Author Topic: Team Fortress 64  (Read 208791 times)

Re: Team Fortress 64
« Reply #960 on: June 03, 2012, 10:20:40 PM »
Selling and buying some stuff -> http://www.tf2outpost.com/user/57948

Re: Team Fortress 64
« Reply #961 on: June 03, 2012, 11:45:57 PM »
That isn't good enough, we need more of this:
-quote-
If only there were enough crow tengu in the series for all of us to go pyro with Touhou pseudonyms. Ah well.

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Re: Team Fortress 64
« Reply #962 on: June 03, 2012, 11:57:12 PM »
Does anybody have a nametag they're willing to part with?

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Re: Team Fortress 64
« Reply #963 on: June 04, 2012, 02:48:02 AM »
Would anyone happen to have a spare Manmelter or (normal) Holiday Punch to sell to me?
I have a Holiday Punch available - a scrap will do in exchange?
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Re: Team Fortress 64
« Reply #964 on: June 04, 2012, 05:38:28 AM »
How do you kill a fucking good demoman that's always pocketed by a Kritz medic?

HOW

because we just got spawncamped by one.


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Re: Team Fortress 64
« Reply #965 on: June 04, 2012, 09:38:43 AM »
Saharan Spy

Re: Team Fortress 64
« Reply #966 on: June 04, 2012, 10:17:10 AM »
Frankly, I despise spawn camping on either side. My solution is to either mow them down with Heavy, or use Dead Ringer to get past them and then come back to stab. Worst case scenario, wait it out and use Ubercharge.

Actually, I had a similar situation earlier, where I used Pyro to toss them aside, ran away, and then ambushed them while they were focused on the rest of the team. Axtinguisher, of course :V


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Re: Team Fortress 64
« Reply #967 on: June 04, 2012, 11:15:20 AM »
I have a Holiday Punch available - a scrap will do in exchange?
Fine with me! Sending a friend request now.

Re: Team Fortress 64
« Reply #968 on: June 04, 2012, 03:26:51 PM »
How do you kill a fucking good demoman that's always pocketed by a Kritz medic?

HOW

because we just got spawncamped by one.

Build uber in spawn with a Boston Basher Scout smacking himself.
Saharan Spy
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Re: Team Fortress 64
« Reply #969 on: June 04, 2012, 03:39:28 PM »
How do you kill a fucking good demoman that's always pocketed by a Kritz medic?

HOW

because we just got spawncamped by one.

The same way I dealth with spawn camping heavies w/ medics

DR spy out of there, then backstab :V

Re: Team Fortress 64
« Reply #970 on: June 04, 2012, 08:58:41 PM »
How do you kill a fucking good demoman that's always pocketed by a Kritz medic?

HOW

because we just got spawncamped by one.

Have someone play scout or avoid servers where the soldiers can't rocket jump.

Saharan Spy

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Re: Team Fortress 64
« Reply #971 on: June 05, 2012, 12:34:01 AM »
Even if the spy doesn't get the backstab, it should distract the Demo long enough for everyone else to come out.

Re: Team Fortress 64
« Reply #972 on: June 05, 2012, 01:32:41 AM »
That would only work assuming the demo is spawncamping by himself, which is a very unlikely situation. (If that does happen, your team is probably on life support)
In such cases even spamming jarate out of the spawn doors would work.

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Re: Team Fortress 64
« Reply #973 on: June 05, 2012, 04:42:54 AM »
Bigode you are one of those people who I see a medic healing and either sigh in frustration or smile because you're one of those soldier who just wrecks into shit. Good playing.
« Last Edit: June 05, 2012, 05:00:32 AM by Zeroxes »
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Re: Team Fortress 64
« Reply #974 on: June 05, 2012, 05:16:21 AM »
I'll be honest us MotK people are one of the better group of players I play with that I'd never rage on how bad anyone could be :V

I just want to see if we could actually get all of us in one team against randoms and see how well we do. No randoms on our team, just us against everyone else.

