Maidens of the Kaleidoscope

~Beyond the Border~ => Akyu's Arcade => Topic started by: Iryan on December 28, 2011, 10:46:36 AM

Title: Team Fortress 64
Post by: Iryan on December 28, 2011, 10:46:36 AM
NOW AVAILABLE FOR THE NINTENDO 64!

(old thread here) (http://www.shrinemaiden.org/forum/index.php/topic,10465.0.html)



...so, is there going to be some MotK new-year rocketeering, maybe?  :V


EDIT: the unofficial MotK server, where we do things and kill each other from time to time:

chen.lolmaiden.com:28000
Title: Re: Team Fortress 64
Post by: theshirn on December 28, 2011, 02:24:39 PM
NOW AVAILABLE FOR THE NINTENDO 64!
you can't handle all these bits
Title: Re: Team Fortress 64
Post by: Stuffman on December 28, 2011, 04:05:44 PM
Man now I really wanna see a TF2 with low-poly Goldeneye-esque graphics.

...Oh wait TF1 :V
Title: Re: Team Fortress 64
Post by: Wisp on December 28, 2011, 05:03:10 PM
Oh wait TF1 :V
ECCE GRATUM ET OPTATUM VER REDUCIT GAUDIA~

I still have a Naughty Crate up for trade if anyone wants.
Title: Re: Team Fortress 64
Post by: hyorinryu on December 28, 2011, 05:46:56 PM
Hmmm...just played a match after a year long hiatus. I don't remember being that good with scout.

That said, I would like to get all the weapons I missed out on.

If a weapon doesn't show up here (http://www.tf2items.com/profiles/76561198008112067?p=1), I want it, and I'll willing to give up any non-vintage weapon for them. I may be willing to trade a vintage if I have 3 of them, but my psuedo OCD or whatever it is forbids me from going any higher. I'm open to negotiations though.
Title: Re: Team Fortress 64
Post by: Tamer Anode/Cathode on December 28, 2011, 07:11:47 PM
Man now I really wanna see a TF2 with low-poly Goldeneye-esque graphics.

...Oh wait TF1 :V
I want to see TF2 with Slappers mode :V

I decided to play for a bit to get the Gift Grab achievement. Practiced with the Axtinguisher for a bit; not particularly good with it so far.
Title: Re: Team Fortress 64
Post by: theshirn on December 28, 2011, 07:19:53 PM
I want to see TF2 with Slappers mode :V

I decided to play for a bit to get the Gift Grab achievement. Practiced with the Axtinguisher for a bit; not particularly good with it so far.
Throwing knives.  Good times.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on December 28, 2011, 08:08:16 PM
I want to see TF2 with Slappers mode :V
Throwing knives.  Good times.
I was more partial to the Remote mines. Fast detonation in their face. YEAH. But I'll settle for some Paintball mode or even the Gold PP7 :D
Title: Re: Team Fortress 64
Post by: theshirn on December 28, 2011, 08:31:45 PM
aaaaaaand now I've got the music from the Dam on repeat in my head AGAIN, thanks guys
Title: Re: Team Fortress 64
Post by: Esifex on December 28, 2011, 08:50:48 PM
I decided to play for a bit to get the Gift Grab achievement. Practiced with the Axtinguisher for a bit; not particularly good with it so far.

Axtinguisher benefits more from coming out of the sidelines and flanking people, not supplementing a head-on assault. It's also probably the fastest way for a Pyro to kill a Heavy, so long as you're either agile enough to stay out from in front of him (Heavies only need about a half second at point blank range to slaughter a full-health Pyro, so be wary) or catch him by complete surprise. You can usually take out a Medic with one swipe, depending on how long you left the flamethrower gout on him while you were closing the distance.

Otherwise it's a LOT of fun. Typical weapon to use with it is the Degreaser (duh) but I've seen some people get away with the Backburner or default Flamethrower nonetheless.
Degreaser + Reserve Shooter = Axtinguisher is in your hands before you even think of hitting quickswap :getdown:
Title: Re: Team Fortress 64
Post by: theshirn on December 28, 2011, 09:03:34 PM
In my experience, puff-and-sting works on everything but a Heavy or overhealed Soldier pretty much all the time.  For a Heavy, you either need to hold the flame on him a moment longer or hit twice with the Axtinguisher, which is dangerous.  Ambushing is key.
Title: Re: Team Fortress 64
Post by: Tamer Anode/Cathode on December 28, 2011, 09:19:51 PM
I don't have a Degreaser yet, so I've been attempting to pair it with the Backburner for ambush tactics. Degreaser would be more ideal for puff-and-sting, but right now my current tactics are more along the tactics of "light target, switch and attack if I have time, or retreat if I'm outgunned". I pretty much do everything I can to avoid a direct face-to-face confrontation when playing Pyro.
Title: Re: Team Fortress 64
Post by: Gpop on December 28, 2011, 09:49:58 PM
Err I thought this was going into GBA since it has it's own server now
Title: Re: Team Fortress 64
Post by: DX7.EP on December 28, 2011, 10:03:39 PM
I was thinking the same as well, or at least for the next events we can make another thread regarding server-only events and happenings over at GBA.

That is, once we have confirmation of when we'll be killing each other next :V
Title: Re: Team Fortress 64
Post by: Gpop on December 28, 2011, 10:21:16 PM
New Years this weekend?
Title: Re: Team Fortress 64
Post by: DX7.EP on December 28, 2011, 10:43:19 PM
Sounds fine with me. Might not be able to make it myself, thanks to holiday and desktop woes.

We should probably make the TF2 server thread as I think another meet on Chinese New Year is a good idea, and we can separate administration issues from general chatter (some questions on plugins for our server that I noted are yet unanswered, for instance).
Title: Re: Team Fortress 64
Post by: Gpop on December 28, 2011, 11:12:57 PM
Well I can make the new thread then, we'll try to set up for New Year's then.

EDIT: DONE! (http://www.shrinemaiden.org/forum/index.php/topic,11689.0.html)
Title: Re: Team Fortress 64
Post by: Mounting Jaggis on December 29, 2011, 03:34:29 AM
I should stop playing on foundry, the Medics there don't heal because they are trying to get the classassin achievement.
I also unboxed a Festive Flamethrower and a Strange Your Eternal Reward, if anyone's interested then what Festive or Strange weapon can you offer? But for festive weapons I'm mostly looking for a Festive Minigun.
Title: Re: Team Fortress 64
Post by: yuyukos on December 29, 2011, 03:41:37 AM
I should stop playing on foundry, the Medics there don't heal because they are trying to get the classassin achievement.
I also unboxed a Festive Flamethrower and a Strange Your Eternal Reward, if anyone's interested then what Festive or Strange weapon can you offer? But for festive weapons I'm mostly looking for a Festive Minigun.
I have a Festive Minigun that you can have.
Title: Re: Team Fortress 64
Post by: Mounting Jaggis on December 29, 2011, 04:00:20 AM
Derp, I meant to say Medigun, they both start with and M and end in gun. But a Minigun is ok too, since it's the second one I want. This is my Steam ID (http://steamcommunity.com/id/SSkye/).
Title: Re: Team Fortress 64
Post by: Barrakketh on December 29, 2011, 04:43:20 AM
Quote from: Agent of the BSOD
(http://www.shrinemaiden.org/forum/index.php?action=dlattach;topic=10465.0;attach=23438;image)

It was pretty hilarious when they signed in.  :getdown: (think I was the only other person on the server who understood their name) Wonder if they're on MotK, cause I have no idea who this person is. :\

Eh, I sometimes see people with Touhou names on my usual server (last night there was one Yakumo Ran on the other team).  I doubt they were from here.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on December 29, 2011, 05:09:07 AM
I should stop playing on foundry, the Medics there don't heal because they are trying to get the classassin achievement.
I also unboxed a Festive Flamethrower and a Strange Your Eternal Reward, if anyone's interested then what Festive or Strange weapon can you offer? But for festive weapons I'm mostly looking for a Festive Minigun.
I have a Festive Medigun that I will totally trade for a Strange YER
Title: Re: Team Fortress 64
Post by: Yukarin on December 29, 2011, 05:15:29 AM
ECCE GRATUM ET OPTATUM VER REDUCIT GAUDIA~

I still have a Naughty Crate up for trade if anyone wants.

I want that Naughty Crate. Here's my profile.  (http://steamcommunity.com/id/YakumoSilver)

Title: Re: Team Fortress 64
Post by: Wisp on December 29, 2011, 03:32:11 PM
I want that Naughty Crate. Here's my profile.  (http://steamcommunity.com/id/YakumoSilver)
That Strange Festive Sticky Launcher is so shiny, and I main Demoman, but I don't think you'd be willing to trade that away. :qq:
I like that Vintage DR too, but I rarely play Spy and I suck with DR.
Title: Re: Team Fortress 64
Post by: theshirn on December 29, 2011, 04:10:45 PM
I like that Vintage DR too, but I rarely play Spy and I suck with DR.
Play some more DR Spy then.  I started off ghastly with the thing.  About 10 hours of consistent play and I'm pretty goddamn deadly, and hard as hell to kill.  Use an Enforcer with it for bonus awesome.
Title: Re: Team Fortress 64
Post by: Yukarin on December 29, 2011, 04:16:28 PM
That Strange Festive Sticky Launcher is so shiny, and I main Demoman, but I don't think you'd be willing to trade that away. :qq:
I like that Vintage DR too, but I rarely play Spy and I suck with DR.

