Author Topic: Team Fortress 128  (Read 180940 times)

Re: Team Fortress 128
« Reply #900 on: November 06, 2012, 02:23:51 PM »
@Strafe: Going by your last post, I assume we do not need to trade the H. Medic soul anymore?
Correct. Once I managed to obtain one, two more followed. That and... uh... I kinda used my metal with other trades.. :V

That crap spends way too quickly at times.

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Re: Team Fortress 128
« Reply #901 on: November 06, 2012, 09:27:09 PM »
Matador stabs are hard. On that note, any spy souls around?
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Re: Team Fortress 128
« Reply #902 on: November 06, 2012, 10:03:37 PM »
Matador stabs are hard. On that note, any spy souls around?
I can trade you a normal spy soul.
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Re: Team Fortress 128
« Reply #903 on: November 08, 2012, 01:04:26 AM »
Looking around for a strange amby, btw. Got its worth in metal, amongst other things.
Sugoiiii~
[23:02] <~Iced> You have sown the seeds of your own destruction Amra.
[23:20] <Stuffman> enjoy your personally crafted hell Amra

Re: Team Fortress 128
« Reply #904 on: November 08, 2012, 08:48:36 PM »
So I feel I'm done with the Halloween event. It was certainly fun while it was around.

My total haul:

Heavy Soul
Medic Soul (1 regular, 1 Haunted)
Pyro Soul
Legend of Bugfoot
2 Sniper Souls
Grand Duchess Fairy Wings (1 regular, 1 Haunted)
Haunted Dead Little Buddy
Bombomnomicon
Monoculus
Headless Horsemann's Head
Skull Island Topper (Lv1)

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Re: Team Fortress 128
« Reply #905 on: November 09, 2012, 07:06:41 AM »
Earlier today equiping the skullbat removed my melee weapon. This bug going on for anyone else (might've just been the server not having holiday stuff anymore, but...)?
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Re: Team Fortress 128
« Reply #906 on: November 09, 2012, 06:54:16 PM »
Earlier today equiping the skullbat removed my melee weapon. This bug going on for anyone else (might've just been the server not having holiday stuff anymore, but...)?
I had a glitch similar to that last night. I put a spell on the Holiday Punch, which I had equipped, and then for some reason, the game thought I had no melee. Switching out my HP to another melee then back seemed to solve it. I don't have the Bat Outta Hell myself so I wouldn't be able to test anything.

And as for what I was able to get this year, pretty much everything. I got all of the masks (Saxton Hale Mask get!) and every soul, including Haunted Heavy and Sniper. Took too darn long to get that Scout soul though. :V I still have some spares if anyone wants any. (spare Engie, Spy, Medic and Sniper souls, not haunted, and a Sniper mask)
I figured out how to play midi in games with a different device on Win7 ^^
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Re: Team Fortress 128
« Reply #907 on: November 11, 2012, 05:48:06 AM »
So you remember when people complain about unfair hitboxes for backstabs?

More footage.

Most melee weapons wouldn't even register a hit at those angles, and none of the other guns would. (disregard the Huo-Long Heater)

EDIT: I must add that we were both standing still for several seconds before taking the screenshots. This is the actual backstab range.
« Last Edit: November 11, 2012, 06:38:39 AM by Myoncubic »

Amraphenson

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Re: Team Fortress 128
« Reply #908 on: November 11, 2012, 06:23:02 AM »
I was going to say something about client vs server, but your ping is pretty good so no clue there.
Sugoiiii~
[23:02] <~Iced> You have sown the seeds of your own destruction Amra.
[23:20] <Stuffman> enjoy your personally crafted hell Amra

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Re: Team Fortress 128
« Reply #909 on: November 13, 2012, 05:12:48 AM »
Had some fun sniping yesterday after finding a nice place to practice. Raped kids, some got pissed off, had a couple of them accuse me of aimbotting, lol.
Guess I might be ready to go back to No Heroes Orange X3 (well, hopefully - I haven't had any other real practice and yesterday was one of those rare lucid moments, so I'm still not sure how well I would do).


