Author Topic: Team Fortress 128  (Read 180945 times)

Re: Team Fortress 128
« Reply #810 on: October 04, 2012, 04:25:37 AM »
hi

do any of you play tf2

Gpop

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Re: Team Fortress 128
« Reply #811 on: October 04, 2012, 04:28:03 AM »
hi

do any of you play tf2
see the server thread for it :V

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Re: Team Fortress 128
« Reply #812 on: October 04, 2012, 07:24:10 AM »
You mean TEAM Fortress 2?

I thought this game was called TRADE Fortress 2, Idle Fortress 2, Hat Fortress 2, Team Forklift 2, Robot Fortress 2, Teu Fort 2, or some variation of that.
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Re: Team Fortress 128
« Reply #813 on: October 04, 2012, 09:58:31 AM »
hi

do any of you play tf2

why why yes i do

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Re: Team Fortress 128
« Reply #814 on: October 04, 2012, 10:16:24 AM »
hi

do any of you play tf2
I play this war-themed hat simulator, it's pretty old though so you've probably never heard of it. /hipster.
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Re: Team Fortress 128
« Reply #815 on: October 04, 2012, 12:55:08 PM »
I play game called sniper fortress 2 and 2fort fortress 2


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Re: Team Fortress 128
« Reply #816 on: October 04, 2012, 02:54:34 PM »
hi

do any of you play tf2
Actually no, I don't play it that much anymore.

Planetside 2 is really fun.

Edit: Except when you're the only one online in your faction in your server and you're stuck defending against 3 squads of 12 people. Alone.
See avatar on the left of this post for more thoughts.
« Last Edit: October 04, 2012, 04:05:30 PM by Gamecubic »

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Re: Team Fortress 128
« Reply #817 on: October 07, 2012, 07:31:46 AM »
For some reason, I got 2 each of the Medic and Spy outfits from the recent Total War promotion in Genuine quality about a week ago.  Unfortunately, neither are tradable (for now).

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Re: Team Fortress 128
« Reply #818 on: October 07, 2012, 11:25:28 AM »
For some reason, I got 2 each of the Medic and Spy outfits from the recent Total War promotion in Genuine quality about a week ago.  Unfortunately, neither are tradable (for now).

Can I have a pair in that case? :D

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Re: Team Fortress 128
« Reply #819 on: October 07, 2012, 11:52:03 AM »
Yeah, I hope that brings down the price of the Spy coat.

Gotta get that Edgeworth style goin' on.

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Re: Team Fortress 128
« Reply #820 on: October 08, 2012, 02:42:08 AM »
This morning I set out thinking that the stock pyro loadout doesn't get enough love. Took less then 10 minutes of playing for me to remember why  :V
This led to me actually playing the game for once, rather then sitting around in nearly empty servers. I'm painfully rusty at everything but dodging as a scout and jumping as a solly, but playing some good old standard tf2 was refreshing.
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Re: Team Fortress 128
« Reply #821 on: October 08, 2012, 05:49:48 AM »
There's just not a whole lot of reason to use the stock flamethrowers or melee, the others are often times just straight upgrades.
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Re: Team Fortress 128
« Reply #822 on: October 08, 2012, 02:16:51 PM »
Giveaway of some of my BP, mostly are sweets which I have no use for.

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« Last Edit: October 08, 2012, 03:18:15 PM by Darkninjaabc »
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Re: Team Fortress 128
« Reply #823 on: October 08, 2012, 02:40:56 PM »
Giveaway of some of my BP, mostly are sweets which I have no use for.

UC Prussian Pickelhaube
UC Professional's Panama
UC Football Helmet
Strange Scotsman Skullcutter
Vintage Razorback
>Giveaway?

So like...can I have Prussian Pickelhaube if it's just a giveaway then? :V

DNAbc

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Re: Team Fortress 128
« Reply #824 on: October 08, 2012, 02:43:39 PM »
Sure, why not. :V
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Re: Team Fortress 128
« Reply #825 on: October 08, 2012, 04:04:14 PM »
There's just not a whole lot of reason to use the stock flamethrowers or melee, the others are often times just straight upgrades.