That Sticky Launcher is my very first strange, of course I'll be keeping it.

However, if I get a good one from that Naughty crate of yours, I'm going to give it to you.
Title: Re: Team Fortress 64
Post by: Wisp on December 29, 2011, 04:37:53 PM
That Sticky Launcher is my very first strange, of course I'll be keeping it.
However, if I get a good one from that Naughty crate of yours, I'm going to give it to you.
Alright, Steam's in my sig. I'll get on later today and give you the crate, and if you don't get anything you like then I guess I'll just take some Spy stuff from ya.
Title: Re: Team Fortress 64
Post by: Yukarin on December 29, 2011, 04:40:09 PM
Alright, Steam's in my sig. I'll get on later today and give you the crate, and if you don't get anything you like then I guess I'll just take some Spy stuff from ya.

Right right. Feel free to do so.

Also, what time is it there?
Title: Re: Team Fortress 64
Post by: Wisp on December 29, 2011, 09:29:45 PM
Right right. Feel free to do so.
Also, what time is it there?
Oh my gosh, so sorry for late reply. Was playing some TDU2.
1:30 in afternoon here. We can trade right now if you want.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on December 29, 2011, 10:35:36 PM
I'm on the prowl for a Strange Pistol, if anyone one up for trade. I have the following Stanges and Festives up for whomever is interested:

Strange - Black Box, Brass Beast, Fists, Eyelander, Syringe Gun, and Sandman
Festive - Rocket Launcher, Flamethrower, Stickybomb, Wrench, and Sniper Rifle (sorry, I'm keeping that SF Minigun :3)

There is also an assortment of random items on the first two pages that I am willing to part with.
Title: Re: Team Fortress 64
Post by: Gpop on December 29, 2011, 11:04:13 PM
Who was it that I was gonna trade my Strange Syringe Gun for the Strange Sniper Rifle for?

Also, this just in, the Spycicle is amazing. I love it :V
Title: Re: Team Fortress 64
Post by: yuyukos on December 30, 2011, 06:24:08 AM
That was me Gpop :derp:
Title: Re: Team Fortress 64
Post by: Mounting Jaggis on December 30, 2011, 01:06:26 PM
I got an extra Naughty Crate and this game (http://store.steampowered.com/app/91200/) which I got from the Steam Coal thing, though I'm not sure if I should trade the game for some items or keep it. I'm not really interested in Tower Defense or in this case Tower Offense games, but I kinda like trying new genres. So I might keep it if no one wants it.
Title: Re: Team Fortress 64
Post by: CadrinHaverit on December 30, 2011, 02:35:36 PM
Oh man, newbies and low skilled players in this game are an endless source of amusement. My friend and I try to rationalize their behaviour, or get into their heads, trying to explain their thoughts. 'Oh hey, why is there an identical heavy right next to the one I'm healing? Oh, why is there only one now? Did he drop his Sascha? Huh, must have been server lag... ignore and continue.' (in case you did not understand, we were a spy disguised as the very same heavy that the newbie medic was healing, then Your Eternal Reward'd said heavy's back yet again. The medic was probably too new to realize what happened and continued to heal us after we 'disappeared' the real heavy). Or 'they must have read or seen somewhere that medic and heavy is a winning combination. Well, I hope we don't discourage them from playing the game as we crush their hopes like that'. 'Ahh, he blew himself up again... Will he make it this time?... (brief pause) That demoman here is simply the Chosen One.' And so on and so forth. One person playing and the other one doing the commentary beats playing cooperatively together, in my humble opinion. Turns my friend's tendency to nerdrage into comedy gold, too.
Title: Re: Team Fortress 64
Post by: Wisp on December 30, 2011, 04:21:17 PM
Yesterday, when I was in a payload match, there were four W+M1 pyros on the enemy team. One of them had a Server-Clearing Flamethrower.
:derp:

Hm, I want a strange stickybomb launcher now.
Title: Re: Team Fortress 64
Post by: Yukarin on December 30, 2011, 11:35:29 PM
Yesterday, when I was in a payload match, there were four W+M1 pyros on the enemy team. One of them had a Server-Clearing Flamethrower.
:derp:

Hm, I want a strange stickybomb launcher now.

:V
Title: Re: Team Fortress 64
Post by: Agent of the BSoD on December 31, 2011, 09:56:34 AM
During a trade in our meetup, I got a degreaserrrrrrrrrrr! <3 I really like that fast weapon switch. Now all I need is that game breaking-overpowered-ridiculous-uber Phlogistinator. That thing is just pure evil. (and lagtastic, just like the Double Cross map) I still haven't used my Secret Saxton yet.  I will eventually. :V (I didn't forget >_>)
Title: Re: Team Fortress 64
Post by: Gpop on December 31, 2011, 04:26:05 PM
Phlogistinator doesn't appeal to me because of that lack of an airblaster. Seems like a huge hindrance doesn't it? Especially now that you're vulnerable to rockets now eh?
Title: Re: Team Fortress 64
Post by: Gpop on December 31, 2011, 07:05:35 PM
Hm, I want a strange stickybomb launcher now.
The funny thing is...I just unboxed a Festive Stickybomb Launcher :V
Title: Re: Team Fortress 64
Post by: Yukarin on January 01, 2012, 04:21:58 AM
Oh that was one of the best meets I have ever gone into.

The VSH was funny too. GG's to everyone who went in!
Title: Re: Team Fortress 64
Post by: Gc on January 01, 2012, 06:31:25 AM
Randomizer is gre--


I hate you, game.
Title: Re: Team Fortress 64
Post by: Agent of the BSoD on January 01, 2012, 07:01:24 AM
Randomizer is gre--

  • Spy
  • Ali Baba's Wee Booties
  • Battalion's Backup
  • Pain Train
  • Cloak and Dagger

I hate you, game.
Sniper
So random. :derp: Though it is always fun to be a scout with a minigun. And in the case of a spy getting Bonk Energy Drink, it literally takes over part of his arm, and looks kinda funky.
Oh, and a grenade launcher with 190+ ammo is awesome.
Title: Re: Team Fortress 64
Post by: yuyukos on January 01, 2012, 07:14:50 AM
Black Box with clip of 1 and no spare ammo is not awesome :derp:
Hope everyone had fun.
Title: Re: Team Fortress 64
Post by: Hyper Dunk on January 01, 2012, 08:05:27 AM
I experienced first hand that not even Hale's muscles can stop that jerk train  :V
Title: Re: Team Fortress 64
Post by: Agent of the BSoD on January 01, 2012, 09:52:03 AM
I experienced first hand that not even Hale's muscles can stop that jerk train  :V
It is decided. Yukari is the strongest class most powerful force that mere humans can't compete with. :V
That was my first experience with Saxton Hale too. Have to say it was quite funny when someone couldn't hit that one mini sentry. :getdown:
Title: Re: Team Fortress 64
Post by: Gpop on January 01, 2012, 10:11:48 AM
How about successful minisentry defense on dustbowl? :V
Title: Re: Team Fortress 64
Post by: DX7.EP on January 01, 2012, 12:35:23 PM
Black Box with clip of 1 and no spare ammo is not awesome :derp:
That's the Army of One, a custom item that fires a very powerful but slow rocket.

I experienced first hand that not even Hale's muscles can stop that jerk train  :V
Nope, Yukari wins above all. At least with the Sawmill blades we VSH players joke that Hale is taking a shave.

Have to say it was quite funny when someone couldn't hit that one mini sentry. :getdown:
Indeed. :V

Many Hale players tend to go for sentries first, and mini-sentries are just as annoying here as they are in the main game. So quite a lot of damage can be done with those!
Title: Re: Team Fortress 64
Post by: Shady_Ghost on January 02, 2012, 03:49:22 AM
So today I had some really fun matches with kyo. Since he had the philog I decided to go medic and it was so awesome cuz he had the crits ready.so once he activated that he eliminated the sentries and people like no big deal.  However I had to leave so we couldn't do it much more =( I look forward to doing it again though ^^ also get a manmelter so you can extinguish me :V
Title: Re: Team Fortress 64
Post by: Kyo Tanaka on January 02, 2012, 03:54:59 AM
So today I had some really fun matches with kyo. Since he had the philog I decided to go medic and it was so awesome cuz he had the crits ready.so once he activated that he eliminated the sentries and people like no big deal.  However I had to leave so we couldn't do it much more =( I look forward to doing it again though ^^ also get a manmelter so you can extinguish me :V

My Philog came with a great price... T_T

I'll try to get MANMELTER as soon as I can though


I've got a couple of matches done with a medic combo, and I pushed the enemy so far back into their spawn and hold them there for a few seconds. This is a great pubstomp weapon. I've believe that I've got enough experience to post what to do against a certain enemy and how to counter them.
Title: Re: Team Fortress 64
Post by: Demonbman on January 03, 2012, 03:14:54 AM
This game is fun I have no idea why I did not try it sooner, if you want too add me my Steam name is the same demonbman, I main Engie/Demoman and will play anything that isn't Heavy or Soldier
Title: Re: Team Fortress 64
Post by: Romantique Tp on January 03, 2012, 03:20:20 AM
but soldier is fun why wont you play soldier
Title: Re: Team Fortress 64
Post by: Demonbman on January 03, 2012, 03:25:29 AM
I just don't really like how slow he moves :/ And I'm terrible with the Rocket Launcher I have no idea what it is I just can't hit anything near what I am actually shooting at
Title: Re: Team Fortress 64
Post by: Kyo Tanaka on January 03, 2012, 04:47:20 AM
I just don't really like how slow he moves :/ And I'm terrible with the Rocket Launcher I have no idea what it is I just can't hit anything near what I am actually shooting at

His Equalizer also makes him move faster in case you took very heavy firepower.

