Author Topic: Team Fortress 128  (Read 180967 times)

DNAbc

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Re: Team Fortress 128
« Reply #480 on: July 27, 2012, 08:19:52 AM »
Looking to buy a Fez for 2 ref, anyone selling one?
>Link to my Steam Account: Add me! http://steamcommunity.com/id/9898981-02
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Esifex

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Re: Team Fortress 128
« Reply #481 on: July 27, 2012, 08:37:41 AM »

Gc

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Re: Team Fortress 128
« Reply #482 on: July 27, 2012, 01:17:32 PM »
That, I knew. I was more talking about renaming a caber to "THE MISSILE" than the loadout itself.

Aya Reiko

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Re: Team Fortress 128
« Reply #483 on: July 28, 2012, 02:58:42 AM »
Nom nom nom'd the crates.  Now I have a few stranges to trade (+ a few more from before)...

Rocket Launcher
Equalizer x3
Escape Plan
Stickybomb Launcher
Eyelander
Detonator x2
S. Hospitality x2

Will trade for other stranges I don't have.  Me Backpack


Re: Team Fortress 128
« Reply #485 on: July 29, 2012, 07:53:05 AM »
Bought a crate 40 http://tf2b.com/tf2/item/MasterBigode/999587083
Awesome find! Are you going to keep the bow or sell it?

Re: Team Fortress 128
« Reply #486 on: July 29, 2012, 07:43:59 PM »
I'm probably going to keep it until I need the keys to buy an unusual. Which wont be any time soon because all unusuals I'm interested on are 5 buds+ and I can only afford 2.

Re: Team Fortress 128
« Reply #487 on: July 30, 2012, 08:08:21 AM »
I FINALLY HAVE AN S.ROCKET LAUNCHER

FUCK YES I'VE BEEN WANTING ONE OF THESE


Thanks to GreenVirus for the Siggy.
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Messiah

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Re: Team Fortress 128
« Reply #488 on: July 30, 2012, 01:35:34 PM »
We didn't have a meet up in the vacation. I hate you guys.  :(
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DX7.EP

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Re: Team Fortress 128
« Reply #489 on: July 30, 2012, 02:09:32 PM »
Gpop and I were planning one this past weekend at Otakon, but my Internet connection was terrible (Win7 not recognizing wifi networks, rather high latency to load pages). He did play some TF2 later, however, with good success.

We both agreed to this weekend, however; post coming shortly.
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Bad command or file name

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Fetch()tirade

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Re: Team Fortress 128
« Reply #490 on: July 30, 2012, 02:18:10 PM »
why is it so hard to get a sf minigun for 11 keys
why

Kyo Tanaka

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Re: Team Fortress 128
« Reply #491 on: July 30, 2012, 03:43:21 PM »
why is it so hard to get a sf minigun for 11 keys
why

Because they dont want to give up sasha.

Fetch()tirade

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Re: Team Fortress 128
« Reply #492 on: July 30, 2012, 06:11:16 PM »
Because they dont want to give up sasha.

Somewhere out there, there is a picture of anthropomorphic Sasha wearing nothing but Christmas lights.

Esifex

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Re: Team Fortress 128
« Reply #493 on: July 30, 2012, 08:30:45 PM »
Somewhere out there, there is a picture of anthropomorphic Sasha wearing nothing but Christmas lights.

Someone find Stuffman, he's good at anthropomorphizing stuff!

... there is no other reason I suggest this. :derp:

Gpop

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DX7.EP

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C:DOS> ayayaya.mid
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Re: Team Fortress 128
« Reply #497 on: August 03, 2012, 12:25:55 AM »
New patch is out

Quote
    Added new items:
        The Red-Tape Recorder
        The Huo Long Heatmaker
        The Flying Guillotine
        The Neon Annihilator
        The Triad Trinket
        The Champ Stamp
        The Marxman
        The Human Cannonball
    Added new promo items
    Fixed sappers attaching incorrectly to teleporters that are still building
    Improved reliability for finding a coach
    Fixed Engineer training shotgun and pistol images being swapped
    Fixed GetPlayerItems web APIs not respecting inventory privacy settings
    Quickplay beta: Fixed bug causing game servers to sometimes stop receiving traffic upon victory condition
    Quickplay beta: Added more status information while in the matchmaking queue

I got added added by like 20 people at once looking for mad milks and family businesses. It was quite terrifying.

Amraphenson

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Re: Team Fortress 128
« Reply #498 on: August 03, 2012, 12:38:00 AM »
Well. So did I.
OH GOD NEW FUCKING SAPPER
ANTI-WATER PYRO AXE
BURNING MINIGUN
« Last Edit: August 03, 2012, 12:39:50 AM by Amra »
Sugoiiii~
[23:02] <~Iced> You have sown the seeds of your own destruction Amra.
[23:20] <Stuffman> enjoy your personally crafted hell Amra

DrCactus

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Re: Team Fortress 128
« Reply #499 on: August 03, 2012, 12:49:58 AM »
So 4 new weapons? They seem kinda interesting; new Sapper sounds kinda weird though, I guess the degrading would be so that your Sappers could do some lasting "damage", since Engies can easily repair a building back to full health if they remove the Sapper, whilst upgrading requires more resources.

