Author Topic: Team Fortress 128  (Read 180933 times)

Kyo Tanaka

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Re: Team Fortress 128
« Reply #930 on: December 05, 2012, 01:34:04 PM »
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.

No, I mean like, some classes use the blu skins while some other uses the red skin.

Just disable friendly fire altogether, or add it to make the game more challenging if the bots won't be applied to friendly fire (assuming that's possible in the first place!)

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Re: Team Fortress 128
« Reply #931 on: December 05, 2012, 04:21:01 PM »
The way you put it is most likely impossible. There's only two fighting teams programmed into the game - with those taken by human players, you want the bots to be in spec? :P

However, what is theoretically possible is to have several RED members switch their skins to the BLU ones via some plugin. Unlikely to happen though since that breaks vanilla mode.
« Last Edit: December 05, 2012, 04:22:33 PM by Max⁇ Hyperkinetic Lagomorph »
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Re: Team Fortress 128
« Reply #932 on: December 05, 2012, 08:43:24 PM »
Yeah, I remember seeing a video before where they had some classes use blu skins while others used red, just to match the trailer. I forget what the bots looked like. I believe it was just a simple image name switch or something.
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Re: Team Fortress 128
« Reply #933 on: December 06, 2012, 01:41:50 AM »
If anything, I would assume you can have a plugin command where you can switch skin to Blu just as if you want to switch to the robot skin. Only the skin will change, but the game is still programmed with you on the "Red" team

Freyband

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Re: Team Fortress 128
« Reply #934 on: December 11, 2012, 05:25:54 PM »
Anyone want to make some predictions as to what will be added come this winter season? Weapons, unusuals, festive gunboats?
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Re: Team Fortress 128
« Reply #935 on: December 11, 2012, 07:05:36 PM »
Speculation GO!
 - Festive Botkiller weps and a North Pole-based MVM map (Spy-Cicles everywhere~)
 - Ol' Nick's Spirit as a Merasmus reskin for the holiday, or even as a new boss entirely. Complete with new lines!
 - Another year of freebies on Christmas - and I bet it'll be Tours of Duty for some reason
 - A surge in popularity of the All-Father and Kringle Collection
 - Another break in core plugins
 - 500+ new bugs in the engine
 - No nerfs to OP minis, or buffs to currently useless weps (Winger, FB)
 - More Dr. Grordbort items

There's more of course. :V
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Re: Team Fortress 128
« Reply #936 on: December 12, 2012, 02:30:22 AM »
I still think that they're planning on releasing a Dr.Grordbort pack at some point, with Strange variants of all of the energy weapons for all classes. I think Valve will make the Crate 50 thing into something big, and that's the only thing that comes to mind.

However, they will probably be doing the Festives again. Either re-releasing last year's set, or coming out with an entirely new set of Strange Festives designed to piss me off. :V (I spent the better part of this last year obtaining (almost) all of the Stranges, and the SFs weren't exactly cheap when I acquired them. If they bring back the old set, then my collection loses value. If they do a new wave of SFs, like those Gunboats, then I quit my collecting altogether. Contrary to popular belief, I liked having money. :derp:)

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Re: Team Fortress 128
« Reply #937 on: December 12, 2012, 04:05:40 AM »
Strange Phlogistinator or Pomson 6k, all of my money.
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Re: Team Fortress 128
« Reply #938 on: December 12, 2012, 07:13:15 PM »
Trade Fortress, meet the Steam Community Market beta! Now supporting a market where anyone can buy or sell things for real Steam Wallet currency. The beta is TF2-only and is limited to consumable items.

Prices so far seem to be valued about right...but still, seeing what basically amounts to the Diablo 3 auction house is just preposterous.

EDIT: Forgot to note that since US Thanksgiving, cosmetic items bought from the store no longer have the dirty marker, meaning they can now be crafted however. Plus the prices for them seem to have increased, at least according to Kona's vid on this.
« Last Edit: December 12, 2012, 07:28:30 PM by Max⁇ Hyperkinetic Lagomorph »
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Re: Team Fortress 128
« Reply #939 on: December 12, 2012, 09:58:04 PM »
Thanks for showing me that, I wouldn't have noticed it.