Soldier is an easiest class (pyro dont count) to play in the Offense.
Title: Re: Team Fortress 64
Post by: Demonbman on January 03, 2012, 05:53:40 AM
I know how easy his, but I just generally don't like using him :/, and The Equalizer to me is really risky to use if your not that good as the soldier in the first place.
Title: Re: Team Fortress 64
Post by: Freyband on January 03, 2012, 06:09:24 AM
Have to say it was quite funny when someone couldn't hit that one mini sentry. :getdown:
That was my sentry. Did several thousand points of damage before it blew up  :getdown:
Also whoever told me that my festive crates would turn into normal crates  :derp: they simply were deleted the 1st.
As for randomizer... Heavy: Bazaar Bargain, Darwin Danger Shield, Tribal Shiv. I really wanted a medic to overheal me since I had 325 health with the shield on.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on January 03, 2012, 07:55:27 AM
Also whoever told me that my festive crates would turn into normal crates  :derp: they simply were deleted the 1st.
Indeed. Sparda gave me one of his crates earlier today, and it seemed to simply vanish. Of course, not before I went and bought another Naughty Key... which is still in my inventory for some reason. :V So much for the festive keys becoming "normal" keys..  Ehh.. I'm sure it will happen later

I main Engie/Demoman and will play anything that isn't Heavy or Soldier
Good to have another member of the crew playing! As far as the classes go, I recommend giving all of them a fair shake before simply writing them off. In the beginning of my TF2 career, I swore that I couldn't "get" the Spy. After quite a bit of playing, he became one of my favorites, as well as the most used class for me by far.

If running speed is your main turn-off, then I advise looking at their strong points instead. Blowing up a group of enemies with a single critical rocket will change your tune..  ;)
Title: Re: Team Fortress 64
Post by: Demonbman on January 03, 2012, 09:21:13 AM
Good to have another member of the crew playing! As far as the classes go, I recommend giving all of them a fair shake before simply writing them off. In the beginning of my TF2 career, I swore that I couldn't "get" the Spy. After quite a bit of playing, he became one of my favorites, as well as the most used class for me by far.

If running speed is your main turn-off, then I advise looking at their strong points instead. Blowing up a group of enemies with a single critical rocket will change your tune..  ;)

I've given each class a good solid hour of playing, but I guess a hour isn't enough, so I will give them another shot. I guess you only get better with time, and I know what you mean about the spy thing, I was like that with the Demoman, and now he is my second main!
Title: Re: Team Fortress 64
Post by: DX7.EP on January 03, 2012, 01:16:16 PM
One hour is not enough to learn the classes well, I think - at least 6 per class minimum, I say, after getting some of the achievement items to experiement with different gameplay mechanics.

Good to see a new player on board though!

Also whoever told me that my festive crates would turn into normal crates  :derp: they simply were deleted the 1st.
Damn.
Title: Re: Team Fortress 64
Post by: Gpop on January 03, 2012, 01:29:06 PM
Thank god I used up my last Naughty Key on that Naughty Crate on the 31st :V Got myself a Festive Stickybomb Launcher o/
Title: Re: Team Fortress 64
Post by: Kyo Tanaka on January 09, 2012, 12:46:27 PM
I just got my hands on a Spycicle and a manmelter!
Title: Re: Team Fortress 64
Post by: Messiah on January 09, 2012, 12:54:45 PM
I've been playing tf2 since some good 6 months ago, but just now I saw this topic, so I thought of dropping by to say hello.
And I am looking for dueling mini games, if anyone have and wants to sell :V
Title: Re: Team Fortress 64
Post by: Kyo Tanaka on January 09, 2012, 09:37:07 PM
I've been playing tf2 since some good 6 months ago, but just now I saw this topic, so I thought of dropping by to say hello.
And I am looking for dueling mini games, if anyone have and wants to sell :V

I've got a Dueling Mini-Game, 5 Uses untouched. Fresh from random drop!
Title: Re: Team Fortress 64
Post by: DX7.EP on January 09, 2012, 10:06:05 PM
I have 3 unused ones from drops that you can have (will trade in values according to standard TF2 pricing guides).
Title: Re: Team Fortress 64
Post by: theshirn on January 09, 2012, 10:12:05 PM
I'd also appreciate any dueling games people feel like slinging my way.
I have 3 unused ones from drops that you can have (will trade in values according to standard TF2 pricing guides).
Which is?
Title: Re: Team Fortress 64
Post by: DX7.EP on January 09, 2012, 10:20:12 PM
I use this item pricing guide (https://spreadsheets.google.com/spreadsheet/pub?key=0AnM9vQU7XgF9dFM2cldGZlhweWFEUURQU2pmOGJVMlE&gid=0) for such trades. Also commonly used in trade servers.

They are worth anywhere from a scrap to a reclaimed, depending on number of uses left. As they are full I'll go with 1 reclaimed per dueling item.
Title: Re: Team Fortress 64
Post by: Messiah on January 09, 2012, 11:17:08 PM
I buying dueling mini games with 5 uses for 1 reclaimed and the ones with 3 uses for 2 scraps.
Title: Re: Team Fortress 64
Post by: DX7.EP on January 09, 2012, 11:33:58 PM
Very well, but I'll be keeping the 3-use one and one of my full dueling sets, though.

Feel free to send a trade invite on Steam - mine's in my sig.
Title: Re: Team Fortress 64
Post by: N-Forza on January 10, 2012, 01:09:31 AM
I have never paid more than a scrap apiece for mini-games. Y'all are crazy.
Title: Re: Team Fortress 64
Post by: Kyo Tanaka on January 10, 2012, 01:25:26 AM
Very well! Add me on Steam so we can trade later on.

And I must be lucky. I found someone trading a Spycicle at a very good price yesterday, and I received the Holiday Punch (Thank you Must Hug All Cats!) for free!
Title: Re: Team Fortress 64
Post by: Barrakketh on January 10, 2012, 04:08:10 AM
Very well! Add me on Steam so we can trade later on.

And I must be lucky. I found someone trading a Spycicle at a very good price yesterday, and I received the Holiday Punch (Thank you Must Hug All Cats!) for free!
I could get a Spy-cicle for approximately 2 reclaimed right now (but I already had mine from opening a crate).

Also managed to uncrate a Strange Stickybomb Launcher and a Strange Your Eternal Reward, so that was two keys worth of metal well spent.
Title: Re: Team Fortress 64
Post by: Gpop on January 10, 2012, 04:11:28 AM
Also managed to uncrate a Strange Stickybomb Launcher and a Strange Your Eternal Reward, so that was two keys worth of metal well spent.
Oh god I want that Strange YER x____x
Title: Re: Team Fortress 64
Post by: Freyband on January 10, 2012, 05:03:46 AM
Oh god I want that Strange YER x____x
The 33 has one of those  (oh hey and I have a 33!). But trading 1 scrap for it... Well I dont buy keys so better for you then me :P (If you buy keys).
Title: Re: Team Fortress 64
Post by: Gc on January 10, 2012, 05:57:28 AM
I just found out that the Strange Medigun's rank counter is the uber counter, and assists do not contribute to the rank. If I appear to be wasting ubers during a future MotK TF2 Meetup, I probably am wasting them and you know the reason.

Also (http://cloud.steampowered.com/ugc/595832927312195461/CC16564B0B2CF1FEFFB7E6A368D52A8857A13E4F/)
Title: Re: Team Fortress 64
Post by: Barrakketh on January 10, 2012, 07:52:32 AM
Oh god I want that Strange YER x____x
Save up some metal and trade for one :V
Title: Re: Team Fortress 64
Post by: theshirn on January 10, 2012, 02:40:49 PM
I just found out that the Strange Medigun's rank counter is the uber counter, and assists do not contribute to the rank. If I appear to be wasting ubers during a future MotK TF2 Meetup, I probably am wasting them and you know the reason.
and this is why strange weapons are a problem
Title: Re: Team Fortress 64
Post by: Gpop on January 10, 2012, 02:41:06 PM
Save up some metal and trade for one :V
How much metal for one?
Title: Re: Team Fortress 64
Post by: Gc on January 10, 2012, 04:23:07 PM
and this is why strange weapons are a problem
Except it's more likely that I'll end up playing correctly, assuming the meetups don't turn to loldomizer. Wasting ubers on jail top/surf end is quite normal. (loldmsurf)
Title: Re: Team Fortress 64
Post by: Gpop on January 10, 2012, 05:04:00 PM
Besides, it's better to waste ubers on yourself to save yourself than to lose it when you're killed with a charged uber.
Title: Re: Team Fortress 64
Post by: theshirn on January 10, 2012, 06:02:49 PM
Besides, it's better to waste ubers on yourself to save yourself than to lose it when you're killed with a charged uber.
Granted.  Ubers are really a "use it or lose it" thing.