So you remember when people complain about unfair hitboxes for backstabs?
This = Letty's hitbox ? Raizing hitboxes

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Re: Team Fortress 128
« Reply #910 on: November 13, 2012, 04:44:06 PM »
Let's see...

I have 2 Demo Masks, a Pyro Mask, a Soldier Mask, 2 Steel Pipes, and a Scout Soul.  All of which I'll give away for nothing.

I also have 2 Haunted Spooky Sleeves up for trade.

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Re: Team Fortress 128
« Reply #911 on: November 14, 2012, 11:15:06 PM »
https://www.youtube.com/watch?v=3m5oiPFOpDE

Spoiler:
Aya is always watching you.
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Re: Team Fortress 128
« Reply #912 on: November 15, 2012, 03:39:31 AM »
Most of you don't care about this, but this stage is totally awesome.

But still screenshots don't really do it justice. You have to see it move to understand why it's amazing.

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Re: Team Fortress 128
« Reply #913 on: November 16, 2012, 07:33:54 AM »
Played a bit of pub MVM on Decoy as Scoot, testing the Scatter-Milk-Fan loadout. Extremely effective I must say.

Had a nice no-miss run of Normal and almost had it for Intermediate too - but alas turned out we missed 45 somehow on the last wave. But it was still great fun!

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Re: Team Fortress 128
« Reply #914 on: November 16, 2012, 03:14:44 PM »
The last wave of money generally never matters as much unless you're trying to go for a perfect score.

I just wish I wasn't so poor that I don't even play Mann Up

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Re: Team Fortress 128
« Reply #915 on: November 16, 2012, 05:03:02 PM »
I suckered myself into buying some mann up tickets so i could trade for some stranges :V

I just only have 3, and nottt sure I want to try pub expert.

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Re: Team Fortress 128
« Reply #916 on: November 16, 2012, 06:07:01 PM »
The last wave of money generally never matters as much unless you're trying to go for a perfect score.
We were trying to do that. :V

Quote
I just wish I wasn't so poor that I don't even play Mann Up
This. :<

Looks damn fun - the Botkiller weps seem quite excessive IMO but at least they fetch a good price when traded. :V
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Re: Team Fortress 128
« Reply #917 on: November 22, 2012, 01:10:03 AM »
Anyone know what's up with some items still carrying the halloween spells on them? I've got some Builder's Blueprints with "Chromatic corruption" still swagging it up, and I've also seen at least one weapon carrying exorcism on it.

Note; It still shows on the in game item and still has the shifting effect regardless of it not being halloween/moon.

EDIT: Valve released a fix that removed the effects from the items today... orz
« Last Edit: November 22, 2012, 03:17:23 AM by Freyband »
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Re: Team Fortress 128
« Reply #918 on: November 22, 2012, 02:10:45 AM »
Anyone know what's up with some items still carrying the halloween spells on them? I've got some Builder's Blueprints with "Chromatic corruption" still swagging it up, and I've also seen at least one weapon carrying exorcism on it.

Perhaps it's permanent, only on holidays?

That, or Valve didn't do something right.

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Re: Team Fortress 128
« Reply #919 on: November 22, 2012, 10:15:15 AM »
* EP loads up TF2 to quickly craft scrap

Quote from: news window
Give thanks to your fellow TF2 community members with extra items coming from Secret Saxton and Pile O' Gifts this weekend.
Valve's really pushing us to level up our Spirits of Giving items. :V

Quote
Added to the Mann Co. Store is the Upgrade to Premium Gift which will upgrade free accounts to premium on use.
:teaspit: :teaspit: :teaspit:
It's about time this kind of item showed up - and great, it's US$4.99 for one. :|
So I guess it's only useful for those not wanting to give their own card information online, and can't find a box copy of TF2 or Orange Box for cheaper.

I bet that compared to BP Expanders (which go for the same price, but currently are 20% off for US$3.99) they will be in higher demand, probably fetching 3.5+ keys easily.

Quote
We've also doubled the maximum backpack size from 1000 to 2000 slots (40 pages).
Great, now we can store a freaking warehouse of crates! :getdown:
« Last Edit: November 22, 2012, 10:19:20 AM by Max⁇ Hyperkinetic Lagomorph »
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Re: Team Fortress 128
« Reply #920 on: November 22, 2012, 03:37:19 PM »
Good folks of MoTK, the next time you are considering buying keys, come to the Darkninja's place please, he will pay 3 keys for your Upgrade to Premium Gift.