I use the stock strange because the degreaser's like 2 keys now. Also, the longer afterburn has gotten me plenty of kills. The fireaxe is pretty bad though, the pyro is already a close-combat class. Hell even the Third Degree is better because of the taunt sfx (the medigun-beam thing is basically useless).
As far as the stock shotgun goes, it's an all-purpose weapon at close and mid-range. Especially in those derpy pyro v. pyro fights.
« Last Edit: October 08, 2012, 04:07:32 PM by [Insert] Tirade »

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Re: Team Fortress 128
« Reply #826 on: October 08, 2012, 04:31:19 PM »
There's no reason to use stock Pyro and Medic melee unless that's the only thing you have (not even the Strange variants unless bragging rights are involved).

Some people here say the Third Degree works scarily well in MVM against those Uber Medics. Not quite as effective in vanilla but still a straight upgrade.

Stock flamer is at least workable in certain situations and playing styles (no I don't mean W+M1 since they Frontburner or Phlog most of the time anyway).
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Re: Team Fortress 128
« Reply #827 on: October 08, 2012, 05:16:03 PM »
Stock flamer is at least workable in certain situations and playing styles (no I don't mean W+M1 since they Frontburner or Phlog most of the time anyway).

I've seen pyros W+M1 with the Degreaser. I have no words for them.

Re: Team Fortress 128
« Reply #828 on: October 08, 2012, 11:36:43 PM »
I like the default flamethrower occasionally. Yes, my main one is the Degreaser, but I like that extra fire damage on my SF Flamer every now and then. It's just tough to go back to normal weapon switching speed after you get used to the Degreaser's rapid switch. But I still like it better than the Backburner or the Phlog.  The default Fire Axe is.... bleh. Even with the stock flamer, the Axtinguisher can still shine properly.. just slightly slower. I never really had high expectations for the Third Degree, but I've seen it decimate Medic clusters on MvM, so I'll give it props there. :V

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Re: Team Fortress 128
« Reply #829 on: October 09, 2012, 06:29:49 AM »
I've seen pyros W+M1 with the Degreaser. I have no words for them.
So?  Sometimes I decide to W+M1 with the Degreaser.  And it works just as well as the old flamethrower before the latter got that pitiful 10% buff.
Cheating? I cannot even wrap my head around the point of it. Wouldn't you know you had cheated? How on Earth could you maintain crisp certainty of your superiority to all others? And if you're unable to do that, what's the point of anything?

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Re: Team Fortress 128
« Reply #830 on: October 09, 2012, 07:57:24 AM »
Anybody want a Scouts Killed part? I have one I can let go for a refined or so.

Re: Team Fortress 128
« Reply #831 on: October 09, 2012, 11:31:52 AM »
Because I'm bored and had nothing to do I decided to convert some tf2 prices to scrap.

1 bud is 576 scrap.

A Moon Flamenco (only one in TF2 existence; buyout is at 30 buds) goes for 17280 scrap.

A Community Lugermorph (if I remember correctly, Alpha said it was being sold at 40 buds+) goes for 23040 scrap.

I am bored.


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Re: Team Fortress 128
« Reply #832 on: October 09, 2012, 02:11:19 PM »
I hate every kind of poop, but I guess even there there are some exceptions:

http://youtu.be/8LjFaZ4vzbY

Laughed a lot.
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Re: Team Fortress 128
« Reply #833 on: October 10, 2012, 04:55:01 AM »
So this past meet made it obvious (despite the lack of activity) that I need to get back to sniping. Lots of stupid misses.
Haven't visited No Heroes Orange X3 in FOREVER, more than two months IIRC. I should also finally buy myself a decent mouse and get on some dedicated sniper servers.
Not only that, I need to familiarize myself with the new additions and updates that occurred over the time I was absent - I just now got up to speed with MvM, but otherwise, I have little to no idea about what else has happened.




Dat KPM.
This is where I hope to be eventually.


On another note, MvM is a fun gamemode. Interestingly, I think Heavy might be my main class for this mode, unless I really focus and get better at Sniper. Hopefully, my workload won't force me to disappear from Steam again.

I hate every kind of poop, but I guess even there there are some exceptions:

http://youtu.be/8LjFaZ4vzbY

Laughed a lot.

how could you hate every kind of YTP? :(

Anyway, yeah, found this a while back and it was hilarious.