But using your uber as you walk out of spawn or when the only guy around is a Sniper is... :colonveeplusalpha:

unless of course it is the dreaded melee sniper of doom
Title: Re: Team Fortress 64
Post by: Barrakketh on January 10, 2012, 06:06:55 PM
How much metal for one?
TF2WH has them for 9,940 credits, so I'd say no more than 2ref 1 rec (you can sell a refined to them for 4,400 credits, and a reclaimed for 1,275).
Title: Re: Team Fortress 64
Post by: Agent of the BSoD on January 11, 2012, 05:50:26 AM
Uh, so I don't know if this has happened to anyone else, but this is a first for me. I was in training mode (just testing out some weapons) and the match I was in just quit with the following error:

"Secure Connection Failed
A connection to the Steam VAC servers could not be made. ..."

How does this happen I don't even...
Title: Re: Team Fortress 64
Post by: DX7.EP on January 11, 2012, 05:55:31 AM
That has occured to me a few times. Now why that is the case, well, I bet Steam server overload, downtime, client connection issue, or something of the sort.
Title: Re: Team Fortress 64
Post by: Messiah on January 11, 2012, 12:55:51 PM
I am once again buying dueling mini games. Give me them all  :3
Title: Re: Team Fortress 64
Post by: Esifex on January 11, 2012, 04:42:33 PM
"Secure Connection Failed
A connection to the Steam VAC servers could not be made. ..."

How does this happen I don't even...

This is what normally punts me offline whenever I tried playing. The forty hours of Pyro play I've accumulated had to be spread out between occasionally fifteen minute intervals, because Steam refused to stay connected and kept flipping me over to Offline, which in turn means no Valve Anti-Cheat. A minute or so after that, the server would punt me off.
Title: Re: Team Fortress 64
Post by: Barrakketh on January 11, 2012, 05:22:07 PM
Uh, so I don't know if this has happened to anyone else, but this is a first for me. I was in training mode (just testing out some weapons) and the match I was in just quit with the following error:

"Secure Connection Failed
A connection to the Steam VAC servers could not be made. ..."

How does this happen I don't even...
That wasn't an uncommon occurrence the first couple of weeks after TF2 went F2P.  I haven't had it happen since then.
Title: Re: Team Fortress 64
Post by: Kyo Tanaka on January 11, 2012, 06:33:48 PM
I am once again buying dueling mini games. Give me them all  :3

Your Steam Profile leads me to my profile. D:

Add me?
Title: Re: Team Fortress 64
Post by: Messiah on January 11, 2012, 07:25:50 PM
Ops, my bad. Forgot about the /home thing.
Fixed it. My nick on steam is Loolicon, just in case.
Title: Re: Team Fortress 64
Post by: Kyo Tanaka on January 11, 2012, 07:41:59 PM
I've sent you an invite.
Title: Re: Team Fortress 64
Post by: Messiah on January 11, 2012, 07:50:23 PM
Still buying dueling games, I am going to get all your duels, lose, and come again to lose more~
And I am looking for a Strange Sniper rifle and selling a Strange Sydney Sleeper.
Title: Re: Team Fortress 64
Post by: Romantique Tp on January 12, 2012, 04:06:32 AM
http://wiki.teamfortress.com/wiki/Lucky_Shot

I want this.
Title: Re: Team Fortress 64
Post by: Esifex on January 12, 2012, 06:07:42 AM
http://wiki.teamfortress.com/wiki/Lucky_Shot

I want this.

Blank article :|
Title: Re: Team Fortress 64
Post by: N-Forza on January 14, 2012, 03:17:18 AM
Here's my backpack: http://tf2b.com/?id=76561197962603076

Nothing really for trade except for some metal, a Bootlegger and lots of crates (last page), but I'm looking for Duel Mini-games pretty much all the time so if have any, let's work something out.
Title: Re: Team Fortress 64
Post by: Kyo Tanaka on January 14, 2012, 04:15:50 AM
Man, ever since those recipe has been released, I've been getting into some good trades.

Traded a scout weapon for a Strange L', and somehow managed to trade something for an Ellis' Cap.
Title: Re: Team Fortress 64
Post by: InfernalExuro on January 14, 2012, 04:27:29 AM
Ellis' Caps are craftable now, so that's why the price spiked.

Oh, and I could use that spare Bootlegger if there's anything on the last page of my BP that interests you.
Title: Re: Team Fortress 64
Post by: N-Forza on January 14, 2012, 07:40:11 AM
Oh, and I have the Scout's Halloween footwear, if anyone cares. I also uncrated a Strange Scottish Resistance today. Trading that, too.

Unless you're going to be crafting those Jags, I'll take them.
Title: Re: Team Fortress 64
Post by: Agent of the BSoD on January 14, 2012, 10:26:44 AM
Yessssss, I have a phlog. Thanks shady for that backburner! Only thing about it is that using it lags me down, but whatever, it's awesome. :derp:
Title: Re: Team Fortress 64
Post by: Dr.Strafe on January 14, 2012, 11:30:46 AM
Hm.. The S Scottish Resistance looks tempting. It might persuade me to play more Demoman. Anything of mine that suits your fancy?
Title: Re: Team Fortress 64
Post by: N-Forza on January 14, 2012, 01:59:29 PM
Name tag might be nice.
Title: Re: Team Fortress 64
Post by: Messiah on January 14, 2012, 04:39:00 PM
I sold my Ellis' Cap 1 day before it became craftable and I was holding it for like, 2 months.

Bring me the Hina doll.
Title: Re: Team Fortress 64
Post by: Gc on January 14, 2012, 06:11:14 PM
Looking to trade all my crates and Engineer weapons for metal

I can also give the non-strange weapons I also have in Strange quality

And some of my hats and miscs

Backpack (http://tf2b.com/?id=Gamecubic)

I also appear to have more strange Amputator kills than strange Axtinguisher kills :derp:
Title: Re: Team Fortress 64
Post by: yuyukos on January 14, 2012, 07:15:42 PM
How much metal for a 32, 2x 28s, 3x 24s, 3x 20s, and the 19?
Title: Re: Team Fortress 64
Post by: Gc on January 14, 2012, 09:11:44 PM
Personally, I'd just go 1 scrap for every 2 crates, so that would be 5 scrap
Title: Re: Team Fortress 64
Post by: Dr.Strafe on January 14, 2012, 10:29:09 PM
Name tag might be nice.
Bah.. I was just about to use that too. Alright, we have a deal.

Gamecubic, I'll toss you a scrap for both of those 23's.
Title: Re: Team Fortress 64
Post by: Gc on January 15, 2012, 01:05:17 AM
Medieval mode apparently has a built-in third person mode (http://www.reddit.com/r/tf2/comments/oh8e8/)
Title: Re: Team Fortress 64
Post by: N-Forza on January 15, 2012, 01:06:39 AM
I have crates too you know!!!!!

If you were going to use the name tag, that's fine. I'll take the Strange Brass Beast and the Strange Amputator instead.
Title: Re: Team Fortress 64
Post by: yuyukos on January 15, 2012, 05:18:03 AM
Personally, I'd just go 1 scrap for every 2 crates, so that would be 5 scrap
This is fine with me. 1 Rec 2 Scrap ok?
Title: Re: Team Fortress 64
Post by: Agent of the BSoD on January 15, 2012, 09:06:34 AM
Quote
Agent of the BSoD has earned the achievement Kook the Spook
Agent of the BSoD has earned the achievement Be Polite
Agent of the BSoD has earned the achievement The Last Wave
Agent of the BSoD has earned the achievement Sniper Milestone 3
Agent of the BSoD :  lol 4 achievements at once
Best amount of achievements at one time. Don't know how, but I did it.
And I'm also becoming quite decent at playing spy. :3
Title: Re: Team Fortress 64
Post by: N-Forza on January 15, 2012, 01:39:17 PM
I uncrated a Magnificient Mongolian, if anyone is interested. I'll trade it for metal or some of the new weapons (minus the Heavy gloves and Scout wrapping paper tube).
Title: Re: Team Fortress 64
Post by: Dr.Strafe on January 15, 2012, 02:04:28 PM
Gah! Crate #23 hates me. I don't want Scout stuff. I want that Strange Pistol, dammit.
Title: Re: Team Fortress 64
Post by: Gc on January 15, 2012, 07:11:58 PM
I've managed to setup a local surf server, thanks to MetaMod:Source, SourceMod and RFBhop and I have to say, "rfbhop_multiplier 100" is madness (defaults to 1)
Title: Re: Team Fortress 64
Post by: Barrakketh on January 16, 2012, 12:56:35 PM
Gah! Crate #23 hates me. I don't want Scout stuff. I want that Strange Pistol, dammit.
Trade about 1rec 1scrap for it.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on January 16, 2012, 01:36:44 PM
Trade about 1rec 1scrap for it.
Yeah, I have a similar trade pending at the moment.
Title: Re: Team Fortress 64
Post by: yuyukos on January 17, 2012, 11:43:50 PM
Unboxed the following Stranges after trading with Gamecubic, let me know if anyone wants anything:
Eyelander
Rocket Launcher
Pain Train
Ambassador
Shotgun
Jag
Brass Beast
Title: Re: Team Fortress 64
Post by: Gpop on January 17, 2012, 11:51:01 PM
Unboxed the following Stranges after trading with Gamecubic, let me know if anyone wants anything:
Eyelander
Rocket Launcher
Pain Train
Ambassador
Shotgun
Jag
Brass Beast

Shotgun and Ambassador seems really good for me. What do you want for them?

