rather do anything else.
Brass Beast has terrible mobility though.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: IcyTea31 on July 03, 2015, 03:09:31 pm
Sniper or scout?
Any class with a single-fire hitscan weapon, really. Usually scout, but I once got a fun reaction as reserve shooter pyro:
Quote from: Opposing team's MVP
I will literally give you a hat if you kick Icy Tea right now. He's definitely cheating.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Shadowlord on July 03, 2015, 03:20:37 pm
I used to be able to do that reliably, but that was 15+ years ago with 0 ping. (in other games, obviously)
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Putnam on July 03, 2015, 04:19:21 pm
i managed to sell a common skin shotgun for $4

hahaha
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: MrRoboto75 on July 03, 2015, 04:34:22 pm
Playing as an engineer, shot an enemy engineer alongside my sentry, stole his rescue ranger, repaired my sentry with it, and then picked up my shotty again to continue killing
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: WealthyRadish on July 03, 2015, 04:51:13 pm
You can write a macro that aims for you as reserve shooter or flare pyro. Primary fire -> view up -> secondary fire -> secondary weapon -> primary fire

Twitch aim is something else entirely, since airblasting is more about knowing that the target will be in the same place every time, making it very hard to miss. I once played a round as degreaser pyro with my monitor off, swinging my axe constantly to hear when I was near a wall (and sometimes crouching and hitting the ground to make sure I wasn't looking straight up or down). I think the map was ctf_turbine, since it has such a basic layout. Then it was just a case of puffing around when I hear people, and if I get a hitsound, doing the combo. I actually killed a few doing this.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: IcyTea31 on July 04, 2015, 12:11:44 am
Yes, none of the puff'n'sting combos are twitch shots. But when your foe smartly stays just outside flamethrower range and jumps around to be unpredictable, twitch-shooting with the reserve shooter is a good counter.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on July 06, 2015, 09:35:50 am
I bought a campaign coin today, already completed both contracts with full bonus and got the same weapon twice

8/8 gr8 upd8 m8

e:
oh hey this weapon sells for eighty cents nice

TF2: Sell Mettle Update
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Reudh on July 06, 2015, 11:51:32 am
The Loch and Load is still infuriating to fight against. Even without that damage bonus, it hits for ~100 at any range, because it still has no damage falloff! I hardly think that the loss of its 25% damage bonus is a nerf - properly it should have retained the damage bonus but gained damage falloff.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Spehss _ on July 06, 2015, 11:58:54 am
The Loch and Load is still infuriating to fight against. Even without that damage bonus, it hits for ~100 at any range, because it still has no damage falloff! I hardly think that the loss of its 25% damage bonus is a nerf - properly it should have retained the damage bonus but gained damage falloff.
Not much different from a demo who's mastered the stock grenade launcher. Don't think the stock has damage falloff either. LnL just has faster projectiles.

Eeeh. I guess giving pipes damage falloff wouldn't completely ruin them. Rockets have falloff, for example. Rockets are more straightforward to shoot and hit with than pipes though. Rockets explode instantly on contact with people and surfaces, grenades only explode instantly on direct hits with players. Rockets travel in a straight line, pipes have more of an arc. Etc.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on July 06, 2015, 01:39:30 pm
>buy campaign coin for six euros
>do three campaigns in one day
>get two of the same weapon and a case
>sell one weapon and the case
>get 7 euros

soon i'll be a millionaire.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Putnam on July 06, 2015, 03:09:53 pm
yeah I got a strange out of a case

it's worth $16

i know have 20 dollars in my steam wallet

PROFIT
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Egan_BW on July 06, 2015, 03:12:11 pm
haha wow you could buy a cheap game for that
totally worth the effort
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: JoshuaFH on July 06, 2015, 08:56:07 pm
I'd have held onto that strange, if only for the collector's sentimentality because grabbing a strange is actually a rarity and everything in the Gun Mettle Update is finite in nature.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Reudh on July 06, 2015, 09:03:16 pm
The Loch and Load is still infuriating to fight against. Even without that damage bonus, it hits for ~100 at any range, because it still has no damage falloff! I hardly think that the loss of its 25% damage bonus is a nerf - properly it should have retained the damage bonus but gained damage falloff.
Not much different from a demo who's mastered the stock grenade launcher. Don't think the stock has damage falloff either. LnL just has faster projectiles.

Eeeh. I guess giving pipes damage falloff wouldn't completely ruin them. Rockets have falloff, for example. Rockets are more straightforward to shoot and hit with than pipes though. Rockets explode instantly on contact with people and surfaces, grenades only explode instantly on direct hits with players. Rockets travel in a straight line, pipes have more of an arc. Etc.

Hmm, true - but the increased projectile speed means that you can fire 100 damage nades at a much longer range, where a Soldier's rockets would probably be dealing 40 or so.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Descan on July 06, 2015, 09:13:27 pm
For the Gun Mettle update, I'm gonna hold on to my items (sold the first two before I thought of this) because since it's finite, the supply will dry up and the price will almost certainly go up.

Probably. :P
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: MrRoboto75 on July 06, 2015, 10:38:11 pm
I see the bazaar bargain is the new BFB.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: KingofstarrySkies on July 06, 2015, 10:39:07 pm
I dig the new update. :D
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: WealthyRadish on July 06, 2015, 11:11:07 pm
I see the bazaar bargain is the new BFB.

It's pretty bananas. You get up to 10 heads, and it feels like you're accidentally getting a full charge just waiting a couple seconds for someone to peek a corner. Even at like, 6 heads, it feels absurd. I don't know if it's really crazy OP or anything though, since it doesn't change anything that could've situationally been done with any other rifle. There's still a charge delay, so you can't do something really disgusting like scope a full bodyshot while fighting someone in close range, and normally it's functionally the same as encountering some sea turtle who's been hardscoped for 6 hours.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on July 07, 2015, 03:44:15 am
Really wondering if I should unbox the next case I get. It might give me a nice strange that I don't have yet, but it might also be shit :x
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Iceblaster on July 07, 2015, 10:45:55 am
Really wondering if I should unbox the next case I get. It might give me a nice strange that I don't have yet, but it might also be shit :x

Don't. Last I checked, cases are extremely valuable. Not sure if it's still true. Keep it until the supply is not coming in any longer. It'll slowly rise in value, like bread boxes.

EDIT: Apparently my non-crafteable non-tradable strange haunted nightmare hunter hat from 2014's halloween update is worth a key. Why does backpack.tf show the item worth if it isn't even tradeable :c
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Metalax on July 07, 2015, 02:11:24 pm
Because items marked non-tradeable can normally be traded via use of the gift-wrap tool item.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on July 07, 2015, 02:13:57 pm
I think they'll stop selling keys for the cases after the event, so at that point they'll be garbage for a few years until they become collector's items.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Iceblaster on July 07, 2015, 03:25:25 pm
I think they'll stop selling keys for the cases after the event, so at that point they'll be garbage for a few years until they become collector's items.

And that's what sucks about event things. AFAIK, the bread box is the only recent event crate that doesn't become useless after a certain amount of time passes :c

EDIT: Played the new update. My experience before and after.

Before:

Yaaaay tf2 is so fun slice slic stab pew pew

After:

WHY DO I RUBBERBAND HALF THE TIME.

Seriously. What the hell, why is it so laggy all of a sudden. Is it the skins? Is it the new shit they added? Hope Valve puts out a fix for it within a month.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: KingofstarrySkies on July 07, 2015, 07:12:19 pm
I wouldn't call the bread box 'recent'. :P
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Iceblaster on July 07, 2015, 08:39:37 pm
Correction:

Recent major update that included limited supply. Since I started.

I came in around the time Expiration Date came out and all :P
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on July 08, 2015, 04:10:21 am
Yeah the new update is ridiculously laggy, even on powerful computers.
It doesn't disturb my finely-honed pubstomping skills, though :P
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Putnam on July 08, 2015, 04:13:52 am
i have had zero problem with lag

it may be a problem with a specific range of hardware independent of power that I don't have though
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: KingofstarrySkies on July 08, 2015, 09:23:45 am
The lag is odd. Some servers I have terribad ping for no reason, others it's my frames, and then others...I get 0 lag. I have no idea.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Putnam on July 08, 2015, 08:27:14 pm
For the Gun Mettle update, I'm gonna hold on to my items (sold the first two before I thought of this) because since it's finite, the supply will dry up and the price will almost certainly go up.

Probably. :P

NOOOOOOOO

the supply tends to be lower early on and the price higher

check out the price for the cases
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Descan on July 08, 2015, 09:06:27 pm
*SHRUG*

I SHRUG AT YOU, PUTNAM

I SHRUG AT YOOOOU
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: LASD on July 09, 2015, 11:29:00 am
Well, this did bring me back to TF2. Doing the contracts is pretty fun (or most likely playing the game is. It's been a while) and after doing 4 of them, I've already got 60% of the price of the thing back. :D And a fancy-looking medigun.

But if the CS:GO crate crazes are anything to go by, the price of the cases will keep dropping.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on July 09, 2015, 11:36:04 am
The contracts are suuuuper easy. None of them have taken me over an hour so far. (WITH full bonus!)
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Calidovi on July 09, 2015, 12:30:42 pm
I stopped playing TF2 in December of last year, and I haven't been interested since. Should I get back into it?
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Spehss _ on July 09, 2015, 12:38:14 pm
I stopped playing TF2 in December of last year, and I haven't been interested since. Should I get back into it?
Eh. If your computer runs it well and you can find a good server (or you like pubstomping valve servers) and you have the free time for it and you're aware that your skills have probably rusted since you last played but you're willing to practice anyway, I don't see why not.

I have, like, none of those things.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on July 09, 2015, 12:39:02 pm
Valve servers are the only good servers left anyway, unless you like the points bullshit + rtd + p2w + advertisements when you join.

E:
while many welcomed the balance changes, BS weapons like the huntsman still exist
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Spehss _ on July 09, 2015, 01:10:21 pm
while many welcomed the balance changes, BS weapons like the huntsman still exist
oi m8, huntsman takes skill. like demoman takes skill.

Nah, really. Huntsman is a totally different playstyle from the other snipers that just hitscan all day erryday. Gotta learn the nuances of predicting the huntsman projectiles so you can land shots on moving targets at various distances. I hate standard hitscan snipers more. Get in my face and headshot me like a man, not hiding in the corner at the far end of the map like a coward.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Iceblaster on July 09, 2015, 01:18:02 pm
Valve servers are the only good servers left anyway, unless you like the points bullshit + rtd + p2w + advertisements when you join.

But trade servers are alright. I can't be arsed to learn the nuances of backpack.tf,outpost, etc :P
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on July 09, 2015, 01:56:34 pm
while many welcomed the balance changes, BS weapons like the huntsman still exist
oi m8, huntsman takes skill. like demoman takes skill.

Nah, really. Huntsman is a totally different playstyle from the other snipers that just hitscan all day erryday. Gotta learn the nuances of predicting the huntsman projectiles so you can land shots on moving targets at various distances. I hate standard hitscan snipers more. Get in my face and headshot me like a man, not hiding in the corner at the far end of the map like a coward.
i do get in people's faces as a normal sniper.
you dont even need to headshot to get ridiculous damage with the huntsman, and it's hard not to get headshots :x
anyway, when you're being shot at it feels like this: https://youtu.be/9yd1YpPZ0XM?t=23s
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Spehss _ on July 09, 2015, 02:29:33 pm
i do get in people's faces as a normal sniper.
you dont even need to headshot to get ridiculous damage with the huntsman, and it's hard not to get headshots :x
anyway, when you're being shot at it feels like this: https://youtu.be/9yd1YpPZ0XM?t=23s
Not really. Maybe when it was first released, the hit detection was that wonky. Whenever I've tested it on tr_walkway the hitboxes seem perfectly reasonable.

And it seems fair to get "ridiculous damage" without a headshot out of a non-exploding projectile that's harder to hit with than a hitscan rifle.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: WealthyRadish on July 09, 2015, 04:14:15 pm
I used to dislike people using the huntsman outside of nocrit/damage spread servers, but with damage spread extinct it's so much more harmless. Whereas before an unaimed fully charged bodyshot from across the map would more often than not kill a class with 125 health in one hit, on a server with damage spread off it'll always do 120 damage instead. It was a similar deal with the loch 'n' load being stupid (even before it got the 3rd shot), and to a much lesser extent the direct hit. I still think it's absurd how quickly the huntsman charges shots, and its usage of the massive projectile hitbox is as stupid as ever, but it's not nearly as unpleasant to play against as a light class when damage spread is off.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Leafsnail on July 09, 2015, 09:06:45 pm
I dunno you can just fire it vaguely at headheight down some corridor and it will often score a headshot due to the generous hit detection.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Spehss _ on July 09, 2015, 09:15:59 pm
I dunno you can just fire it vaguely at headheight down some corridor and it will often score a headshot due to the generous hit detection.
You can do the same thing with rockets, grenades, stickies, flares, all being shot towards a corner or high traffic area, etc, although of course not headshots. Hell, snipers usually plant their scoped in crosshair at a corner at head height waiting for enemies to round the corner. This argument hardly seems like enough justification to say that huntsman is broken. It's more a case of just spamming projectiles.

A common tactic I use as demoman for dealing with pyros is backing around corners and predicting when they come around the corner after me and preemptively fire a grenade so it hits as soon as they turn the corner. Works like a charm. Another thing I do is fire it towards a crowd of people pushing a cart, and due to the fustercluck of hitboxes I can expect to get several direct hits and often leads to multikills. Are pipe bombs broken then?
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: hops on July 09, 2015, 09:17:39 pm
Plus, Huntsman is kinda built for spamming projectiles, although I agree it's kind of annoying since it's still stronger than the sniper rifle at close range. I think they should reduce the hitbox to flare-size.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: JoshuaFH on July 09, 2015, 09:20:06 pm
I dunno you can just fire it vaguely at headheight down some corridor and it will often score a headshot due to the generous hit detection.
You can do the same thing with rockets, grenades, stickies, flares, all being shot towards a corner or high traffic area, etc, although of course not headshots. Hell, snipers usually plant their scoped in crosshair at a corner at head height waiting for enemies to round the corner. This argument hardly seems like enough justification to say that huntsman is broken. It's more a case of just spamming projectiles.

A common tactic I use as demoman for dealing with pyros is backing around corners and predicting when they come around the corner after me and preemptively fire a grenade so it hits as soon as they turn the corner. Works like a charm. Another thing I do is fire it towards a crowd of people pushing a cart, and due to the fustercluck of hitboxes I can expect to get several direct hits and often leads to multikills. Are pipe bombs broken then?

No he's right, Huntsman is 100% broken. Hitscan (normal bullet weapons) and projectiles (like arrows...) use different hitboxes. If you side-by-side compare them, you'll notice that the head hitbox for headshots for arrows is something like twice as big as it is for regular bullets. Plus the arrow's hitbox itself is enormous, it's more like you're firing a highspeed log at the enemy than an arrow. It's egregious.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Spehss _ on July 09, 2015, 09:31:20 pm
Plus, Huntsman is kinda built for spamming projectiles, although I agree it's kind of annoying since it's still stronger than the sniper rifle at close range. I think they should reduce the hitbox to flare-size.
It's almost as if they meant for hunstman to be used in closer range than rifles.  :P

No he's right, Huntsman is 100% broken. Hitscan (normal bullet weapons) and projectiles (like arrows...) use different hitboxes. If you side-by-side compare them, you'll notice that the head hitbox for headshots for arrows is something like twice as big as it is for regular bullets. Plus the arrow's hitbox itself is enormous, it's more like you're firing a highspeed log at the enemy than an arrow. It's egregious.
So, if Valve reduced the hitboxes, would huntsman not be broken and cheap?
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: hops on July 09, 2015, 09:32:58 pm
I'm pretty sure Huntsman is intended for medium range, not headshotting a scout who is circlestrafing around you.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Spehss _ on July 09, 2015, 09:37:57 pm
I'm pretty sure Huntsman is intended for medium range, not headshotting a scout who is circlestrafing around you.
If the user can land the shots then he can use it at close range. Projectile prediction, yo. Scout should dodged less predictably, or flank and catch them off guard.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: hops on July 09, 2015, 09:47:15 pm
Projectile prediction is one thing, having hitbox the size of the sniper's mother is another.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Leafsnail on July 10, 2015, 01:38:59 am
Barring crits other spammed projectiles don't just instantly kill people and are way less effective when fired from long-distance due to damage falloff (I guess a sticky trap works but that requires more setup and it can be countered by an alert enemy).  I don't know if it's actually overpowered compared to playing as a class that actually actively does things but "oh some guy randomly fired an arrow down this corridor at shoulder height a couple of seconds ago, guess I'm dead" is hardly compelling gameplay.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on July 10, 2015, 04:04:18 am
As I said, the silly-fast charge rate also annoys me. 120 damage is a lot. Maybe reduce the charge and hitbox a little.

On another topic, this still isn't fixed (https://www.youtube.com/watch?v=Ewg5FuzTRXs).
The thing that confuses me most is why dropping guns into the payload makes it explode. maybe valve should be fixing that instead???
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Putnam on July 10, 2015, 04:07:45 am
On another topic, this still isn't fixed (https://www.youtube.com/watch?v=Ewg5FuzTRXs).

no? (http://store.steampowered.com/news/17476/)
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: hops on July 10, 2015, 04:19:43 am
On another topic, this still isn't fixed (https://www.youtube.com/watch?v=Ewg5FuzTRXs).

no? (http://store.steampowered.com/news/17476/)
You do realize that video just said it's updated for GunMettle?

It was hilariously easy originally and can happen accidentally, now it's *slightly* harder, but it's definitely not fixed. You just have to keep throwing weapons until it falls through.

I suspect that this is caused from the fact that the payload reaching that point triggers the hole to open, causing the payload to fall and touch the barrels and cause exploshuns.

All they really need to do is make it so that only the payload make it blow up, but apparently they can't do that for some reasons due to the nature of Source engine, so instead they made it so that any slightest nudge to the barrels trigger the explosions.

Or something. Source is confusing.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Calidovi on July 10, 2015, 09:01:41 am
On another topic, this still isn't fixed (https://www.youtube.com/watch?v=Ewg5FuzTRXs).

no? (http://store.steampowered.com/news/17476/)
You do realize that video just said it's updated for GunMettle?

It was hilariously easy originally and can happen accidentally, now it's *slightly* harder, but it's definitely not fixed. You just have to keep throwing weapons until it falls through.

I suspect that this is caused from the fact that the payload reaching that point triggers the hole to open, causing the payload to fall and touch the barrels and cause exploshuns.

All they really need to do is make it so that only the payload make it blow up, but apparently they can't do that for some reasons due to the nature of Source engine, so instead they made it so that any slightest nudge to the barrels trigger the explosions.

Or something. Source is confusing.

Valve time is soon. I hate to agree with STAR_, but I have to say that it seems like none of the devs play TF2.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: hops on July 10, 2015, 09:18:07 am
I'm unsure whether the TF2 devs are even aware of the concept of Steam.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Graknorke on July 10, 2015, 11:02:14 am
Isn't that the place where they trade some of the hats?
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Calidovi on July 10, 2015, 11:06:46 am
I just realized that you don't need to launch TF2 to enter the Mann Co. store anymore.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: JoshuaFH on July 10, 2015, 06:28:45 pm
I just realized that you don't need to launch TF2 to enter the Mann Co. store anymore.

... How? I can't figure it out.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Calidovi on July 10, 2015, 07:34:15 pm
I just realized that you don't need to launch TF2 to enter the Mann Co. store anymore.

... How? I can't figure it out.

When I said 'just realized', I meant the last time I cared about TF2, sorry. The link is no longer on the webpage.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Jar of Jam on July 11, 2015, 02:55:17 pm
So, thoughts on the TF2 weapon cases? Worth opening or not?
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Calidovi on July 11, 2015, 03:51:12 pm
So, thoughts on the TF2 weapon cases? Worth opening or not?

It's a moneygrabbing tactic at best, but some of them do look nice.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on July 13, 2015, 11:31:09 am
I really like powerhouse. It's everything good about 2fort and turbine combined on a gamemode that doesn't suck, and looks really pretty too.

E: in short, it's the ultimate pub map.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: JoshuaFH on July 13, 2015, 12:19:14 pm
So, thoughts on the TF2 weapon cases? Worth opening or not?

It's a moneygrabbing tactic at best, but some of them do look nice.

I wouldn't call it moneygrabbing, I'd call it employing their purely aesthetic items for microtransactions business model very well.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Calidovi on July 13, 2015, 01:13:19 pm
So, thoughts on the TF2 weapon cases? Worth opening or not?

It's a moneygrabbing tactic at best, but some of them do look nice.

I wouldn't call it moneygrabbing, I'd call it employing their purely aesthetic items for microtransactions business model very well.

I like their F2P but pay to look good model wholeheartedly, but I worry about how much time was spent on it.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Putnam on July 13, 2015, 01:55:00 pm
The skins are a feature already in CS:GO and AFAIK based on the procedural zombies from L4D2, so it was AFAIK basically texturing work this time around

And most hats are community made

Valve is spending most of their time on Source 2 and Dota 2's custom game tools right about now

TF2 is also getting competitive matchmaking in a few months
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Calidovi on July 13, 2015, 09:17:36 pm
The skins are a feature already in CS:GO and AFAIK based on the procedural zombies from L4D2, so it was AFAIK basically texturing work this time around

And most hats are community made

Valve is spending most of their time on Source 2 and Dota 2's custom game tools right about now

TF2 is also getting competitive matchmaking in a few months

That's true, I have high hopes for Source 2. Though all we have are leaked files, I can stay hype-y.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Putnam on July 13, 2015, 09:18:13 pm
...They have a fully playable public beta with a gigantic public announcement (https://www.dota2.com/reborn/part3) for source 2
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Calidovi on July 13, 2015, 09:31:09 pm
...They have a fully playable public beta with a gigantic public announcement (https://www.dota2.com/reborn/part3) for source 2

oh :( please no ban for shitpost
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on July 14, 2015, 01:54:34 am
Wait, is Source 2 going to remove those incredibly annoying "retrieving server info" screens that you can't tab out of?

Quote
Maps in Source 2 can be authored using powerful geometry editing tools and may contain complex meshes which are free of convexity constraints.

Does this mean that they're changing their map format from bsp to something else?
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Rose on July 14, 2015, 01:58:39 am
Presumably, yes.

Since at least DOTA 2 is using a tile-based system instead.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Putnam on July 14, 2015, 02:06:39 am
It also allows streaming resources, the lack of which is exactly the cause of the retrieving server info screen you're talking about.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: JoshuaFH on July 15, 2015, 07:12:07 am
I got another contract today, a Medic contract! I have a feeling I'm gonna need a friend though, as the advanced objectives require assists with either ubered heavies or demos, and finding competent teammates through chance in a Valve server is just asking for a headache.

Hit me up if you wanna be pocketed for like a half-hour: http://steamcommunity.com/profiles/76561198029099955/

edit: it's done
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Calidovi on July 15, 2015, 11:19:53 am
Do you think they're going to update sprays with the advent of Source 2 or get rid of them entirely?
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: MagmaMcFry on July 15, 2015, 03:38:04 pm
Had a Medic contract, wanted to get the bonus points. Ubered a pub Heavy FOURTEEN TIMES. He didn't get a single kill.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Putnam on July 15, 2015, 03:48:36 pm
Do you think they're going to update sprays with the advent of Source 2 or get rid of them entirely?

How would they update them?

I mean, other than making them .vmat instead of .vtf or whatever.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Putnam on July 16, 2015, 01:52:16 am
Quote
Fixed an exploit related to the final control point and dropped weapons on Badwater, Barnblitz, Borneo, and Goldrush
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: KingofstarrySkies on July 16, 2015, 05:06:53 am
suuuure
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: hops on July 16, 2015, 08:35:08 am
/me F5s furiously on sin's channel for the new way to detonate the point.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Calidovi on July 16, 2015, 10:57:45 am
Do you think they're going to update sprays with the advent of Source 2 or get rid of them entirely?

How would they update them?

I mean, other than making them .vmat instead of .vtf or whatever.

Making them easier to create or something. There's this teaser on the CS:GO dev Twitter, and there's a lot of speculation that it could be sprays.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on July 16, 2015, 11:00:20 am
Is there any reason they can't just package source with a program that converts common formats (png, jpg, gif, maybe even webm) to the spray format and then just let people select a file and have it be automatically converted?
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Calidovi on July 16, 2015, 11:38:46 am
Is there any reason they can't just package source with a program that converts common formats (png, jpg, gif, maybe even webm) to the spray format and then just let people select a file and have it be automatically converted?

but s2 is on its way theyll patch everythin w/ that u no
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Putnam on July 16, 2015, 02:14:02 pm
Is there any reason they can't just package source with a program that converts common formats (png, jpg, gif, maybe even webm) to the spray format and then just let people select a file and have it be automatically converted?

it already does that with png
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: MrRoboto75 on July 16, 2015, 03:51:27 pm
Considering sprays are off on the standard servers, I doubt it will be changed soon.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on July 16, 2015, 03:57:10 pm
Sprays are enabled on TF2 valve servers, though.

Is there any reason they can't just package source with a program that converts common formats (png, jpg, gif, maybe even webm) to the spray format and then just let people select a file and have it be automatically converted?

it already does that with png
So all they would have to do is expand it to other formats so people can make animated pornographic furry sprays more easily? :P
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: WealthyRadish on July 16, 2015, 04:19:03 pm
Personally, I've had sprays disabled in my autoexec for like 3 years. I have no idea what valve expected would happen.

Then again, I've also kept disabled voice chat, text chat, hats, gibs, pity for friendlies, fun...
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Calidovi on July 16, 2015, 06:08:56 pm
Hue never mind the 'update' was for CS:GO was a hoodie, not sprays. GG Valve.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: PTTG?? on July 17, 2015, 03:37:40 pm
Borneo is crap. It's totally indefensible.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: JoshuaFH on July 17, 2015, 03:52:05 pm
Borneo is crap. It's totally indefensible.

By pro players, Borneo is actually considered to be the best map to get released in the update. :P
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: MrRoboto75 on July 17, 2015, 05:02:57 pm
Borneo is crap. It's totally indefensible.

By pro players, Borneo is actually considered to be the best map to get released in the update. :P

eh, I don't see why.

I will give it that it is the least bad map in the pack.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Calidovi on July 17, 2015, 05:04:37 pm
Borneo is crap. It's totally indefensible.

Almost getting to the point of reinstalling TF2, what do you hate so much about Borneo?
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: MagmaMcFry on July 17, 2015, 07:06:37 pm
Borneo is crap. It's totally indefensible.
The last point is totally easy to defend though. A couple of sentries by the final point guarded by a homewrecker pyro, a medic or two at each side exit, and some other players with the common sense not to go outside the building.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: PTTG?? on July 17, 2015, 07:49:56 pm
Borneo is crap. It's totally indefensible.
The last point is totally easy to defend though. A couple of sentries by the final point guarded by a homewrecker pyro, a medic or two at each side exit, and some other players with the common sense not to go outside the building.

So on 99.998% of servers, indefensible.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: MagmaMcFry on July 17, 2015, 07:59:47 pm
Borneo is crap. It's totally indefensible.
The last point is totally easy to defend though. A couple of sentries by the final point guarded by a homewrecker pyro, a medic or two at each side exit, and some other players with the common sense not to go outside the building.

So on 99.998% of servers, indefensible.
Oh yeah? I tend to play Medic on Borneo (on Valve servers). When I play RED, the cart usually goes more or less straight into the final building, then stops, then time runs out.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: WealthyRadish on July 17, 2015, 08:10:29 pm
Yeah, Borneo's biggest problem is that the final point is horrible to push (the spawn being so close, the requirement for attackers to clear from the sides before pushing, and the lack of long sightlines make it easy to defend). I think many people have the wrong idea when it comes to map balance on A/D and PL maps. Pubs would be a lot more enjoyable if they followed a similar format to how they're played in UGC and tournament mode, with the emphasis being on winning offense with a better time rather than making maps where the defenders are expected to win in anything but a stompfest.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: MrRoboto75 on July 17, 2015, 09:41:15 pm
Blu's final forward spawn is easy to spawn camp.

I've also had a good amount of games end at the first corner, before the first point.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: EnigmaticHat on July 17, 2015, 11:26:36 pm
Yeah, Borneo's biggest problem is that the final point is horrible to push (the spawn being so close, the requirement for attackers to clear from the sides before pushing, and the lack of long sightlines make it easy to defend). I think many people have the wrong idea when it comes to map balance on A/D and PL maps. Pubs would be a lot more enjoyable if they followed a similar format to how they're played in UGC and tournament mode, with the emphasis being on winning offense with a better time rather than making maps where the defenders are expected to win in anything but a stompfest.
Then you run into the L4D2 problem: did bad in the first phase of the game?  Everyone quits.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on July 18, 2015, 02:01:28 am
The last point being awful to push is a problem that afflicts payload maps in general, not just Borneo. The only decent last on a PL map is badwater's, the others are all trivialized by two or more skilled engies.

I haven't actually gotten many chances to play Borneo yet, the map always seems to change rather quickly.
Also, as I have said, powerhouse is the new incarnation of 2fort: terribly designed, but very, very fun to play on.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: JoshuaFH on July 18, 2015, 02:26:21 am
Well, Borneo was designed to be a 9v9 Highlander (one of each class) map, not a 12v12 no class limit map. So the proper flow of the map is damaged when converted over to Valve server usage.

Same thing with Suijin, it was meant to be a map for the Arena Respawn custom game mode, which is 5v5 one-max class limits with a pick n ban system for any classes either team doesn't like... but it got retrofitted to ordinary 12v12 no class limit KOTH
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: hops on July 18, 2015, 02:29:25 am
Playing sniper on Powerhouse is a pretty good excuse to dust off one's ol' SMG. There's not much point using Jarate since the ammo drop pretty much allows you to shoot at anyone who go through ad infinitum, people occasionally try to rush you through the side entrance which you can then escape through either the window or into your base if they're too much to handle. Not to mention while you get a pretty good sight on things in the middle point, you can't be a dick and camp on people trying to cap.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: EnigmaticHat on July 18, 2015, 04:51:53 pm
Going to join the "this update makes me lag for no apparent reason" crowd.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Iceblaster on July 18, 2015, 09:59:47 pm
Going to join the "this update makes me lag for no apparent reason" crowd.

Welcome to the club!

:P
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: MrRoboto75 on July 19, 2015, 05:15:54 pm
Heavy is damn near impossible to play without being downright frustrating.  You need a medic shoved up your ass so far he becomes a hairpiece just to transcend to 'meh' tier.