Please give generously~
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Re: Team Fortress 128
« Reply #921 on: November 23, 2012, 12:14:38 AM »
Define irony:
Getting a Crate 40 randomly dropped to you several months after you paid for each individual weapon therein and just days after you decide not to collect Stranges so feverishly anymore. :V

As per Shady's suggestion, I guess I'll just hold onto it until it no longer drops. I might get an Earbuds or something for it in the future. Who knows.

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Re: Team Fortress 128
« Reply #922 on: November 23, 2012, 12:36:59 AM »
I plan on opening mine one day, and pray that a Sapper comes out. I'll probably get the Holiday Punch or something instead. :V
I figured out how to play midi in games with a different device on Win7 ^^
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^ I didn't forget about this. I don't know what you're talking about. >_>

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Re: Team Fortress 128
« Reply #923 on: December 04, 2012, 06:20:27 PM »
Oh god

So E-mouse and I were screwing around in a 16-man MvM server, which meant that if there were more than 6 players the bots get their health raised

We decided to see how effective the uber-train would work

Holy crap it was hilarious. Giants are great because they're slow and easy to hit, so it's free 25% uber every time you hit them. Scouts are difficult though since they move around a lot, but on waves with giants, oh god it was hilarious.

totally doing this in our next meet.

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Re: Team Fortress 128
« Reply #924 on: December 04, 2012, 06:30:52 PM »
We can do a 10-player version of this. Would be glad to try this as well as Highlander (and one spare) MVM. :V

I think the health boost is mostly since IIRC the game allocates 22 player slots for bots - having more than 10 players will affect bot spawning. Therefore to make up for lesser firepower something (presumably the game, modified population files, or plugins) buffed the rest of the bots.

Also will add more MVM and custom maps to the rotation.
« Last Edit: December 04, 2012, 07:38:02 PM by Max⁇ Hyperkinetic Lagomorph »
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Bad command or file name

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Re: Team Fortress 128
« Reply #925 on: December 04, 2012, 10:27:21 PM »
Will it be possible to make it where Blu and Red are together on the red team? like how it went in the trailer.

Gpop

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Re: Team Fortress 128
« Reply #926 on: December 04, 2012, 10:57:03 PM »
Will it be possible to make it where Blu and Red are together on the red team? like how it went in the trailer.
Most likely not as it was programmed that the robots were in Blu and you're in Red.

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Re: Team Fortress 128
« Reply #927 on: December 05, 2012, 12:28:19 AM »
Most likely not as it was programmed that the robots were in Blu and you're in Red.
I don't think it'd be too hard to reverse (unless it were spawning you up by the carriers and them down in the upgrade shacks). As for actual players to be Red/Blu/whatever while making bots grey, a plugin could possibly do it. None exist yet though.
« Last Edit: December 05, 2012, 12:33:30 AM by Freyband »
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Re: Team Fortress 128
« Reply #928 on: December 05, 2012, 02:58:25 AM »
I don't think it'd be too hard to reverse (unless it were spawning you up by the carriers and them down in the upgrade shacks). As for actual players to be Red/Blu/whatever while making bots grey, a plugin could possibly do it. None exist yet though.
Yeah I assumed he meant both Red/Blu players together fighting bots, not just all Red or all Blu. A plugin is more likely to do so (to put em in Gray, Green, rainbow, whatever) but the problem is both Red and Blu also attacking each other, which will require another plugin to avoid ONLY Red/Blu teams attacking each other, while still being able to attack Gray.

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Re: Team Fortress 128
« Reply #929 on: December 05, 2012, 04:33:49 AM »
Hm, fairly large (~153MB) update today...
Quote
Updated to support Big Picture mode
Oh hey, we can now Trade Fortress with controllers even more effectively than before! XD
EDIT: Though the controller support is still not as mature as, say, CS:GO :V
« Last Edit: December 05, 2012, 04:47:58 AM by Max⁇ Hyperkinetic Lagomorph »
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