Also, I'm looking for 2 L'Etrangers. Mostly for the Familiar Fez set for that silent cloak on the dead ringer. (the second gun for crafting the hat)
Title: Re: Team Fortress 64
Post by: DX7.EP on January 17, 2012, 11:52:02 PM
Unboxed the following Stranges after trading with Gamecubic, let me know if anyone wants anything:
Eyelander
Rocket Launcher
Pain Train
Ambassador
Shotgun
Jag
Brass Beast
Whoa, nice. Don't think I'll be trading for now though.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on January 17, 2012, 11:57:35 PM
Unboxed the following Stranges after trading with Gamecubic, let me know if anyone wants anything:
Eyelander
Rocket Launcher
Pain Train
Ambassador
Shotgun
Jag
Brass Beast
Cool. I'd be interested in trading for the Rocket Launcher and/or the Pain Train. Also, I know that Demonbman is looking for a Strange Jag, so track him down.
Title: Re: Team Fortress 64
Post by: Yukarin on January 18, 2012, 01:41:44 AM
Shotgun and Ambassador seems really good for me. What do you want for them?

Also, I'm looking for 2 L'Etrangers. Mostly for the Familiar Fez set for that silent cloak on the dead ringer. (the second gun for crafting the hat)

Goddamit i wanted that.
Title: Re: Team Fortress 64
Post by: yuyukos on January 18, 2012, 01:45:37 AM
Shotgun and Ambassador seems really good for me. What do you want for them?

Also, I'm looking for 2 L'Etrangers. Mostly for the Familiar Fez set for that silent cloak on the dead ringer. (the second gun for crafting the hat)
2x Crate 29s, strange Boston Basher, and a normal Detonator for my Strange Shotgun and Strange Ambassador ok?

Cool. I'd be interested in trading for the Rocket Launcher and/or the Pain Train. Also, I know that Demonbman is looking for a Strange Jag, so track him down.
Yeah, he messaged me earlier and I got it to him, thanks. Are you willing to trade Name Tags? If so, would you do 3 Name Tags and a Strange Black Box for my Strange Rocket Launcher and Strange Pain Train?

Goddamit i wanted that.
I have more Strange Ambassadors, but I'm using my other Strange Shotgun, sorry.
Title: Re: Team Fortress 64
Post by: Freyband on January 18, 2012, 02:29:10 AM
I have more Strange Ambassadors, but I'm using my other Strange Shotgun, sorry.
I'd like to get my hands on a strange amba, but regrettably doubt I have anything you might care to trade for it. (of course you could always check just to see)  :derp:
Title: Re: Team Fortress 64
Post by: Dr.Strafe on January 18, 2012, 02:48:11 AM
Yeah, he messaged me earlier and I got it to him, thanks. Are you willing to trade Name Tags? If so, would you do 3 Name Tags and a Strange Black Box for my Strange Rocket Launcher and Strange Pain Train?
I'm not against trading Nametags, although I buy them so I can use them.. However, your trade is a bit steep. I can go 1 Nametag and the the Black Box for the two, but not more.. Sorry.
Title: Re: Team Fortress 64
Post by: InfernalExuro on January 18, 2012, 03:01:57 AM
The strange RL is actually the most valuable non-limited strange. His deal is better than anything you'd find at normal market price really. :V
Title: Re: Team Fortress 64
Post by: Tamashii Kanjou on January 18, 2012, 03:03:13 AM
Finally get round to posting...

Also, yeah, look at how empty and small (and pointless) my backpack (http://tf2b.com/profiles/76561198046158441) is! [Not big surprise; only 5 hours of play so far.]
I swear I'll have that full at some point. ><
Title: Re: Team Fortress 64
Post by: Dr.Strafe on January 18, 2012, 03:09:00 AM
The strange RL is actually the most valuable non-limited strange. His deal is better than anything you'd find at normal market price really. :V
That being the case, I still don't have 3 nametags. The trade isn't that important anyway. :V
Title: Re: Team Fortress 64
Post by: DX7.EP on January 18, 2012, 03:09:44 AM
Finally get round to posting...

Also, yeah, look at how empty and small (and pointless) my backpack (http://tf2b.com/profiles/76561198046158441) is!....
I spy that Kanjou uses an F2P account! This will make trades and multi-user Steam chats much more difficult; I'd get around it by buying any item (cheap hats are probably a good idea - you can easily get weapons as you go) off the TF2 store.
Title: Re: Team Fortress 64
Post by: Tamashii Kanjou on January 18, 2012, 03:13:28 AM
I was about to ask about stuff like that...

Now I know the answer, I'll be right back.  :derp:
Title: Re: Team Fortress 64
Post by: Gpop on January 18, 2012, 03:26:26 AM
2x Crate 29s, strange Boston Basher, and a normal Detonator for my Strange Shotgun and Strange Ambassador ok?
That's a deal. I don't use crates anyways :V
Title: Re: Team Fortress 64
Post by: yuyukos on January 18, 2012, 03:33:54 AM
I'd like to get my hands on a strange amba, but regrettably doubt I have anything you might care to trade for it. (of course you could always check just to see)  :derp:
Nothing I see that I want, sorry.

I'm not against trading Nametags, although I buy them so I can use them.. However, your trade is a bit steep. I can go 1 Nametag and the the Black Box for the two, but not more.. Sorry.
We'll pass then, it's fine. Thanks anyway.
Title: Re: Team Fortress 64
Post by: Gpop on January 18, 2012, 03:38:35 AM
Hope your crates get you something good. Good thing I'm too cheap for keys :V
Title: Re: Team Fortress 64
Post by: Yukarin on January 18, 2012, 03:44:58 AM
I was about to ask about stuff like that...

Now I know the answer, I'll be right back.  :derp:

Holy shit.

I check your backpack 15 minutes ago, you were F2P.

Now you're premium. Holy shit.

ALSO ADD MEEEEEEEE (http://steamcommunity.com/id/YakumoSilver)
Title: Re: Team Fortress 64
Post by: Tamashii Kanjou on January 18, 2012, 03:46:55 AM
I would have had it done quicker had Steam not ran any slower.  :derp:

Now where was I... oh yeah. Confirming this strange person who just friended me.  :3
Title: Re: Team Fortress 64
Post by: Yukarin on January 18, 2012, 03:51:26 AM
Now where was I... oh yeah. Confirming this strange person who just friended me.  :3

:V :V :V :V
Title: Re: Team Fortress 64
Post by: Wisp on January 18, 2012, 04:02:03 AM
My bro gave me a Flamboyant Flamenco, which made me play a few rounds of payload as Pyro for the first time in months. Around 50 kills and about 20 deaths in 3 rounds. I think I'm getting the hang of this!
I'm thinking of trading away the Flamenco for an Attendant so I can get the Gas Jockey set bonus, but I dunno. I really like this hat even though I'm not a hat collector. Plus, Gas Jockey = no Axtinguishing and the satisfaction that comes from it.
Or, I can trade it away for a Madame Dixie!
Title: Re: Team Fortress 64
Post by: Gpop on January 18, 2012, 04:06:49 AM
Btw
Also, I'm looking for 2 L'Etrangers. Mostly for the Familiar Fez set for that silent cloak on the dead ringer. (the second gun for crafting the hat)

So if anyone ever gets one or 2 I'd like it so I can get my set. Silent Dead Ringer sounds so awesomely OP :V
Title: Re: Team Fortress 64
Post by: InfernalExuro on January 18, 2012, 04:12:51 AM
My bro gave me a Flamboyant Flamenco, which made me play a few rounds of payload as Pyro for the first time in months. Around 50 kills and about 20 deaths in 3 rounds. I think I'm getting the hang of this!
I'm thinking of trading away the Flamenco for an Attendant so I can get the Gas Jockey set bonus, but I dunno. I really like this hat even though I'm not a hat collector. Plus, Gas Jockey = no Axtinguishing and the satisfaction that comes from it.
Or, I can trade it away for a Madame Dixie!
The Flamenco is my second-favorite among Pyro hats, next to the Pyromancer's Mask. If the Pyromancer's ever gets turned into a misc item, I'm going to get one to go along with it. :V

And I used to use the Gas Jockey set back when it first came out. I missed my Axetinguisher far too much to keep running with that setup, though, and the deal was sealed when they went ahead and gave the Powerjack the melee vulnerability to top off the extra bullet damage.
Title: Re: Team Fortress 64
Post by: Gc on January 18, 2012, 06:40:29 PM
I'm starting to get incredibly bored of Intox Surf #1...




TL;DR: Looking for classic TF2 servers to play on. Suggest. That means no VSH, no randomizer, no prophunt, no whacky gameplay mods. Just classic TF2.