Without a medic, your supposedly 'high' health means nothing.  You take one extra hit to die, whoop-de-doo.  And once you take damage there is so much downtime to mitigate it, either waddling to health packs or being stationary eating sandviches.  One fight will whittle you down to nothing.

The damage nerf is the real kicker, just kills the class.  The minigun's dps is just cut in half for the first second of firing.  Anytime you stop firing, the nerf resets, so you end up spamming like an idiot just so maybe you'll do damage.  The minigun just isn't a threat anymore.  Everyone either just casually walks away or just outdamages you and kills you.

People say the new tomislav makes up for it, I think its still crap.  Your damage is still cut in half, so what if you spin up slightly faster.

After playing heavy, I just switch to demo or soldier.  Soldier can be just as tanky, move faster, and do more damage.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Calidovi on July 19, 2015, 06:04:57 pm
rant

The heavy may not be extremely fun and I resent the game designers for doing that, but he does very well as posing as a distraction while the DPS squad go in and do their work. Nonetheless, I still expect him to get a buff.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: JoshuaFH on July 19, 2015, 06:50:09 pm
Heavy is damn near impossible to play without being downright frustrating.  You need a medic shoved up your ass so far he becomes a hairpiece just to transcend to 'meh' tier.

Without a medic, your supposedly 'high' health means nothing.  You take one extra hit to die, whoop-de-doo.  And once you take damage there is so much downtime to mitigate it, either waddling to health packs or being stationary eating sandviches.  One fight will whittle you down to nothing.

The damage nerf is the real kicker, just kills the class.  The minigun's dps is just cut in half for the first second of firing.  Anytime you stop firing, the nerf resets, so you end up spamming like an idiot just so maybe you'll do damage.  The minigun just isn't a threat anymore.  Everyone either just casually walks away or just outdamages you and kills you.

People say the new tomislav makes up for it, I think its still crap.  Your damage is still cut in half, so what if you spin up slightly faster.

After playing heavy, I just switch to demo or soldier.  Soldier can be just as tanky, move faster, and do more damage.

You actually got it mostly right. Most of heavy's skill ceiling comes from the fact that he's so slow, you have to read the current battle situation correctly at all times and orient your timing and position in preparation for conflict, and the slowness makes that unforgiving.

The Tomislav's 20% tighter accuracy actually has an interesting mathematical property. A more experienced player showed it to me with just a picture how the heavy's cone of bullets is tightened, that at point blank range your damage is reduced by the 20% firing speed, but past a certain range threshold the tighter cone actually means your effective midrange dps is increased by 56%! It's a favorite among heavies with excellent tracking.

But trust me when I say that becoming a good heavy is pretty easy, but becoming a GREAT heavy requires an enormous input of effort.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Spehss _ on July 19, 2015, 07:00:05 pm
heavy

Heavy without medic can be real good at blockading a route. Just camp in an area with a health pack drop to provide health, or near a team dispenser so you can retreat and heal up. Obviously alone you will not be able to tank through a combined enemy force but you can prevent lone enemies from going through your blockade, whether by killing them outright or providing a wall of dakka to deter them.

I think a big part of playing heavy is knowing how to pick your battles. Even with a medic you aren't invincible, and you need to know what you can stand up against without dying or putting the medic in too much danger before they're uber is charged.

Heavy + medic can be a big juggernaut and offensive force, provided they have team support. Without medic, heavy is a team member to support the team. You can't expect a fat guy with a minigun to be able to tank an entire enemy team on his own.

rant

The heavy may not be extremely fun and I resent the game designers for doing that, but he does very well as posing as a distraction while the DPS squad go in and do their work. Nonetheless, I still expect him to get a buff.
Kinda funny you say the heavy isn't a part of the dps squad. I think heavy is the most straightforward dps based class. Just point the machinegun and fire dakka until the enemy's health is zero.

edit: ninja'd by josh. He has some good points on the whole "picking your battles" thing and heavy's speed I didn't consider.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: JoshuaFH on July 19, 2015, 07:15:03 pm
Also remember you have a sandvich for heals. The Tomigruvich playstyle is alive and well with the Gun Mettle Update, obviously just needing the Tomislav, sandvich, and Gloves of running urgently. It's a very self-sufficient heavy playstyle useful in pubs.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: hops on July 19, 2015, 10:19:21 pm
Heavy... is frustrating?

I'm a Sniper main and really I haven't read any Heavy guides, but when I go Heavy on Defense I almost never die if I don't walk into open areas and spycheck often.

What Heavies don't seem to get is that any competent Sniper can and /will/ kill you if you stay in his line of sight long enough for him to charge his shot. Without a medic on you, Heavy is not able to act as offense, and should serve as more of a mobile sentry.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Spehss _ on July 19, 2015, 11:06:19 pm
Heavy... is frustrating?

I'm a Sniper main and really I haven't read any Heavy guides, but when I go Heavy on Defense I almost never die if I don't walk into open areas and spycheck often.

What Heavies don't seem to get is that any competent Sniper can and /will/ kill you if you stay in his line of sight long enough for him to charge his shot. Without a medic on you, Heavy is not able to act as offense, and should serve as more of a mobile sentry.

I'd think a good rule of thumb for any class is to stay out of the sightlines of snipers. Except for snipers. Snipers sniping other snipers makes for snipers that aren't busy trying to snipe me.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: EnigmaticHat on July 19, 2015, 11:15:30 pm
Y'all aren't playing heavy right.

Buffalo steak sandvich + fists of steal.  Minigun choice is irrelevant.  Who cares if they're minicriting?  Who cares if they're critting?  Show them what your fists are made of!

Hint: its steel.  GRU also works for this, if you can accomplish the difficult but possible task of being stealthy as Heavy
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: hops on July 20, 2015, 01:21:54 am
Heavy... is frustrating?

I'm a Sniper main and really I haven't read any Heavy guides, but when I go Heavy on Defense I almost never die if I don't walk into open areas and spycheck often.

What Heavies don't seem to get is that any competent Sniper can and /will/ kill you if you stay in his line of sight long enough for him to charge his shot. Without a medic on you, Heavy is not able to act as offense, and should serve as more of a mobile sentry.

I'd think a good rule of thumb for any class is to stay out of the sightlines of snipers. Except for snipers. Snipers sniping other snipers makes for snipers that aren't busy trying to snipe me.
Soldiers can sort of spam rockets at the sniper and then run away really fast. Of course, the sniper still could take a shot at you, but if you time it right you'll just lose 150 HP and the sniper will get gibbed by the rockets he chose to ignore.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on July 20, 2015, 04:52:58 am
I once killed half the enemy team by flanking them with steak'd kgb on badwater's second point.

Also, sandvich is pretty good. Just fall back a little and heal up, it doesn't take long and it's hard to out-danage the healing for some classes.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: EnigmaticHat on July 20, 2015, 01:13:55 pm
Mmmh.

Actual serious heavy advice: bring the sandvich, bring the stock minigun (highest damage that isn't impractical and doesn't needlessly light you on fire), and fight at close range.  Most people don't realize this, but heavy isn't supposed to spam people at long range.  It "works" in the sense that if they stick around they'll die eventually, but it accomplishes very little and leaves you needlessly vulnerable to snipers.  Where heavy really shines is at close range where not only does the normal damage ramp-up apply, but almost all of your "cone" of fire is hitting the enemy.  Heavy is by far the most damaging class in the game in this situation, bar edge cases like backstabbing spies.  In most cases if you're spun up and next to an enemy, its not a fight, because you've already won and its all over but the screaming.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Descan on July 20, 2015, 01:23:29 pm
/me uses only stock heavy, consistently tops the leaderboard.

Pheasants.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Spehss _ on July 20, 2015, 01:28:27 pm
heavy fighting at close range

I thought that was common sense not worth bringing up. Heavy has insane DPS at close range. All the fighter classes are better fighting up close than far away, except sniper. You get the most damage per shot, projectiles have shorter travel and therefore are easier to land direct hits, etc. Only downside is the enemy is more likely to hit you too.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on July 20, 2015, 01:37:13 pm
Technically, pyro has the highest DPS at point-blank range, IIRC. But even then, from my experience trying to circle-strafe heavies to death only works half of the time.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: JoshuaFH on July 20, 2015, 01:53:47 pm
Actually Heavy has the highest point blank damage by far, around 500-540 Damage/second once fully revved up and at point blank range. There's been more than one occasion where I've been shooting at a revved up heavy's back, and he flicks around and kills me in a split second.
 
Pyro actually has the least damaging weapon for a primary of any power class at around 150 dps point blank. Phlog juice crits triples that to around 415 dps (since it has a damage penalty attached as well) but it still doesn't stack up to the ordinary damage a heavy is puttin out normally. The pyro's shotgun secondary actually has higher point blank dps if you land all your shots dead on, dealing 180 in two shots in about 1 second.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: MrRoboto75 on July 20, 2015, 02:22:46 pm
Problem is, the minigun's damage is reduced by half for the first second of firing.  So I could get the jump on somebody, but now they have a good bit more time to either focus me dead or get behind cover.  Its been around since the love and war update, but they since changed it so the accuracy nerf that went with it is mostly gone.

Scouts and Medics can escape easier. Pyros will just airblast and leave.  Soldiers and Demos will try to outdamage you and probably succeed.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: IcyTea31 on July 20, 2015, 03:15:22 pm
I think it's noteworthy that 'the combo' in the Highlander meta isn't heavy+medic, it's heavy+medic+pyro+demoman. The heavy's main job is to discourage opponents from rushing the demo down, not actually dealing much damage at medium range. That's the demo's job.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on July 20, 2015, 03:24:11 pm
Heavy's job is shield of bullets, demo is DPS and pyro is projectile shield (also spychecking and putting people out)
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: KingofstarrySkies on July 20, 2015, 04:47:03 pm
burning things is fun
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Egan_BW on July 20, 2015, 05:57:54 pm
That's what spies are for!
At least, most of the spies I fight...
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Calidovi on July 20, 2015, 07:46:04 pm
Pyro, in my experience, excels in psychological combat. When you torch someone, you damage them initially and give them 10 seconds to panic and hope that afterburn doesn't kill them as they look for medkits. This has amazing potential to minimize the effect of a push, though still not as much on an effect as outrightly killing the opponents.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Spehss _ on July 20, 2015, 08:00:00 pm
Pyro, in my experience, excels in psychological combat. When you torch someone, you damage them initially and give them 10 seconds to panic and hope that afterburn doesn't kill them as they look for medkits. This has amazing potential to minimize the effect of a push, though still not as much on an effect as outrightly killing the opponents.
A single medic on the team would put a stop to the whole panicking medkit thing in seconds.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Calidovi on July 20, 2015, 08:05:26 pm
Pyro, in my experience, excels in psychological combat. When you torch someone, you damage them initially and give them 10 seconds to panic and hope that afterburn doesn't kill them as they look for medkits. This has amazing potential to minimize the effect of a push, though still not as much on an effect as outrightly killing the opponents.
A single medic on the team would put a stop to the whole panicking medkit thing in seconds.

That Medic is still trying to heal every player while the team in general struggles, so, while the pyro may not be effective, his role is vaguely understandable.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: MrRoboto75 on July 20, 2015, 08:23:28 pm
Pyro, in my experience, excels in psychological combat. When you torch someone, you damage them initially and give them 10 seconds to panic and hope that afterburn doesn't kill them as they look for medkits. This has amazing potential to minimize the effect of a push, though still not as much on an effect as outrightly killing the opponents.
A single medic on the team would put a stop to the whole panicking medkit thing in seconds.

That Medic is still trying to heal every player while the team in general struggles, so, while the pyro may not be effective, his role is vaguely understandable.

I see afterburn as a way to burn resources.  Available health packs are one, but also possibly jar weapons and maybe even a sandvich.

That being said, it is still rarely lethal, albeit easy to apply.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Calidovi on July 20, 2015, 08:35:34 pm
Pyro, in my experience, excels in psychological combat. When you torch someone, you damage them initially and give them 10 seconds to panic and hope that afterburn doesn't kill them as they look for medkits. This has amazing potential to minimize the effect of a push, though still not as much on an effect as outrightly killing the opponents.
A single medic on the team would put a stop to the whole panicking medkit thing in seconds.

That Medic is still trying to heal every player while the team in general struggles, so, while the pyro may not be effective, his role is vaguely understandable.

I see afterburn as a way to burn resources.  Available health packs are one, but also possibly jar weapons and maybe even a sandvich.

That being said, it is still rarely lethal, albeit easy to apply.

Right. I don't see afterburn as being a direct punishment.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Reudh on July 20, 2015, 10:58:26 pm
Also remember you have a sandvich for heals. The Tomigruvich playstyle is alive and well with the Gun Mettle Update, obviously just needing the Tomislav, sandvich, and Gloves of running urgently. It's a very self-sufficient heavy playstyle useful in pubs.

I love this. This is easily my go-to Heavy loadout, sometimes swapping out for Natascha due to its slowdown + 20% damage reduction
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: EnigmaticHat on July 20, 2015, 11:11:28 pm
I thought that was common sense not worth bringing up.
With TF2 I never assume what is and isn't common sense.  Anything, up to and including how to move (https://www.youtube.com/watch?v=v30L7L35VOw), is in question.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on July 21, 2015, 06:13:30 am
Yeah, afterburn has a pretty nice psychological effect. It's a guaranteed guaranteed 60 damage unless they use up some of their resources, and their medic may be busy.

That said, pyro hard-counters pyro in this case, and dispensers are also a thing.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: JoshuaFH on July 21, 2015, 07:24:19 am
I thought that was common sense not worth bringing up.
With TF2 I never assume what is and isn't common sense.  Anything, up to and including how to move (https://www.youtube.com/watch?v=v30L7L35VOw), is in question.

You're 100% right there! It's very easy to size up the experience and skill of a player just by watching them walk and move around. Good players have trained themselves to always be moving erratically, every touch of the WASD has purpose, and nothing is wasted. New players on the other hand are freqently holding still or moving in straight lines, are often confused and unsure of what to do or where to go, and aren't mindful of their environment; leading to funny moments where they walk into the insta-gib sawblades or off a death cliff.

There's also other benign skills that prove vitally important that you'd normally never think about:

Awareness: Probably 80% of the 'real' skill of TF2 just comes from awareness. Keeping your eyes and ears open at all times to gain a full grasp of what's happening around you. You won't be caught off guard nearly as often, you'll catch others off guard! You'll be mindful of good opportunities and where both safety and danger is.

Listening: This just ties into awareness, but I just want to mention that TF2 confers SO MUCH information through audio, it's nuts. If you really listen and pay attention, you can hear nearby players footsteps, and it's possible to track invisible spies this way. All classes have unique grunts and screams for whatever, so you can get a good idea of if they've been hit and are hurt before even looking at them. If you hear "I'm movin this" you know it's time to rush up and whoop an engineer's ass while he's carrying his sentry (or you might get unlucky and he was carrying his dispenser the whole time). Additionally, while heavy's slow movement speed is his 1# weakness, his 2# weakness is his minigun, because while it's the strongest weapon in the game by far, it is also the NOISIEST. When you're revved up, the whirring and firing noise drowns out other nearby noises, so not only are you probably being tunnel visioned trying to shoot something, but your ears are being covered up as well! It's another thing that makes it easy for spies to just decloak behind you, because otherwise they'd be heard out. Having a good set of headphones is a must in this game, a must must must.

Discipline: This is a very dire and serious trait to talk about when discussing a videogame, but TF2 demands it so often and so severely that it can't be ignored. When firing a weapon like a rocket launcher, it is VERY tempting to just spam at people's feet and hope for the best. When using a weapon like the SMG or Pistol, it's very tempting to just spam into someone's general direction and hope for the best. When you're caught off guard by a pyro and taking damage, it's very tempting to panic and run away. TF2 is a game that requires "Hard Decisiveness", in that in a split second you have to decided what the best course of action is, and then stick to it, not just what your emotions tell you is correct. You have to be always mindful of prediction so you can score directs with rockets, always mindful of spread and the location of the crosshair and the enemy so pistol shots hit, and being able to size up an enemy in an instant so you can dedicate yourself to killing them even if you're being rushed down. Someone who is very disciplined will hit more shots because they can wait for a good shot in a stressful situation, will not panic when surprised, and can make hard choices when pressed for time.

Interpersonal Skills: Naturally, in a teamwork-centric game like this, being able to both communicate and cooperate with your team members is of vital importance. As obvious as it is, alot of people don't have interpersonal skills, they are deliberately nasty and stubborn. A bad attitude holds them back when oftentimes the key to success is found in being able to cooperate with those around you.

Thanks for reading my impromptu powerpoint presentation, have a nice day now.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: IcyTea31 on July 21, 2015, 07:52:35 am
-snip-

I agree with you on every point, but more important than these skills is the ability to combine them into Game Sense, to know why to do things in addition to how.

A good spy can destroy a sentry covering a point and capture it. A great spy coordinates with a friendly demoman to sneakily capture the point while he blasts the sentry. A good scout can kill a heavy+medic combo. A great scout distracts them while a friendly spy stabs them. A good engineer can set up a sentry to completely shut down an area. A great engineer builds a teleporter so that area doesn't need to be shut down.

Knowing what you don't need to do is good for knowing what you do need to do.  Support your team and it will support you.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Calidovi on July 21, 2015, 08:55:46 am
-snip-

I agree with you on every point, but more important than these skills is the ability to combine them into Game Sense, to know why to do things in addition to how.

A good spy can destroy a sentry covering a point and capture it. A great spy coordinates with a friendly demoman to sneakily capture the point while he blasts the sentry. A good scout can kill a heavy+medic combo. A great scout distracts them while a friendly spy stabs them. A good engineer can set up a sentry to completely shut down an area. A great engineer builds a teleporter so that area doesn't need to be shut down.

Knowing what you don't need to do is good for knowing what you do need to do.  Support your team and it will support you.

So are you suggesting that gamesense == teamwork? Because if so, I have a long rant about that that I'm not too keen to share.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: IcyTea31 on July 21, 2015, 09:38:02 am
In the broadest of terms, game sense is knowing what's going on in the game, and using that knowledge most effectively. Teamwork is a very large part of that, but by no means the only one.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: hops on July 21, 2015, 11:29:54 am
Nothing is funnier than Hadouken-ing snipers. So many snipers spend their time scoped in it's hilarious. You can easily tell who's a CS:GO player from that, too. Your average CS:GO player in TF2 seems unaware of their ability to move, even though they can fuck your shit up if they see you.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Calidovi on July 21, 2015, 11:38:43 am
Nothing is funnier than Hadouken-ing snipers. So many snipers spend their time scoped in it's hilarious. You can easily tell who's a CS:GO player from that, too. Your average CS:GO player in TF2 seems unaware of their ability to move, even though they can fuck your shit up if they see you.

Even going from CS to Fistful of Frags is difficult enough for me. I can't imagine trying to become once-more adept at TF2's aiming.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Spehss _ on July 21, 2015, 11:54:30 am
I thought CS players were all about running with knives out and quick scoping and shit.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Calidovi on July 21, 2015, 12:01:46 pm
I thought CS players were all about running with knives out and quick scoping and shit.

I'll admit, CS looks very juvenile when you look at it from an outside perspective and don't really understand it. But then you try it, you get into it, you win some and you lose some, and then you understand it. It's a tough game. Perhaps not as mechanically intensive, but you have to work together to win in the higher levels.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Spehss _ on July 21, 2015, 12:11:07 pm
I thought CS players were all about running with knives out and quick scoping and shit.

I'll admit, CS looks very juvenile when you look at it from an outside perspective and don't really understand it. But then you try it, you get into it, you win some and you lose some, and then you understand it. It's a tough game. Perhaps not as mechanically intensive, but you have to work together to win in the higher levels.

I was responding to Objective Cinder's comment on CS:GO snipers staying scoped and immobile in TF2. Unless I misread and he's saying you can tell who CS:GO players are by who doesn't do that. Staying scoped and immobile seems very adverse to the CS playstyle I know of.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Calidovi on July 21, 2015, 12:19:39 pm
I thought CS players were all about running with knives out and quick scoping and shit.

I'll admit, CS looks very juvenile when you look at it from an outside perspective and don't really understand it. But then you try it, you get into it, you win some and you lose some, and then you understand it. It's a tough game. Perhaps not as mechanically intensive, but you have to work together to win in the higher levels.

I was responding to Objective Cinder's comment on CS:GO snipers staying scoped and immobile in TF2. Unless I misread and he's saying you can tell who CS:GO players are by who doesn't do that. Staying scoped and immobile seems very adverse to the CS playstyle I know of.

Hardscoping in CS is looked down upon and is not quite useful, but it is true that moving while scoped immensely reduces accuracy with all weapons, especially with rifles.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Rose on July 21, 2015, 12:23:21 pm
I don't know about CS:GO, but classic counter strike players that I've seen are always moving around and only scoping long enough to take quick headshots
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Calidovi on July 21, 2015, 12:26:57 pm
I don't know about CS:GO, but classic counter strike players that I've seen are always moving around and only scoping long enough to take quick headshots

Right. They stop for the split second they need to scope in and shoot.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on July 21, 2015, 01:11:36 pm
In one of Muselk's, I think, favorite sayings: Sentries get kills, but teleporters win games.

Also, hardscoping isn't THAT good in TF2 either. It's viable, but there's many situations where it's not very desirable. Most classes can be killed by an uncharged headshot in one hit, and you are much more mobile while not scoped. Maybe that just comes from my playstyle as aggressive sniper, I don't like waiting for kills, seeking them out is much more fun :P

E: tbh, I massively enjoy pyro/solly duels when neither gets the jump on the other.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: JoshuaFH on July 21, 2015, 01:24:28 pm
The aiming requirement in TF2 is much higher than in CS:GO. A good sniper in TF2 will be a great sniper in CS:GO, and a great sniper in TF2 is Godlike in CS:GO.

But CS:GO is more about tactics, positioning, and teamwork than it is about the tactile skills of aiming when literally every person has an automatic rifle and/or a sniper rifle that one-shots when hitting any part of the body.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Calidovi on July 21, 2015, 02:47:26 pm
The aiming requirement in TF2 is much higher than in CS:GO. A good sniper in TF2 will be a great sniper in CS:GO, and a great sniper in TF2 is Godlike in CS:GO.

But CS:GO is more about tactics, positioning, and teamwork than it is about the tactile skills of aiming when literally every person has an automatic rifle and/or a sniper rifle that one-shots when hitting any part of the body.

The issue with CS:GO is that missing a sniper shot is an issue when using the more powerful bolt-actions, as the enemy can easily retaliate while you're putting the next bullet in the chamber. If you miss a shot as a TF2 sniper at long-range, you'll probably be fine because the none of the other 8 classes have that same long-range power as the Sniper. In CS, a missed shot whittles down your chances of surviving an encounter because of how hard your enemy can 'soundwhore' in the game, allowing them to more easily track you down even if you're at a distance.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: hops on July 22, 2015, 12:38:04 am
In one of Muselk's, I think, favorite sayings: Sentries get kills, but teleporters win games.

Also, hardscoping isn't THAT good in TF2 either. It's viable, but there's many situations where it's not very desirable. Most classes can be killed by an uncharged headshot in one hit, and you are much more mobile while not scoped. Maybe that just comes from my playstyle as aggressive sniper, I don't like waiting for kills, seeking them out is much more fun :P

E: tbh, I massively enjoy pyro/solly duels when neither gets the jump on the other.
Some people seem to be unaware of the fact that the enemy can easily tell where you are aiming if you are hardscoping on a chokepoint, and that as a *support* class you don't really have to always shoot to kill. There's really no point in headshotting a medic who is getting rushed by your team, for example. He's too fast to reliably hit with headshots anyways.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: JoshuaFH on July 24, 2015, 07:07:00 am
Yesterday's patch has quietly eliminated two hacks: Nospread and silent aim.

Reddit source:

http://www.reddit.com/r/tf2/comments/3effpb/nospread_and_psilent_silent_aim_have_been_patched/

This is an excellent win for actual skill everywhere. Valve is prepping TF2 for Matchmaking and they're cleaning house of all the hackers that are poisoning the game for everyone else. They still need to eliminate the real big ones, those being aimbot and triggerbots, but this is an awesome start.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Iceblaster on July 24, 2015, 11:08:19 am
Well, a tiny consolation prize for my inability to play!

The key price dropped to 15.77 ref in the past week or so. I am now worth about 6 keys.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Descan on July 24, 2015, 11:30:31 am
/me buys Iceblaster, hups him into my basement.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on July 24, 2015, 11:58:01 am
Yesterday's patch has quietly eliminated two hacks: Nospread and silent aim.

Reddit source:

http://www.reddit.com/r/tf2/comments/3effpb/nospread_and_psilent_silent_aim_have_been_patched/

This is an excellent win for actual skill everywhere. Valve is prepping TF2 for Matchmaking and they're cleaning house of all the hackers that are poisoning the game for everyone else. They still need to eliminate the real big ones, those being aimbot and triggerbots, but this is an awesome start.
This is beyond amazing
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Iceblaster on July 24, 2015, 01:29:58 pm
/me buys Iceblaster, hups him into my basement.

b-but basements are dark and scary



Seeing as i can't do much TF2, I've decided to look at trading and such. Because I have a valuable backpack, relatively speaking :P
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: WealthyRadish on July 24, 2015, 03:11:38 pm
Yesterday's patch has quietly eliminated two hacks: Nospread and silent aim.

http://www.reddit.com/r/tf2/comments/3effpb/nospread_and_psilent_silent_aim_have_been_patched/

A bit further down some of the comments show lmaobox has already been updated and works again. So pretty neat for the 15 hours it lasted, I guess. What is 'silent aim' anyway? Just an aimbot?

It's practically impossible to keep up with 3rd party hacks like this, especially with TF2's dwindling resources, and I'm surprised Valve even bothered. I just wish I could still play with 120 FOV, but no, that's also considered cheating.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Putnam on July 24, 2015, 03:20:13 pm
silent aim is basically console-ish autoaim where aiming within N degrees (configurable) of the head will register as a headshot
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: hops on July 24, 2015, 09:45:20 pm
I thought the idea was that silent aim is when the player shoot invisible bullets where their model isn't looking st.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Putnam on July 24, 2015, 10:08:34 pm
Yeah, that's what I said

I guess console-ish auto aim also includes auto-tracking, which is a different hack AFAIK
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on July 26, 2015, 01:55:40 am
Tbh hackers would be far less annoying if they weren't pocketed by unrelated medics on the enemy team and votekicks against them actually worked.

E:
I have to get reflect kills for a pyro contract, but apparently it works ONLY for normal solly rockets. pills/dh rockets/sentry rockets/etc dont seem to work :/
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: UXLZ on July 27, 2015, 10:08:23 pm
Does anyone here play around the Oceanic region?

Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: hops on July 27, 2015, 10:14:13 pm
That would be me, but for only 4 months more.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: UXLZ on July 27, 2015, 10:16:20 pm
Hm? Just you? Poor Cinder. D;

Also, what do you mean "4 months more"? Due to personal reasons, or are they shutting the server down?

Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: hops on July 27, 2015, 10:19:34 pm
Nah, I mean I'm an overseas student. Back home I play on Singaporean servers.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: UXLZ on July 27, 2015, 10:22:07 pm
Ah, I see.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on August 01, 2015, 03:46:09 am
I never realized how powerful the tide turner is o.o

Tide turner + ali baba wee booties or reskin + eyelander or reskin is hilariously fucking powerful once you get going. Pick off a few spies or snipers until you're at 4 heads and just start rollin'.
I managed to get 23 heads on badwater, this is hilarious.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: IcyTea31 on August 02, 2015, 12:32:43 am
I usually throw the Half-Zatoichi in my demoknight loadout, and infrequently use the Chargin' Targe for the resistances, instead of the Turner. Who cares if I can't switch weapons, if I only have one?
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on August 02, 2015, 10:04:23 am
I think that's also because of that effect where if one weapon can't crit, the next one that can will gain a bonus to crit chances.
Because I used the exact same loadout with the pain train, and it seems to crit all the time.
What do you mean? I get no random crits at all with my Nessie's Nine Iron.

I usually throw the Half-Zatoichi in my demoknight loadout, and infrequently use the Chargin' Targe for the resistances, instead of the Turner. Who cares if I can't switch weapons, if I only have one?
Yeah, I sometimes use the half-zaitochi too, it's probably the trolliest demo sword, because remember all that damage you did to me? how you almost got me to two health? IT DOESNT MATTER NOW AHAHAHAHA *charges away into the sunset*
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Descan on August 02, 2015, 12:02:06 pm
/me usually plays default everyclass.

/me is better than you peasants.

:D
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: LASD on August 03, 2015, 03:29:05 am
/me usually plays default everyclass.

/me is better than you peasants.

:D

Seems like Valve had the same idea as all the weapon skin weapons are the defaults. Unless the next ones will be for the sidegrades.

Did I mention I found a super freaking sweet-looking Scattergun?
Spoiler (click to show/hide)
Mine even has a cool blood splatter on it. I wasn't supposed to get excited about silly skins, but here we are. It feels pretty good to be blasting around with that thing.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: KingofstarrySkies on August 03, 2015, 08:42:55 am
/me usually plays default everyclass.

/me is better than you peasants.

:D
I PLAY LITERALLY EVERY CLASS BUT FUCKING SOLDIER
GAME STOP GIVING ME SOLDIERLOOT
NNOOOOO
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Spehss _ on August 03, 2015, 09:28:40 am
I PLAY LITERALLY EVERY CLASS BUT FUCKING SOLDIER
GAME STOP GIVING ME SOLDIERLOOT
NNOOOOO
Solution, play soldier. Pway a weal (https://www.youtube.com/watch?v=ZI29xEnfTzI) cwass.

Then switch to demoman and play the best class.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on August 03, 2015, 09:48:53 am
on the topic of soldier, i still suck ass at rocket jumping and airstrafing. I just can't let go of W, (probably all of my pyro experience speaking :P), to the point where I'm starting to wonder if there's a script that unbinds W while youre in the air.

E:
I can't even do a normal "long" jump properly without walking backwards.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: KingofstarrySkies on August 03, 2015, 10:03:59 am
I PLAY LITERALLY EVERY CLASS BUT FUCKING SOLDIER
GAME STOP GIVING ME SOLDIERLOOT
NNOOOOO
Solution, play soldier. Pway a weal (https://www.youtube.com/watch?v=ZI29xEnfTzI) cwass.