Re: Team Fortress 64
« Reply #975 on: June 05, 2012, 06:07:24 AM »
Oh, I'm pretty sure I'd be Odd Man Out. Autobalance fuckin' hates me. :V

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Re: Team Fortress 64
« Reply #976 on: June 05, 2012, 08:28:25 AM »
All of my rage is just superficial, really, despite how much of it there can be at one time. Unless it involves the Lucksman, that is.  :V

And I'm with Strafe on that one. Probably literally, considering how much autobalance likes to kick me around.
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Re: Team Fortress 64
« Reply #977 on: June 05, 2012, 08:46:55 AM »
Aaargh, i want to play with you guys but school, timezones and sleeping schedule likes to screw me over. Hopefully I'll be able to join you guys on some games during summer. Beware, the above average Gunslinger Engineer is approaching.

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Re: Team Fortress 64
« Reply #978 on: June 05, 2012, 01:33:12 PM »
I just want to see if we could actually get all of us in one team against randoms and see how well we do. No randoms on our team, just us against everyone else.
Tourney Mode + team management and locking plugins + server passwording, yo. It can be done.
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Re: Team Fortress 64
« Reply #979 on: June 05, 2012, 01:37:45 PM »
Tourney Mode + team management and locking plugins + server passwording, yo. It can be done.
then it must

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Re: Team Fortress 64
« Reply #980 on: June 05, 2012, 08:36:24 PM »
Oh, that would be a lot of fun. I'd love to play in that game. Least autobalance doesn't hate me as much as it used to.
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Re: Team Fortress 64
« Reply #981 on: June 05, 2012, 08:39:29 PM »
My rocket jumping is improving... very slowly but I can see it getting better, I can't finish the Adept course in jump_adventure yet though :V
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Re: Team Fortress 64
« Reply #982 on: June 05, 2012, 08:46:55 PM »
Tourney Mode + team management and locking plugins + server passwording, yo. It can be done.
Hey let's do it in one of our meets then? :3

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Re: Team Fortress 64
« Reply #983 on: June 05, 2012, 08:55:05 PM »
Hey let's do it in one of our meets then? :3
Possibly, yeah.
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Re: Team Fortress 64
« Reply #984 on: June 05, 2012, 10:44:57 PM »
Tourney Mode + team management and locking plugins + server passwording, yo. It can be done.
So invite a bunch of pubs/keep the server open, wait for people to join, then password and team up?

Re: Team Fortress 64
« Reply #985 on: June 06, 2012, 02:17:12 AM »
Then people will be ragequitting, and the teams will be permanently imbalanced :V

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Re: Team Fortress 64
« Reply #986 on: June 06, 2012, 02:41:17 AM »
keep it open but the other team will always be open for new players :V

If we get too many we'll let some pubs into our team

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Re: Team Fortress 64
« Reply #987 on: June 07, 2012, 06:13:00 PM »
Radigan Conagher and Mokou come into the Freak Fortress 2 scene! :D
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Re: Team Fortress 64
« Reply #988 on: June 07, 2012, 08:10:47 PM »
Radigan Conagher and Mokou come into the Freak Fortress 2 scene! :D
Oh boy, a flamethrower rage. This won't end well.

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Re: Team Fortress 64
« Reply #989 on: June 07, 2012, 09:17:41 PM »
Oh boy, a flamethrower rage. This won't end well.
Actually the flamethrower was on death (meaning she gets it 4 times) alongside a crit and knockback reduction. Her rage powers up her detonator (probably to ~200 damage I'd guess) for 8 shots. What I'm wondering, does she have a melee weapon or just the detonator? Or was it that she gets a BUFFED detonator with 8 shots and otherwise has an axetinguisher/volcano shard as a melee weapon?
« Last Edit: June 07, 2012, 09:19:35 PM by Zeroxes »
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