1 The long slanted blocks you slide on.
2 People who can't surf and generally go Scout so the double jump + FaN jump + Atomizer jump help them. It's worth noting that any form of midair jump makes you lose all your speed. They are often found hanging low on the ramps, going around a snail's pace, stopping people from going faster. The use of the word "Scoot" is specific to Intox Surf #1.
3 When you get to the end of the map, usually you don't kill the other surfers that are at the end. Most non-arena maps let you kill people who have failed the surf so you can just farm points peacefully.
4 Where people who fall of the surf ramps go.
5 When you finish a surf map, you can usually go back to the top of the map to restock on ammo and life. Also to kill AFKers during sudden death.
Title: Re: Team Fortress 64
Post by: DX7.EP on January 18, 2012, 06:47:31 PM
  • surf_bathroom_final (http://i.imgur.com/trGAV.jpg)
I agree this map is silly, having played it as well (albeit in CS).

Quote
TL;DR: Looking for classic TF2 servers to play on. Suggest. That means no VSH, no randomizer, no prophunt, no whacky gameplay mods. Just classic TF2.
If I do look for a regular match, I tend to favour LotusClan and NoHeroes servers, and frequent Payload maps. However lately I've been joining whatever games anyone else is in, which results in a few too many Dustbowl rounds with lousy Engie camps.

EDIT: May be old, but when King Hippo (of Punch-Out fame) meets Heavy.... (http://www.youtube.com/watch?v=1cAOM9JpyQ8)
Title: Re: Team Fortress 64
Post by: Yukarin on January 21, 2012, 05:31:29 AM
I'm loving foundry.

The huge map's amazing for spy. Many routes to flank the enemy, ammo boxes and health packs galore.

Too bad my local server doesn't add this on the rotation.
Title: Re: Team Fortress 64
Post by: Fetch()tirade on January 21, 2012, 07:56:41 AM
http://tf2b.com/?id=76561198045707641

My Touhou collection is coming along nicely, though some items still need names. So far:
- Reimu's Incident-Solving Rocket Launcher (Liberty Launcher) [inspired by a miko skin for the soldier]
- Yuuka's Personal 12-Gauge (Shotgun)
- Reisen's Handgun (Pistol)
- Nitori's Wrench (Wrench) [not named yet]
- Youmu's Roukanken (Zatoichi) [not named yet]
- Spell-Card-on-a-Stick (Objector) [Reimu decal and a quote from one of her spell cards in DS]
- Aya, Traditional Reporter of Fantasy (Photo Badge) [short description]

If ever they make a Strange Concheror, I'm naming it the Moriya Shrine Portable.

Also, Poniponiponi is a fantastic server.
Title: Re: Team Fortress 64
Post by: Yukarin on January 21, 2012, 08:43:47 AM
I have more Strange Ambassadors, but I'm using my other Strange Shotgun, sorry.

What do want for it? Check my backpack (Stranges and anything equipped I am not going to give, besides that strange bonesaw.)

On an unrelated note, guess what Steam gave me.

THE FULL GAME OF PORTAL 1 FOR FREE.

HOLY SHIT
Title: Re: Team Fortress 64
Post by: N-Forza on January 21, 2012, 02:36:57 PM
I've got two Scottish Handshakes to trade if anyone wants 'em as well as that Magnificent Mongolian.

Crates, too.
Title: Re: Team Fortress 64
Post by: yuyukos on January 21, 2012, 03:36:29 PM
I've got two Scottish Handshakes to trade if anyone wants 'em as well as that Magnificent Mongolian.

Crates, too.
I'm interested in your Crates #3, 5, 7, 3x 17s, 24, and 3x 32s. 2 Scrap for all per your 6:1 comment from Steam?
What do want for it? Check my backpack (Stranges and anything equipped I am not going to give, besides that strange bonesaw.)

On an unrelated note, guess what Steam gave me.

THE FULL GAME OF PORTAL 1 FOR FREE.

HOLY SHIT
Nothing I see that I want at the moment, sorry.
Title: Re: Team Fortress 64
Post by: Yukarin on January 21, 2012, 03:52:09 PM
Nothing I see that I want at the moment, sorry.

dammit
Title: Re: Team Fortress 64
Post by: Demonbman on January 22, 2012, 12:28:20 AM
Finally made a Backpack viewer thingy you can find my backpack here (http://www.tf2items.com/id/Demonbman) let me know if anyone wants something that is tradeable, all stranges are up for grabs except The Jag and Knife.
Title: Re: Team Fortress 64
Post by: N-Forza on January 22, 2012, 01:32:42 AM
yuyukos: Friend me if you haven't already and message me when you're ready. I'll only trade 2 17s and 2 32s though. I'll throw in a random weapon to make up for it.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on January 22, 2012, 09:43:32 AM
Finally made a Backpack viewer thingy you can find my backpack here (http://www.tf2items.com/id/Demonbman) let me know if anyone wants something that is tradeable, all stranges are up for grabs except The Jag and Knife.
That Strange Soda Popper looks mighty tasty. What would you like for it?

Edit- I have it now.  :3 This will do nicely. Thanks again
Title: Re: Team Fortress 64
Post by: Gpop on January 22, 2012, 04:59:46 PM
Hmm...in all honesty, I'm not doing so great with my strange Amby. So if anyone got a Strange Enforcer later, I'm willing to trade mine up for that.
Title: Re: Team Fortress 64
Post by: DX7.EP on January 22, 2012, 05:31:08 PM
I know someone who'd kill for that S. Amby *looks at Frey*. Considering the current value on TF2 pricing guides is 1-2 rec, and IIRC S. Enforcers don't drop yet, it makes more sense to trade it off for the metal as I think the S. Enforcer will start with 1 ref minimum baseline.
Title: Re: Team Fortress 64
Post by: Freyband on January 22, 2012, 06:21:49 PM
Regrettably I lack the metal for such a transaction (since I keep giving spares to new players and thus cannot make metal). Last I heard the sharp dresser (a cosmetic knife for the spy) could be traded for a decent amount of metal, but I think Gpop would be better waiting for the enforcer crate to pop up. I doubt that it'll be too long before we see a crate with it (only 2-3 more years).  :V I could always give you my spare Coup' Disaster though! (again  :V)
Title: Re: Team Fortress 64
Post by: DX7.EP on January 22, 2012, 06:29:21 PM
Coupe D'isasters tend to go for 1 to 1.33 ref, according to this (https://spreadsheets.google.com/spreadsheet/pub?key=0AnM9vQU7XgF9dFM2cldGZlhweWFEUURQU2pmOGJVMlE&gid=0). I think Gpop can throw in a few spare weapons along to even the deal a bit.
Title: Re: Team Fortress 64
Post by: Gpop on January 22, 2012, 07:22:42 PM
Nah, I'll just wait for a Strange Enforcer more. I really don't like the idea of trading for scraps.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on January 23, 2012, 03:54:31 PM
I just traded for a Strange Gunslinger and Strange Festive Flamethrower. I'm one happy evil little bastard right now.

Adding my normal Festive Flamethrower to the list of extra festives up for trade.
Title: Re: Team Fortress 64
Post by: Gpop on January 23, 2012, 04:11:02 PM
I just traded for a Strange Gunslinger and Strange Festive Flamethrower. I'm one happy evil little bastard right now.

Adding my normal Festive Flamethrower to the list of extra festives up for trade.
I'll take it off your hands then :V

But goddamn...a STRANGE FESTIVE flamethrower...that sounds nice
Title: Re: Team Fortress 64
Post by: Barrakketh on January 23, 2012, 06:56:04 PM
I just traded for a Strange Gunslinger
You lucky bastard.
Title: Re: Team Fortress 64
Post by: InfernalExuro on January 23, 2012, 10:03:57 PM
How much did you give for the S. Gunslinger, just out of curiosity? Those tend to require an obscene amount of keys to get in a trade. :V
Title: Re: Team Fortress 64
Post by: Dr.Strafe on January 23, 2012, 10:57:01 PM
My little secret.
7 keys...
[/size] :derp: Yeah, it was a hefty price, but it was really the best price I could find for it at the time, and the seller was really cool. Some people wanted 15+ Refined for it, which would have taken ages to stockpile.

I'll take it off your hands then :V
2 Reclaimed seems to be about the going price..
Title: Re: Team Fortress 64
Post by: Fetch()tirade on January 23, 2012, 11:12:24 PM
Hint for those willing to buy store items and sell them off for metal: buy gift wrap.
Average price for one is around 2.66 to 3 ref, but in-store price is $1.99. Compare that to black/white paint (5-ish ref, $4.99) and keys (2.33-2.66 ref, $2.49),

My little secret.
7 keys...
[/size] :derp: Yeah, it was a hefty price, but it was really the best price I could find for it at the time, and the seller was really cool. Some people wanted 15+ Refined for it, which would have taken ages to stockpile.

7 keys is like 16+ ref.
Title: Re: Team Fortress 64
Post by: Gpop on January 23, 2012, 11:14:57 PM
2 Reclaimed seems to be about the going price..
I'll do my best to craft that now, but I'm holding my spares for my Saharan Spy set :<
Title: Re: Team Fortress 64
Post by: Dr.Strafe on January 23, 2012, 11:57:28 PM
I'll do my best to craft that now, but I'm holding my spares for my Saharan Spy set :<
That's fine. Just hit me up whenever you're ready. I'll reserve it for you in the mean time.