Then switch to demoman and play the best class.
you misspelled pyro
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Spehss _ on August 03, 2015, 10:15:27 am
you misspelled pyro
bruh did you even watch the video

pyro is cool and all but blowing people up is totally more funner than setting people on fire
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: KingofstarrySkies on August 03, 2015, 10:23:12 am
Why play soldier when I can abuse them? AIRBLASTING IS MAGIC ;D
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on August 03, 2015, 10:25:05 am
I wish I was good at rocketjumping and rockets and stuff :x

E:
Running market gardener + rj + mantreads on hightower, i get kills but mostly from snipers and the mantreads, hardly ever crits ;-;
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: IcyTea31 on August 03, 2015, 02:42:48 pm
Solution: the Reserve Shooter. Even if you can't jump well, nobody else gets to either.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Spehss _ on August 03, 2015, 02:48:22 pm
Solution: the Reserve Shooter. Even if you can't jump well, nobody else gets to either.
But then you have to be good at aiming.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: hops on August 03, 2015, 03:12:48 pm
Shotguns are really easy to aim with though.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on August 03, 2015, 03:16:26 pm
yeah but then you get scolded for using a crutch :x

(i have a strange named reserve shooter :X)
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Spehss _ on August 03, 2015, 03:18:54 pm
Shotguns are really easy to aim with though.
I guess I'm bad at hitscan weapons in TF2. >.> It's why I prefer weapons with projectiles. Don't need to keep the crosshair exactly aligned with your target to hit them.

Maybe I need to improve my mouse sensitivity in TF2. I have no problems with hitscan weapons in games like Brutal Doom or Borderlands, but those have different settings than TF2.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: hops on August 03, 2015, 03:26:26 pm
I guess that because I usually play noscope sniper, twitch-aiming is easy to me.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Calidovi on August 03, 2015, 08:00:17 pm
yeah but then you get scolded for using a crutch :x

Shotgun is not a crutch. Methinks that Phlog is more of a crutch, but honestly I'm not sure on the exact definition.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: KingofstarrySkies on August 03, 2015, 08:08:27 pm
boi whatchu say about phlog
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Egan_BW on August 03, 2015, 08:14:53 pm
phlog isn't a crutch, it's a broken leg.  ;)
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Calidovi on August 03, 2015, 08:18:41 pm
boi whatchu say about phlog

Exactly what I say about the Terran Republic.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: MrRoboto75 on August 03, 2015, 08:19:03 pm
W+M1 is advancing Pyro
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Egan_BW on August 03, 2015, 08:24:51 pm
boi whatchu say about phlog

Exactly what I say about the Terran Republic.
boi whatchu say about TR
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: hops on August 03, 2015, 08:33:35 pm
I think Miauw is referring to just RS.

Although airshits is usually seen as a more advanced way of dealing with most airborne enemies, since their trajectory is predictable and projectiles excel in that.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: KingofstarrySkies on August 03, 2015, 08:33:47 pm
take him out around the back sheds and teach the meaning of TACTICAL SUPERIORITY
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Spehss _ on August 03, 2015, 08:57:02 pm
Although airshits is usually seen as a more advanced way of dealing with most airborne enemies, since their trajectory is predictable and projectiles excel in that.

airshits

*Propane Nightmares plays in the background*
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Iceblaster on August 04, 2015, 01:39:14 am
Meh. I use the reserve shooter because it makes a pleasing noise.

:3
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: hops on August 04, 2015, 01:59:24 am
The loud noises from it is the main reason I don't use it.

It scares me.

totally not scared by loud noises

Although airshits is usually seen as a more advanced way of dealing with most airborne enemies, since their trajectory is predictable and projectiles excel in that.

airshits

*Propane Nightmares plays in the background*
Sometimes you just gotta airshit.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: IcyTea31 on August 04, 2015, 02:28:35 am
I personally like the weapon switch speed it gives.

"What's that, Pyro, want to airblast my rockets? Ha, can't reflect pellets! Charge at me? Psych, I'm actually just going to blast you with rockets, maybe launch you so I can go back to the shotgun!"

For some reason, regardless of skill level, they never learn to counter this tactic, even if I dominate them with it. And if they try to counter it, I just blast them with rockets or bullets while they're distracted with the legwork required.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on August 04, 2015, 05:35:42 am
the increased speed it gives is nothing compared to the degreaser.

(which i dont use, but :x)

E:
I just changed my hitsound to "nice meme"
its hilarious
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: IcyTea31 on August 04, 2015, 06:32:52 am
Sadly, the Soldier cannot use the Degreaser.

Also, stock Flamethrower for life. The Degreaser is cool, but the damage penalty really hurts when fighting more than one opponent at a time.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on August 04, 2015, 07:02:59 am
eh, i dont like the degreaser because it implies tryhard script pyros.

E:
https://www.youtube.com/watch?v=hgSdBW9njK0

BRB testing this out

E2:
BTW, the ETF2L nations cup is going on. http://www.twitch.tv/blackoutgamingtv/
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Flying Carcass on August 04, 2015, 07:18:24 pm
That was a really superb video! Now I'm all excited to try detonator jumping.

Detonator jumping is a great way for the pyro to flank targets. It makes goldrush, in particular, very fun.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: JoshuaFH on August 14, 2015, 07:07:57 am
I wanted to share this bit of wonderfully funny writing from over on TF2's Steam Powered User Forum:

The Original thread: http://forums.steampowered.com/forums/showthread.php?t=3290743

The Parody thread: http://forums.steampowered.com/forums/showthread.php?t=3291339
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: WealthyRadish on August 14, 2015, 03:41:40 pm
Basically describes my typical experience dining out. Dodging waiter sightlines can be a pain in the butt.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on August 14, 2015, 03:54:59 pm
You generally want to be IN waiter sightlines, if you want your plates to be taken away after you've finished in a reasonable span of time.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Putnam on August 14, 2015, 03:55:19 pm
oh look it's the "dodging is LITERALLY the only counterplay" thing
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on August 14, 2015, 03:57:06 pm
"if I let a pyro corner me at melee range there is LITERALLY no counterplay" :P
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Spehss _ on August 14, 2015, 04:11:48 pm
"if I let a pyro corner me at melee range there is LITERALLY no counterplay" :P
Stay out of the pyro's sightline to counter pyros.

Like staying out of the sniper's sightline to counter snipers. Or staying out of sentry sightlines to counter sentries. Or staying out of demoman blast range to counter demos.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on August 14, 2015, 04:37:37 pm
If you disconnect from the server, the enemy is unable to kill you.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Putnam on August 14, 2015, 04:39:02 pm
people get mad when i slander the great and powerful riot games but

it's riot's fault that people believe that

they made their game skillshot-heavy, which is fine, then made sure their playerbase knew that every other game had Less Skill Involved because there was No Counterplay because you Can't Dodge Skillshots, which is not really fine

so anything undodgable is automatically derided with "no counterplay" at this point
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Egan_BW on August 14, 2015, 04:41:51 pm
flaregun counters snipers
checkmate atheists [/LSPTalk]
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: MrRoboto75 on August 14, 2015, 04:50:49 pm
flaregun counters snipers
checkmate atheists [/LSPTalk]

Pyro burns Dessert Chef's brownies, resulting in bad yelp reviews.
Title: Re: Team Fortress 2: World's #1 war-themed hat simulator!
Post by: EnigmaticHat on August 14, 2015, 04:58:07 pm
Oh my god
people get mad when i slander the great and powerful riot games but

it's riot's fault that people believe that

they made their game skillshot-heavy, which is fine, then made sure their playerbase knew that every other game had Less Skill Involved because there was No Counterplay because you Can't Dodge Skillshots, which is not really fine

so anything undodgable is automatically derided with "no counterplay" at this point
That's why
dodging is not counterplay, except maybe trivially
That's why you made this comment a month and a half ago
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Putnam on August 14, 2015, 05:00:23 pm
yes

i try not to bring riot into it unless necessary because people get pissy at how pissy i am about it

and everyone gets covered in the piss and it's gross and mini-crits happen

i mean nothing REALLY bad has happened yet and i try to keep it that way
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Egan_BW on August 14, 2015, 05:05:04 pm
Riot indeed are vastly inferior to muh volvo.
Praise GabeN.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Putnam on August 14, 2015, 05:07:31 pm
the main thing valve has over riot is that they never communicate at all instead of trying to and pushing their foot further into their digestion system

it's an improvement, but is it really that much of one?

hell, considering that pretty much all of their recent communication with the gaming community has been pretty bad (see: paid mods), their understanding that not saying anything at all is better than saying bad things is probably their biggest saving grace in comparison

(and yeah, they definitely know that; Robin Walker did a presentation on it)
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on August 14, 2015, 05:09:55 pm
The only balance aspect volvo has ever tried to justify is crits, and reasons as to why they DIDNT introduce some things.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: EnigmaticHat on August 14, 2015, 05:19:01 pm
I like Valve... I'm just not sure what they're even doing lately.  Like they're clearly putting some work into DOTA 2, they have at least a few people on TF2 but I don't think their heart is in it like it was in the earlier years.  They're trying to find a way to jump ship on Windows what with Linux support/big picture/steam box.  Altogether those things are still not THAT much considering who they are.  I really hope they're working on some new game that'll blow us all away.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Putnam on August 14, 2015, 05:21:26 pm
Chet Faliszek is getting hype about something or another (https://twitter.com/chetfaliszek/status/631641930229616640), so they have something to show.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Egan_BW on August 14, 2015, 05:22:39 pm
HL3 CONFIRMED
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Putnam on August 14, 2015, 05:23:12 pm
99% sure it's a Vive VR thing. Maybe left 4 dead 3 will do something with it or something. Procedurally generated levels built specifically so that you go around the environment in your VR room? That sounds like something they would do.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on August 14, 2015, 05:30:19 pm
They still sort of need a flagship release for source 2, don't they?
Dota 2 already runs on that, but I think it's fairly heavily modified already.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Putnam on August 14, 2015, 05:32:33 pm
I get the feeling that they consider Dota 2 their flagship everything at this point. Dota 2 at peak hours gets more players than the #2-10 top played games on steam at their peak hours combined (http://store.steampowered.com/stats/).

CS:GO actually gets more than #3-10 the same way, huh.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on August 14, 2015, 05:34:22 pm
Oh, I know how ridiculous the numbers for DOTA are. I just keep dreaming of TF2 somehow becoming relevant again, since it's one of the only games I'm really good at. :P
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: EnigmaticHat on August 14, 2015, 05:43:07 pm
...I mean it is third on the list.  I don't think Valve has given up on TF2, what I suspect is the original developers who really understood it and loved it have moved on and its mostly a different team now.

I'm surprised Garry's Mod is so high on the list.  I mean I know people liked it I just assumed it was obscure.  Also surprised to see Civ 5 because even though its a good game a lot of people on the internet complain about it and it came out a while ago.  Then again a lot of people on the internet complain about newcom...
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Putnam on August 14, 2015, 05:47:37 pm
Skyrim's above GTAV.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Spehss _ on August 14, 2015, 05:49:44 pm
Skyrim's above GTAV.
Unsurprising, considering the sheer masses of mods for Skyrim. Don't think GTAV can compare.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: WealthyRadish on August 14, 2015, 05:50:38 pm
You generally want to be IN waiter sightlines, if you want your plates to be taken away after you've finished in a reasonable span of time.

Nah, I hide under my chair, or switch tables to be less predictable. If they do catch a glimpse, I have 260 milliseconds to lob a ketchup bottle at them.

Been playing a lot of soldier lately, and good god, the airstrike is broken. It's obnoxious enough to watch people float around like dinguses with the base jumper and vomit rockets everywhere, but even without using the fire rate gimmick, it feels like a straight upgrade. I decided to try it out, keeping gunboats on, and it really feels like cheating to have twice the ammo loaded as anything else. Level 3 sentry being furiously smacked by its engineer? You can just keep firing rockets. Jump on a dumb heavy, normally worried about about only having 3 rockets to do 300 damage? Nope, you have 7.

When I first saw Valve buffing it, I wrote it off as beggar's bazooka 2.0, only somehow less difficult to use, but I'm getting the horrifying feeling that it's my dreamboat. Taking even less damage from rocket jumping, being able to make something happen out of badly timed pub ubers (and good god the kritskrieg is gnarly), and having loads of ammo even after multiple jumps... it's bananas really. Still, I felt like such a scumbag using it, and I really can't wait for valve to nerf it. People using it with the base jumper is really starting to get my goat (they're obviously easy targets, but good luck seeing people looking upward in a pub), but that it's also better than default without it... not sure what Valve was thinking, they should've removed the extra ammo mechanic.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on August 14, 2015, 05:52:29 pm
I'm fairly sure Robin Walker still works on TF2.
Making a game is different from understanding what makes it great, though (see: what happened to Minecraft)

I wonder where FO4 will place on the list...
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: JoshuaFH on August 14, 2015, 09:36:16 pm
You generally want to be IN waiter sightlines, if you want your plates to be taken away after you've finished in a reasonable span of time.

Nah, I hide under my chair, or switch tables to be less predictable. If they do catch a glimpse, I have 260 milliseconds to lob a ketchup bottle at them.

Been playing a lot of soldier lately, and good god, the airstrike is broken. It's obnoxious enough to watch people float around like dinguses with the base jumper and vomit rockets everywhere, but even without using the fire rate gimmick, it feels like a straight upgrade. I decided to try it out, keeping gunboats on, and it really feels like cheating to have twice the ammo loaded as anything else. Level 3 sentry being furiously smacked by its engineer? You can just keep firing rockets. Jump on a dumb heavy, normally worried about about only having 3 rockets to do 300 damage? Nope, you have 7.

When I first saw Valve buffing it, I wrote it off as beggar's bazooka 2.0, only somehow less difficult to use, but I'm getting the horrifying feeling that it's my dreamboat. Taking even less damage from rocket jumping, being able to make something happen out of badly timed pub ubers (and good god the kritskrieg is gnarly), and having loads of ammo even after multiple jumps... it's bananas really. Still, I felt like such a scumbag using it, and I really can't wait for valve to nerf it. People using it with the base jumper is really starting to get my goat (they're obviously easy targets, but good luck seeing people looking upward in a pub), but that it's also better than default without it... not sure what Valve was thinking, they should've removed the extra ammo mechanic.

I love the air strike + Parachute combo... I mean, not PLAYING it, I main the DH so duck hunting them equals tons of easy airshots.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Reudh on August 14, 2015, 10:42:02 pm
The Air Strike is a little broken if there's no decent direct hit soldiers or snipers about. An airstrike / base jumper soldier is at pretty serious risk of being shot out of the sky by either if they spend more than a few seconds floating.
Of course, in pubs... how many top tier snipers and direct hit soldiers are about?

Speaking of which, I was medic buddying while we waited for the heavy to make his way back to the centre of the map on ctf_well. Soldier jumped in to try and bomb the medic, got one rocket off, missed, and on reflex i hit M2. I reflected his direct hit rocket straight back into him, minicritting him for 142, which coupled with the self damage from the jump and the fall damage from being knocked so far away, he died. I stopped for a second and just sorta gawked at the spectacle that had just occurred, and the medic jumped up and down and hammered Z+2. What a glorious incident.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Spehss _ on August 14, 2015, 10:50:33 pm
The Air Strike is a little broken if there's no decent direct hit soldiers or snipers about. An airstrike / base jumper soldier is at pretty serious risk of being shot out of the sky by either if they spend more than a few seconds floating.
Of course, in pubs... how many top tier snipers and direct hit soldiers are about?
Don't forget demomen. Pipes can airshot too.

...could probably airshot with stickies too. Would be hellaciously more difficult than pipes though.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: MrRoboto75 on August 14, 2015, 11:02:25 pm
The Air Strike is a little broken if there's no decent direct hit soldiers or snipers about. An airstrike / base jumper soldier is at pretty serious risk of being shot out of the sky by either if they spend more than a few seconds floating.
Of course, in pubs... how many top tier snipers and direct hit soldiers are about?
Don't forget demomen. Pipes can airshot too.

...could probably airshot with stickies too. Would be hellaciously more difficult than pipes though.

Dub Donks
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: JoshuaFH on August 14, 2015, 11:04:36 pm
The Air Strike is a little broken if there's no decent direct hit soldiers or snipers about. An airstrike / base jumper soldier is at pretty serious risk of being shot out of the sky by either if they spend more than a few seconds floating.
Of course, in pubs... how many top tier snipers and direct hit soldiers are about?

Speaking of which, I was medic buddying while we waited for the heavy to make his way back to the centre of the map on ctf_well. Soldier jumped in to try and bomb the medic, got one rocket off, missed, and on reflex i hit M2. I reflected his direct hit rocket straight back into him, minicritting him for 142, which coupled with the self damage from the jump and the fall damage from being knocked so far away, he died. I stopped for a second and just sorta gawked at the spectacle that had just occurred, and the medic jumped up and down and hammered Z+2. What a glorious incident.

Reflect airshots are just the best feeling in the world. (and not to be a pedant, but minicrit direct hit rockets deal 152 damage minimum, maximum is 189 {unless you were talking about a 'direct' 'hit' from a regular rocket, which definitely can deal 142 at a specific range})

I remember one of the few times I picked up stock pyro in order to help a bud complete a contract, I reflect a rocket, pop a soldier into the air, reflect his next rocket for the reflect airshot. Please suck it SiN frag videos.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Spehss _ on August 14, 2015, 11:05:04 pm
Dub Donks
Those are a type of pipe projectile. Admittedly getting dubba donks is also harder than just straight direct hits with pipes, but still.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Reudh on August 15, 2015, 12:36:31 am
The Air Strike is a little broken if there's no decent direct hit soldiers or snipers about. An airstrike / base jumper soldier is at pretty serious risk of being shot out of the sky by either if they spend more than a few seconds floating.
Of course, in pubs... how many top tier snipers and direct hit soldiers are about?

Speaking of which, I was medic buddying while we waited for the heavy to make his way back to the centre of the map on ctf_well. Soldier jumped in to try and bomb the medic, got one rocket off, missed, and on reflex i hit M2. I reflected his direct hit rocket straight back into him, minicritting him for 142, which coupled with the self damage from the jump and the fall damage from being knocked so far away, he died. I stopped for a second and just sorta gawked at the spectacle that had just occurred, and the medic jumped up and down and hammered Z+2. What a glorious incident.

Reflect airshots are just the best feeling in the world. (and not to be a pedant, but minicrit direct hit rockets deal 152 damage minimum, maximum is 189 {unless you were talking about a 'direct' 'hit' from a regular rocket, which definitely can deal 142 at a specific range})

I remember one of the few times I picked up stock pyro in order to help a bud complete a contract, I reflect a rocket, pop a soldier into the air, reflect his next rocket for the reflect airshot. Please suck it SiN frag videos.

Oh. It definitely seemed fast.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: JoshuaFH on August 15, 2015, 01:51:59 am
In other news, Max Box, the guy behind the LMAOBOX cheating software has apparently vowed to give up cheating forever:

https://youtube.com/watch?&v=d44os2dUM_A

My impression is that he seems sincere, but we'll have to see if he truly follows through on it, especially since LMAOBOX is still available for download.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: WealthyRadish on August 15, 2015, 02:16:50 am
He's not the owner or the person who writes the software, he just uses it (or rather a variant of it). It's just a guy who makes videos deciding to make different videos, so he can stream on twitch.

Edit: Oh, wait, it this the same guy? Like, as this (https://www.youtube.com/user/tomkilyki)?
Edit2.0: Nope, just some guy who makes videos.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on August 15, 2015, 04:01:19 am
Getting impossible reflects on instinct is always a good feeling. I mean, what's better than reflecting a kritzkrieged soldier's rocket and killing him, leaving the medic standing around awkwardly?
I just wish valve servers had a good way to record demos, but P-rec doesn't really work since you have to enable it beforehand.

Also, whenever I play soldier, which isn't often, I almost always play dh soldier. I usually do it when there's a sentry somewhere that's hard to hit with pipes or stickies, but yesterday I got fifteen kills and nine assists without a single death with it on frontier second (the really shitty part where the cart blocks your path while you're pushing it up, giving red free potshots at you)
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: JoshuaFH on August 15, 2015, 04:28:24 am
He's not the owner or the person who writes the software, he just uses it (or rather a variant of it). It's a just guy who makes videos deciding to make different videos, so he can stream on twitch.

Edit: Oh, wait, it this the same guy? Like, as this (https://www.youtube.com/user/tomkilyki)?
Edit2.0: Nope, just some guy who makes videos.

My bad, I thought it was THE guy. I'm significantly less impressed now.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Descan on August 15, 2015, 12:59:39 pm
Can't you record your last life when you die?
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Spehss _ on August 15, 2015, 01:00:49 pm
Can't you record your last life when you die?
On some servers, not all servers.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on August 16, 2015, 04:15:47 am
I'd just like to note that somebody made an orchestral version of the Rocket Jump Waltz (https://www.youtube.com/watch?v=xLVOCWzX3a0).

E:
Also, I'm a single contract away from a silver campaign coin. I've been obsessively completing contracts with full bonus.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Calidovi on August 16, 2015, 03:42:14 pm
I'd just like to note that somebody made an orchestral version of the Rocket Jump Waltz (https://www.youtube.com/watch?v=xLVOCWzX3a0).

Just listened to that yesterday, a pretty well done work.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: MagmaMcFry on August 18, 2015, 07:23:20 pm
Valve released a new game mode: Pass Time, it's bassically TF2 meets Blood Bowl.

EDIT: It's incredibly fun, until there's an engineer.

EDITEDIT: Well, people figured out you can delete the ball with a Short Circuit. You can only reset the ball by waiting for the end of the match (10 mins or such), or by voting Team Scramble (only available every 15 minutes). Griefers are having the time of their life.

EDITEDITEDIT: Sudden Death mode for tiebreakers. Idlers need to be votekicked.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on August 19, 2015, 03:17:26 am
Is valve ever going to finish one of their three beta modes instead of releasing new ones? :P

E:
Woo, silver campaign coin! My obsessive full-bonus completing of all contracts is finally sort of paying off maybe!

E2:
man, i feel like this new mode could be loads of fun.
there's no way to know, though, since the teams consist of 12 engies on both sides.

E3:
I have found an alternate name for this map: pass_sightlines

E4:
Controlling all of mid with a single lvl3 sentry in a hidden corner is pretty funny, though.

E5:
Alright, its just way too fun.

E6:
This is the most fun ive had in TF2 in a long time.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: PTTG?? on August 24, 2015, 02:45:16 pm
Interesting new game mode. I haven't had a chance to try it, but it looks good.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on August 24, 2015, 02:57:07 pm
EEEEE
Just reached 7500 kills on my ft <3

Love that thing, I really hope Valve makes it viable.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Spehss _ on August 24, 2015, 04:32:05 pm
EEEEE
Just reached 7500 kills on my ft <3

Love that thing, I really hope Valve makes it viable.
Ft? Flamethrower? Pretty sure it's already viable. :p
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Graknorke on August 24, 2015, 05:06:11 pm
I, too, am not sure what weapon you're referring to. I even went through the list on the wiki and could find anything else that would reasonably acronymise down to ft.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on August 24, 2015, 06:09:33 pm
Yeah, I ment flamethrower. And it's just sort of dwarfed by the degreaser as far as flamethrowers go, especially in comp (which I am interested in). Just sort of hoping that valve'll rebalance some things so I don't have to abandon the kills I've worked up over the years on this thing. I've had it for a long time, traded my vintage flare gun and backburner for it in an attempt to break bad pyro habits (back when backburner had +10% damage and no airblast).

And honestly, I see the appeal of the degreaser, faster switch allows you to harass sollies and demos much more safely.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Reudh on August 24, 2015, 06:24:48 pm
EEEEE
Just reached 7500 kills on my ft <3

Love that thing, I really hope Valve makes it viable.
Ft? Flamethrower? Pretty sure it's already viable. :p

Let's compare it to the degreaser, if degreaser was stock and stock wasn't.

Old stock flamethrower vs degreaser:

-65% weapon switch speed
+10% damage bonus
+25% afterburn damage bonus

That sounds kind of weak for the upsides it has over the degreaser, with a whopping penalty for slightly higher damage and afterburn, plus the Degreaser's damage penalty doesn't really affect it overly much.

I've been trying to use stock flamethrower and stock shotgun. It's proving quite fun!
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on August 24, 2015, 06:42:49 pm
Afterburn especially isn't very useful in comp: pyros and medics nullify it with ease. (and even then, it's down to 45 damage from 60, which isn't really that much, nor much of a trade-off for easy 90 damage flare punches)

I can use flare gun pretty decently, I just find shotty and especially reserve shooter (which is broken and sadly banned in comp) very fun to use. I just love the shotty, but rescue ranger and flare gun are trying to lure me away. Detonator jumps seem fun, but I can't get the hang of blast jumping with any class (I guess my sentry jumps aren't bad and I actually feel like I can improve there, but there's a reason "engie rollout" doesn't mean the same thing as "soldier rollout" :P)

E: Also i55 and DeutschLAN soon, get hype!
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: WealthyRadish on August 24, 2015, 06:51:18 pm
I was about to say that you shouldn't care about stranges and just use the degreaser (most likely accompanied by the usual "pyro sucks play a weal cwass" etc.), but I actually think there's some hope that the degreaser will get nerfed eventually (and by eventually I mean within around 2-5 years). The accumulated hatred towards puff'n'string pyros over the last 5 years should be reaching the point where an awareness of how dumb it is may be brewing within whatever intern Valve employs who's played the game in the last decade, who's been the most plausible source of the other recent changes.

If it does get nerfed then the stock flamethrower would be a likely replacement in highlander, and you may just get to bask in the glory of that moderate kill count in an environment where most of the players have cl_spec_carrieditems 0 in their autoexec.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on August 24, 2015, 07:02:20 pm
Wow I'm sorry about posting about an achievement in a game in that game's thread, I won't bother you with my skrubliness again and bask in your skilled glory.

Seriously, is there any reason to take that tone?
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: WealthyRadish on August 24, 2015, 07:17:28 pm
Whoa dere, I didn't mean it like that. Most of my post was a joke, I tried to calibrate it no further on my 'burning hate' scale than 'playful teasing'. However cynical and love-hate I've gotten around this game, the last thing I want is to make it seem like I'm attacking you or other players. Hell, I know for a fact that I have posts in this thread from a few years ago where I was happy about stranges and items, so really, take anything I say with a mountain of salt (most of which can sourced directly from my tears). Seriously miauw, love your posts, it's part of why I come back to this thread.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Spehss _ on August 24, 2015, 08:18:45 pm
Degreaser seems a better option for players who like to switch and make the most of their weapons. Standard flamethrower seems the best option for dealing lots of fire damage up close (ie W+M1) and still be able to airblast regularly without burning through all your ammo like with backburner.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on August 26, 2015, 06:34:17 am
Sorry UG, I shouldn't have reacted that way :x
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on August 28, 2015, 07:30:51 am
Well, skin trade-ups are now a thing, as is a fairly late gun mettle cosmetic case.
10 weapons of same grade = 1 weapon of next grade.

the cosmetics seem pretty cool, except there's a chance that you'll unbox a banana.

E:
Also, i55 (Team Fortress 2 6s Cup) is this weekend, and DeutschLAN (first HL-only tf2 tournament) is coming up soon too, so GET HYPE.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Graknorke on August 28, 2015, 07:42:12 am
Soon TF2 and CS:GO will merge into some holy abomination of hats and wheel guns.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on August 28, 2015, 07:43:32 am
im just happy that i can get rid of my ugly and useless skins :P
now i just need to hope that i actually get enough (ugly) skins to trade them up >.>

backcountry blaster is an ugly-ass fucking skin but it actually looks pretty cool if its battle-scarred.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: JoshuaFH on August 28, 2015, 08:22:06 am
Be sure to sell those new crates on the market, they're worth a couple bucks still!
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Reudh on August 28, 2015, 11:46:35 am
Be sure to sell those new crates on the market, they're worth a couple bucks still!

Yeah, I got $2.50USD from one.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on August 28, 2015, 05:16:40 pm
Insomnia 55 is HAPPENING.

NerdRage and The Last Resort tied 2-2 and Froyo beat Ascent 4-0 so far.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: WealthyRadish on August 28, 2015, 07:01:04 pm
The invite matches I've caught have shown some unusually poor performance. I've actually been enjoying the open matches more (CC vs OS was fantastic).

It's a shame TF2 doesn't get the views it used to, especially contrasted to that recent CS:GO tournament.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on August 28, 2015, 07:14:00 pm
Yeah, I really enjoyed the CC vs Ownage match they broadcasted. Was really close, with some great plays (including a 3-kill crit sticky!!).

Ascent vs Reason wasn't bad either, though,although most of the fighting was on and near last.

It's a shame I won't be able to stay up until 2AM to watch DeutschLAN, though :P

Maybe matchmaking will reinvigorate the TF2 comp scene, especially now they've got a lot of people back into the game via contracts. If they capitalize on that with matchmaking....
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: WealthyRadish on August 28, 2015, 07:58:15 pm
Yeah, if anyone's looking for a match to watch in the VoDs that stood out, CC vs OS was really close and dynamic (while a lot of the invite matches were unfortunately really one-sided).

The last match there with Ascent and Reason was fun (the Ascent roamer started off with some great plays, and some of the sniping was incredible, like on that medic), but you're right, so much of the match time seemed to be spent with Ascent hopelessly defending last that it was a bit disappointing. Maybe disappointing isn't the right word, looking at how both teams got rolled earlier. It's a shame I'm going to miss so much of the tournament this weekend, but hey, can always watch later.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: MagmaMcFry on August 29, 2015, 08:24:04 am
Holy shit, Froyo vs NR was an incredibly awesome match.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on August 29, 2015, 11:04:11 am
I missed that, only saw Froyo vs Reason.
Now it's Reason vs Ascent. Again. ON BADLANDS. AGAIN.

e:

WAIT NR BEAT FROYO?

YES

ZEBOSAI > B4NNY I55 BEST DAY OF MY LIFE

E2:
Ascent vs Reason 2: Electric Spirealoo is much better than their first fight so far

E3:
Wow, Granary ended on a VERY tense note.

E4:

HOLY SHIT THAT LAST DEFENSE ON SNAKEWATER HOLY FUCKING SHIT WHAT THE FUCK HOLY SHIT

E5:
HOLY SHIT
REASON BEAT ASCENT WITH 1 SECOND LEFT
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on August 30, 2015, 06:15:38 am
Double-posting to announce that Froyotech vs Reason is happening right now, and Reason is up one map.

KappaPride EU[R]OPE KappaPride

We may actually get a EU vs EU i55 final.

E:
Also why does Sideshow always look like he's on cocaine

E:
Froyo got the golden cap, we're going to Viaduct!