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Re: Team Fortress 128
« Reply #834 on: October 11, 2012, 08:33:53 PM »
Can anyone tell me about the new MvM missions? Have mostly been distracted playing other games and would like to know what to expect out of the new missions :p
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Re: Team Fortress 128
« Reply #835 on: October 11, 2012, 10:30:52 PM »
Can anyone tell me about the new MvM missions? Have mostly been distracted playing other games and would like to know what to expect out of the new missions :p
Sure. Two new Tours were added: 1 Intermediate and 1 Expert. Intermediate is a little easier than the old Tour (Advanced) but it does have several thick points. Not as many giants to contend with, but they make it up with Tanks. I completed the entire Tour, and I can tell you that there are several times in which you have to fight Giant Scouts and Tanks simultaneously.

Expert Tour is.... much much harder. They don't seem to have too many more robots in their wave setup, but the spawning is relentless. During a wave, you hardly get time to breathe, let alone stop fighting to go buy stuff. I have yet to clear an entire mission (only 3 in this set), but I highly recommend getting a team of people that know what the hell they are doing. Random pubs and noobs are NOT going to cut it. Bots are more powerful in both damage output and AI functionality and there are some pretty hard bot variations. Steel Gauntlet Heavies with auto-regen AND Uber Medics in tow.. WM1 Pyro Bots..(flamethrower always on. Always) Demoknight swarms with permanent Kritz on their swords... yeah.

I'm pretty much going to RAEG through the Expert tour and then begin thinking about retiring from MvM. I don't need 8 versions of the same bloody stock weapons for each class. :V

DNAbc

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Re: Team Fortress 128
« Reply #836 on: October 12, 2012, 09:47:14 AM »
Strafe, if you ever find some other people who also want to take a crack at Expert missions, I shall gladly blow some heads for you.
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Re: Team Fortress 128
« Reply #837 on: October 15, 2012, 07:17:16 PM »
Due to how amish I am with basically any kind of scripting, I gotta ask for more clarification now.

I have these scripts that I want to use for all classes (key bindings and the null movement script etc.) but I don't know how or where to bloody put them.
Do I copy and paste each script into the class config files? Or does it have to do with this mystical autoexec file that I have no idea how to use properly?

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Re: Team Fortress 128
« Reply #838 on: October 15, 2012, 11:00:33 PM »
So guys

We're totally getting this map for our server

Re: Team Fortress 128
« Reply #839 on: October 15, 2012, 11:22:27 PM »
Due to how amish I am with basically any kind of scripting, I gotta ask for more clarification now.

I have these scripts that I want to use for all classes (key bindings and the null movement script etc.) but I don't know how or where to bloody put them.
Do I copy and paste each script into the class config files? Or does it have to do with this mystical autoexec file that I have no idea how to use properly?
A little bit of both, really. Scripts that are universal (read: not dependent on a specific class) should be put into the autoexec.cfg file. By default, this file does not exist, so you will have to create a file in Notepad and name it "autoexec.cfg" and place it in the proper folder. If you want to use a script that benefits every class in the same way (like a jump/crouch bind) or use something that will modify some of your gameplay (like Chris' FPS scripts) then they belong in autoexec. All binds placed in here will affect all classes, no matter what.

The individual class files are for specializing your binds for each class on their own. However, there's a slight catch to that one. Let's say that you want to bind the F key to be multi-purpose, depending on which class you're playing. For example, you could bind "last disguise used" as Spy to that key in the Spy.cfg, and a rocket jumping sequence (+jump, +crouch, +fire) as Soldier in the Soldier.cfg.. Both overloaded to the same F key. When you pick Spy, the config is loaded that way, and Soldier the other way. You still need to tell the other class-specific config files to do something with the F key whenever you're playing as one of the other classes, otherwise your results when pressing that key will vary. (ie, you'll either do nothing since no other class uses disguises or jump/crouch/fire at the same time as someone that can't rocket jump, you see.) In that case, either bind F to something that will benefit that class or place "unbind F" in every other class config file.

Stabbystabby has a peculiar script that is designed to auto-reload the Ambassador, and turns it invisible once you fire the gun. (so the pesky reload isn't always in your face.) Now, you still would have to do counter-binds in the other class config files, otherwise your primary weapon will still turn invisible when you play other classes. The process is tedious, but worth it once you get each class to operate how you want.

You can modify all 10 of the config files while the game is open, but the changes won't be applied until you either type "reload autoexec.cfg" in the console or reload the entire game. Reloading autoexec will automatically refresh the class config files and their bind changes. Lots of tweaking and trial and error, but you still get a lot of flexibility in your bind customization if you put in the time to iron out the wrinkles.

Sorry if this description is confusing. Good luck.
« Last Edit: October 15, 2012, 11:40:31 PM by Dr.Strafe »