Also. Strange Festive Knife GET! brb..maniacal laughter.. >:D 
This means that I am finally retiring my beloved Strange Knife after 400+ kills. (thanks again, Exuro) It's up for trade now if anyone is interested.
Title: Re: Team Fortress 64
Post by: Gpop on January 24, 2012, 12:24:02 AM
That's fine. Just hit me up whenever you're ready. I'll reserve it for you in the mean time.

Also. Strange Festive Knife GET! brb..maniacal laughter.. >:D 
This means that I am finally retiring my beloved Strange Knife after 400+ kills. (thanks again, Exuro) It's up for trade now if anyone is interested.
...actually I want that strange knife now :V
Title: Re: Team Fortress 64
Post by: DX7.EP on January 24, 2012, 12:37:49 AM
I want it - damnit Gpop, but I lack much metal anyway :V
Title: Re: Team Fortress 64
Post by: Dr.Strafe on January 24, 2012, 06:15:16 AM
Heh. 3 people gunning for it already. Shady, Gpop, and EP. Guess that means you'll have to all FIGHT TO THE DEATH. >:D
Title: Re: Team Fortress 64
Post by: DX7.EP on January 24, 2012, 06:46:09 AM
If that is the case then Shady instantly loses due to netbook. :V

...hm, about 1 ref for one (usually new) one, I see. Well, I'm not sure how the current kill counter would affect pricing, though. Might be able to scrap together a trade.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on January 24, 2012, 07:01:07 AM
Kill count will reset upon trading. It will only remain if I were to gift the knife to someone.

Yeah, the going rate seems to be 1 Refined.. I know you three are all trying to save your metal for other purposes, but I think we'll work something out. So, I guess I'll give first dibs in the order in which you guys expressed interest. Shady, then Gpop, then EP. Shady seems to be hurting for metal until the next drop set.. but we'll see >:D
Title: Re: Team Fortress 64
Post by: Yukarin on January 24, 2012, 09:11:41 AM
An S.knife is 1 ref each. I bought it with that price.

I never really did like the festiveness of an S. Festive knife. I like stock better.

Oh also, I'm willing to pay 1 ref for a strange amby.
Title: Re: Team Fortress 64
Post by: Gpop on January 24, 2012, 01:28:27 PM
I actually have a refined on me now, but unfortunately I accidentally created it with a non-tradable item I had which the ref itself non-tradable x.x
Title: Re: Team Fortress 64
Post by: Dr.Strafe on January 24, 2012, 02:55:01 PM
Yeah, I'm not asking for more than the Ref, honestly. That is unless the guys get into a bidding war... We'll see how things go here in the next day or so. I'm not in a rush.

I felt the same way as you did about Festives, Yukarin. I guess along the way, they sort of grew on me. The lights are pretty cool in-game.
And yes, the Ambassador is nice. A must-have for spypers everywhere :V
Title: Re: Team Fortress 64
Post by: DX7.EP on January 24, 2012, 03:16:09 PM
I can exchange a ref with a Name Tag, as they are worth about 1 ref themselves. However, Exuro has already claimed some interest in it, and even I was alternatively planning to trade it for a Description Tag. However I'm not exactly sure about the former's trade deal.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on January 25, 2012, 12:42:44 AM
Welp. Shady went off and found a knife of his own. :V Focus now goes to Gpop, unless he concedes to EP.

A ref is fine. Although, the way around the 'non-tradeable' aspect is to use Gift Wrap.. It's a shame that Valve sells that crap. I guess they have to get a cut on the trade as well.
Title: Re: Team Fortress 64
Post by: DX7.EP on January 25, 2012, 12:55:43 AM
Congrats to Shady, now we'll be facestabbed even more often :V

Ugh, that note of Gift Wrap reminds me to probably buy one for my Poker Night Luger, as well as 3 keys. I'm not willing to use that Luger for crafting a dirty item, and should Gpop trade first I might as well trade BSoD the Name Tag for his Description Tag and his 2 S33 crates, then try to unbox a Strange YER again. :V (and afterwards go for the S. Knife using S24s)

On an off-note, I decided to sum up the total cost of opening up all the crates in my alternate account (mostly transferred from my normal one)...US$171.81. :o No way I'm opening all of them up at once!
Title: Re: Team Fortress 64
Post by: Fetch()tirade on January 25, 2012, 02:20:38 AM
I feel like sacking my 5 keys on trying to get a hat.
How have I fallen so far?
Title: Re: Team Fortress 64
Post by: Gpop on January 25, 2012, 02:20:54 AM
Congrats to Shady, now we'll be facestabbed even more often :V

Ugh, that note of Gift Wrap reminds me to probably buy one for my Poker Night Luger, as well as 3 keys. I'm not willing to use that Luger for crafting a dirty item, and should Gpop trade first I might as well trade BSoD the Name Tag for his Description Tag and his 2 S33 crates, then try to unbox a Strange YER again. :V (and afterwards go for the S. Knife using S24s)

On an off-note, I decided to sum up the total cost of opening up all the crates in my alternate account (mostly transferred from my normal one)...US$171.81. :o No way I'm opening all of them up at once!
If you get a Strange YER, I'll trade the Strange Knife for it :V
Title: Re: Team Fortress 64
Post by: DX7.EP on January 25, 2012, 02:22:31 AM
If you get a Strange YER, I'll trade the Strange Knife for it :V
Unless I happen to unbox 2 of them, then no; I like my YER too much :V

Moreover S. YERs go for 2 ref these days. The knife won't be enough.
Title: Re: Team Fortress 64
Post by: Messiah on January 25, 2012, 10:23:51 AM
An S.knife is 1 ref each. I bought it with that price.

I never really did like the festiveness of an S. Festive knife. I like stock better.

Oh also, I'm willing to pay 1 ref for a strange amby.
I got one S.Ambassador just now, are you interested?
Title: Re: Team Fortress 64
Post by: Dr.Strafe on January 25, 2012, 10:27:05 AM
Just got a Strange Festive Sniper Rifle. :3 This means that I'm putting both my Strange Sniper and Festive Sniper up for trade.

I have another trade pending in hopes for a Strange Festive Medigun. If it goes through, I'll be putting my Strange Medigun up as well. Wish me luck.  :3
Title: Re: Team Fortress 64
Post by: Gpop on January 25, 2012, 02:28:39 PM
Unless I happen to unbox 2 of them, then no; I like my YER too much :V

Moreover S. YERs go for 2 ref these days. The knife won't be enough.
Strange knife and 1 ref once you get a second then :V
Title: Re: Team Fortress 64
Post by: DX7.EP on January 25, 2012, 02:53:49 PM
That is, if I get a second. :V

Time to frequent trade servers more often, I guess...those Decal Tools I have sitting around should help.

EDIT: After a bit of trading, I've gotten a S. YER, two dirty hats, and two spare weapons. Some progress!
Title: Re: Team Fortress 64
Post by: N-Forza on January 26, 2012, 12:09:59 AM
Strafe: I'm interested in your Strange Rifle, but the only thing of any value that I have right now is that hat I keep posting about. If you're OK with that, I'll take it.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on January 26, 2012, 01:07:49 AM
Strafe: I'm interested in your Strange Rifle, but the only thing of any value that I have right now is that hat I keep posting about. If you're OK with that, I'll take it.
Unfortunately, I'm happy with my Heavy hats at the moment. However, my Medic could use a little more diversification, hat-wise. :3

The only other person that has expressed interest in the Rifle is Sparda, who needs to sell some Demo hat first. I'll keep the rifle aside for you guys. Yeah, Sparda bought it after all, sorry..

EDIT- Well, I managed to get that SF Medigun after all. I just got held over a barrel to do it. :V My Strange Medigun is now available for trade.
Title: Re: Team Fortress 64
Post by: Yukarin on January 26, 2012, 01:33:18 AM
I got one S.Ambassador just now, are you interested?

Sure! Just hit me up with a trade request then. The profile's in my Sig.
Title: Re: Team Fortress 64
Post by: Gpop on January 27, 2012, 10:49:18 PM
Goddammit.

How come EVERY DAY I get a good spy day, replays decide to shit on me and never save?

Fuck, today I was doing so good, stair stabs, destroying FULL sentry nests, everything, with the vanilla strange knife.