E:
Inbetween matches, casters are discussing their fiances and pink robes

E:
They're having flippy sniping at the start of the game.
IT WORKS

E:
first map was nice, but they DIDNT BAN VIADUCT FOR SOME REASON and then froyo just rolled

E:
wait i forgot it's best of five its not over

E:
Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: 10ebbor10 on September 01, 2015, 09:05:30 am
There's a new comic.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: PTTG?? on September 01, 2015, 11:03:25 am
Two months just flies by.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on September 01, 2015, 01:52:29 pm
That comic was great.
Meanwhile, the i55 outro was uploaded: prepare to thump your bible (https://www.youtube.com/watch?v=NDXPsCra1LY&feature=youtu.be)
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Graknorke on September 01, 2015, 02:38:28 pm
Best comic yet wow. Everything the soldier does is so well written with the jokes.
And now we have a concrete (Valve leniency notwithstanding) end point too.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: MagmaMcFry on September 11, 2015, 03:33:13 pm
Spoiler: Incoming (click to show/hide)
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on September 11, 2015, 05:24:47 pm
Yeah, Valve has thrown all subtlety about the invasion update overboard. All maps I've played today contained "I want to believe" posters.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: JoshuaFH on September 11, 2015, 06:19:04 pm
Yeah, Valve has thrown all subtlety about the invasion update overboard. All maps I've played today contained "I want to believe" posters.

Plot twist: actually the 'Jesus Take the Wheel' update.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: hops on September 11, 2015, 07:00:05 pm
It'd be funny and painful if they just start getting more and more blatant about hinting the Invasion update and then not actually releasing it until 2017.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: KingofstarrySkies on September 11, 2015, 07:01:06 pm
AND THEN HALF LIFE PORTAL SEVEN COMES OUT AND [memes]
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: EnigmaticHat on September 11, 2015, 07:01:15 pm
UFO gets closer and closer to the map until it passes through the invisible walls and becomes part of the level geometry.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: hops on September 11, 2015, 07:03:51 pm
All maps suddenly turn into the interior of a UFO.

sd_ufo anyone? The team race to get abducted by the aliens by baiting them with Australium. Then they murder the aliens and steal their tech.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Egan_BW on September 11, 2015, 07:24:31 pm
And then the whole thing was misdirection and it's jus a new gun that shoots floating stickybombs that look like UFOs.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: EnigmaticHat on September 11, 2015, 08:29:56 pm
After the war is over, RED and BLU mercs who are out of work team up to shoot a cheesy sci-fi show.  About them, battling in space.

The sets are cardboard but the weapons and gore are real.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on September 12, 2015, 03:14:35 am
All maps suddenly turn into the interior of a UFO.

sd_ufo anyone? The team race to get abducted by the aliens by baiting them with Australium. Then they murder the aliens and steal their tech.
SD is literally ctf with the little fun and coherence ctf has stripped out.

E:
Meanwhile, DeutschLAN has started (http://www.twitch.tv/blackoutgamingtv)! Woo!

Also, Epsilon is coming back (http://www.teamfortress.tv/28760/epsilong-time-no-see)! Get hype, we might have a serious (yuropean!) competitor for Froyo at i58!

E2:
Steel is my favorite hl map simply because of the fucking pit. LANpanda vs Fair Enough saw over thirty pit kills.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: hops on September 12, 2015, 06:55:17 pm
SD is basically YOUR FACE.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: WealthyRadish on October 06, 2015, 08:33:52 pm
Spoiler: Update (click to show/hide)

It seems ok.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: PTTG?? on October 06, 2015, 08:56:28 pm
Yeah it looks good. My current connection has abysmal rubberbanding, but the new modes look good. Any idea about the stats on the new weapons?
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: JoshuaFH on October 06, 2015, 09:46:50 pm
I'm pretty sure they're all reskins since it doesn't list any stats whatsoever.

It's so bizarre they're releasing it this early in October, and it's just my luck that the update hits while I'm sleeping. I'll have to check it out once I get back from work in the morning.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on October 07, 2015, 04:26:59 am
H Y P E
Y
P
E

not really tho im still more hype for matchmaking

E:
oh and im also apparently on an hl team now
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Reudh on October 07, 2015, 04:57:29 am
0/10 no actual aliens.

In all seriousness, this is no different to End of the Line. Community update, a map or two, cosmetics, and a reskin of existing weapons that are only craftable with custom blueprints, or found in a crate. Some good ideas, but the update seems sparse in comparison to Gun Mettle.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Jar of Jam on October 07, 2015, 11:31:47 am
Bah, I hoped for more contracts. Gave me something to come back to twice a week.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: JoshuaFH on October 07, 2015, 01:56:27 pm
Here's my initial first impressions of each map:

Probe: Messy design. WROOOM WROOOM WROOOM You better get used to hearing that because no matter where you are the ambient noise from the UFO is gonna be loud and distracting.

Byre: You know why the Arena gamemode died? Because it sucked and everyone hated it. It's no exception here, nobody likes dying and then having to wait an indefinite amount of time for a new round.

2fort: To be honest I didn't even play any BooFort, but I don't think I have to to conclude that it's crap.

Watergate: Is this like robot destruction? What's with these liquor bottles we're picking up? What's happening here, why is everything just a cluster♥♥♥♥ everywhere?? WE ARE IN THE BEAM! WE ARE IN THE BEAM! WE ARE IN THE BEAM!

I hate all the new maps. 0/10 for maps, Invasion Update.

There's a running theme between all of the maps that no matter what, there's gonna be irritating UFO noises and distracting ambient sounds all the time, making it hard to concentrate on actually fighting. This is honestly my biggest beef, I just hate having to hear anything outside the players and the Administrator, and this weird announcer shouting about the BEAM quickly got under my nerves.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on October 07, 2015, 02:15:53 pm
2fort is a crappy map, but fun.

i dont like the explosive pumpkin right by spawn 1 -> courtyard, though.

probe isn't too bad except for the part where there's only one medkit that isnt miles away from mid.

watergate is a spin on the sd gamemode, i dont know why anybody made it, sd is a shitty mode, nobody liked it, yet valve decided to make it last years halloween reskin and released another map of it. i just don't know, it's the worst mode ever conceived.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: WealthyRadish on October 07, 2015, 04:15:10 pm
I think with pd_watergate they were mimicking DM servers more than anything. The beam in the middle is sort of like that doomsday map, but the health mechanics of the liquor bottles seem very similar to DM, and the mode is called "player destruction". In a DM server or mode you typically gain full health and loaded ammo on kill, and regenerate health after not taking damage from another player after some time (and also has random spawns in the center of the map). It's not a serious mode, but something people use to practice before a match. The bottles seemed to do sort of the same thing regarding regenerating health, plus making everyone a walking dispenser. But yeah, unfortunately the map is too much of a clusterfuck to enjoy, and amassing bottles causes the same sort of stupid crap you see with eyelander demoknights in most pubs (but on every class), so it'll probably never see another map.

I would say this update's better than end of the line and worse than gun mettle. I crash on connection to the 2fort map, but I haven't seen any horrible bugs yet otherwise. "Oh no, I can't play 2fort, whatever will I do instead!?"
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: miauw62 on October 07, 2015, 04:34:47 pm
Tbh gun mettle is one of my favorite updates of all time. It made so many desperately needed balance changes, just amazing. Made the game much more enjoyable.
That said, it's not hard to beat quite a few updates, such as pyro "pyro doesn't even get the most new stuff unless you want to wear an ugly cosmetic" mania.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: hops on October 07, 2015, 04:44:07 pm
H Y P E
Y
P
E

not really tho im still more hype for matchmaking

E:
oh and im also apparently on an hl team now

not really tho im still more hype for matchmaking

hype for matchmaking

matchmaking

https://m.youtube.com/watch?v=ifzQZ7A04TM
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: KingofstarrySkies on October 08, 2015, 12:37:34 pm
...Matchmaking is coming.
Title: Re: Team Fortress 2: The Gun Mettle Update! "G'day, Mr. Hale."
Post by: Dorsidwarf on October 08, 2015, 01:00:12 pm
Apparently INVASION UPDATE is out
Title: Re: Team Fortress 2: The INVASION Update! "Over a (light)year in the making!"
Post by: miauw62 on October 12, 2015, 10:06:40 am
/r/tf2 has reached terminal meme velocity. (https://www.youtube.com/watch?v=ESQR5OlcQmA)
Title: Re: Team Fortress 2: The INVASION Update! "Over a (light)year in the making!"
Post by: hops on October 20, 2015, 12:41:07 am
Quote from: miauw62
+Ragnar the Red it's "but hol", the space provides an essential contrast with the packed rest of the sentence and gives the reader a chance to catch their sides before they reach escape velocity.

ayy lmiauw
Title: Re: Team Fortress 2: The INVASION Update! "Over a (light)year in the making!"
Post by: WealthyRadish on October 28, 2015, 06:59:25 pm
Scream fortress update. (http://www.teamfortress.com/screamfortress7)

No changes, just maps and cosmetics.
Title: Re: Team Fortress 2: The INVASION Update! "Over a (light)year in the making!"
Post by: PTTG?? on October 28, 2015, 08:51:29 pm
And a good comic.

I'm honestly OK with them prioritizing the full game over the seasonal stuff.
Title: Re: Team Fortress 2: The INVASION Update! "Over a (light)year in the making!"
Post by: miauw62 on October 29, 2015, 01:51:36 am
Tbh, I'm hype for gorge event, gorge is one of my favorite maps.

E: also, the comic is pretty sweet this year.
Items of halloweens past probably isn't, though.
Title: Re: Team Fortress 2: The INVASION Update! "Over a (light)year in the making!"
Post by: JoshuaFH on October 29, 2015, 02:17:05 am
Four maps, and atleast two good ones!

That comic is gutbustingly funny btw.

I can't wait until Virginia servers stopped being glitched so they actually activate missions!

EDIT: Also there's either a glitch or nondocumented change in that the Flare Gun now only minicrits burning targets. And that the Cuban Bristle Crisis can now be worn by the soldier and engie.
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: Shakerag on October 29, 2015, 09:01:43 am
So I'm just getting started with this crazy game.  Are there any servers that Bay12ers tend to hang out on?
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: JoshuaFH on October 29, 2015, 09:20:59 am
So I'm just getting started with this crazy game.  Are there any servers that Bay12ers tend to hang out on?

There's no dedicated Bay12 server, atleast I don't think there is. Your best bet is to just friend people over steam and play games with them in public servers.

Me: http://steamcommunity.com/profiles/76561198029099955/

I'll show you the ropes if you have questions, I just regret that I'm asleep during most of America's daylight hours so I don't get to play with non-Russian non-Chinese people as much as I like to.
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: miauw62 on October 29, 2015, 10:58:15 am
I'd say hit me up if you want to play, but I live in Europe so the ping might be a bit of a problem.
I'm Operand on steam, same avatar.

also rip in merasmeronis flare gun ;-;7

really though how am i supposed to enjoy scream fortress if i can't hit people midair with mad flairshots.
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: hops on October 29, 2015, 02:38:27 pm
So I'm just getting started with this crazy game.  Are there any servers that Bay12ers tend to hang out on?
I don't think that would be possible, since a few Bay12ers live in Europe, and me and Reudh lives in Hell.

Maybe in the future, when the internet doesn't suck...
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: miauw62 on October 29, 2015, 02:54:37 pm
if you're just starting out you might want to just stick to valve servers.
beyond the four or so pubstompers present in every one of them (sorry!) they're pretty good.

also, you generally don't want to ditch your primary for another weapon, all of the primary weapons are pretty good (except for the flamethrower, i guess).
gamesense (even in pubs) and map knowledge are very important in tf2; the only way to improve in these is to play the game. individual class skills are pretty intuitive if you really think about them, so if you dont know what youre doing wrong, try to think. if you still don't know, ask!
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: KingofstarrySkies on October 29, 2015, 02:59:03 pm
I'd say hit me up if you want to play, but I live in Europe so the ping might be a bit of a problem.
I'm Operand on steam, same avatar.

also rip in merasmeronis flare gun ;-;7

really though how am i supposed to enjoy scream fortress if i can't hit people midair with mad flairshots.
oh god did they nerf scorch D:
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: Shakerag on October 29, 2015, 03:53:00 pm
So I'm just getting started with this crazy game.  Are there any servers that Bay12ers tend to hang out on?

There's no dedicated Bay12 server, atleast I don't think there is. Your best bet is to just friend people over steam and play games with them in public servers.

Me: http://steamcommunity.com/profiles/76561198029099955/

I'll show you the ropes if you have questions, I just regret that I'm asleep during most of America's daylight hours so I don't get to play with non-Russian non-Chinese people as much as I like to.
That's cool.  I pretty much only game late at night anyway.  Like after midnight Central US time.
Me: http://steamcommunity.com//id/shakerag/

I used to play the hell out of Team Fortress Classic to the point that I could see 2fort in my dreams.  This feels pretty similar, but different.  I noticed the lack of grenades on each class right away.  I am saddened that I can't suicide into everyone with a primed EMP grenade anymore  :(
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: hops on October 29, 2015, 03:57:38 pm
Guys don't panic, the flares and scorchs weren't nerfed. It's a glitch. Minicrits and crits are being weird right now. On related matter, you can now piss off ally snipers by jarating enemies, overwriting the headshot crit with minicrits.
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: EnigmaticHat on October 29, 2015, 04:04:37 pm
Guys don't panic, the flares and scorchs weren't nerfed. It's a glitch. Minicrits and crits are being weird right now. On related matter, you can now piss off ally snipers by jarating enemies, overwriting the headshot crit with minicrits.
*defensively drinks crit-a-cola*/*charges enemy snipers with the GRU equipped"
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: miauw62 on October 29, 2015, 04:16:47 pm
SiN Fan O War griefing vid in 3... 2... 1...

Also grenades would make this game really, really spammy. I think Valve tried to make every class unique, so you can't jump across the map or throw projectiles around corners as every class :P
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: Spehss _ on October 29, 2015, 04:26:16 pm
SiN Fan O War griefing vid in 3... 2... 1...

Also grenades would make this game really, really spammy. I think Valve tried to make every class unique, so you can't jump across the map or throw projectiles around corners as every class :P
Check out Team Fortress Classic gameplay videos. Grenade spamming is a part of the game's meta.
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: hops on October 30, 2015, 01:43:58 am
This is the main reason why the Demoman is the DPS.
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: Reudh on October 30, 2015, 04:37:02 am
This is the main reason why the Demoman is the DPS.

Yeah, he gets 4x 100 direct damage grenades, plus 8x 60-90 damage stickybombs. If Demo's going for spam rather than traps, then put it this way: 12 shots to a Soldier's max of 8 with the much maligned (and banned in comp) Air Strike. He's also reliable across more range than Heavy (who needs to be at point blank to deal huge damage, but deals pitiful damage otherwise), Pyro (who needs to be at point blank to deal moderate damage, but is poor at range otherwise), Scout (who needs to be at point blank to deal huge damage, but can pester with a pistol at long range), Soldier (who needs to be at close-to-mid range to deal huge damage, but is poor at long range).

When you look at the class from a fundamental range:damage perspective, Demoman is a clear winner in everything except close range, and the other classes can fill in for that.
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: JoshuaFH on October 30, 2015, 06:22:46 am
Stickybomb Launcher can actually OHKO light classes with a single perfectly placed sticky, but those moments are rare so the 60-90~ approximation is good enough.

I actually have my Gold Botkiller SBL named after the date that the SBL nerfs were reverted, so it'll never be forgotten by my exploding foes.
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: Reudh on October 30, 2015, 08:10:56 am
Stickybomb Launcher can actually OHKO light classes with a single perfectly placed sticky, but those moments are rare so the 60-90~ approximation is good enough.

I actually have my Gold Botkiller SBL named after the date that the SBL nerfs were reverted, so it'll never be forgotten by my exploding foes.

I usually hit about 75-80 with my sticky launcher. Airdets 2stronk even now.
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: miauw62 on October 30, 2015, 10:04:48 am
Demoman is theoretically the best class, but after the airdet nerfs his role in 6v6 has diminished a little.
In the current meta, Scout is the best class IIRC.
Sure, you need to be close, but that's not really hard to do when you're the fastest class in the game and can rather easily dodge most shots.
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: WealthyRadish on October 30, 2015, 04:12:41 pm
Main reason for demoman's massive DPS is the lack of any damage falloff. It's strange that rockets have such extreme falloff and rampup while grenades and stickies have none, but it makes sense in consideration with rocket jumping and demoman being more limited in mid-fight movement. The only part of it that bothers me is demoknight still getting one of the best weapons in the game while also getting all the amenities of the shield. Still not better than the sticky launcher, but that doesn't make demoknight a less stupid thing to get killed by.

I'm not sure about scout being the best (at least at combat) in 6v6. It's vital to have them to exploit opportunities, find out what the other team's doing, and for cap time, but evading becomes much more difficult at the higher levels (though in pubs it's possible to go on a total rampage just knowing simple airstrafing and jump control). The really sick moments in competitive as scout are all about taking advantage of someone having no ammo loaded or being too distracted (so you're safe to roll over them). And killing the other scouts, that's the biggest thing really (which is kind of weird, that scouts mostly exist to kill the enemy scouts). Scout was just about all I played when I did comp and tournaments, but that was like 2+ years ago, so maybe it has changed.
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: miauw62 on October 30, 2015, 04:28:38 pm
I don't play scout nor sixes, so this is just hearsay and things I've read on r/truetf2.
Scout is less relevant in highlander, where the meta is "sniper" :P
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: KingofstarrySkies on October 30, 2015, 09:37:41 pm
...
*continues happily pyroing*
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: JoshuaFH on October 30, 2015, 09:54:54 pm
I can't wait for matchmaking to hit, I'm thinking it'll completely revolutionize the game.

Plus the lower ranks are gonna be pure hilarity as phlog pyros and demoknights steamroll the matchmakin babies.
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: Spehss _ on October 30, 2015, 10:26:42 pm
I can't wait for matchmaking to hit, I'm thinking it'll completely revolutionize the game.

Plus the lower ranks are gonna be pure hilarity as phlog pyros and demoknights steamroll the matchmakin babies.
It'd make finding a server to play on easier, I hope.
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: Reudh on October 30, 2015, 11:06:01 pm
I can't wait for matchmaking to hit, I'm thinking it'll completely revolutionize the game.

Plus the lower ranks are gonna be pure hilarity as phlog pyros and demoknights steamroll the matchmakin babies.

I personally prefer cannonknights. It's such fun knocking people around with the cannon before charging into them with the Splendid Screen and Half-Zatoichi.
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: MrRoboto75 on October 31, 2015, 12:53:52 am
I can't wait for matchmaking to hit, I'm thinking it'll completely revolutionize the game.

Eh.  Its going to probably either mirror the comp meta already in play (only worse because none of the broken weapons can be banned), or it will be similar to how MvM became after like three months (a bunch of kick happy my-way-or-highway meta sods).
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: miauw62 on October 31, 2015, 03:27:30 am
MvM isn't ranked and everything implies that this will be.
I'm more worried about playing sixes with three snipers, a spy, a pyro and an engineer, and the presence of random crits and bullshit weapons such as the air strike, phlog and half-zaitochi.
That said, if it's ranked the game will only be shitty for new players due to sandbaggers. Higher levels would probably be OK. And lobbies will still exist, even though I don't like tf2center.
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: JoshuaFH on November 04, 2015, 02:18:09 am
There is an update that has finally removed the ability of taunts to allow pre-round movement. And official truces so both teams can fight Monoculus and Merasmus in solidarity.

I honestly hate the Halloween maps, the spells, bosses, pumpkins, skeletons, ghosts, all if it is outrageously stupid and gimmicky BS that interferes with balance and prevents actual fun.
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: MagmaMcFry on November 04, 2015, 04:15:23 am
If you don't like the Halloween gimmicks, just play non-Halloween maps. Simple as that. It can't prevent fun if you're not playing it, right?
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: miauw62 on November 04, 2015, 05:16:00 am
There's only five people not playing halloween maps though.
Also, gorge_event doesn't have any spells afaik, although I do agree that helltower is unbearable.
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: Spehss _ on November 04, 2015, 09:26:20 am
I honestly hate the Halloween maps, the spells, bosses, pumpkins, skeletons, ghosts, all if it is outrageously stupid and gimmicky BS that interferes with balance and prevents actual fun.
I liked the bosses and pumpkins. Not familiar with most of the rest of that, although I agree that spells seem stupid.

Course, I haven't played TF2 in months and haven't touched it once this Halloween update. >.>
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: hops on November 05, 2015, 03:38:19 am
Yeah, sometimes Scream Fortress can be a little annoying, but since it's temporary I don't tend to mind. Like the saying goes, When in Rome, don't insult the Romans' stupid-ass traditions.
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: Neyvn on November 19, 2015, 10:29:26 pm
Hey guys. Does anyone have a spare premium upgrade that is read to trade? I have just bought one for my girlfriend but it doesn't unlock for trade till next week, will do swap back to you when it unlocks.
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: JoshuaFH on November 19, 2015, 11:58:23 pm
Hey guys. Does anyone have a spare premium upgrade that is read to trade? I have just bought one for my girlfriend but it doesn't unlock for trade till next week, will do swap back to you when it unlocks.

Upgrade items are like 5 bucks a pop IIRC, and I can't think of a reason anyone would have one just lying around, so I can't foresee any biters to your inquiry.
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: miauw62 on November 21, 2015, 06:46:03 am
epsilon is DEAD, the resistance is broken and froyo's total world domination will remain ;-;7 (http://www.teamfortress.tv/29992/tf2center-pull-out-of-dreamhack-winter)
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: JoshuaFH on November 21, 2015, 07:56:25 am
Man that SUCKS! I wanted to see Epsilon beaten into the ground, but not like this... not like this...
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: miauw62 on November 22, 2015, 07:31:01 am
Spoiler: BIG undertale spoilers (click to show/hide)

Reudh linked me this, and it's amazing
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: KingofstarrySkies on November 22, 2015, 09:31:41 am
Heh. Noice.
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: hops on November 22, 2015, 04:36:02 pm
Bonjour! I am Spy, Spy the Spycrab!

[Cue Your Best Facestab]
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: miauw62 on November 24, 2015, 10:29:45 am
FROYOTECH HAS DISBANDED (http://www.teamfortress.tv/30093/froyotech-disbands)

ALL PLAYERS EXCEPT B4NNY ARE QUITTING TF2

HOLY SHIT

I mean, holy shit.

[*] Froyo is going to become a TF2 legend, I just know it.

E:
apparently b4nny already has players in mind for next season
the legend lives on
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: miauw62 on November 27, 2015, 12:35:26 pm
bump bc dreamhack is happening (http://www.twitch.tv/teamfortresstv)

publicr vs reason on process is fucking hilarious. eu gimmicks everywhere and double escape plan frags
E:
HEAVIES ON MID, DOUBLE DROPS WHAT THE FUUUCK

EU GIMMICKS EVERYWHERE

E2:
SIDESHOW IS SUDDENLY CASTING
WHERE DID HE COME FROM
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: MagmaMcFry on December 17, 2015, 03:14:10 pm
UPDERT (http://www.teamfortress.com/toughbreak/)

CONTRACTS, WEAPONS, MAPS, TAUNTS

SO MANY BALANCE CHANGES, THEY'RE PERFECT

I AM SO HAPPY RIGHT NOW
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: Putnam on December 17, 2015, 03:34:01 pm
Quote
Pyros like to collect rainbows! Extinguishing a teammate will now return 20 health to the Pyro.

haha what

Quote
Degreaser
Increased Airblast cost by 25%

OH

Quote
Phlogistinator
Removed 10% damage penalty.
When activating 'MMMPH', the taunting Pyro gains temporary invulnerability and immunity to knockback effects

?!?!

Quote
Axtinguisher
Properties changed
100% Chance to crit against burning targets
33% Damage penalty
20% Slower attack speed
75% Slower switch-to speed

okay, axtinguisher isn't useless but now no puff and sting, huh

Quote
Demoman / Demoknight

oh wow are they, like, legitimately balancing them as separate classes

Quote
Charging now removes debuffs from the Demoknight (Bleed, Fire, Mad Milk, Jarate)

yes they are
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: miauw62 on December 17, 2015, 03:34:31 pm
THEY LISTENED TO B4NNY
THEY LISTENED TO B4NNY, THE ABSOLUTE MADMEN

PHLOGNISATOR GOT A BUFF

(https://i.imgur.com/YuKA82l.jpg) (https://www.youtube.com/watch?v=eqOsE8HRZJQ)
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: Putnam on December 17, 2015, 03:36:35 pm
this update's balance changes are bonkers

did they get icefrog to help with this goddamn
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: IcyTea31 on December 17, 2015, 03:50:49 pm
PHLOGNISATOR GOT A BUFF
A Mmmph'ing Pyro used to be practically invulnerable to everything but backstabs or sustained fire from several enemies at once. Why would it be made literally invulnerable instead?

The damage penalty was also removed from the Degreaser (amongst its nerfs), so that's probably an attempt to make the flamethrowers more similar to each other. Why would they, in a game that lives and breathes quirky weapons, try to do that?
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: JoshuaFH on December 17, 2015, 04:46:13 pm
Wow, oh, hey! Universal switch speed increase... that's actually a BIG DEAL valve, I'm honestly not sure how to feel about it.

Panic Attack is SOMEWHAT USABLE... just get rid of the awful spread and it earns it's way out of "Awful weapon hell" and joins "Meh... Whatever Purgatory"

Zatoichi is no longer super stupid! I might actually use it now as an easy, no ammo way to build uber with medics! "I'm stabbing myself for you, German Man!"

Nice guy bonuses given to pyro, scout, and sniper!

PHLOG BUFF... ha ha ha... hahahahaahHAHHAAAHAHAHAHHAHAHAHA THE PUB NUBS ARE REALLY GONNA FEEL IT NOW HAHAHAHAHAHAHAHAHA!!!

Concherer is buffed, right when I thought we couldn't get any more ConchBox Sollies. Well, the regeneration was actually the weakest part about it, so I'm not upset.

BEGGAR'S BAZOOKA NERFED! And a really significant nerf at that! I know that decreasing a circle's diameter drastically decreases it's volume, but I'm math dumb so I don't know by how much exactly. I'm guessing it's a lot though, so I might not feel guilty from using it anymore!

CRIKEY METER! CRIKEY METER!

"Get ubercharge from hitting heal arrows"... I legit yelled 'WWWWHHHHAT?!' irl. That's an awesome buff to medic's already strongest weapon.

Three times setup speed for mediguns... "Hey you, both demos, want to set up 16 crit stickies between you and still have a charge ready for when the gates open?"

and the buff to the Vacc... I need to try it out.

Man, I feel bad for the Targe using babies. Now they're even bigger losers than before.

Sorry Engie, just nerfs for you! You were a bad boy this year.
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: WealthyRadish on December 17, 2015, 04:53:46 pm
After getting over the phlog change (I stared at it for a solid 2 minutes), everything looks pretty great. Separating holster/switch times looks like a pretty good way to fix some of these items. I mean, I would've just removed the degreaser's ability to airblast players entirely, but this looks practically tolerable. Really happy with the demoknight changes as well, this deals with most of the stupid excesses pretty well.
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: miauw62 on December 17, 2015, 05:12:45 pm
I mean, I would've just removed the degreaser entirely, but this looks practically tolerable.
FTFY
completely losing airblast would just have made it entirely useless. degreaser was (and will probably still be) used because it was better at everything than stock. that hasn't changed much. afterburn is irrelevant.

pyro is a shittily designed and broken class. unfun to play against and ultimately pretty useless
dumb changes to numbers aren't going to fix anything

Really, these pyro changes aren't accomplishing anything. Nerfing degreaser is a shitty way to make stock viable.
It looks like they just listened to b4nnys rant and ignored all feedback by people who actually play against or as pyros on a regular basis (e.g. reputable pyro mains, hl soldiers/demomen)
Even then,  b4nny suggested giving the pyro weapons niches, to make the degreaser the combo weapon and stock the reflect weapon. Which is still pretty dumb and would just result in stock being the only viable option in comp, unless pyro got some HUGE buffs to make it a viable flank class. To give some context, pyro would be competing with soldier and scout, the two most powerful DM classes in TF2. So that is also probably never going to happen.

The healing for extinguishing is just weird. I guess it's nice that I'll be able to farm heals off a teammate being burned by an enemy pyro, like I currently do for points :V

Phlog buffs are ridiculous. Phlog was already downright unfun to play against and just gives pyro a bad reputation while teaching new pyros bad habits  ("don't pick your fights, just use this weapon for a free kritzkrieg and a full heal! Who cares about that silly airblast, you never use it anyway!")
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: MagmaMcFry on December 17, 2015, 06:05:16 pm
HAPPENING. DOWNLOAD
Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: WealthyRadish on December 17, 2015, 06:15:51 pm
I mean, I would've just removed pyro entirely, but this looks practically tolerable.
FTFY

Now we're getting somewhere.

Hard to tell without playing it yet, but the switch-from speed increase getting halved, together with the ability to move after getting airblasted, makes it less of a "rightclickaimupsecondaryweaponleftclick and you're dead" sort of deal, which is all I'm really looking for. But with base weapon switch speeds times decreased, I'm thinking it may end up not being very noticeable.

That is the big problem with pyro though, that ultimately it's always a worse version of either scout or soldier. Can't buff it without making it stupid (unless the flamethrower gets reworked completely), can't nerf it because it's already bad. So I guess you keep increasing flamethrower base damage and buff the phlog, so people can at least... nope, still not getting that.

Title: Re: Team Fortress 2: SCREAAAMMM FORTRESS VII! "Souls go here"
Post by: miauw62 on December 17, 2015, 06:26:28 pm
I mean, I would've just removed pyro entirely, but this looks practically tolerable.
FTFY

Now we're getting somewhere.

Hard to tell without playing it yet, but the switch-from speed increase getting halved, together with the ability to move after getting airblasted, makes it less of a "rightclickaimupsecondaryweaponleftclick and you're dead" sort of deal, which is all I'm really looking for. But with base weapon switch speeds times decreased, I'm thinking it may end up not being very noticeable.

That is the big problem with pyro though, that ultimately it's always a worse version of either scout or soldier. Can't buff it without making it stupid (unless the flamethrower gets reworked completely), can't nerf it because it's already bad. So I guess you keep increasing flamethrower base damage and buff the phlog, so people can at least... nope, still not getting that.


Pretty much yeah.