Put some keys to sell some cents below the average price and they were sold in less than 2 minutes :V
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Re: Team Fortress 128
« Reply #940 on: December 13, 2012, 02:04:44 AM »
Why the fuck did I even blow 15+ keys on 3 games.

I can buy all of them for 5 in this place.
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Re: Team Fortress 128
« Reply #941 on: December 13, 2012, 04:28:31 AM »
TF2 Comm Mart within 9 1/2 hours of the system being announced on TF2 group:

The top 5 most offered items:
[attach=1]

Not big surprise.
* EP goes to last page of crate offers, as they are sorted by price

[attach=2]

...:getdown: :colonveeplusalpha: :teaspit:
« Last Edit: December 13, 2012, 04:32:53 AM by Max⁇ Hyperkinetic Lagomorph »
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Re: Team Fortress 128
« Reply #942 on: December 15, 2012, 04:42:02 AM »
Clearing some bp space, prices are from spreadsheet.

botkillers:
s silver scattergun - 1-2 keys
s silver sniper rifle x2 - 1 key
s carbonado rocket launcher - 2-2.33 ref
s carbonado stickybomb launcher - 2.33 ref
s carbonado wrench - 2-2.33 ref

the bootie time - 1.66-2 ref
the track terrorizer - 1-1.5 keys
haunted voodoo-cursed scout soul - 0.33 ref

the outback intellectual - 2-2.5 keys

the steel pipes - 0.22 ref
voodoo-cursed soldier soul - 0.11 ref
haunted voodoo-cursed soldier soul - 0.33 ref

voodoo-cursed demoman soul - 0.11 ref

voodoo-cursed medic soul - 0.11 ref

the soviet gentleman - 1.33-1.66 ref
the apparatchik's apparel - 1.66 ref

haunted coffin kit - 1 key
the pyrotechnic tote - 1.33-1.66 ref

griffin's gog - 0.22 ref
the intangible ascot - 0.33 ref
voodoo-cursed spy soul - 0.11 ref
rogue's col roule - 1 key
the business casual - 1.66-2 ref

the idea tube - 1.66 ref
the pocket purrer - 1.66 ref
voodoo-cursed engineer soul - 0.11 ref
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Re: Team Fortress 128
« Reply #943 on: December 20, 2012, 06:10:33 AM »
http://www.teamfortress.com/mechaupdate/

Getting hype is only part of the story. :getdown:

We'll definitely be playing the new MVM map a fair bit on the upcoming Smissmas meet.
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Freyband

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Re: Team Fortress 128
« Reply #944 on: December 20, 2012, 07:08:19 AM »
Oh hey, festive axetinguisher, buff banner, fish, ambassador, frontier justice, ubersaw, and hunstman in one of the pics. So looks like last years festives probably arn't coming back out :p
Also three new weapons, including a grenade launcher and a medigun... I'm sufficiently hyped.
« Last Edit: December 20, 2012, 07:18:54 AM by Freyband »
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Kyo Tanaka

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Re: Team Fortress 128
« Reply #945 on: December 20, 2012, 11:35:39 AM »
>Hats.

>All your ha


All your hats are belong to us!

Messiah

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Re: Team Fortress 128
« Reply #946 on: December 20, 2012, 01:19:32 PM »
Those goddamn robots hurt archimedes.
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yuyukos

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Re: Team Fortress 128
« Reply #947 on: December 20, 2012, 03:14:39 PM »
Will buy Nice/Naughty Crates, message me on Steam.
I'm more interested in the new MvM and new weapons than this set of Festives to be honest.
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Re: Team Fortress 128
« Reply #948 on: December 20, 2012, 05:49:25 PM »
The one time I'm actually TRYING to get crate drops, I'm getting nothing at all

God drop system why :(

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Re: Team Fortress 128
« Reply #949 on: December 21, 2012, 12:16:05 AM »
New Weapons:
The Rescue Ranger
Level 1-100 Shotgun
Alt-Fire: Use metal to pick up buildings from long range
Fires a special bolt that can repair friendly buildings
-34% clip size
-50% max primary ammo on wearer
Self mark for death on building pick up