Flying Guillotine sounds like it'd work pretty well with a good aim and a Sandman; leading the target is important for any real projectile (non-hitscan) weapon.

Neon Annihilator seems pretty conditional, though it seems to sync up well with Milkman Scouts and Jarate Masters. Dunno if it's really suited for the Pyro though; water is meant to weaken Fire-types, isn't it? Personally i'd have given it to someone else, maybe Scout or Sniper (likely Sniper since Scout already has a Sleeping Dogs weapon), a class that makes proper use of liquids. Hell, if Demoman could throw Moonshine as a secondary/primary, a noxious heavy brew that intoxicates on touch (as well as makes them wet), HE could use the Neon Annihilator (the Moonshine would allow for good Demo-Pyro assists, too, if the Moonshine were flammable).

As for the Heatmaker, i'd have to see it in action; does it generate a ring-of-fire kind of AoE when spun-up, making meleeing hard to do whilst he's shooting, or does Heavy plonk it down like some sort of Sentry, forcing him to switch to secondary/melee? The former makes more sense, though the latter would be damn awesome, even if it encroaches on Engineer territory.

All in all, these weapons seem kinda cool yet strange, though nonetheless they seem unique.

DrCactus

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Re: Team Fortress 128
« Reply #500 on: August 03, 2012, 01:58:33 AM »
Also, new Awesomenauts promo items.

http://nazr.in/Ry
http://nazr.in/Rz
http://nazr.in/RA

Re: Team Fortress 128
« Reply #501 on: August 03, 2012, 02:35:55 AM »
Wow Valve, wow.

>an axtinguisher that works off a factor the Pyro can't control

Meanwhile Heavy gets a minigun that removes one of his counters.

I'm mad.

Gpop

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Re: Team Fortress 128
« Reply #502 on: August 03, 2012, 03:06:07 AM »
Heavies no longer have to worry about spies.

Meanwhile, new sapper is actually better than you think

DrCactus

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Re: Team Fortress 128
« Reply #503 on: August 03, 2012, 03:18:56 AM »
Meanwhile, new sapper is actually better than you think

And from that day forward Dr.Cactus never played Engie ever again.

;_;

Amraphenson

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Re: Team Fortress 128
« Reply #504 on: August 03, 2012, 04:05:15 AM »
minisentries EVERYWHERE.
Sugoiiii~
[23:02] <~Iced> You have sown the seeds of your own destruction Amra.
[23:20] <Stuffman> enjoy your personally crafted hell Amra

DrCactus

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Re: Team Fortress 128
« Reply #505 on: August 03, 2012, 03:51:06 PM »
Quote
Bugs

When sapping a Mini-Sentry with the Red-Tape Recorder, the toolbox at the end of the animation will be much smaller than a normal toolbox.
A downgraded building will not have its health reduced to the lower level, and if upgraded afterwards will take on an additional health increase. For example, when downgrading a level 3 Sentry to level 1, it will keep the 216 HP from the level 3 state and will keep gaining max HP when upgrading it again.
Attaching a regular Sapper on a Sentry Gun affected by this glitch will result in a server crash.

The Homewrecker can't destroy the Red-Tape Recorder in one hit.
The Red-Tape Recorder does not glow when crit boosted.
When a building is destroyed, it doesn't always appear in the killfeed.

GG Valve

Gpop

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Re: Team Fortress 128
« Reply #506 on: August 03, 2012, 04:06:48 PM »

DrCactus

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Re: Team Fortress 128
« Reply #507 on: August 04, 2012, 12:12:42 AM »
Quote
Fix server crash bug caused by setting tf_mm_servermode before map command
Increased The Red Tape Recorder's downgrade speed from 1.6 seconds to 3.0 seconds.
Fixed The Huo Long Heatmaker not consuming additional ammo while firing
Fixed building health compounding after being downgraded
Fixed direction arrow showing on teleporter exits
Cleaver is now available in Medieval mode
Fixed missing Lollichop taunt sound
Fixed item conflicts with The Champ Stamp
Fixed item conflicts with The Triad Trinket

Today's recent update.

Gc

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Re: Team Fortress 128
« Reply #508 on: August 04, 2012, 07:04:54 PM »
OH GOD IT'S HAPPENING

SFM confirmed for the occidental MMD

Amraphenson

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Re: Team Fortress 128
« Reply #509 on: August 04, 2012, 07:22:30 PM »
the scout&sniper with spybelt was scary enough.
this...this is true fear.
Sugoiiii~
[23:02] <~Iced> You have sown the seeds of your own destruction Amra.
[23:20] <Stuffman> enjoy your personally crafted hell Amra