Here are some numbers for pyro's new weapon change speeds. (https://www.reddit.com/r/truetf2/comments/3x9rjn/some_actual_numbers_on_pyro_switchspeed_changes/)

Also I'm in bed so I can't participate in happening ;_;
Also I won't be able to sell my cases for 50 bucks before their price drops to .001 scrap due to escrow ;_;

E:
https://www.reddit.com/r/truetf2/comments/3x97pr/tf2_blog_the_tough_break_update_is_coming/cy2shmc
Rip engie
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: WealthyRadish on December 20, 2015, 01:07:01 am
Having played around a bit, things don't seem very different. The demoknight changes are noticeably better, but degreaser pyro's about as dumb as before. Still the brainless airblast -> unmissable crit/minicrit, with the slightly reduced time making very little difference. At least the cost got increased, and getting airblasted in other situations is less of a death sentence now, with more airstrafing (and christ is it nice to have at least one pyro weapon where out-of-fight afterburn isn't obnoxious).

The phlog buff is as bewildering as ever, but it's just a formalization of the previous ridiculous damage resist mechanic, so it isn't too different. I'm really surprised they didn't change it from crits to minicrits, that to me seems like an incredibly obvious change.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: hops on December 20, 2015, 01:15:28 am
Guys we should all pubstomp all pubs in the world with phlog for the glory of Gaben.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: IcyTea31 on December 20, 2015, 06:42:32 am
Just going to pluglessly shame this since it didn't get much attention; we could use some more members.
http://steamcommunity.com/groups/fellowshipofthephlog

It is done.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: hops on December 20, 2015, 07:55:15 am
Just going to pluglessly shame this since it didn't get much attention; we could use some more members.
http://steamcommunity.com/groups/fellowshipofthephlog

It is done.
Our marriage is tomorrow. Be there at 3PM, wear something nice. Also wield a phlog.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: Reudh on December 20, 2015, 10:17:05 am
Has this game been fucking ruined for anyone else?

- www.gfycat.com/VigilantArcticDuckling Phlog pyro made more obnoxious. Someone suggested it should only get phlog crits from the front, which is an okay idea.
- I like the medic changes. Rewards a medic playing well.
- I like the stock flamethrower changes, and how airblast restores health. While it's not ideal, it's a good idea as it rewards newbies who look at you burning for actually putting you out.
- Carbine is not 100% useless now. Makes for a fun stabbing time. That said, it is now terrifying to face a sniper in close quarters as you no longer know if he has bushwhacka crits until he pulls out his glowing kukri.
- Axtinguisher is worse than useless. I know it needed some way of making it able to compete with the Powerjack, but a 75% draw speed reduction AND a 33% damage penalty? yikes.
- Claidheamh Mor is now just a shitty Half-Zat. No point to it.
- Persian Persuader is now essentially a straight downgrade.
- Tide Turner is useless. You exchange MASSIVE amounts of damage for mobility - you can hit max 88 / 107 now, instead of 195/ 222 or whatever skullcutter crit is.

- WHY DID THEY NERF ENGI SO HARD. Now even the attentions of a half-awake spy is enough to seriously endanger an engi nest. I like playing Spy, and I like playing Engi, but all this change will encourage is engis to run minis more, even after they were nerfed. No point investing so much time in a L3 sentry when you can just get a mini up in much less time and much less time lost if it dies. Not to mention the 0.5s downtime after sapper removal. Rescue Ranger is now poor. 75 hp @ 4 bolts was what, 300hp healed? Given buildings go down in three hits to direct grenades or rockets, (216 hp), the lower clip size means you're going to have to go in for more risky repairs or teleport it away.
Now that it's 60hp @ 4 bolts, you're only going to have 240 hp repair, and a lengthy reload.

I can understand the engi nerfs as he slows the game down with the sentry gun, but it's just not fun to play anymore.


And my single biggest issue:

Glitches and framerate problems. The fuck is wrong with this game? I'm still getting invisible players and similar issues, not to mention nearly unplayable fps on an eight year old game, that I might add is running on a GTX 960 and an i5-4690k @ 3.5ghz. 15-25fps in barnblitz is pathetic. I can't in good faith pay for this update, where it's done just as much damage to my framerate as Gun Mettle did.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: Spehss _ on December 20, 2015, 01:18:44 pm
And my single biggest issue:

Glitches and framerate problems. The fuck is wrong with this game? I'm still getting invisible players and similar issues, not to mention nearly unplayable fps on an eight year old game, that I might add is running on a GTX 960 and an i5-4690k @ 3.5ghz. 15-25fps in barnblitz is pathetic. I can't in good faith pay for this update, where it's done just as much damage to my framerate as Gun Mettle did.
I haven't played this game in months because of this right here. Performance-wise it seems to be constantly getting shittier and shittier. I mean, I guess that's to be expected from constant additions of new content, meaning more code and processing and stuff that may or may not be streamlined.

Is sv_pure still completely enforced on every server? That's another thing I'd complain about, skins were fun but because of a few tryhards Volvo went and blocked everything everywhere and don't seem interested in a more elegant solution than "no more skins ever".
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: EnigmaticHat on December 20, 2015, 05:39:09 pm
Yeah...

I love TF2 but none of my computers can run it anymore.  Most games get less laggy over time...
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: miauw62 on December 20, 2015, 07:00:20 pm
Have you tried the potatomode configs made by some comp players?

Also, yeah, valve is doing a terrible job at optimisation. Not to mention that dx9 will be REQUIRED for matchmaking.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: Reudh on December 20, 2015, 09:42:51 pm
Have you tried the potatomode configs made by some comp players?

Also, yeah, valve is doing a terrible job at optimisation. Not to mention that dx9 will be REQUIRED for matchmaking.

I haven't tried potatomode configs yet. I've used Chris', i've used Rhapsody's and I've used that other main one that isn't one of those. I just wish that I could play the game with a half decent framerate at half decent settings.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: miauw62 on December 21, 2015, 08:16:17 am
Panic Attack is actually a really fun weapon for battle engie now.

E:
http://www.teamfortress.tv/30651/boost-fps-with-this-one-simple-trick
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: WealthyRadish on December 21, 2015, 02:26:26 pm
http://www.teamfortress.tv/30651/boost-fps-with-this-one-simple-trick

There's a lot of merit to this. It's bizarre how TF2 is a game where theoretically lower graphics settings can result in lower performance, but a lot has changed with config settings and optimization. When you consider how much jury-rigging and experimentation has been involved in TF2's ongoing development (like how even alternate weapons and loadouts had to be added post-release) it sort of makes sense. I definitely wouldn't use the old Chris configs, those have been outdated for years.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: Spehss _ on December 21, 2015, 09:39:51 pm
http://www.teamfortress.tv/30651/boost-fps-with-this-one-simple-trick

Tried this. Didn't help much. I'd average 30 or even 15 or 10 in heavy close up battles. Went back to dx8 and at least it averages ~30 in combat.

But I have a shit integrated graphics card that is years out of date and not very powerful, soooo...yeah.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: miauw62 on December 23, 2015, 05:14:58 am
Smissmas is here!

... it comes with festivizers that only work on skinned weapons >.>
Damnit Valve.

I guess I'll never own a festive weapon, since being strange is still much nicer than Christmas swag.

Oh and some hats are multi-class now, so their value is going to go up. Especially the unus.

E:
(http://www.nerfnow.com/img/1714/2740.png)
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: Dorsidwarf on December 23, 2015, 05:44:00 pm
I still can't believe Valve tricked me into spending £4 on a month-long missions pass which makes me work for several hours just to get a fucking crate.

Oh and it only does this every few days too. Money well spent (you fat bald bastard)
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: mattie2009 on December 24, 2015, 11:59:58 am
I still can't believe Valve tricked me into spending £4 on a month-long missions pass which makes me work for several hours just to get a fucking crate.

Oh and it only does this every few days too. Money well spent (you fat bald bastard)

This isn't new.
Shit, if you've played CS:GO any time within the last two-three years you could recognize this as standard operating procedure.

*bought the Invasion pass and now cannot hold all these fucking Invasion crates*
THEY WON'T STOP DROPPING.


- WHY DID THEY NERF ENGI SO HARD. Now even the attentions of a half-awake spy is enough to seriously endanger an engi nest. I like playing Spy, and I like playing Engi, but all this change will encourage is engis to run minis more, even after they were nerfed. No point investing so much time in a L3 sentry when you can just get a mini up in much less time and much less time lost if it dies. Not to mention the 0.5s downtime after sapper removal. Rescue Ranger is now poor. 75 hp @ 4 bolts was what, 300hp healed? Given buildings go down in three hits to direct grenades or rockets, (216 hp), the lower clip size means you're going to have to go in for more risky repairs or teleport it away.
Now that it's 60hp @ 4 bolts, you're only going to have 240 hp repair, and a lengthy reload.

"My favourite class is the Spy. Thanks, and have fun!"
-Gabe Newell

In all seriousness, though; as someone who plays Engie once in a blue moon, I'm probably not qualified to speak on the Engie changes.
Fortunately, I don't have to. (https://www.youtube.com/watch?v=FboEYQQOJxQ&feature=youtu.be)

tl;dr the sentry nerf disincentivizes turtling behind your sentry like a useless trashcan. Spies can now sap and shoot without being instantly roasty-toastied by the sentry when the engie inevitably whacks it, allowing for easier kills on engineers who ignore the spy and only remove the sapper because 'a teammate will come along and take care of that for me'. Actually kill the spy before removing the sapper, move that gear up, and build a teleporter holy shit

The rescue ranger nerf equates to one extra bolt required for 300 healing, which equates to less than one second of gameplay difference.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: WealthyRadish on December 24, 2015, 12:09:45 pm
When the gun mettle stuff rolled around all I could think of are those Bismuth Bronze Botfarmer Mk.VII Whatevers, and how quickly they became irrelevant. That you're also paying money for the privilege of spending more money on keys... I'm really surprised by how well the campaign stuff has been received.

Then again, I also thought that about festives when they were added (5 ref for a strange festive scattergun? what a waste!), so maybe I'm wrong.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: Spehss _ on December 24, 2015, 12:31:58 pm
In all seriousness, though; as someone who plays Engie once in a blue moon, I'm probably not qualified to speak on the Engie changes.
Fortunately, I don't have to. (https://www.youtube.com/watch?v=FboEYQQOJxQ&feature=youtu.be)

Fixed that.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: mattie2009 on December 24, 2015, 12:45:41 pm
When the gun mettle stuff rolled around all I could think of are those Bismuth Bronze Botfarmer Mk.VII Whatevers, and how quickly they became irrelevant. That you're also paying money for the privilege of spending more money on keys... I'm really surprised by how well the campaign stuff has been received.

Then again, I also thought that about festives when they were added (5 ref for a strange festive scattergun? what a waste!), so maybe I'm wrong.

...I'd buy a Bismuth botkiller.


In all seriousness, though; as someone who plays Engie once in a blue moon, I'm probably not qualified to speak on the Engie changes.
Fortunately, I don't have to. (https://www.youtube.com/watch?v=FboEYQQOJxQ&feature=youtu.be)

Fixed that.

you saw nothing
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: WealthyRadish on December 30, 2015, 09:00:09 pm
(http://i.imgur.com/3D4VD6A.png)

I don't know if I should be glad or disappointed. It is a bit hopeful, though. This is the sort of thing Valve would leave in the game for 6 years and then "fix" one day, like minisentries healing themselves.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: Spehss _ on December 30, 2015, 09:30:13 pm
(http://i.imgur.com/3D4VD6A.png)

I don't know if I should be glad or disappointed. It is a bit hopeful, though. This is the sort of thing Valve would leave in the game for 6 years and then "fix" one day, like minisentries healing themselves.
For a second I thought that meant they removed the invulnerability entirely again.

Guess not.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: miauw62 on January 21, 2016, 10:09:06 am
(http://i.imgur.com/eZfleFs.png)

THANK YOU BASED VOLVO
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: MrRoboto75 on January 21, 2016, 10:33:54 am
now pyro has a natasha to call his own
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: IcyTea31 on January 21, 2016, 11:14:18 am
My opinion always was that the way to balance the Phlog would be to nerf or remove one of the MMMPH boons. This is great news.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: USEC_OFFICER on January 21, 2016, 11:23:55 am
Definitely. Now Pyros can't rush a group of enemies and use the Phlog to both heal and prepare for an asskicking. Now they have to *gasp* sneak around and get into an advantageous position before using MMMPH instead of rushing the nearest clump of enemies. Otherwise they'll get shot to pieces before they can use the MMMPH or activate it too early and run out before doing much damage. And then get shot to pieces.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: JoshuaFH on January 21, 2016, 12:58:21 pm
Choo Choo, the Phlog Train has reached it's final station, those looking to reach NoobsInPainsylvania must connect through either ShootGround Central, or Stickyspam Express.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: MrRoboto75 on January 21, 2016, 01:23:36 pm
Definitely. Now Pyros can't rush a group of enemies and use the Phlog to both heal and prepare for an asskicking. Now they have to *gasp* sneak around and get into an advantageous position before using MMMPH instead of rushing the nearest clump of enemies. Otherwise they'll get shot to pieces before they can use the MMMPH or activate it too early and run out before doing much damage. And then get shot to pieces.

So why not just use the backburner?
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: miauw62 on January 21, 2016, 01:32:55 pm
because the backburner only crits from behind
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: MrRoboto75 on January 21, 2016, 01:44:50 pm
because the backburner only crits from behind

But you already had to attack them from behind to gain any amount of success

And the backburner doesn't need to be charged to get crits, it always has them, and on top of that it has access to airblast.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: USEC_OFFICER on January 21, 2016, 02:28:55 pm
So why not just use the backburner?

Because the Backburner is really finicky about the positioning of enemies before it activates its crits. It's a much narrower angle than a spy's backstab and so it can be hard to align yourself properly with an unaware enemy without wasting the opportunity. Also, having guaranteed crits for a short amount of time means that even if someone turns around and spots you you'll still be spewing out damage until MMMPH runs out or you die. As such the Backburner is over faster to use while the Phlong is more reliable once you build up MMMPH. Or something like that. Also the Phlong can't airblast but have you ever tried airblasting with the Backburner? At 50 ammo a pop, it generally ends up with you running for the closest ammo crate.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: MrRoboto75 on January 21, 2016, 06:03:04 pm
The reason the phlog healed you on charge was to make up for the fact that you didn't have airblast.  Now, the phlog has no means of defense nor damage mitigation while the other three flamers have both, as airblast can negate damage by deflecting projectiles and now heals you when you help allies.

Now if you want to phlog, you either need to play way more passively, lobbing scorch shots and conserving health, or ambush with a lot of downtime as you need to go heal up yourself before you charge.  And if you are playing as passively as the former, you may as well run with airblast and help your team by negating damage on your medic combo or extinguishing teammates.

May as well switch to sticky demo at this point.  Twice as powerful, more damage and mobility, and just as easy in the average pub.  Isn't complained about constantly for no reason and best of all, isn't nerfed every third patch.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: Dorsidwarf on January 21, 2016, 06:23:28 pm
Pyros in general are fucking ridiculous lately. Anything but a rocketjumping soldier or spinning heavy just dies, almost instantly.

I don't remember pyro being so much of a "kill at maximum range or die" class in the past.
Now all I see anywhere are pyros with medics popping uber and face ducking 4-sentry enginests, or lone back-burners charging L2 sentries from max range and killing it.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: JoshuaFH on January 21, 2016, 06:37:29 pm
Pyros in general are fucking ridiculous lately. Anything but a rocketjumping soldier or spinning heavy just dies, almost instantly.

I don't remember pyro being so much of a "kill at maximum range or die" class in the past.
Now all I see anywhere are pyros with medics popping uber and face ducking 4-sentry enginests, or lone back-burners charging L2 sentries from max range and killing it.

Pyros are as weak as they've ever been, perhaps a bit weaker. They just have trouble dealing with anything outside of their range, and even there they have trouble since heavies, soldiers, scouts, and demos do just as much or more in the same range. Plus they have no recourse whatsoever to sentries, outside of reflecting Level 3 rockets.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: EnigmaticHat on January 22, 2016, 03:01:24 am
because the backburner only crits from behind

But you already had to attack them from behind to gain any amount of success

And the backburner doesn't need to be charged to get crits, it always has them, and on top of that it has access to airblast.
Crit noise is very startling, most players crit from behind will spin around.  Flamethrowers do damage in small but rapid ticks so unlike backstab or backscatter the short interval before they can react isn't going to accomplish much.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: Spehss _ on January 22, 2016, 03:02:37 am
Pyros are as weak as they've ever been, perhaps a bit weaker. They just have trouble dealing with anything outside of their range, and even there they have trouble since heavies, soldiers, scouts, and demos do just as much or more in the same range. Plus they have no recourse whatsoever to sentries, outside of reflecting Level 3 rockets.
If they manage to get close enough to the sentry before it locks its aim on them, they can circle strafe it with a flamethrower. Assuming there is no support from the sentry's team.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: Reudh on January 22, 2016, 06:01:04 am
So while I don't know correct figures for flamethrower damage, the reason it loses out against the other classes in close combat is because it's a damage stream, rather than a damage burst. Same with Heavy - he deals damage in a stream, albeit a very "fast flowing" one at close range. Put it this way: Scout can deal 90-100 in one hit. It takes the scout a very short time to deal that 90-100. Pyro must be burning someone already for a small period of time.

I suppose the idea behind streams is to make them even to burst damage to keep them viable, but Pyro's damage stream is so low in comparison to say, Scout's 100 damage meatshots or Soldier's 100 damage rockets or Demo's 100 damage nades or Heavy's superiorly damaging damage stream in the same effective area.

Heck, a top tier Engi seperated from his gun is *probably* able to beat a pyro one on one.

The other day while I was doing just fine as Pyro, with Stock/Flare/Powerjack, a good scout RIPPED through me. It got to the point that I'd rather just airblast and flee rather than try and fight this scout, as he would barely be grazed while i struggled to approach.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: IcyTea31 on January 22, 2016, 06:46:22 am
The Pyro has access to two different shotguns. Burst damage is not out of question for the class. Many are the Scouts who thought they could hit and run to avoid my flames, only to take buckshot into their backs.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: miauw62 on January 22, 2016, 10:43:48 am
well yeah you can shotgun a scout but he also has a shotgun except it's better and he is faster and can double jump.

if you think pyro is op you're just bad at the game tbh. any class by circlestrafing, this is countered by not putting your sentry in a place where enemies can jump on it. pyro has worse dps than a lot of classes except with a range restriction (to the point where pyros have to rely heavily on their secondaries for both burst damage and range). flame particles aren't even as easy to aim against good players as people make them out to be.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: WealthyRadish on January 22, 2016, 09:23:09 pm
One thing I've found with W+M1 pyros is that I think they have some kind of an effect similar to aircraft approaching the sound barrier, where there can be a dense group of particles in front of them while they're moving forward. It's the best explanation I have for that instant burst of like 80-100 damage you'll sometimes get from them on the very edge of their range, while the actual damage per second seems much lower. It may have something to do with how the particles inherit (or don't inherit) velocity from walking speed.

But pyro is for all purposes either a weaker and more forgiving scout or a less effective soldier. I'd rather valve just cut their losses and accept that the flamethrowers are too annoying to buff and should be made less so, even if the class is weak.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: Egan_BW on January 22, 2016, 09:46:46 pm
pyro is more versatile soldier. 1v1 me rocketspamming skrub
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: Reudh on January 22, 2016, 10:42:23 pm
One thing I've found with W+M1 pyros is that I think they have some kind of an effect similar to aircraft approaching the sound barrier, where there can be a dense group of particles in front of them while they're moving forward. It's the best explanation I have for that instant burst of like 80-100 damage you'll sometimes get from them on the very edge of their range, while the actual damage per second seems much lower. It may have something to do with how the particles inherit (or don't inherit) velocity from walking speed.

But pyro is for all purposes either a weaker and more forgiving scout or a less effective soldier. I'd rather valve just cut their losses and accept that the flamethrowers are too annoying to buff and should be made less so, even if the class is weak.

You are right. It's for this reason that a W+M1 pyro will generally lose out to a S+M1 pyro, as the particles are trailing "behind" instead of bunching around due to forward momentum.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: Spehss _ on January 22, 2016, 11:34:14 pm
Some videos I've found on pyro flamethrower mechanics.

1 (https://www.youtube.com/watch?v=CPKH-QsEMRY)
2 (https://www.youtube.com/watch?v=vSkf1yIAjzs)
3 (flamethrower mojo) (https://www.youtube.com/watch?v=Sh3gPQuVCWo)
4 (flamethrower mojo 2) (https://www.youtube.com/watch?v=wSB4ywcE528)
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: Egan_BW on January 22, 2016, 11:34:23 pm
One thing I've found with W+M1 pyros is that I think they have some kind of an effect similar to aircraft approaching the sound barrier, where there can be a dense group of particles in front of them while they're moving forward. It's the best explanation I have for that instant burst of like 80-100 damage you'll sometimes get from them on the very edge of their range, while the actual damage per second seems much lower. It may have something to do with how the particles inherit (or don't inherit) velocity from walking speed.

But pyro is for all purposes either a weaker and more forgiving scout or a less effective soldier. I'd rather valve just cut their losses and accept that the flamethrowers are too annoying to buff and should be made less so, even if the class is weak.

You are right. It's for this reason that a W+M1 pyro will generally lose out to a S+M1 pyro, as the particles are trailing "behind" instead of bunching around due to forward momentum.
See? It's a tactical class.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: EnigmaticHat on January 23, 2016, 06:44:24 pm
That's like saying a Heavy is a tactical class because you want to catch people around corners.  Or demoknight is a tactical class because you have to surprise or outplay people to accomplish anything.

Sure that's tactics, but that's not the same thing as being good.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: Dorsidwarf on January 23, 2016, 07:37:33 pm
So I just found my last post here and want to retract it. I wass playing late-night on a public server and the pyro in question was a pro seal clubber with two pocket medics (1 kritz, 1 uber). So yeah, he was shitting all over everyone but the tactical heavy.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: JoshuaFH on January 24, 2016, 09:19:24 am
So I just found my last post here and want to retract it. I wass playing late-night on a public server and the pyro in question was a pro seal clubber with two pocket medics (1 kritz, 1 uber). So yeah, he was shitting all over everyone but the tactical heavy.

The post in question:

Pyros in general are fucking ridiculous lately. Anything but a rocketjumping soldier or spinning heavy just dies, almost instantly.

I don't remember pyro being so much of a "kill at maximum range or die" class in the past.
Now all I see anywhere are pyros with medics popping uber and face ducking 4-sentry enginests, or lone back-burners charging L2 sentries from max range and killing it.


but I understand man, one of my most traumatizing experiences in TF2 was when I accidentally met "Satan", one of the best (if not *THE BEST*) pyro mains in the world, just hanging out on a 24/7 Harvest server. He proceeded to easily dominate literally every single person on my team and then peaced out like it was no big deal. The joke of the day was 'hold on, converting to Satanism' just because of how frigging mystical his mastery of the class was, it was unreal.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: JoshuaFH on January 28, 2016, 08:01:21 am
There's an official TF2 Matchmaking Beta steam group:

http://steamcommunity.com/groups/tfcompetitive

Get in, and maybe, JUST MAYBE, get a beta matchmaking pass.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: miauw62 on January 28, 2016, 12:03:10 pm
H Y P E
Y
P
E
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: miauw62 on February 18, 2016, 07:31:34 pm
ITS HAPPENING (http://steamcommunity.com/groups/tfcompetitive/discussions/0/405692224225135720/)
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: MagmaMcFry on February 18, 2016, 08:16:02 pm
Installed Steam Guard on my shitty mobile phone (which is likely infected with at least a keylogger or something that now knows my Steam password), just because I want to get into that beta. GG valve, top security.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: MrRoboto75 on February 18, 2016, 08:24:01 pm
I lost interest in their silly beta.  I refuse to use their worthless phone authorization.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: JoshuaFH on March 01, 2016, 11:04:06 am
New update! KILL SOUNDS ARE THE BEST!

While stranges let me know in hindsight how great I'm doing, and Killstreaks let me know in the moment with a visual confirmation, what I've always needed was audio validation that some guy just got put into the respawn timer. It's the one thing I've always wanted so badly, especially since the feature was already in the game with the achievement tracker feature. Honestly why it took so long is beyond me, but nebber bate than lever.

I'm enjoying Percussion the most, but Beepo is a strong contender. I'm not sure if it's possible to put in custom ones, but that will be high on my priorities to do if I can.

Oh and the audio confirmation on heal with the Xbow is cool too...
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: miauw62 on March 01, 2016, 01:24:37 pm
sad thing you cant change your killsound (well, you can, but it's blocked by sv_pure). my current hitsound is "nice meme" and that would be perfect as a killsound...

also if you dont want to use your phone you can just use the desktop authenticator.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: IcyTea31 on March 01, 2016, 01:44:39 pm
blocked by sv_pure
Is this a precaution to stop people from finding exploits? How on Earth could one get an unfair advantage from a different sound that plays after one has already beat their opponent fair and square?
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: miauw62 on March 01, 2016, 01:57:03 pm
sv_pure blocks a lot of custom stuff, probably everything that valve doesnt make a specific exception for (huds, hitsounds), so its probably not intentional
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: Reudh on March 01, 2016, 01:58:50 pm
blocked by sv_pure
Is this a precaution to stop people from finding exploits? How on Earth could one get an unfair advantage from a different sound that plays after one has already beat their opponent fair and square?

iirc there was some exploit by playing a specially crafted wav through sndspray or something like that, so as a precaution, Valve patched it and introduced sv_pure 1 and 2.
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: miauw62 on March 01, 2016, 07:18:40 pm
An update is about to come out that contains fixes for the various killsound issues people have (sv_pure, unable to turn it off) and also a fix for the fact that BLUs half of cp_foundry is accidentally ctf_foundry
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: MagmaMcFry on March 01, 2016, 09:57:18 pm
First stress test is happening already! Played some games, lost more than I won, but got some gold medals. Had a 5v7 once, and played against Sideshow once (theoretically, but in practice one dude left before the match started).
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: Reudh on March 02, 2016, 05:48:49 am
I don't know if I'm just imagining it, but it seems like performance is modestly improved lately.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: JoshuaFH on March 02, 2016, 06:31:57 am
Not strictly TF2 related, but I finally got off my hind-end, re-adjusted my chair according to OSHA's safe practice manual, got back on my hind-end, and now my *intensely irritating* pain in my right shoulder is alleviated, as it would only appear when I was playing TF2.

I mean, I gotta readjust to being a couple inches higher, but this is great man.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: miauw62 on March 02, 2016, 07:00:53 am
i was asleep during the stress test ;-;

i guess that's what i get for not playing tf2 until 5am every day :P
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: Spehss _ on March 02, 2016, 06:11:12 pm
i was asleep during the stress test ;-;

i guess that's what i get for not playing tf2 until 5am every day :P
If you played TF2 until 5am every day you'd probably be asleep during other important things. :P
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: miauw62 on March 02, 2016, 06:57:28 pm
you say that as if there's anything more important than airshots
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: KingofstarrySkies on March 02, 2016, 11:02:51 pm
he says that like there are more important things than airblasting
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: MagmaMcFry on March 04, 2016, 02:42:22 pm
EU stress test broke all the things. Couldn't play more than a single game.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: misko27 on March 04, 2016, 05:39:52 pm
EU stress test broke all the things. Couldn't play more than a single game.
I was so upset I missed it. I literally *saw* the little competitive Beta thing pop up, but my internet froze up on me.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: miauw62 on March 04, 2016, 05:52:14 pm
EU stress test broke all the things. Couldn't play more than a single game.
and that game was a roll... :(
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: misko27 on March 07, 2016, 09:26:20 pm
Competitive stress test! I'm having fun. The item server is down now though.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: MagmaMcFry on March 07, 2016, 10:05:53 pm
Played a couple games too. One game I played with a group of five guys who all played gunslinger and then all huntsman. Had no choice but to lose that match (low priority sounds scary), at least I had fun with those guys. Five out of seven matches were on Foundry, four of them weren't 6v6, once there was a 1v1, and once we almost won a 4v6.

EDIT: New stress test is happening, people are learning how to teamwork, roller teams have absconded up the ladder, I've been winning almost continuously (I still only get sorted into Granary and Foundry for some reason), and I'm finally back to the part of the progress bar where you start.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: miauw62 on March 14, 2016, 02:22:29 pm
Sideshow has the right ideas about the future of 6s (https://youtu.be/cGfgCE1GXcw)
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: WealthyRadish on March 14, 2016, 08:02:22 pm
I've felt pessimistic about matchmaking, because there are so many weapons that break the game at that level, but if people are confident that valve will actually make changes, then that's a reason to be optimistic. I mean, when things like the sandman, wrangler, pomson, disciplinary action, jag, reserve shooter, flying guillotine, *phlog*, vita saw, darwin's danger shield, natascha, tomislav, crit-a-cola, quickie spammer, loch 'n' load, direct hit, vaccinator, etc etc etc, are all given the royal treatment of horrible metas, they'll have to change something, right?
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: Egan_BW on March 14, 2016, 08:17:34 pm
[Names every weapon in the game, including stock] :P
Title: Re: Team Fortress 2: Tough break update! Merry Smissmas everyone!
Post by: Shadowlord on March 14, 2016, 11:08:32 pm
You are right. It's for this reason that a W+M1 pyro will generally lose out to a S+M1 pyro, as the particles are trailing "behind" instead of bunching around due to forward momentum.

I assume that "generally" is just in case of people like me.
(https://dl.dropboxusercontent.com/u/26452959/idontalwayspyro.jpg)
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: hops on March 15, 2016, 12:40:53 am
[Names every weapon in the game, including stock] :P
Ban all weapons, allow only tauntkills.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: Reudh on March 15, 2016, 01:23:10 am
I've felt pessimistic about matchmaking, because there are so many weapons that break the game at that level, but if people are confident that valve will actually make changes, then that's a reason to be optimistic. I mean, when things like the sandman, wrangler, pomson, disciplinary action, jag, reserve shooter, flying guillotine, *phlog*, vita saw, darwin's danger shield, natascha, tomislav, crit-a-cola, quickie spammer, loch 'n' load, direct hit, vaccinator, etc etc etc, are all given the royal treatment of horrible metas, they'll have to change something, right?

Some of those weapons are just strong and not distinctly overpowered.

Overpowered:

- Pomson: Projectile, while slow has a huge hitbox, isn't reflectable, drains cloak AND uber on hit, hurting two classes who effectively can't use their primary mechanics because an engineer fired into a choke or melee. Only saving grace is it's no longer a flat 20% reduction on hit, but instead falls off with distance like the Black Box does now.

- Crit-a-cola: Brief drinking period in which you are vulnerable in exchange for a free 35% more damage AND negation of damage falloff. The only bad thing about it is that you can't use a pistol to pester someone with. The "downside" of more damage taken is negligible: if you're playing Scout well, you're just hit and run, and your method of mitigating damage is by being fast enough to avoid it entirely.