The Loose Cannon
Level 10 Grenade Launcher
Cannonballs have a fuse time of 2 seconds; fuses can be primed to explode earlier by holding down the fire key.
Cannonballs push players back on impact
Cannonballs do not explode on impact
-50% damage on contact with surfaces

The Vaccinator
Level 8 Medi Gun Prototype
Special-Attack:Cycle through resist types.
While healing, prvides you and your target with constant 10% resistance to the selected damage type.
+50% ?bercharge rate
-66% Overheal build rate
?bercharge provides 75% resistance to a selected damage type.
You are healed for 25% of the matched incoming damage on your heal target.

Of these, I think the Engineer shotgun and the Medi Gun are quite strong.
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Re: Team Fortress 128
« Reply #950 on: December 21, 2012, 12:19:50 AM »
Weps sound interesting to try out.
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Kyo Tanaka

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Re: Team Fortress 128
« Reply #951 on: December 21, 2012, 12:31:35 AM »
Does the cannon do more damage on impact, or only push on impact?

The new weapons offer new play styles and plans. Now engineers can be turtles from farther ranges from their sentry.

Also how does the Medi-gun work? What does it mean by 'selected' type? And it looks like a strong pushing support with the uber rate!

yuyukos

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Re: Team Fortress 128
« Reply #952 on: December 21, 2012, 12:51:54 AM »
Also how does the Medi-gun work? What does it mean by 'selected' type? And it looks like a strong pushing support with the uber rate!
Your Ubercharge is now broken into 4 pieces, each activatable independent of each other. There are 3 damage types to choose from: Bullet, Explosive, Fire. When you activate a charge, you get 75% damage resist and 25% incoming damage as heal of the currently active type.

Also selling Festive Buff Banner and Festive Ubersaw
« Last Edit: December 21, 2012, 12:56:09 AM by yuyukos »
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Kyo Tanaka

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Re: Team Fortress 128
« Reply #953 on: December 21, 2012, 01:04:07 AM »
Your Ubercharge is now broken into 4 pieces, each activatable independent of each other. There are 3 damage types to choose from: Bullet, Explosive, Fire. When you activate a charge, you get 75% damage resist and 25% incoming damage as heal of the currently active type.

Also selling Festive Buff Banner and Festive Ubersaw

How would you select which uber you want to use, though?

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Re: Team Fortress 128
« Reply #954 on: December 21, 2012, 01:05:17 AM »
I think there's a way to cycle through each type of uber. Once you have an uber activated though, you can't switch until the uber is finished.
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Re: Team Fortress 128
« Reply #955 on: December 21, 2012, 01:10:05 AM »
How would you select which uber you want to use, though?
MOUSE3 by default.  The console command would be +attack3 (if you want to rebind it).
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Re: Team Fortress 128
« Reply #956 on: December 21, 2012, 07:23:27 AM »
Actually I was thinking

What happens if you use both the Rescue Ranger AND the Eureka Effect? Can you still pick up your buildings?

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Re: Team Fortress 128
« Reply #957 on: December 21, 2012, 08:00:12 AM »
Actually I was thinking

What happens if you use both the Rescue Ranger AND the Eureka Effect? Can you still pick up your buildings?
I wouldn't see why you wouldn't be able to. (besides some strange glitch) So now the Eureka Effect is actually useful. :V

On the note of glitches, there seems to be one annoying one where a medigun's beam becomes invisible after a second. Probably an issue with DX8 I guess.
I figured out how to play midi in games with a different device on Win7 ^^
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Kyo Tanaka

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Re: Team Fortress 128
« Reply #958 on: December 21, 2012, 12:27:09 PM »
I wouldn't see why you wouldn't be able to. (besides some strange glitch) So now the Eureka Effect is actually useful. :V

On the note of glitches, there seems to be one annoying one where a medigun's beam becomes invisible after a second. Probably an issue with DX8 I guess.

I would love this glitch to happen, since that medibeam slows my game.

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Re: Team Fortress 128
« Reply #959 on: December 21, 2012, 03:12:12 PM »
I have the new Medic coat, but I really really want the kilt, so hit me up if you want to trade.