- Vita-saw is overpowered purely in that in order to maintain an even playing field with an enemy medic, they are forced to run Vita-Saw as well.

- Darwin's Danger Shield is overpowered purely in that in order to maintain an even playing field with an enemy sniper, they are forced to run DDS as well.

- Reserve Shooter is a very, very strong weapon. It's not broken anymore, thankfully, but being smacked with up to 135 damage just because you're within the (rather janky) airblast range is not fun. At least you don't get punished for using the very most basic mobility mechanic available to any class anymore, that being jumping.

- Loch n' Load isn't nearly as insane as it used to, and no rollers and reduced splash on hit hurts Demo while he's operating in a group, but it's still very strong PURELY for the increased projectile speed. An increase in projectile speed effectively means increased effective range for Demoman, which a defensive class shouldn't really be needing, especially one based upon area denial. The loose cannon lost its projectile speed bonus, why couldn't Loch, but instead retain its old damage bonus?

Borderline:

Anything that negates movement options. That being Natascha and Sandman. Slow down fast classes if you can land a hitscan bullet on them? Stun any class for a period of time at almost any range besides point blank, using a fairly quick moving projectile with a generous hitbox.

The rest of those mentioned weapons, at least in comp, are strong but situational. Vaccinator? Totally able to be dealt with if you're rolling in a combo with more than one method of damage, eg. pyro + scout, demo + scout, soldier + pyro. Phlog? Keep out of flamethrower range. It's not as crazy as it used to be, as it now requires 300 instead of 225 fire damage and doesn't heal on taunt anymore. Additionally, the lack of an airblast REALLY hurts pyro's competitive viability, which is already very low.
Flying guillotine? Well... assuming the scout lands it, and the affected enemy doesn't get to any health packs before the DOT completes, you've gotten the equivalent of a single meatshot, at any range. It's pretty good for preventing crit heals too, but the fact that it takes 6 seconds to reload hurts its long range pestering vs. the pistol.
Disciplinary action... While speeding up slow classes is extremely powerful, most soldiers will run escape plan to mid as it gets them there faster than a whipped medic or other teammate would. It could see use with whipping heavies into action, but heavy already has the GRU for that.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: EnigmaticHat on March 15, 2016, 01:39:40 am
Sideshow has the right ideas about the future of 6s (https://youtu.be/cGfgCE1GXcw)
He raises a very good point.  If you have 6 soldiers fight against 6 soldiers and one team has to push through chokes, with equal skill the defending team is already going to win.  Even tho soldier is an "offensive" character, he doesn't beat himself even if he's attacking.  And yet there are defensive classes that stack even further advantage on top of that.  Its a broken concept unless attacking carries some kind of advantage with it, which on most maps it clearly doesn't enough to balance things out.

I would say competitive TF2 has had a very stiff attitude towards the classes.  Valve's other competitive offerings should have demonstrated by now that you don't need everyone to be limited to the same tactics to have an interesting competitive game.  Yet competitive takes a game known for its variety of classes and unlocks and says "nope, you're all pretty much going to be running the same stuff with small variants".  And yeah that's not their fault, as the linked guy points out, Valve has done a bad job making the different classes and unlocks fun and balanced for serious players.  Its unfortunate tho.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: WealthyRadish on March 15, 2016, 02:17:29 am

This is a very fair assessment, with some cops:

The vaccinator in its current incarnation seems fairly broken, just going off of pubs (since it's banned everywhere else). The ubers are built insanely quickly, multiple can be used simultaneously, and two could possibly be used in the first mid fight alone. But there's a bigger, major, glaringly fundamental problem with that weapon in 6v6, that justified it being banned across the board even when it sucked. In highlander, all kinds of spam is flying in from multiple damage types from players all over the place, but the vaccinator makes the medic and their target essentially completely immune to the kind of aggressive bombs that account for the majority of medic deaths in 6v6. Even if a roamer has a shotgun and pulls that, the medic probably has two ubers available anyway, and just having to attempt a shotgun kill instead puts the soldier at a large disadvantage. Scouts in a vaccinator meta also lose half their purpose, since they are essentially incapable of killing that medic. But with the other completely broken unlocks available, I think teams may still have at least one scout. And this is a meta that may very well have two medics, so having one on the vaccinator would be incredibly unpleasant. You can certainly say goodbye to the kritzkrieg forever.

The disciplinary action breaks the game in 6v6 (though in pubs it doesn't matter for diddly). Rocket jumping to mid and using the escape plan is of course going to be slightly faster on most maps, which is a big deal, but it's the effect it has on other teammates that really messes with things. I'm imagining the potential interactions with wrangler jag engineers, and it's making my face look like I got a fishhook stuck in my cheek. The heavy implication is also there, but it's also all the other off-classes coming out of the woodwork that makes me think the disciplinary action will be hated.

The guillotine is certainly broken in pubs, but I agree that it'll be less so in competitive, since the DoT is much less likely to matter. But the thought of the sandman being used in comp gets my jimmies intensely rustled, and the guillotine being used with it as well pushes it way over the edge. I love the combo dearly, it's completely righteous to make the pub heavies suffer, but in comp it is absolutely unacceptable, I don't think anybody could dispute that. The combo only makes it more insane.

One thing I forgot to mention, the beggar's bazooka, good god. I wonder how long it'll take for them to fix the reloading exploit, at the minimum.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: JoshuaFH on March 15, 2016, 02:22:09 am
I think you mean the reloading feature. :P

But yeah, the Beggars is still crazy good even with it's -20% splash radius penalty. Just infinite groundspamming cheese cannon for days man.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: Reudh on March 15, 2016, 03:29:22 am
I'm imagining the potential interactions with wrangler jag engineers

Oh god, I didn't even think about that. Sped up building movement, sped up construction, also lol shielding or wrangler jumps to get l3 setups in odd spots earlier than normal.

Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: miauw62 on March 18, 2016, 03:20:07 pm
finally played a proper game of matchmaking with magma

we didn't drop a single game :v

cola is indeed pretty ridiculous and im torn between using it because it's just that good and feeling like my performance is just because of the cola.

also, getting backcaps is far too easy.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: TheBiggerFish on March 18, 2016, 03:29:39 pm
PTW.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: JoshuaFH on March 19, 2016, 12:32:34 am
finally played a proper game of matchmaking with magma

we didn't drop a single game :v

cola is indeed pretty ridiculous and im torn between using it because it's just that good and feeling like my performance is just because of the cola.

also, getting backcaps is far too easy.

No, abuse that shit as hard as you can. If it's truly overpowered, crush people with it in order to more quickly convince Valve to change it already.

And these early stress tests are going to be the biggest grab bag of skill during it's youth. As it gets older, the playerbase will mature and the cream among them will rise to the top, so you'll be very certain to hit players that are a challenge eventually. That's the beauty of MM.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: JoshuaFH on March 21, 2016, 07:42:46 am
For anyone with a SPUF Account, and wants a Beta Matchmaking Pass, go here: http://forums.steampowered.com/forums/showthread.php?t=3302019

Valve started giving out Beta Passes, and when you get one, you start dropping gift beta passes to give to others. The SPUF community is then taking it upon themselves to use this exponential Beta Pass growth to spread the love around. You just need to ask.

The only caveat is that you need Steam Mobile Authenticater, otherwise the Pass itself doesn't work.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: misko27 on March 21, 2016, 09:31:33 pm
For anyone with a SPUF Account, and wants a Beta Matchmaking Pass, go here: http://forums.steampowered.com/forums/showthread.php?t=3302019

Valve started giving out Beta Passes, and when you get one, you start dropping gift beta passes to give to others. The SPUF community is then taking it upon themselves to use this exponential Beta Pass growth to spread the love around. You just need to ask.

The only caveat is that you need Steam Mobile Authenticater, otherwise the Pass itself doesn't work.
Well I've had a SPUF account I haven't used a year or two, so that should be good.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: Shadowlord on March 22, 2016, 08:10:49 am
> Must have mobile authenticator
... So now Valve's disabling game features if you don't buy an android or iPhone and install their app on it?!? What the fuck.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: JoshuaFH on March 22, 2016, 08:19:09 am
Yeah, it's utter horseshit. There's a thirdparty Desktop Authenticater that acts as a workaround, but I don't know how safe it is to use, so I'm leery to recommend it.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: Putnam on March 22, 2016, 06:27:06 pm
Yeah, I know, they care more about preventing people from cheating or scamming people out of thousands of dollars than the small subset of people who don't have a phone these days
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: Shadowlord on March 22, 2016, 08:39:36 pm
I have a phone...
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: hops on March 23, 2016, 05:55:20 am
It's already kind of annoying that Valve requires you to have an internet connection to use most of its services.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: miauw62 on March 24, 2016, 05:34:09 pm
main menu now has a list of streams GET HYPE
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: JoshuaFH on March 25, 2016, 10:49:48 am
I have a Beta Pass Invite to give away. Message me on Steam

http://steamcommunity.com/profiles/76561198029099955/

and I'll give it to you. The only stipulation is that having the Beta Pass will cause others to start dropping for you, so please give those away to others in this thread.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: MagmaMcFry on March 25, 2016, 02:16:19 pm
I friended you.

E: Got the thing. Thanks!
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: miauw62 on April 04, 2016, 03:18:51 pm
i've also got a beta invite to give away. message me.

steamcommunity.com/id/miauw62
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: misko27 on April 04, 2016, 06:07:51 pm
i've also got a beta invite to give away. message me.

steamcommunity.com/id/miauw62
I friended you. I don't know what to do next.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: JoshuaFH on April 04, 2016, 06:19:46 pm
Just sit back and relax, he can send the invite to you automagically through the TF2 inventory system. You're not required to consent to receiving it, it just pops into your inventory the next time you start the game.

BTW I have more invites to give.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: miauw62 on April 04, 2016, 06:55:30 pm
im currently sleeping so I'll send it in the morning
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: JoshuaFH on April 04, 2016, 07:00:34 pm
Very talented at sleep posting there Miauw.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: IcyTea31 on April 05, 2016, 04:58:02 am
Spoiler: Obligatory (click to show/hide)
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: Calidovi on April 18, 2016, 05:49:04 pm
Spoiler: Obligatory (click to show/hide)

Spoiler: Off-Topic (click to show/hide)
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: IcyTea31 on April 19, 2016, 01:09:29 am
Spoiler: Off-Topic (click to show/hide)
Spoiler: Similarly off-topic. (click to show/hide)
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: miauw62 on April 20, 2016, 03:01:42 pm
kaidus retires from nerdRage due to a wrist injury (http://www.teamfortress.tv/33122/kaidus-retires-from-nerdrage-due-to-wrist-injury)

This is a pretty big loss for the competitive community and the best team in Europe. At least he'll still be casting :x
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: JoshuaFH on April 20, 2016, 04:42:34 pm
Well, he's not out for good, he can get back in once his wrist heals. Still, Kaidus is one of the best players and it's sad that he can't contribute directly to competitive while he's off.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: EnigmaticHat on April 25, 2016, 05:53:31 pm
Is competitive TF2 going well?  All I hear about is problems.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: misko27 on April 26, 2016, 06:50:46 am
Valve has added a new "alternative" mode to quickplay, replacing Doomsday's old spot. It includes tc_hydro, pd_watergate, sd_doomsday, and after a ninja same-day update, cp_degrootkeep. All of which now have their own valve servers.

I played a lot of hydro today.

Is competitive TF2 going well?  All I hear about is problems.
I'm enjoying it. It's a beta, you know, so problems are what you expect, but they do seem to be working on them. A lot of imbalance, but that's expected until the part of matchmaking that actually makes matches starts working. The only really annoying thing is the occasional hacker, and the more-then-occasional premade group that stomps.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: Reudh on April 26, 2016, 07:31:14 am
So, after changing a bunch of settings for my graphics card, i appeared to hit a magic bullet. Framerate's skyrocketed from ~45-60fps to well over 300fps. As a result, my sniping and scout skills, previously quite poor, have improved drastically.

Damn, it feels good.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: MagmaMcFry on April 26, 2016, 12:11:24 pm
I just got voted off Asteroid because people were so salty at my shotgun. I had 100:27 K/D as engie without a single sentry kill.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: miauw62 on April 26, 2016, 12:22:46 pm
kicked for not using aimbot, eh? :P
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: miauw62 on April 29, 2016, 05:57:24 pm
Apparently LMAObox is detected by VAC now.

This is fucking huge. Can't wait for hacker tears.

E: rip all of ugcs "top" snipers, apparently. Jesus Christ. (http://www.ugcleague.net/forum/showthread.php?48559-Lmaobox-Premium-Detected&p=265689#post265689)
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: JoshuaFH on April 29, 2016, 08:50:41 pm
Maxbox has redeemed himself in my eyes. I'm so happy, TF2 competitive has a goddamn CHANCE now!
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: WealthyRadish on April 29, 2016, 09:05:22 pm
This is very good news. Of course 3rd party cheats can never be completely dealt with, but this wide of a catch will probably stick for quite a while (and get some to stop playing with cheats for good).
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: misko27 on April 29, 2016, 10:16:54 pm
LMAO box owner called it quits and shut down the project. Apparently Valve managed to even snag people who haven't used it for a few months, so it really is a huge wide net. (I wonder how many accounts got shut down, Jesus. This could be good fun.)

This is a link to the UGC Vac Bans: https://docs.google.com/spreadsheets/u/1/d/1dfcMHrF3dGByk-UV8CEDhhhDVBhb3Uo2QC7kWU6ciEs/htmlview?sle=true# (https://docs.google.com/spreadsheets/u/1/d/1dfcMHrF3dGByk-UV8CEDhhhDVBhb3Uo2QC7kWU6ciEs/htmlview?sle=true#) I personally don't care too much (other then to say "Wow look at that huge list"), but it's still good to see. The best part is the people with the super expensive backpacks.

I am happy.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: Reudh on April 29, 2016, 10:23:29 pm
Maxbox has redeemed himself in my eyes. I'm so happy, TF2 competitive has a goddamn CHANCE now!

Miggy is apparently the one who sent the email. Supposedly Max Box is just trying to take credit; miggy has a screenshot of an email he sent to Valve.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: JoshuaFH on April 30, 2016, 06:31:43 am
Maxbox remains a slimeball then.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: Reudh on April 30, 2016, 10:23:19 am
LMAO box owner called it quits and shut down the project. Apparently Valve managed to even snag people who haven't used it for a few months, so it really is a huge wide net. (I wonder how many accounts got shut down, Jesus. This could be good fun.)

This is a link to the UGC Vac Bans: https://docs.google.com/spreadsheets/u/1/d/1dfcMHrF3dGByk-UV8CEDhhhDVBhb3Uo2QC7kWU6ciEs/htmlview?sle=true# (https://docs.google.com/spreadsheets/u/1/d/1dfcMHrF3dGByk-UV8CEDhhhDVBhb3Uo2QC7kWU6ciEs/htmlview?sle=true#) I personally don't care too much (other then to say "Wow look at that huge list"), but it's still good to see. The best part is the people with the super expensive backpacks.

I am happy.

Also holy shit St. Francis got banned; I was actually planning on trying out for his Highlander team. Wow. I'd heard from two of his other team members (Decapotato and Patriot) that he was frighteningly good, and that in the tryouts he will ruin you one on one, but i never dreamed he was actually using lmaobox. What a scumbag.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: miauw62 on April 30, 2016, 12:58:31 pm
Yeah, the snipers of the winners of UGC silver, gold and plat all got VACed. absolutely hilarious (https://www.youtube.com/watch?v=5h6SdNReONg)
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: JoshuaFH on April 30, 2016, 01:05:43 pm
https://www.youtube.com/watch?v=NdDpwxYn69I
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: hops on May 03, 2016, 08:32:17 am
Apparently LMAObox is detected by VAC now.

This is fucking huge. Can't wait for hacker tears.

E: rip all of ugcs "top" snipers, apparently. Jesus Christ. (http://www.ugcleague.net/forum/showthread.php?48559-Lmaobox-Premium-Detected&p=265689#post265689)
#lmaopapers2016
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: MagmaMcFry on May 07, 2016, 01:59:38 pm
Imagine the following: Valve server. The whole enemy team is competent and cohesive, yet you still manage to carry your team almost by yourself. You kill a bunch of robots, fill up your core. BLU WINS IN 45. The only other dude on your team worth his gibus gets autobalanced away. Enemy team waltzes in, past all the zero sentries, taking zero damage from the zero defenders, picks up the core, you die twice to random crits, RED WINS.

This has happened to me so often it isn't even funny or surprising anymore, just sooo frustrating.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: miauw62 on May 07, 2016, 04:49:08 pm
Yeah, fuck random crits. And the autobalance algorithm needs to have some sort of soft cap.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: miauw62 on June 16, 2016, 01:36:37 pm
DREAMHACK SUMMER H Y P E (http://www.teamfortress.tv/34157/schedule-poster-for-tf2-invitational-at-dreamhack-summer-by-sweetstakes-tf-plantronics)

No GPit though NotLikeThis

This summer is going to be huge for TF2. We've got DH Summer in Europe, Florida Lan in NA, and i58 with an australian team. And then we've got DeutschLan 2: Electric Boogaloo for Highlander.

HYPE (https://www.youtube.com/watch?v=KWyhhDi5n8g)
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: hops on June 17, 2016, 02:28:53 am
I usually forget about TF2 comp stuffs, but maybe I'll watch this. Probably can't watch it live, though.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: miauw62 on June 19, 2016, 02:32:28 pm
Holy shit lmao. The grand finals were so stalematey they literally ran out of time in the BO5. The teams are tied 2-2 and there ISNT TIME FOR THE LAST MAP.

Grand finals werent that good anyway, I HIGHLY RECOMMEND watching Day 2 Crowns vs Comfortably Spanked, some of the most ridiculous TF2 I have seen, ever.

link to sideshow's beautiful face (https://www.twitch.tv/teamfortresstv/v/73293970?t=10h28m47s)
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: WealthyRadish on June 19, 2016, 08:28:12 pm
The spy plays in those badlands matches were absurd, I couldn't believe it when it worked for the third time.

And then seeing the finals end in a draw... I skipped most of it, but the mounting hysteria at the end when they finally ran out of time was hilarious. My guess is they'll just split the prize if they can't find a place to do a LAN rematch quickly, I wouldn't try to decide it with an online match.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: MrWiggles on June 20, 2016, 04:46:07 am
Where can I get the full match? I can find clips, and the stats.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: miauw62 on June 20, 2016, 06:46:02 am
You can watch the matches here, but you'll have to find when they start yourself. (https://www.twitch.tv/teamfortresstv/profile)

According to DavidTheWin, all of them will also be uploaded to YouTube, but no ETA on that.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: MrWiggles on June 21, 2016, 02:14:24 am
Danke
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: MagmaMcFry on June 25, 2016, 04:53:22 pm
BREAKING NEWS: the Final Stress Test (https://youtu.be/9jK-NcRmVcw?t=37) is happening right now.

Long have we waited for this day, it seems we shall not wait much longer. Soon TF2 will officially be neato.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: TheBiggerFish on June 25, 2016, 10:50:28 pm
Ehhh?
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: Chaos Armor on June 26, 2016, 12:13:54 am
BREAKING NEWS: the Final Stress Test (https://youtu.be/9jK-NcRmVcw?t=37) is happening right now.

Long have we waited for this day, it seems we shall not wait much longer. Soon TF2 will officially be neato.

Neato?
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: TheBiggerFish on June 26, 2016, 12:35:03 am
Seriously, I don't get it.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: MrWiggles on June 26, 2016, 01:50:45 am
Wat?
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: MagmaMcFry on June 26, 2016, 05:28:03 am
One of the devs was asked about the next update recently, all he said was that it's going to be neato. Instant meme.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: miauw62 on June 26, 2016, 06:18:10 am
And instantly beaten to death by reddit, naturally :<
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: miauw62 on July 06, 2016, 01:05:49 pm
H A B B E D I N G (http://www.teamfortress.com/meetyourmatch/)

i wonder what is going to happen to valve pubs with this new mode. i thoroughly enjoyed valve pubs as they were, despite bs like random crits. this seems like it'll be extremely prone to the good ole bad iron soldier and his medic buttbuddy pubstomping, without even scrambles or autobalance or plain leaving to stop them.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: WealthyRadish on July 06, 2016, 02:10:44 pm
I would say that TF2 is still one of the best multiplayer FPS games to pub (despite all the obvious problems), and the lack of good pubbing is part of why I don't like overwatch. If the competitive matchmaking is good it'll be worth losing what decent pubs can be found, but I can't see servers found through the browser surviving this for anything but MGE (and I'm curious if valve will continue to host normal servers with this new "casual" matchmaking... given their limited resources and need to host matchmaking servers, I don't think it's likely).

In a way, valve may be shooting themselves in the foot adding quickplay and now matchmaking this late in its life, if it flops. The game wasn't really dependent on valve's continued server support before, except for inventories and the store (which they would have to host anyway), but now if it becomes unprofitable and they need to severely cut back in a few years, it could kill the game for good, since so many community servers have shut down.
Title: Re: Team Fortress 2: Tough break update! "Hey, I was just gettin' started!"
Post by: JoshuaFH on July 06, 2016, 04:01:56 pm
Man, I might need to get internet access at my new apartment just to play TF2 again...
Title: Re: Team Fortress 2: Meet Your Match update! "Look, this isn't a banana simulator"
Post by: LASD on July 06, 2016, 04:24:58 pm
Quote
You'll be playing a match from start to finish, with actual winners and actual losers.

I'm a bit worried about the quick play option too. The thing I've most enjoyed about TF2 is that winning is just a bonus, I don't really care about it if I play well myself or have amusing things to happen. Overwatch is so competitive that I see myself only caring about winning, which gets me into the Dota 2 mindset which isn't a good place to be.

Even though I haven't played TF2 in a good long while, I like the idea that when I return, it isn't to a bunch of people telling me how I'm playing one of my favorite games wrong and how I should be taking it more seriously.
Title: Re: Team Fortress 2: Meet Your Match update! "Look, this isn't a banana simulator"
Post by: EnigmaticHat on July 06, 2016, 07:13:21 pm
TF2 for me was really about dicking around in a server where at least 6 other people were AFK, spycrabs, or so bad that they might as well be AFK.  Its like, you can be as tryhard or not as you want, the teams will be scrambled at least once every half hour anyway.  And if you spend enough time on the server you get to know the people and establish your own little temporary meta for how everyone is playing.
Title: Re: Team Fortress 2: Meet Your Match update! "Look, this isn't a banana simulator"
Post by: TheBiggerFish on July 06, 2016, 07:17:11 pm
HWAHAHA.
Yis.
Title: Re: Team Fortress 2: Meet Your Match update! "Look, this isn't a banana simulator"
Post by: Egan_BW on July 06, 2016, 07:53:27 pm
Not seeing how this will improve my experience. Hell, they should add a 12v12 drop in/drop out mode to overwatch.
Title: Re: Team Fortress 2: Meet Your Match update! "Look, this isn't a banana simulator"
Post by: KingofstarrySkies on July 06, 2016, 07:57:52 pm
(but that doesn't work with the way overwatch is designed/balanced)
Title: Re: Team Fortress 2: Meet Your Match update! "Look, this isn't a banana simulator"
Post by: Egan_BW on July 06, 2016, 08:15:00 pm
I DON'T CARE 12 DORFS NOW
Title: Re: Team Fortress 2: Meet Your Match update! "Look, this isn't a banana simulator"
Post by: MrRoboto75 on July 06, 2016, 09:40:51 pm
I DON'T CARE 12 DORFS NOW

Hard work pays off
Title: Re: Team Fortress 2: Meet Your Match update! "Look, this isn't a banana simulator"
Post by: KingofstarrySkies on July 06, 2016, 11:28:07 pm
I DON'T CARE 12 DORFS NOW
(no)
Title: Re: Team Fortress 2: Meet Your Match update! "Look, this isn't a banana simulator"
Post by: Egan_BW on July 07, 2016, 12:46:55 am
Uh, what specifically would break if it had 12v12? It would just be rather chaotic, like it's TF2 equivalent.
Title: Re: Team Fortress 2: Meet Your Match update! "Look, this isn't a banana simulator"
Post by: KingofstarrySkies on July 07, 2016, 12:58:51 am
It's balanced around the whole idea of six vs six with interchanging. I am fairly certain that if there was more than just six on a team, that balance would be toppled. Anyway that's not really discussion for the TF2 thread so shhh.
Title: Re: Team Fortress 2: Meet Your Match update! "Look, this isn't a banana simulator"
Post by: EnigmaticHat on July 07, 2016, 01:07:41 am
I don't know that it would be exactly broken.  Look at it like this.  Multiple heavies supported by multiple medics has been the win button strat in TF2 pubs for literally years and yet almost no teams actually do it.  Like sure, the optimal strat would probably be something like 12 Winstons, but like.  How often is that going to actually happen?  You'd need bigger maps, and less turret/choke friendly setups.  But besides that it could probably work.

Its more that Blizzard isn't going for that kind of experience in Overwatch.  They have a vision of a competitive 6v6 shooter and they're sticking to it.  And to their credit, let's say that 12 Winstons is horribly broken in 12v12.  They gotta do something about that.  But doing something about that might be to the expense of their 6v6 main show.
Title: Re: Team Fortress 2: Meet Your Match update! "Look, this isn't a banana simulator"
Post by: MrRoboto75 on July 07, 2016, 04:29:58 pm
#TeamHeavy
Title: Re: Team Fortress 2: Meet Your Match update! "Look, this isn't a banana simulator"
Post by: MagmaMcFry on July 07, 2016, 04:35:22 pm
#Mmph
Title: Re: Team Fortress 2: Meet Your Match update! "Look, this isn't a banana simulator"
Post by: miauw62 on July 07, 2016, 04:43:07 pm
#TeamPyro

pyro desperately needs balancing pls volvo ;-;7
Title: Re: Team Fortress 2: Meet Your Match update! "Look, this isn't a banana simulator"
Post by: Flying Dice on July 07, 2016, 04:59:26 pm
I don't know that it would be exactly broken.  Look at it like this.  Multiple heavies supported by multiple medics has been the win button strat in TF2 pubs for literally years and yet almost no teams actually do it.  Like sure, the optimal strat would probably be something like 12 Winstons, but like.  How often is that going to actually happen?  You'd need bigger maps, and less turret/choke friendly setups.  But besides that it could probably work.

Its more that Blizzard isn't going for that kind of experience in Overwatch.  They have a vision of a competitive 6v6 shooter and they're sticking to it.  And to their credit, let's say that 12 Winstons is horribly broken in 12v12.  They gotta do something about that.  But doing something about that might be to the expense of their 6v6 main show.

It's not even broken unless the other team is retarded and keeps running five snipers. A couple Roadhogs and Reapers would clean house vs a Winston comp.

I'm not happy to see this come to TF2, either. It was always a casual shooter, that's why it's good, you can just sit back and fuck around without feeling like you're terrible.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: WealthyRadish on July 07, 2016, 05:28:05 pm
I'm struggling to think of a worse possible pair of candidates. I guess I'll just throw my vote away on a third party (I hear Stein has some interesting views on minisentries).

Now I'm trying to think of which one is hillary and which is trump. "It costs $400,000 to run this campaign for 12 seconds..."
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: MrRoboto75 on July 07, 2016, 05:43:38 pm
Small loan of a million buffs
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: MagmaMcFry on July 07, 2016, 07:17:48 pm
Update is out (http://www.teamfortress.com/post.php?id=22759). Dem balance changes.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: Egan_BW on July 07, 2016, 07:38:58 pm
Quote
The Righteous Bison
Fixed a bug causing players to be hit by the same projectile multiple times, causing the damage dealt to vary wildly
Didn't this used to be a feature? Did it become a bug when they fixed it? :P

EDIT: Hmm, looks like they tried to make Pyros into counters to Medics.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: MagmaMcFry on July 07, 2016, 07:45:11 pm
I'm already horribly emotional that I have to actually commit time and effort to joining a "casual" game. Will make me think twice about opening and playing TF2. I miss Valve pubs and the old quickplay already. No, I'm not gonna touch community servers, the server browser is way too much effort and non-Valve pubs are 99% shit.

I mean seriously, what the fuck, why is quickplay gone? This is horrible. Suppose I don't want to use community servers. This has the following consequences: I can't choose the map I want to play on anymore, or even the game mode. I can't pubstomp. I can't kick idiots. I can't stop playing when I'm interrupted without bad consequences. I can't stop playing when I'm bored without bad consequences. I can't stop playing when I don't like the map without bad consequences. I can't fucking play Asteroid anymore. This is all stuff I do regularly, and I can't do this any more.

I don't actually like competitive play, and I'm out of options. I now feel strongly that this has turned out to be the worst update ever.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: WealthyRadish on July 07, 2016, 07:58:39 pm
Spoiler: many image (click to show/hide)

On the whole, I'd give it 2.5 neatos out of a swell.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: MrRoboto75 on July 07, 2016, 08:08:36 pm
I expected the changes to be stupid but valve always surprises me by being stupid in a creative and unpredictable way.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: Egan_BW on July 07, 2016, 08:16:15 pm
Game balance: the act of nerfing everything until your game is no longer fun.
volvo ur doin it wrong
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: Putnam on July 07, 2016, 09:00:27 pm
most of those were buffs from what i saw but okay
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: Egan_BW on July 07, 2016, 09:44:55 pm
They're doing it backwards is what I'm saying.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: WealthyRadish on July 07, 2016, 10:44:38 pm
Played my first round of the competitive matchmaking, and I really enjoyed it. It was 6v6 swiftwater (???), our team comp was the sort of bewilderment you would expect for most of it, and none of us were using voice comms, but somehow despite all that it was very fun. But I fear that round may be unusual, since we also had an experienced medic.

I think I might have to actually go through and learn soldier rollouts on the maps in circulation now (though I can't feel bad for not knowing swiftwater in 6v6, I mean really). In what little competitive I've played before I've always run scout, but I think good soldiers may be in short supply, along with medics.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: miauw62 on July 08, 2016, 06:08:46 am
https://www.youtube.com/watch?v=wXcdYBh3hgg

pyro receives no significant changes

scout gets airblast

skill-a-cola still just as skillful

rollouts op

badlands last nerfed

rip in rip wee booties

shortstop still op

cvar locks still ridiculous in mm

still no performance

pubs are dead

top fucking kek volvo
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: MrRoboto75 on July 08, 2016, 08:27:21 am
>An update about pyro versus heavy
>So let's nerf heavy
>Make those useless unlocks more useless
>Buffalo Steak?  Fuck that, nerfed
>We'll give spies medic speed so heavies can get backstabed twice as much
>Make it so healing can get disrupted so heavy can be shit even with a pocket medic
>Let's not revert accuracy and damage ramp up nerfs
>Third heavy nerf in a row
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: miauw62 on July 08, 2016, 10:20:15 am
also since people are now taking pubs seriously, welcome to every pub ever being 6 heavies and 6 medics with literally nothing you can do about it

such fun
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: TheDarkStar on July 08, 2016, 10:53:16 am
also since people are now taking pubs seriously, welcome to every pub ever being 6 heavies and 6 medics with literally nothing you can do about it

such fun

spy?
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: Metalax on July 08, 2016, 11:03:51 am
Well, I'd like to give an opinion on the casual matchmaking but I can't. I can't because in spite of 7-8 attempts at varying times of day for 20-30 mins a time, leaving all options on their default settings, not a single game was found.

One thing I will say, if they are going to punish people for having to leave casual matches, they'd better have removed idle timeouts within those matches.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: miauw62 on July 08, 2016, 11:35:32 am
also since people are now taking pubs seriously, welcome to every pub ever being 6 heavies and 6 medics with literally nothing you can do about it

such fun

spy?
yes as if that is going to help against 5 heavies and a medic
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: IcyTea31 on July 08, 2016, 11:49:30 am
also since people are now taking pubs seriously, welcome to every pub ever being 6 heavies and 6 medics with literally nothing you can do about it

such fun

spy?
yes as if that is going to help against 5 heavies and a medic
Sniper with Cozy Ca- oh, wait, that was nerfed. I'm not that sad since it was too situational for me to ever use it, but now it's just useless.

Demoman and Kritzkrieg Medic?
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: WealthyRadish on July 08, 2016, 12:21:45 pm
I'm thinking that losing the valve pubs may be worth the community servers getting better, but it's hard to say. If I'm remembering right the valve servers were only starting to gain significant population when the community servers started getting increasingly horrible, and then after quickplay they became the place for the majority of players. It's funny how "valve pubs" went from a joke to the only way to play the game outside of pugs and some ad-filled garbage with tons of awful settings and maps.

I still haven't played the casual matchmaking, but after a couple more competitive matchmaking rounds, it's still looking to be fun. The maps are... odd. I got gorge, swiftwater, and non-pro viaduct. In two of the matches someone left, so we got no credit for winning (even though it was someone on our team). People seem to understand how essential a medic on the team is, even at these very low ranks. Unfortunately still lots of engineers, spies, pyros, heavies, and snipers, which has made it feel like a small slightly above-average pub more than anything. Usually at least one other soldier and 0-1 scouts. Good demos are probably the class that's in shortest supply.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: JoshuaFH on July 08, 2016, 01:09:38 pm
I'm stumped by a lot of these changes. They make me excited in a confused way, and I want to try them out. Once again though, I want to avoid getting internet in my apartment because I want to avoid the gluttonously vampiric free-time-eating effect it has on me. I'm finally starting to get my life together and Valve has to tempt me with this. #TeamHeavy

Please tell me everything about Scout's new airblast. That seems like the dark horse change that will have an unexpectedly huge impact on the game.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: IcyTea31 on July 08, 2016, 01:24:43 pm
Please tell me everything about Scout's new airblast. That seems like the dark horse change that will have an unexpectedly huge impact on the game.
The Shortstop now has an alt-fire 'shove' that deals a single point of damage and knocks the opponent back. Unlike the Pyro's airblast, it can't reflect projectiles and has a much shorter range.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: WealthyRadish on July 08, 2016, 01:50:33 pm
Most importantly, is there a kill icon for getting a shove kill yet?
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: KingofstarrySkies on July 08, 2016, 09:33:35 pm
Remember, kids. Pyro loves you. #TeamPyro
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: Egan_BW on July 08, 2016, 09:34:47 pm
mmph!
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: EnigmaticHat on July 09, 2016, 12:19:03 am
Please tell me everything about Scout's new airblast. That seems like the dark horse change that will have an unexpectedly huge impact on the game.
The Shortstop now has an alt-fire 'shove' that deals a single point of damage and knocks the opponent back. Unlike the Pyro's airblast, it can't reflect projectiles and has a much shorter range.
Scout confirmed stole Lucio's boop gun.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: EvilTwin on July 09, 2016, 07:59:41 am
Please tell me everything about Scout's new airblast. That seems like the dark horse change that will have an unexpectedly huge impact on the game.
The Shortstop now has an alt-fire 'shove' that deals a single point of damage and knocks the opponent back. Unlike the Pyro's airblast, it can't reflect projectiles and has a much shorter range.
Scout confirmed stole Lucio's boop gun.


Except the shortstop is even worse than the boop gun.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: Egan_BW on July 09, 2016, 12:42:30 pm
shortstop still op
Except the shortstop is even worse than the boop gun.
well which one is it punks
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: miauw62 on July 09, 2016, 12:53:59 pm
shortstop still op was me mistyping something, but there's plenty of bs weapons in the game that valve hasnt made any more reasonable for literal years, including beggars, reserve shitter shooter, soda popper, etc
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: JoshuaFH on July 09, 2016, 03:46:53 pm
Shortstop is great, just gotta get great aim.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: MrRoboto75 on July 09, 2016, 08:59:45 pm
Oh boy I'm going to rank up in competi

oh wait someone left the match
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: Chaos Armor on July 09, 2016, 11:36:38 pm
Oh boy I'm going to rank up in competi

oh wait someone left the match

So far that's been my experience.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: JoshuaFH on July 11, 2016, 12:50:44 pm
I guess you can't even punish people hard enough for quitting?
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: WealthyRadish on July 11, 2016, 02:10:49 pm
I guess the idea is that the system will stabilize with the mid+ ranks containing people who almost never leave, but for now while pretty much everyone is in the low ranks (and people who aren't going to play competitive in the future are trying it out), the system doesn't work. The penalty for leaving multiple times also seems pretty severe (more so than overwatch's), so I don't think it'll have the effect of people disconnecting to avoid losing.

I've realized how lucky I got for the first ~5 matches, and now I think queuing solo is a mistake, at least for now. I think a minimum party of 3 good players is almost mandatory if trying to avoid the really horrible matches where the loss is obvious 10 seconds in when nobody finds mid.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: LASD on July 11, 2016, 03:44:43 pm
Yeah, played a few matches and reaction was everyone quitting when the match wasn't going their way, which seems to work as a feedback loop to only have stomps all the time, as people leave until they end up on the clearly winning team. Nooot fun, and can't shuffle teams when you get roflstomped. Also, no way anyone can get a cross-team conga line going again.

This is very un-Valvelike. They usually set the trail, not just copy their competition. And their usually incredibly strong vision seems to have severely faltered for TF2 now.

They did update the blog about Casual Mode, but they don't acknowledge my problem, which is that I really don't think TF2 should only be competitive.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: EnigmaticHat on July 12, 2016, 01:32:36 am
As far as I can tell, the original people who built up TF2 have been replaced by devs experienced working on DOTA 2 and CS:GO.  Their design philosophy recently is far less TF2, far more those other games.  Like that thing with the flamethrower reducing medic healing, that sounds like something a DOTA ability would have.  Its too complicated for a TF2 weapon, especially a stock one.  The original philosophy of TF2 was making a game that was understandable at every level of play.

Spoiler: side note (click to show/hide)
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: Reudh on July 12, 2016, 03:19:26 am
Spoiler (click to show/hide)

This image has been my TF2 experience for the last couple of days. It took me five minutes of queuing to get into a game, and when I finally did, Sparkles and his band of merry hackers were Lmaoboxing the entire place up. It's hard to do anything against a spinbotting sniper. Can't votekick them, can't leave without being penalised for it.

Moreover, there are precisely TWO populated servers in Australia that aren't trade/achievement/idiocy servers. One, Hitler's Jewfort, is a hopelessly edgy 32 player instaspawn 2fort, that more often than not is laggy. The other, UGC Gaming, has video advertisements, and is... 24/7 2fort instaspawn.

Fuck that noise.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: miauw62 on July 12, 2016, 09:56:19 am
the worst part about this update is that with all these awful fucking pub changes, there isnt actually ANYTHING ELSE that could give me a reason to play TF2. valve nerfed weak weapons and buffed weapons that were already borderline op while leaving actually OP weapons alone. apparently b4nny had to dissuade valve from buffing the reserve shooter
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: PTTG?? on July 12, 2016, 10:06:01 am
Maybe Valve is trying to kill TF2 off. It is pretty old.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: JoshuaFH on July 12, 2016, 10:18:23 am
The game is still profitable. Very profitable actually. It might be an old cow but it still produces milk.

I have internet again, if Miauw or anybody wants to hit me up for a game sometime.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: MagmaMcFry on July 12, 2016, 04:03:42 pm
How would you guys react if they changed casual to just be a new frontend to the old pubs?

Effects:

- You can get matched by casual rank, but you can join via the server browser too
- Pubs would be running continuously again, people could continue playing on a server for as long as they want
- Autobalance and team scramble would be active, but preserving parties, so abandoning and imbalance is fixed again
- Waiting time would be greatly reduced, since the competitive ruleset is disabled and you don't need to victory/requeue after every match
- Payload and A/D maps can get played to last again
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: TheBiggerFish on July 12, 2016, 04:06:08 pm
YISSSS

Alternatively have actual casual casual that is literally old pubs.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: MagmaMcFry on July 12, 2016, 04:24:31 pm
This variant would keep the (few) benefits from matchmaking though, such as being able to rank up, match by rank, and keep your buddies around to requeue quickly. Okay, those are small benefits really, but it's not like there were more in the first place. Except, of course, the tryhard atmosphere. But it's not like that's gone. People who liked that can play comp instead.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: TheBiggerFish on July 12, 2016, 04:25:45 pm
Someone please send this to Valve.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: WealthyRadish on July 13, 2016, 12:08:33 pm
How would you guys react if they changed casual to just be a new frontend to the old pubs?

Effects:

- You can get matched by casual rank, but you can join via the server browser too
- Pubs would be running continuously again, people could continue playing on a server for as long as they want
- Autobalance and team scramble would be active, but preserving parties, so abandoning and imbalance is fixed again
- Waiting time would be greatly reduced, since the competitive ruleset is disabled and you don't need to victory/requeue after every match
- Payload and A/D maps can get played to last again

Sounds exactly like what quickplay was, which I'd say did much more damage than benefit. Before quickplay, when everyone had to use the server browser, community servers got the traffic they needed not just to survive, but maintain a real community of regulars, often with events and forums. The community servers were where the competitive scene, modding scene, and mapmaking scene were all born, and I'm willing to speculate that their death following the introduction of quickplay was the single biggest thing that exacerbated the decline in dedicated player interest, and certainly the decline in new players joining the competitive scene.

A huge part of it was down to quickplay's excessive sv_pure requirements, loosening that or adding a player toggle for whether sv_pure is required would have been enough to mitigate some of the biggest problems. In my opinion the best would be competitive matchmaking and nothing else (besides the browser), but some people really like the slight convenience of quickplay, so I guess we need to have casual matchmaking. But I actually like Valve's direction here of making casual matchmaking more competitive and distinct from pubs, so hopefully we do still see an uptick in through-the-browser traffic.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: miauw62 on July 13, 2016, 12:52:42 pm
Valve has said that they would roll out new server features only for servers with registered accounts. This seems like it would have been a great opportunity to include community servers in quickplay again.

The problem is that in 2013, valve implemented a bullshit quickplay system that killed all good community servers. And now they've literally removed the only good servers that were left, now only accessible through a broken and unfinished matchmaking system which still has teams that are just as bad except with no builtin mechanics to fix this, and with much, MUCH more pressure to perform than old pubs, where you could do whatever and relax.

Combined with the total number of exciting balance changes in this update being 2, plus some bullshit nerfs to underused weapons and buffs to already OP weapons, it sort of kills any desire I had to play TF2.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: EnigmaticHat on July 13, 2016, 03:49:08 pm
I never liked community servers.  It was a minefield of VIP features, intrusive ads, and PTW cheats.  And then when you finally did get a "good" one you got to deal with obnoxious sound effects ripped from other games and stat track spam in the chatbox.

There was the occasional randomizer or cp_degroot server that was redeemable because they offered something actually different than normal gameplay.  But on the whole it was a lot of crap with no good way to filter it.  And like randomizer was cool, but it was also weighed down by admin stupidity like all melee rounds and non-random rounds.  Most of the time I just wanted to play some damn TF2, and quickplay was significantly better at offering that than community servers were.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: Leafsnail on July 14, 2016, 10:47:35 am
Casual has actually been OK for me other than the ridiculously unbalanced team problems that emerge sometimes. There needs to be an incentive for continuing to play after a teammate has left or something.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: hops on July 14, 2016, 11:44:33 pm
Here in Thailand, this current update had resulted in new mature community servers playing. It feels really good being able to play in a friendly competitive setting with 90% people speaking the same language as you. (The 10% are some random confused Philipinos)

So weirdly enough, it seems that in Thailand the shift to community had eliminated most of the cancerous mod servers.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: hops on July 19, 2016, 09:43:34 am
Wow, TF2 is a lot easier when your computer isn't a piece of crap. It's nice being able to airshot someone by aiming, rather than using pure prediction and hoping your shitty computer doesn't lag as you click.

Also scouts are now a lot easier to deal with. I am the god of shotgun.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: MagmaMcFry on August 17, 2016, 05:16:54 pm
They are fixing all the things (http://www.teamfortress.com/post.php?id=23496)
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: Xeron on August 17, 2016, 05:30:20 pm
Except not really, the performance will still be piss poor, quickplay is still gone, and you still have to rely on cancerous community servers with ads and other dumb crap.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: MagmaMcFry on August 17, 2016, 05:46:45 pm
quickplay is still gone
With these promised changes, the only remaining quickplay features missing from casual are autobalance and the ability to spectate or switch teams. Unless you miss those features that much, quickplay is gone in name only.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: Xeron on August 17, 2016, 06:21:50 pm
Not really, since you can't play TF2 the way you used to when Quickplay was around. And don't give me that community servers bullshit,  pony mods, ads and other terrible crap is not the TF2 experience.
Oh sure, you have *casual* except it's nothing like TF2, it's just training wheels for competitive tryharding.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: MagmaMcFry on August 17, 2016, 06:32:33 pm
Sure, community servers are still crap, but casual has calmed down by now, people have stopped being excited about seeing their XP number going up, and tryharding has gone way down. It's just like pubs again. You might want to check it out again.

Oh, and if you feel more salty about losing in casual than in pubs, then you may realize that you yourself are too invested in your shiny new XP value. If that is the case, try playing a couple games dicking around on purpose. It'll help you distance yourself from your XP.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: Leafsnail on August 17, 2016, 08:55:01 pm
What element of casual forces you to "tryhard"? There is more incentive to actually play the game since you get to be on one team for an entire match (something that basically never happened in Valve pubs) but it's not like you're punished for messing around.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: Xeron on August 17, 2016, 11:48:11 pm
I'm pissed that I spend 5 minutes in matchmaking, trying to get to a server and it won't make a single match.
I'm pissed that if I take longer than most to load I'm holding the entire back.
I like the way it used to be, pop in and out. Don't like this particular map ? No problem, here's this other Valve server with said map. And so on.
Edit: Leafsnail, player reports are now a thing, prepare to be reported for breathing wrong.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: Reudh on August 18, 2016, 12:34:54 am
I'm pissed that I spend 5 minutes in matchmaking, trying to get to a server and it won't make a single match.
I'm pissed that if I take longer than most to load I'm holding the entire back.
I like the way it used to be, pop in and out. Don't like this particular map ? No problem, here's this other Valve server with said map. And so on.
Edit: Leafsnail, player reports are now a thing, prepare to be reported for breathing wrong.

Player reports have always been a thing.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: MrWiggles on August 18, 2016, 05:34:07 am
I find the time that looking for a match, take about as much for me to initialize the server listing.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: Leafsnail on August 18, 2016, 07:22:14 am
There are votekicks but they've always been there and it's pretty difficult to actually kick anyone because nobody gives a shit about the votes. If you've been sitting in spawn for the entire game you have maybe a 40% chance of being kicked.

Really I think the new system leads to a better gameplay experience than the old one even with the obvious mistakes in its implementation. The removal of autobalance and the fact that good players can't all stack onto one team like they always used to is enough to do that.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: miauw62 on August 18, 2016, 08:03:31 am
It's still worse than quickplay. There's still no actual balancing.

None of this would have been a problem if Valve's head hadn't been so far up their ass that they couldn't just add XP to valve servers.

Also, casual ENCOURAGES teamstacking. Party up with a bunch of people and never, ever get balanced to the other team. They should have fixed autobalance. All of the features currently in casual should have been in a month ago, when MyM was released, and yet it's still terrible.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: Leafsnail on August 18, 2016, 09:03:27 am
There's no balancing other than it keeping the same number of people on each side. That's still a huge improvement over quickplay where there was an active anti-balancing mechanism of all the experienced players switching sides as soon as one team got the upper hand.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: miauw62 on August 18, 2016, 09:21:06 am
That really didn't happen that much. And it's not like the problem is solved. The moment a team starts losing, all the experienced players leave, so the team starts losing harder. Anybody who is subbed in notices that they're fighting 12v7 and also just leaves instead of getting steamrolled.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: Leafsnail on August 18, 2016, 09:34:43 am
That hasn't been my experience at all. People get subbed onto a team with missing players pretty fast, and I've actually seen games get turned around a few times because the new players were better than the old ones.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: miauw62 on August 18, 2016, 10:04:38 am
well yeah, and all the good players instantly switching wasn't my experience on quickplay. and even though it sometimes happened, systems could have very well been put into place to make it harder.

and anyway, teamstackers won't get separated from eachother in the first place in casual mode, because they're in a party.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: WealthyRadish on August 18, 2016, 02:33:10 pm
well yeah, and all the good players instantly switching wasn't my experience on quickplay. and even though it sometimes happened, systems could have very well been put into place to make it harder.

and anyway, teamstackers won't get separated from eachother in the first place in casual mode, because they're in a party.

Teamstacker seems like a poor word choice there, it seems you're just talking about people being in a party. I'd define stacking teams as what happens when a good player speculates on which team is going to win and switches to it, which is impossible in casual (from what people have said here anyway, I haven't tried it). Also, autobalance breaking up actively stacked teams never happened, because a person could join spectator and wait a couple minutes to switch to the winning team again.

One thing that I think would bother me about casual (though I'll probably never try it while the server browser exists, I never trusted (https://www.youtube.com/watch?v=TikZhPF8hZI) quickplay either) would be not being able to switch onto the losing team. Those are the fun matches, when you get to actually turn things around, and as much as people complained about getting autobalanced, I think I almost always ended up glad when it happened to me. Seeing your teammates winning with their minisentries and heavies and plastic-tier puff pyros, so cock sure, and not being able to shit in their milkshake, that would drive me crazy.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: Leafsnail on August 21, 2016, 08:46:25 pm
Had a hacker switch their name to mine today. Luckily I was able to explain that via chat and call a vote against them, but it could have easily led to me being kicked.

Really the votekick menu should just have the player's class and score on it so they know to kick the 120 point sniper rather than the 25 point soldier

e: also the actual vote menu that comes up should have it.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: Egan_BW on August 21, 2016, 11:44:10 pm
I'm a bit amazed that that trick still works. -_-
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: IcyTea31 on August 22, 2016, 12:56:47 am
Tip: you can't initiate a votekick on yourself, so the correct time to strike is when the hacker changes their name to yours. This way, there is no chance of accidentally picking an innocent player from the list.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: Leafsnail on August 22, 2016, 07:55:04 am
Yeah that's what I did. You can also apparently use the "status" command on the console to find their unique steam ID and ask to kick that.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: miauw62 on August 22, 2016, 11:05:31 am
well yeah, and all the good players instantly switching wasn't my experience on quickplay. and even though it sometimes happened, systems could have very well been put into place to make it harder.

and anyway, teamstackers won't get separated from eachother in the first place in casual mode, because they're in a party.

Teamstacker seems like a poor word choice there, it seems you're just talking about people being in a party. I'd define stacking teams as what happens when a good player speculates on which team is going to win and switches to it, which is impossible in casual (from what people have said here anyway, I haven't tried it). Also, autobalance breaking up actively stacked teams never happened, because a person could join spectator and wait a couple minutes to switch to the winning team again.

One thing that I think would bother me about casual (though I'll probably never try it while the server browser exists, I never trusted (https://www.youtube.com/watch?v=TikZhPF8hZI) quickplay either) would be not being able to switch onto the losing team. Those are the fun matches, when you get to actually turn things around, and as much as people complained about getting autobalanced, I think I almost always ended up glad when it happened to me. Seeing your teammates winning with their minisentries and heavies and plastic-tier puff pyros, so cock sure, and not being able to shit in their milkshake, that would drive me crazy.
The problem players were usually those that were playing together anyway. And still, this could have been implemented with more rigid conditions to switch teams without completely fucking up the way most players played the game.

And I never used quickplay either. I always just looked for valve servers with the server browser.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: hops on August 23, 2016, 03:45:16 pm
If you're having issues with parties wrecking you, we could play together.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: Lukewarm on August 23, 2016, 09:45:36 pm
I have fewer issues with parties then I do where one team has "that guy" with 230+ points, while the  highest other player on their team is 30~. Can't do anything about that.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: Leafsnail on August 23, 2016, 09:58:06 pm
I haven't seen it get that extreme except when that player is a) a sniper and b) hacking. You could try and get them kicked at that point.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: Lukewarm on August 23, 2016, 10:05:28 pm
The most recent occurrence I remember was a 24/7 turbine server, where 200+ scores aren't uncommon for the psychotically devoted and those good enough to enjoy playing long enough to get that many points.
It was a scout, fully kitted out with cosmetics. Skins, stranges, the whole nine yards. Someone with enough expendable income to blow, and enough time to get very good or have as-of-yet undetected hacks.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: Leafsnail on August 23, 2016, 10:08:55 pm
Oh sure if points carry over between rounds it just takes persistence. Good scouts are a thing you see every now and then.

I do think that CTF maps are more vulnerable to being dominated by one good player (and are kindof bad in general for other reasons).
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: Egan_BW on August 23, 2016, 10:11:20 pm
Turbine is my favorite map for just messing around. It doesn't have that absurd chokepoint that 2fort has.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: WealthyRadish on August 23, 2016, 10:27:15 pm
Turbine's the best deathmatch map, in opinion. I would never say it's a good map, but it's better for mindless DM than the other popular choices like harvest and hightower. There are a lot of things that make it awful, but the simple mid that's like the diet version of granary can be fun to jump around on as scout or soldier, and the sightlines make it easy to snipe in.

I have no idea why it got made an official map, though. There's just so little to it, even aesthetically.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: Leafsnail on August 23, 2016, 10:30:41 pm
Yeah the middle is quite a nice space for just fighting. I feel like it has something of a de facto chokepoint if you're actually going for the intelligence though. Trying to fight your way past the entire enemy spawn is really tough and the vent route is fairly hopeless because you generally just drop down straight into the sightline of sentries. That leaves the "Main Hallway" which becomes a ridiculous mess. I've actually found that I didn't have enough ammo to fight through it a couple of times, even when I had a medic backing me up to make health not an issue.

In general it's really hard to score on CTF maps unless one team is very dominant, I guess that's what makes them appeal as a "deathmatch" option.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: Egan_BW on August 23, 2016, 10:39:46 pm
Like i care about winning games anymore. :P
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: Leafsnail on August 23, 2016, 10:50:11 pm
Actually thinking about it the ammo distribution is terrible.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: Reudh on August 24, 2016, 12:41:01 am
Actually thinking about it the ammo distribution is terrible.

Yeah, two boxes a side, one normal, one small I think. Engineers are an absolute necessity on Turbine for that reason.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: miauw62 on August 24, 2016, 02:02:22 pm
by the way GET HYPE (https://i58.tf/) for froyotech to win their 3rd i-series in a row BibleThump
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: WealthyRadish on August 24, 2016, 02:38:41 pm
I get the feeling that this may be the last or one of the last i-series tournaments for TF2, so I'd definitely give it a look if you're interested in TF2 being played at the level it deserves.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: Leafsnail on August 24, 2016, 03:09:28 pm
When I've watched comp TF2 in the past I've found there've been some pretty long periods of "downtime" where neither team has any incentive to try and make an attack (unless they're at a major numbers/uber advantage). I dunno if that's just an issue with control points or what.

I think you could solve it just by making the timer a bit shorter.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: miauw62 on August 24, 2016, 05:23:49 pm
It's an issue with 5CP, yeah. Sideshow talks about it at length in one of his videos. Reducing the timer just adds MORE incentive to stalemate, since it becomes easier to just wait until you get a second shot at the midfight instead of risking a push.

The best games are always the ridiculously frantic games between slightly-worse-than-the-best teams, like Spanked vs Crowns at Dreamhack. That was a beautiful, beautiful game.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: Leafsnail on August 25, 2016, 04:23:44 am
Does it provide any more incentive to wait? It makes it less boring to do so I guess but that's a benefit from a viewer perspective.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: miauw62 on August 25, 2016, 04:50:48 am
Here's the video I was talking about. (https://www.youtube.com/watch?v=LDM5ThcDRiQ)

And if you reduce the time, people will purposefully stall more often, since it obviously becomes easier to get that reset.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: WealthyRadish on August 25, 2016, 01:58:44 pm
The best way to fix stalemates in matches is in map design, in my opinion. Vulnerable last points with awkward spawns and a second-last area that's both easy to push from and easy to attack/sneak a scout around for a difficult-to-respond-to backcap would be ideal, but I'm not going to pretend to be an expert on map design. The easiest rough fix on most maps would probably be to decrease the last cap time, but that makes the map less fun at open levels of play, and horrendous at the pub level. Maybe it should part of tournament mode to reduce last cap times on 5CP, so pubs and the rest are irrelevant and maybe pugs can play with slightly longer last times.

But then valve goes and does the opposite like doubling badlands last cap time, and you just have to throw your hands up and hope the random number generator that dictates valve's balance decisions goes the right way next time.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: miauw62 on August 26, 2016, 01:44:17 pm
ITS LIVE GET HYPED PogChamp PogChamp0 www.twitch.tv/teamfortresstv
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: WealthyRadish on August 26, 2016, 03:06:59 pm
These delays though.

Edit:
Jesus christ on a bike that process match, watching those uncivilized australians pound froyo like it's the last days of rome, I can't even believe it. It's like the froyboys had to be reminded that this isn't a stalemate simulator.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: Leafsnail on August 26, 2016, 04:39:07 pm
But then valve goes and does the opposite like doubling badlands last cap time, and you just have to throw your hands up and hope the random number generator that dictates valve's balance decisions goes the right way next time.
I think that's a reasonable decision for pubs. They can use a different version of the map in tournaments if needed.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: miauw62 on August 28, 2016, 07:13:52 am
(http://i.imgur.com/mwUPTSG.png)

also mike = god

E:

insomnia is a joy to watch because the casters are so great

Spoiler (click to show/hide)

Grats to the winners,
Spoiler (click to show/hide)
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: WealthyRadish on August 28, 2016, 04:00:57 pm
Really great finish. I don't know that I would recommend all of the final's games, but the last match they played (process) is worth watching in its entirety. Would also recommend all of Jasmine's matches, and Froyo's as well (normally not a fan, but I enjoyed all the matches I saw them in more than classic Froyo, with closer matches that were well-coordinated, but still fairly aggressive and prone to scrappy breakdowns). Be prepared to skip most of Crowns' matches, they thoroughly lived up to their reputation of stalemating.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: Leafsnail on August 28, 2016, 04:17:01 pm
What I saw of i58 (that wasn't hours of waiting due to technical issues) was pretty good. Lots of sweet back and forth action and some funny offclass plays.

In less good news the Short Circuit is currently so broken that it renders the game barely playable. I guess I still have DeGroot Keep.
https://www.youtube.com/watch?v=easeo6NZ7jA
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: miauw62 on August 28, 2016, 04:23:13 pm
the short circuit is a bullshit weapon in general
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: Leafsnail on August 28, 2016, 04:30:27 pm
Sure but I mean more that it's currently bugged to give members of the opposite team horrific lag spikes.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: MrRoboto75 on August 28, 2016, 09:07:03 pm
but its not the wrangler so
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: EnigmaticHat on August 28, 2016, 10:28:22 pm
https://www.youtube.com/watch?v=easeo6NZ7jA
"engie stop that or report"

The sad thing is, can you really report someone for using a vanilla gun as intended, AKA shooting it?  (that's a trick question you can report for anything)
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: miauw62 on August 29, 2016, 05:42:24 am
but its not the wrangler so
its better than the wrangler it basically means that your gun cant be spammed out ever
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: MrRoboto75 on August 29, 2016, 08:54:15 am
but its not the wrangler so
its better than the wrangler it basically means that your gun cant be spammed out ever

what about those pesky weapons that shoot bullets
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: MagmaMcFry on August 29, 2016, 09:29:01 am
Bullets in TF2 have little parachutes attached. You get random crits when the parachutes malfunction.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: hops on October 15, 2016, 05:28:36 am
I haven't tried this yet, but:
https://vanilla.tf/

It's a TF2 pub replacement.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: MagmaMcFry on October 21, 2016, 03:01:22 pm
Scream Fortress has launched!
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: TheBiggerFish on October 21, 2016, 04:37:48 pm
Scream Fortress has launched!
?
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: MagmaMcFry on October 21, 2016, 04:43:51 pm
Yearly Halloween event. It's rather hard not to notice if you start up TF2.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: TheBiggerFish on October 21, 2016, 04:49:33 pm
Ohh.

Might do that then.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: miauw62 on October 22, 2016, 04:01:03 am
Is there any actual new content or is it the same as last year's "we're too lazy to make anything so have contracts and old bosses and a shitty crate lol"?
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: MagmaMcFry on October 22, 2016, 04:14:08 am
Same as last year. Gotta collect souls and do Merasmissions for your Soul Gargoyle. There's not even a comic.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: TheBiggerFish on October 22, 2016, 10:21:58 am
Same as last year. Gotta collect souls and do Merasmissions for your Soul Gargoyle. There's not even a comic.
And the missions are kinda broken.
My computer is not with me right now so I cannot participate in Scream Fortress  :(
o_o
*hugs*
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: Reudh on October 22, 2016, 10:50:37 am
Not gonna bother with this Scream Fortress. Last year's was half-baked as it was anyway. Not to mention I'm just too burned out by queuing to bother; the other day, I fired up TF2 for some delicious casual matchmaking, spent five minutes in a queue, got ten seconds of a game in overtime before it finished, and only three people voted rematch before we all got punted back into the queue. Lovely.
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: miauw62 on October 22, 2016, 03:47:35 pm
gotta get with the times, having a clean, straightforward game experience is outdated :^]
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: Reudh on October 22, 2016, 11:34:38 pm
gotta get with the times, having a clean, straightforward game experience is outdated :^]

I just uploaded this. Blegh. (https://www.youtube.com/watch?v=MU6TG_FIKm0)
Title: Re: Team Fortress 2: Meat Vs. Match update! "Look, this isn't a banana simulator"
Post by: hops on October 23, 2016, 02:18:24 am
I'm going to put this here too:

https://vanilla.tf
Title: Re: Scream Fortress 2: Meat Your Match update! "Cower, fools! Merasmus is here! "
Post by: AzyWng on December 22, 2016, 11:05:14 am
So, uh, there's a new rebalance and voting system that's been added to Casual matchmaking...

And it isn't terrible.
Title: Re: Scream Fortress 2: Meat Your Match update! "Cower, fools! Merasmus is here! "
Post by: Jar of Jam on December 22, 2016, 01:23:57 pm
Bah, I was hoping there would be a new campaign added as well, just like last year.
Title: Re: Scream Fortress 2: Meat Your Match update! "Cower, fools! Merasmus is here! "
Post by: Egan_BW on December 22, 2016, 03:59:21 pm
Valve seem quite intent on not adding any actual new content, which makes me really hope that they have a TF3 or something up their sleeves.
Title: Re: Scream Fortress 2: Meat Your Match update! "Cower, fools! Merasmus is here! "
Post by: Iceblaster on December 22, 2016, 04:24:32 pm
That or they're planning on dropping tf2 soon in a 'we're fucking done' way. I mean, it's been out for nearly a decade. It's pretty old :P
Title: Re: Scream Fortress 2: Meat Your Match update! "Cower, fools! Merasmus is here! "
Post by: taat on December 22, 2016, 05:17:17 pm
the game is way too profitable to become abandoned
Title: Re: Scream Fortress 2: Meat Your Match update! "Cower, fools! Merasmus is here! "
Post by: miauw62 on December 23, 2016, 02:33:44 pm
So, uh, there's a new rebalance and voting system that's been added to Casual matchmaking...

And it isn't terrible.
Only took them half a year! Wow! Thanks valve! :/
Title: Re: Scream Fortress 2: Meat Your Match update! "Cower, fools! Merasmus is here! "
Post by: AzyWng on December 23, 2016, 09:12:37 pm
So, uh, there's a new rebalance and voting system that's been added to Casual matchmaking...

And it isn't terrible.
Only took them half a year! Wow! Thanks valve! :/
Valve time, that's not actually half-bad.
Title: Re: Scream Fortress 2: Meat Your Match update! "Cower, fools! Merasmus is here! "
Post by: TheBiggerFish on December 23, 2016, 11:10:47 pm
Valve seem quite intent on not adding any actual new content, which makes me really hope that they have a TF3 or something up their sleeves.
TF3?  But...They can't count to three.
Title: Re: Scream Fortress 2: Meat Your Match update! "Cower, fools! Merasmus is here! "
Post by: MrRoboto75 on December 23, 2016, 11:16:39 pm
Valve time, that's not actually half-bad.

For those of us that aren't all about valve memes, that's just bad tho.
Title: Re: Scream Fortress 2: Meat Your Match update! "Cower, fools! Merasmus is here! "
Post by: miauw62 on December 24, 2016, 11:36:00 am
So, uh, there's a new rebalance and voting system that's been added to Casual matchmaking...

And it isn't terrible.
Only took them half a year! Wow! Thanks valve! :/
Valve time, that's not actually half-bad.
no, it's fucking awful. the game was made fucking awful for six months, it still isnt fixed, there hasnt been any sort of rollback, apology, or even an acknowledgement  that they fucked up.

if they were going to make the system this fucking broken they should have just rolled back the update, but they didnt because at valve everyone is a special snowflake and reverting that steaming pile of shit would have hurt somebody's feelings.
Title: Re: Scream Fortress 2: Meat Your Match update! "Cower, fools! Merasmus is here! "
Post by: TheBiggerFish on December 24, 2016, 02:22:37 pm
It really wasn't terrible IMHO.
Title: Re: Scream Fortress 2: Meat Your Match update! "Cower, fools! Merasmus is here! "
Post by: miauw62 on December 25, 2016, 01:54:58 pm
Yeah it was.
Title: Re: Scream Fortress 2: Meat Your Match update! "Cower, fools! Merasmus is here! "
Post by: Iceblaster on December 25, 2016, 05:34:57 pm
I think you're overreacting. I just played today and honestly, I found a game way faster than I could with the previous set up. I could be the cancer on TF2, but whatever. I think maaaaaybe you're 'everyone is a speshul snowflake' comment is a bit uncalled for. If everything that went slightly wrong was rolled back when someone complained, we'd still have only six maps and no alternate guns.
Title: Re: Team Fortress 2: Casual is fun now! "Merry Smissmas, Everyone! "
Post by: LASD on December 27, 2016, 09:13:44 pm
I got incredibly annoyed by the first Casual Mode changes half a year ago, but now the mode is exactly what I wanted it to be: slightly matchmade Quick Play, with map votes, team balancing and not too serious TF2 action.

So, they fixed every problem I had with it and thankfully I play the game every 6 months or so anyway, so wasn't too annoyed for the wait.

Playing the game reminded me of how much Overwatch owes to TF2 and how much Blizzard managed to streamline it even further. Swapping weapons is pretty much the least fun thing to do in a team-based shooter. And ubercharges are exciting and a ton of fun, except when you get killed at 90%, so adding an uber to everyone that doesn't reset on death is a pretty smart thing to do.

Also, considering rollbacks: Valve will fix everything they add and I for one would even rather run a game to the ground on my own terms than be unable to do anything because of a fanbase that is scared of change. Considering TF2 started as just one neat addition in a pile of games, became one of the first games-as-a-service, then successfully turned F2P, I'm sort of amazed that TF2 fans don't trust Valve to figure out anything.

Then again, I left a negative review on TF2 half a year ago after playing it for 7 years. Just to stomp on a single decision done on one of my favorite games ever.
Title: Re: Team Fortress 2: Casual is fun now! "Merry Smissmas, Everyone! "
Post by: TheBiggerFish on December 27, 2016, 11:10:26 pm
I believe you may want to update that review.
Title: Re: Team Fortress 2: Casual is fun now! "Merry Smissmas, Everyone! "
Post by: Egan_BW on December 28, 2016, 12:06:34 am
Just got like 21 kills in one life as heavy, with the flame-spewing minigun. It's insanely good in places where the enemy has to fight up close.

And I kinda disagree that weapon switching isn't fun. Switching to something that better suits the moment-to-moment situation is one of the more exciting moments that TF2 has to offer.
Title: Re: Team Fortress 2: Casual is fun now! "Merry Smissmas, Everyone! "
Post by: TheBiggerFish on December 28, 2016, 12:08:11 am
Huo-Long Heater.  Yeah, I can see that being useful.  Personally I prefer the Tomislav, I can shoot more accurately with it.
Title: Re: Team Fortress 2: Casual is fun now! "Merry Smissmas, Everyone! "
Post by: Egan_BW on December 28, 2016, 12:10:07 am
Tomislav is also good. Pretty much all the miniguns are good. :P
Title: Re: Team Fortress 2: Casual is fun now! "Merry Smissmas, Everyone! "
Post by: miauw62 on December 28, 2016, 11:17:59 am
I think you're overreacting. I just played today and honestly, I found a game way faster than I could with the previous set up. I could be the cancer on TF2, but whatever. I think maaaaaybe you're 'everyone is a speshul snowflake' comment is a bit uncalled for. If everything that went slightly wrong was rolled back when someone complained, we'd still have only six maps and no alternate guns.
Server browser has always been quick enough for me.

I got incredibly annoyed by the first Casual Mode changes half a year ago, but now the mode is exactly what I wanted it to be: slightly matchmade Quick Play, with map votes, team balancing and not too serious TF2 action.

So, they fixed every problem I had with it and thankfully I play the game every 6 months or so anyway, so wasn't too annoyed for the wait.

Playing the game reminded me of how much Overwatch owes to TF2 and how much Blizzard managed to streamline it even further. Swapping weapons is pretty much the least fun thing to do in a team-based shooter. And ubercharges are exciting and a ton of fun, except when you get killed at 90%, so adding an uber to everyone that doesn't reset on death is a pretty smart thing to do.

Also, considering rollbacks: Valve will fix everything they add and I for one would even rather run a game to the ground on my own terms than be unable to do anything because of a fanbase that is scared of change. Considering TF2 started as just one neat addition in a pile of games, became one of the first games-as-a-service, then successfully turned F2P, I'm sort of amazed that TF2 fans don't trust Valve to figure out anything.

Then again, I left a negative review on TF2 half a year ago after playing it for 7 years. Just to stomp on a single decision done on one of my favorite games ever.
They made it more serious and removed the drop-in-drop-out gameplay I loved. No team balancing, STILL RANDOM CRITS. It was basically complete bullshit.

And this isn't "afraid of change". Am I wrong for being mad that Valve fucked up my entire game with no warning and then didn't fix it? Nobody asked for Casual, any advantage could have EASILY been implemented into quickplay as it existed.

I don't trust the new crew with anything because they fucked up competitive, basically not changing it at all from beta, then they fucked up quickplay for no reason, then they weren't even able to make a working Halloween update. This isn't the Valve that made the TF2 I love. Fuckup after fuckup without any semblance of apology doesn't exactly give me confidence. I used to trust in them, but MyM was the end of that.
Title: Re: Team Fortress 2: Casual is fun now! "Merry Smissmas, Everyone! "
Post by: Iceblaster on December 28, 2016, 11:54:37 am
You can still do drop in drop out gameplay. The imaginary experience points aren't going to make you unable to play anymore.

Team balancing is still a thing. It just avoids the pitfalls of putting you on a losing team simply because they're unbalanced. Sure, it makes it less common for teams to be balanced, but you'd still complain about team balancing putting you on losing teams if it stayed the same.

Random crits keeps people from being soley based on skill. I realize it's luck, but honestly it's never bothered me to the point of rage. Maybe 'oh darn that soldier got me with a crit rocket', but most of the time I barely notice the random crits. It's almost as if you're overreacting to something minor in the game. I realize you're angry at the changes, but have you given them a fair chance without going in thinking 'this is going to be bad and it is bad therefore i will go and confirm my angryness'?
Title: Re: Team Fortress 2: Casual is fun now! "Merry Smissmas, Everyone! "
Post by: WealthyRadish on December 28, 2016, 01:23:36 pm
Personally I think valve missed the boat on setting TF2 up for its twilight years, and most of the damage of the last year will likely never be reversed. It's a real shame, since it did look like they were interested in fixing things for a period.

The ideal would've been to have a period of concerted development where they put some resources into the game to at least try to resolve the lingering problems like random crits, hit detection, pyro mojo, the worst of the balance issues, and of course matchmaking. If they did that, they could then go completely hands-off with community cosmetic updates around the holidays and the game could survive indefinitely as a game worth playing and taking seriously.

Instead they tried to stick to the old moneymaking formula on an even more shoestring budget, and the damage from that is showing. I remember the seemingly bottomless good-will valve had with players, and they seem to have more or less pissed away the entirety of it. Looking at TF2 in the state that it's in, I'm frankly embarassed to have played as much of it as I did; I used to feel confident when speaking with people about it that it is in fact an excellent game even if first impressions indicate it's cartoony F2P garbage, but now I don't think I can make that argument. It's been too long, and the developers themselves clearly don't think it's anything more than that.
Title: Re: Team Fortress 2: Casual is fun now! "Merry Smissmas, Everyone! "
Post by: LASD on December 28, 2016, 02:50:06 pm
I believe you may want to update that review.
I thought the same and did that right after posting!

Also, random crits have some good design ideas behind them. The way they scale with damage make amazing kill streaks where everything seems to go your way possible. They also give players a chance to beat someone who is more skilled than they are. If you ever had the satisfaction of hitting a crit rocket on the player that has been absolutely crushing you all game, you know what I mean. They become increasingly an annoyance the more you play the game, but for the first few dozens of hours, they are part of creating some of the highest highs that players then get hooked on.
Title: Re: Team Fortress 2: Casual is fun now! "Merry Smissmas, Everyone! "
Post by: Iceblaster on December 28, 2016, 02:55:02 pm
/me must have missed the memo on that

Because I mean. I've never gotten annoyed at a random crit. Maybe I'm too casual a player, but it's never been too much of a problem.
Title: Re: Team Fortress 2: Casual is fun now! "Merry Smissmas, Everyone! "
Post by: miauw62 on December 28, 2016, 03:37:27 pm
You can still do drop in drop out gameplay. The imaginary experience points aren't going to make you unable to play anymore.
how so? i need to go through a loading screen every time a round ends, i cant just keep playing as long as i like.

Quote
Team balancing is still a thing. It just avoids the pitfalls of putting you on a losing team simply because they're unbalanced. Sure, it makes it less common for teams to be balanced, but you'd still complain about team balancing putting you on losing teams if it stayed the same.
no it doesn't. people leave losing teams, so youll always have a higher chance of matchmaking into a losing team. also, there are ways to fix autobalance without this bullshit

Quote
Random crits keeps people from being soley based on skill. I realize it's luck, but honestly it's never bothered me to the point of rage. Maybe 'oh darn that soldier got me with a crit rocket', but most of the time I barely notice the random crits.
random crits are bullshit. it's you suddenly dying just because rng said so. they dont help newer players because you get more of them as you do more damage. but oh, im SURE that 5 people dying because some dude randomly got a shiny rocket and then them losing the game makes it so much more fun. maybe random crits were neccessary to spice up gameplay BACK IN 2007. theyre not in the current tf2. fuck, i wouldnt even mind if new players scaled inversely with the amount of damage you dealt. i mean, i would still be angry that they even exist, but i wouldnt be as angry at their existence. if you're on a huge streak you usually dont need crits.
 
Quote
It's almost as if you're overreacting to something minor in the game. I realize you're angry at the changes, but have you given them a fair chance without going in thinking 'this is going to be bad and it is bad therefore i will go and confirm my angryness'?
i've given them a fair chance, and they weren't fun. how much unfun games do i have to endure to have the right to critcise valve? i waited for things to get better, but then valve didnt actually do shit to fix it, or they did it far too late. maybe you're just sucking up to valve so much without thinking about things that could be bad about the changes? also, random crits are bullshit and have affected me plenty in my 2000 hours.

and in the end, what fucking advantage does casual even give??? it has so many disadvantages, but i've never seen what it's actually supposed to achieve.
Title: Re: Team Fortress 2: Casual is fun now! "Merry Smissmas, Everyone! "
Post by: Iceblaster on December 28, 2016, 03:50:16 pm
Casual is matchmaking. Are you offended that they've taken quick play and put it in a new coat of paint? Because honestly, you can get your same old drop in drop out experience with the server browser. I mean, you said it was always faster for you anyway. Surely you can find a server with a map you like easily. I myself prefer the new system because I can streamline what maps I want to be in. The maps that're voted on are based on the maps you've chosen in your matchmaking settings. If 90% of the players on a map had Upward in their selection and they all have three selections, Upward's going to be on that list. All in all, maybe you're getting a bit too worked up over this. Because it's just matchmaking. It's what every other online game has and yes, it has some bad parts to it, but it's not the broken system you're making it out to be.

i've given them a fair chance, and they weren't fun. how much unfun games do i have to endure to have the right to critcise valve?

I never said you didn't have a right to criticize it. I only said that you should give the new system a chance before saying it's shit and broken. You're putting words into my mouth by implying that.
Title: Re: Team Fortress 2: Casual is fun now! "Merry Smissmas, Everyone! "
Post by: WealthyRadish on December 28, 2016, 04:15:51 pm
Anybody remember damage spread? If you talked to people about it before the change disabling it by default, they would make an identical argument for keeping it as people make for keeping random crits. Which is strange, since I don't think there's a single populated server in the world that chooses to enable it now. The moment the burden of proof shifted from proving that it should to be changed to proving that it should be kept, the argument disappeared, and I don't see anyone complaining about not getting one-shot by the loch or doing 37 damage with a sniper rifle.

Things like random crits and damage spread are only not bad for new players because they don't understand how the game works yet. As soon as this hypothetical new player turns on damage numbers and realizes that most crits are completely random, the stupidity of the system becomes self-evident, even if they're at a skill level where they on average benefit from the mechanic. Even a completely green player, who has never used a computer before and whose inputs are being relayed by carrier pigeon, will still get killed by random crits and be irritated by it, because it's a fundamentally irritating experience.
Title: Re: Team Fortress 2: Casual is fun now! "Merry Smissmas, Everyone! "
Post by: Leafsnail on December 28, 2016, 05:53:58 pm
The advantage of casual is that you play a full game of TF2 on the map of your choice easily. Trying to find an appropriate server under the old system was difficult (and the auto-queuer frequently just spat you into empty servers).
Title: Re: Team Fortress 2: Casual is fun now! "Merry Smissmas, Everyone! "
Post by: scourge728 on August 01, 2017, 10:07:12 pm
Not sure if I should be reviving this or not, but gonna do it because I couldn't find anything stating at what point I shouldn't (besides that pink and red box when I go to reply, but that thing isn't exactly helping me feel confident in making a new thread)

So, how do you guys like x100 and x1000 mode, I think there fun, but wish we had some running actual maps, or really anything other than highertower or orange maps
Title: Re: Team Fortress 2: Casual is fun now! "Merry Smissmas, Everyone! "
Post by: MrRoboto75 on August 01, 2017, 10:14:37 pm
x10 was funny, and I remember the forum posts that kinda spawned it.

adding (even) more zeroes to everything doesn't sound like it makes the joke any funnier though.
Title: Re: Team Fortress 2: Casual is fun now! "Merry Smissmas, Everyone! "
Post by: EnigmaticHat on August 01, 2017, 10:27:39 pm
100x and 1000x are memes not games.  Any one person can make themselves completely invincible, kill anyone else who has isn't also using some kind of absurd movement/health strat, or destroy the server.  The scorch shot for example has a vast radius, the Eyelander can perform melee attacks at sniper range, the Kunai gives a bagillion health, anything that fires additional shots will spawn literally over a thousand of them... yeah.  At least in 10x while there is some broken shit (Kunai WTF), since everyone is trying out different shit it can sort of resemble a playable game.
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: Megawott06 on October 19, 2017, 11:25:04 am
The update launches tomorrow, get hype!!
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: JoshuaFH on October 19, 2017, 08:12:32 pm
Jet Pack! Jet Pack! Get hyped about the Jet Pack!

I'm not hyped about using it, I'm hyped about feeding some more kills to my 23,000 kill Strange Direct Hit :) God I hope the Jet Pack boost counts as 'blast jumping' as far as the minicrit bonus goes.
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: USEC_OFFICER on October 19, 2017, 08:30:37 pm
Those are pretty much my thoughts on the jetpack as well. Vertical mobility is nice and all but there's not much cover in the air and few maps are designed with that in mind. Snipers and heavies will definitely have a field day with all of the dumb pyros flying in the middle of nowhere. Though it would be nice if the jetpack thrust the pyro forward as well as upwards. Give the pyro the ability to leap into and out of combat instead of merely going up and down. With the update launching anytime soon (in Valve Timetm), we'll have to wait and see.
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: MrRoboto75 on October 19, 2017, 09:30:00 pm
The patch notes state that the jetpack launches the pyro where ever he is aiming.
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: Rose on October 20, 2017, 12:50:46 am
If this hat isn't available I'm not playing it.
(https://www.cosplayhouse.com/var/images/product/390.600/D/2-7264.jpg)
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: MCreeper on October 20, 2017, 02:59:46 am
For how much pyros fly now? I'm too lazy to look at patchnotes, but it sounds incredily stupid. Not as i'm playing it anyways, it probably will not fit on my disk now because of all the hats.  :P
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: Reudh on October 20, 2017, 06:26:23 am
I think it's fantastic, it gives pyro a much needed mobility option that isn't just straight up movement speed buffs. Remember it also disables your secondary, so you basically need to have good flamethrower skills; that and it begs to be paired with the new flamethrower too. I'd imagine it'd result in this, also accounting for reworks:

Shotgun, reserve shooter pyros counter jetpack pyros
jetpack pyros counter snoiper more heavily than before, because they don't have to gimp themselves nearly as hard with the detonator to access sniping positions
heavy will probably cope a little better, a relatively linear burst of air acceleration is probably going to be easier to aim at than a jumpy scout or a soldier.
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: MrRoboto75 on October 20, 2017, 11:08:24 am
The cynic in me believes since its for pyro and its good, it will be nerfed.
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: MagmaMcFry on October 20, 2017, 11:36:47 am
I love how actually Pyro's been secretly nerfed a lot in the change notes. Afterburn got nerfed, Reserve Shooter has turned against Pyro, snipers have another anti-Pyro option, projectile airblast got nerfed (there's much less room to aim, you can only airblast things almost directly away from you), and Pyro's hard counter Heavy has been pretty heavily buffed with that spin-up change.
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: JoshuaFH on October 20, 2017, 12:40:37 pm
There is also the stealth buff to the flare guns, in that they now deal the same amount of damage, but now in less time. And for crybabies who cried about the reserve shooter, all the combo-pyros will just revert back to the puff-n-flare combo.
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: MrRoboto75 on October 20, 2017, 05:37:00 pm
Flyro update is live
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: JoshuaFH on October 20, 2017, 06:06:19 pm
Still overburdened as fuck though, so no actual gameplay yet.
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: Reudh on October 20, 2017, 10:23:45 pm
I love how actually Pyro's been secretly nerfed a lot in the change notes. Afterburn got nerfed, Reserve Shooter has turned against Pyro, snipers have another anti-Pyro option, projectile airblast got nerfed (there's much less room to aim, you can only airblast things almost directly away from you), and Pyro's hard counter Heavy has been pretty heavily buffed with that spin-up change.

Heavy desperately needed that buff too. Projectile airblast hitboxes were ridiculous as they were; sigsegv had a video demonstrating how it is entirely possible to reflect a rocket fired at your back if you airblast at a specific angle.
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: JoshuaFH on October 21, 2017, 01:52:53 am
JESUS CHRIST is the airblast powerful now. "Airblast made slightly stronger" my ass. I'm fucking hurdled 10-20 yards away when a pyro gets a good blast on me, and it's disorienting as hell. And if they don't pop me into the air, I just slide along the ground like the ground just suddenly became an ice rink.

And while I believe it might simply be the improvements to flame's hit detection, direct flaming is just goddamn powerful now. The Dragon's Fury consecutive shots is incredible DPS as well, melting my fully overhealed heavy pockets in seconds. Moreover, the fast consecutive shots deals good damage to buildings too.

Moreover, and I can't tell if it was just me making a mistake or not because I wasn't recording my footage, but a pyro's crits melted right through my flame resistant vaccinator bubble, which should have rendered me immune to the crits, but I died to the crit damage regardless. I'm so mystified as to what happened.

So yeah, for years I took the pyro to almost be something of a joke class that existed to feed my stranges, but now I might actually have to take them seriously from now on.
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: MagmaMcFry on October 21, 2017, 10:35:17 am
I've gotten 100 points on the Gas Passer contract, but haven't finished the bonus objectives, and Valve took my loaned Gas Passer away, so now I can't reselect this contract because I'd only have the option to turn it in. This means I have to complete that contract by igniting people covered in gas by my teammates, and you can imagine that I'm making very slow progress because the Gas Passer sucks and nobody wants to use it except for their own contract.
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: USEC_OFFICER on October 21, 2017, 10:39:34 am
You can turn contracts in and still complete the bonuses now. So there's no reason not to turn it in, get your Gas Passer, and then finish up the bonuses. It's not 'Turn it in and you're done' like it was before.
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: JoshuaFH on October 21, 2017, 12:01:39 pm
The Direct Hit, Kritzkrieg, and Force-a-Nature are ineligible for paint jobs... how can you live with yourselves, Valve?
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: scourge728 on October 21, 2017, 01:07:52 pm
Look at you guys, able to join a matchmaking game, still doesn't work for me.... unless you don't need to be on a valve server to do contracts anymore?
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: MagmaMcFry on October 21, 2017, 03:57:40 pm
Matchmaking still works, you just need to wait 10-30 minutes, and you'll have to stay in that server to avoid having to requeue.
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: scourge728 on October 21, 2017, 04:32:44 pm
is it just me, or does this happen everytime valve does a major update?
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: MagmaMcFry on October 21, 2017, 05:48:26 pm
Yeah it happens.

Also I've noticed now that autobalance was absent from the update, and that's actually the only thing I actually wanted TF2 to have an update for.

E: Also shorter waiting times between matches, also Valve servers in the server browser.
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: IronTomato on October 23, 2017, 01:11:48 pm
On a scale of 1 to 0 was the update worth the weight?
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: MrRoboto75 on October 23, 2017, 01:50:33 pm
On a scale of 1 to 0 was the update worth the weight?

0, heavy is on a path to be less heavy with all these bananas.
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: AzyWng on October 23, 2017, 06:40:44 pm
What about the cheese?
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: Reudh on October 24, 2017, 04:21:14 am
Yeah, I just can't get into a game at all. I can still join community servers, but the Aus ones are all shit, they're either ad-heavy or are 24/7 hightower. Last time I tried I queued for 54 minutes, no game.

Come on Valve, I really, really want to play Jungle Inferno!
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: MrRoboto75 on October 24, 2017, 01:38:09 pm
What about the cheese?

I painted my black box to be like a cow but unlike a real cow it seems unable to produce milk/cheese.
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: EnigmaticHat on October 24, 2017, 02:18:05 pm
Yeah, I just can't get into a game at all. I can still join community servers, but the Aus ones are all shit, they're either ad-heavy or are 24/7 hightower. Last time I tried I queued for 54 minutes, no game.

Come on Valve, I really, really want to play Jungle Inferno!
Did they ever deal with the roving band of australian hackers I kept hearing about?

Also, its kind of funny the Australian servers suck.  Maybe if they had fixed that Muselk wouldn't have moved on to Overwatch and given their competitor a bunch of free advertising...
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: MrRoboto75 on October 24, 2017, 03:07:44 pm
Maybe Muselk wouldn't have moved on to Overwatch

It was inevitable
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: Reudh on October 24, 2017, 07:56:18 pm
Yeah, I just can't get into a game at all. I can still join community servers, but the Aus ones are all shit, they're either ad-heavy or are 24/7 hightower. Last time I tried I queued for 54 minutes, no game.

Come on Valve, I really, really want to play Jungle Inferno!
Did they ever deal with the roving band of australian hackers I kept hearing about?

Also, its kind of funny the Australian servers suck.  Maybe if they had fixed that Muselk wouldn't have moved on to Overwatch and given their competitor a bunch of free advertising...

The roving band of hackers are still at it, as far as I know. I haven't seen them in game, because I haven't been able to get in game.
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: EnigmaticHat on October 24, 2017, 08:09:10 pm
I haven't played this game in a year, I don't understand how I'm more in tune with its problems than the devs are.
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: scourge728 on October 24, 2017, 08:13:33 pm
to be fair, iirc there is only like 8 devs who have to not just notice the problems, but code them, implement them and in some cases, convince valve it's worth the money to expand/get more servers
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: EnigmaticHat on October 25, 2017, 01:05:40 am
True.  I guess Valve is in the esports/Steam game now and I'm just disappointed they don't seem to be in the casual video game... game, any more.

Not that I'm complaining about the support they gave to TF2 considering its ridiculous lifespan, its just frustrating to see them move on before the community has.
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: Leafsnail on October 25, 2017, 12:44:36 pm
I can imagine it's pretty hard to justify dedicating dev time to TF2 when you're just printing money through DOTA2 and Steam itself.
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: EnigmaticHat on October 25, 2017, 12:47:39 pm
Just hire more people?  Lord knows there can't be a shortage of people wanting to work at Valve.  hire me please Valve, I love you

I see what you're saying.  Its just that I liked Valve for their casual FPSs (HL, TF2, L4D2, I suppose we could count the portal series).  That's not what they are any more.  Granted, I respect what they're doing with Steam and by pushing VR.  And I liked DOTA before that giant update that kinda messed it up.
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: misko27 on October 25, 2017, 01:40:15 pm
I haven't been able to play TF2 in months due to my 'w' key having been completely destroyed, and coincidentally I got it repaired a day before the update. However, I hadn't had time to play until a group of my friends invited me: I still didn't have time to play, but no one ever invites me to anything so I had to.

If nothing else, the party system shipped with the update is a vast improvement over the previous iteration in my opinion. There are still a few kinks that are pretty annoying, but the relative level of improvement is huge.

You can turn contracts in and still complete the bonuses now. So there's no reason not to turn it in, get your Gas Passer, and then finish up the bonuses. It's not 'Turn it in and you're done' like it was before.
If this is true, you have my thanks.
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: MrRoboto75 on October 25, 2017, 02:00:43 pm
Just hire more people?  Lord knows there can't be a shortage of people wanting to work at Valve.  hire me please Valve, I love you

I see what you're saying.  Its just that I liked Valve for their casual FPSs (HL, TF2, L4D2, I suppose we could count the portal series).  That's not what they are any more.  Granted, I respect what they're doing with Steam and by pushing VR.  And I liked DOTA before that giant update that kinda messed it up.

Valve's business model is more art studio than business.  They have a pool of people with talents and they're basically free to pursue whatever project actually interests them.
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: JoshuaFH on March 29, 2018, 08:43:19 am
Update to TF2. You'll notice a guy named Sketchek is mentioned, and that alone restores all my faith in the TF2 team. He was a guy that was a MAGICAL pyro player, but he died of cancer and seeing his name being honored makes me feel fuckin warm and tingly inside.

Maybe I'll actually boot up the game a play a little bit.
Title: Re: Team Fortress 2: World's #1 War-Based Hat Simulator
Post by: Reudh on March 29, 2018, 09:03:28 am
Update to TF2. You'll notice a guy named Sketchek is mentioned, and that alone restores all my faith in the TF2 team. He was a guy that was a MAGICAL pyro player, but he died of cancer and seeing his name being honored makes me feel fuckin warm and tingly inside.

Maybe I'll actually boot up the game a play a little bit.

For real!? Aww, that's awesome. I loved watching Sketchek do his insane pyro tricks, and i was saddened when he announced he was terminal. Glad to see the TFTeam mention him.