Fuck
Title: Re: Team Fortress 64
Post by: DX7.EP on January 27, 2012, 10:53:37 PM
I feel ya there, except that I've never had the Replay Editor work on my systems. Lost a ton of silly moments that way...oh well, I have FRAPS for that so not a huge loss. But either way... :\
Title: Re: Team Fortress 64
Post by: Gpop on January 27, 2012, 11:03:21 PM
ACtually, looks like most survived BUT the one I wanted to see the most, which had the longest life and most deaths. Damn, I was pretty much the only person on my team actually doing everything (taking sentries, weakening defense and final payload push, taking out snipers, etc)

I got them so paranoid that the engineer nest disappeared since all engies went pyro :V
Title: Re: Team Fortress 64
Post by: N-Forza on January 28, 2012, 12:49:31 AM
I got my first airshot kill yesterday with the standard rocket launcher (well, the Original at least). Felt pretty good.
Title: Re: Team Fortress 64
Post by: Kyo Tanaka on January 28, 2012, 03:37:20 AM
I've gotten at least a 5 kill streak several times using the Fist of Steel without the help of Minigun. I manage to save the replay.. but most of them had errors.
Title: Re: Team Fortress 64
Post by: Gpop on January 28, 2012, 04:02:22 AM
You know, playing with the Strange Knife more, I think I'll stick to the normal knife now. Having a lack of knife from those pyros really hurt, but the original knife is pretty much what I need, I was killing everyone anyways :V
Title: Re: Team Fortress 64
Post by: DX7.EP on January 28, 2012, 06:32:43 AM
You know, playing with the Strange Knife more, I think I'll stick to the normal knife now. Having a lack of knife from those pyros really hurt, but the original knife is pretty much what I need, I was killing everyone anyways :V
It's always regular knife or YER for me. The rest of them are too gimmicky for my taste.
Title: Re: Team Fortress 64
Post by: Demonbman on January 28, 2012, 08:55:25 AM
I have two Strange Family Buisnesses and a Strange Boston Basher up for trade
Title: Re: Team Fortress 64
Post by: Dr.Strafe on January 28, 2012, 09:02:55 AM
It's always regular knife or YER for me. The rest of them are too gimmicky for my taste.
Pretty much the same thing for me, although I do love some Spycicle action from time to time. It's handy as an extinguisher. :V

You know, playing with the Strange Knife more, I think I'll stick to the normal knife now. Having a lack of knife from those pyros really hurt, but the original knife is pretty much what I need, I was killing everyone anyways :V
Excellent. Yeah, I love the default knife as well. Once I remapped the "last disguise" key, and switched to a shorter disguise menu (only using keys 1-3), switching disguises is much easier and efficient. Playing Spy is so much fun :3
Title: Re: Team Fortress 64
Post by: N-Forza on January 28, 2012, 10:15:17 AM
Anyone else want a Strange Scottish Resistance? I was hoping to get a Strange Reserve Shooter but welp.
Title: Re: Team Fortress 64
Post by: Yukarin on January 28, 2012, 12:41:09 PM
Once I remapped the "last disguise" key, and switched to a shorter disguise menu (only using keys 1-3), switching disguises is much easier and efficient. Playing Spy is so much fun :3

Stabby stabby's spy config disguises you with the function buttons. You can remap it as well in the spy config.

Also yeah, default knife FTW. I don't have a spy-cicle, but I imagine the pain to fight a pyro without a knife.

Besides, cornerstabs take most pyros with ease. :V
Title: Re: Team Fortress 64
Post by: DX7.EP on January 28, 2012, 03:13:34 PM
Well damn, even with the recent update my system still hates replays. Can't even get to the editor regardless of where I get the replays to start with....

However, I think I finally (re-)found the server where a modified VSH mode starring Cave Johnson and the lemon grenade launcher are. Shame it didn't kick in though.
Title: Re: Team Fortress 64
Post by: Esifex on January 28, 2012, 03:24:00 PM
It's always regular knife or YER for me. The rest of them are too gimmicky for my taste.

I've seen some people get a lot of use out the Conniving Kunai or w/e its called. Taking out a Heavy-Medic combo with backstabs makes you pretty much indestructible for a little while.

'Course, I am terrible at Spy for the time being, so whenever I get even one backstab I get all giddy and shit and then fuck up and get killed :derp:
Title: Re: Team Fortress 64
Post by: Romantique Tp on January 28, 2012, 03:42:36 PM
but I imagine the pain to fight a pyro without a knife.

You don't. You pick Enforcer and kill them before the fire invincibility runs out.
Title: Re: Team Fortress 64
Post by: Barrakketh on January 28, 2012, 10:29:48 PM
Anyone else want a Strange Scottish Resistance? I was hoping to get a Strange Reserve Shooter but welp.
TF2WH had a Strange Reserve Shooter going for slightly less than a Strange Scottish Resistance.  Both a bit less than a refined.

Stabby stabby's spy config disguises you with the function buttons. You can remap it as well in the spy config.
Function buttons are cumbersome.  Simple disguise menu lets you use the buttons 1-3 after selecting the disguise kit.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on January 28, 2012, 10:55:27 PM
Function buttons are cumbersome.  Simple disguise menu lets you use the buttons 1-3 after selecting the disguise kit.
Indeed. Using the Function keys is really no different than the default setup. Reaching to "9" versus reaching to "F9", etc. I find it much easier to just quickly type "4-3-1" while running, and I'm suddenly a Medic. :3 If anything, this practice has helped streamline my Engie construction.. especially Gunslinger.
Title: Re: Team Fortress 64
Post by: Barrakketh on January 29, 2012, 12:47:47 AM
Indeed. Using the Function keys is really no different than the default setup. Reaching to "9" versus reaching to "F9", etc. I find it much easier to just quickly type "4-3-1" while running, and I'm suddenly a Medic. :3
Using F9 (or the default setup) also means either taking your hands away from WASD or your mouse.  That's not ideal.  I can keep running with my middle finger and press 1, 2, 3 with my index and ring fingers, so simple disguise wins for me.
Quote
If anything, this practice has helped streamline my Engie construction.. especially Gunslinger.
I bind "F" to have a sentry ready to place.  Shift+F will destroy an existing sentry and have one ready to place.  When I'm a spy, "F" is last disguise.  For everyone else, F is melee (more convenient for axtinguishing someone).
Title: Re: Team Fortress 64
Post by: N-Forza on January 29, 2012, 12:49:25 AM
Kind of hard to trade TF2WH stuff they are already maxed out on inventory of. Otherwise I would've done it a long time ago.
Title: Re: Team Fortress 64
Post by: Yukarin on January 29, 2012, 02:29:59 AM
Indeed. Using the Function keys is really no different than the default setup. Reaching to "9" versus reaching to "F9", etc. I find it much easier to just quickly type "4-3-1" while running, and I'm suddenly a Medic. :3 If anything, this practice has helped streamline my Engie construction.. especially Gunslinger.

I remapped mine so that F1- F5 are disguises I normally use.

F1 is scout, F2 is sniper, F3 is pyro, F4 is spy, F5 is engie.

To each their own though.
Title: Re: Team Fortress 64
Post by: Barrakketh on January 29, 2012, 03:38:16 AM
Kind of hard to trade TF2WH stuff they are already maxed out on inventory of. Otherwise I would've done it a long time ago.
True...unlike the regular sticky bomb launcher, the Scottish Resistance isn't a weapon that a demoman usually uses so it's not really desired.

I'd probably give the Scottish Resistance another shot if they they made the stickies immune to being moved by airblast and other explosives.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on January 29, 2012, 02:52:50 PM
Lots of good early morning trades. I got a hold of SF Wrench, SF Rocket Launcher, SF Stickybomb, and a Strange Grenade launcher. :3 The only SF weapons I need now belong to that damn Scout... Well, he can wait. :V

I'm putting my Strange Wrench up for trade along with that Strange Medigun, if anyone is interested.
I also have the following (normal) Festives: 2 Wrenches, 2 Rocket Launchers, 1 Sticky, 1 Flamethrower, and 1 Sniper.

I figured I'd let you guys get the first shot at them before I throw them on the trading boards.
Title: Re: Team Fortress 64
Post by: Molten on January 29, 2012, 03:38:30 PM
I'm sorta interested in that Strange Wrench, for when i'm not using the Gunslinger. Just tell me what you want for it.
Title: Re: Team Fortress 64
Post by: theshirn on January 29, 2012, 03:43:42 PM
I'm sorta interested in that Strange Wrench, for when i'm not using the Gunslinger. Just tell me what you want for it.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on January 29, 2012, 10:33:19 PM
A couple of Reclaimed metals should be fine.
Title: Re: Team Fortress 64
Post by: InfernalExuro on January 29, 2012, 11:26:26 PM
It's about that time to clear out my armory again. For convenience's sake, I'll list the stuff up for grabs by class order.

Scout:
The Shortstop
The Holy Mackerel
The Sandman
Crit-a-Cola
The Atomizer
The Sun-on-a-Stick

Soldier:
The Original
The Black Box
The Battalion's Backup
The Market Gardener

Pyro:
The Degreaser
The Backburner (Uncraftable)

Demoman:
The Ullapool Caber
The Pain Train
Nessie's Nine Iron
The Scottish Resistance (Uncraftable)

Heavy:
The Holiday Punch
The Tomislav
The Buffalo Steak Sandvich
The Warrior's Spirit

Engineer:
The Gunslinger
The Jag x2 (I recall someone asking for these at some point, I think...)

Medic:
The Solemn Vow

Sniper:
The Razorback
Jarate (Uncraftable)
The Sydney Sleeper

Spy:
The Enforcer
The Big Earner

Drop me a message on Steam or let me know here if there's anything that you'd like. I'm looking for a couple weapons, myself, so I'd be happy to trade a small mountain of these for some of them. I could use... welp, list time again. :V

The Three-Rune Blade
The Apoco-Fists
The Eureka Effect
The Phlogostinator
The Third Degree
The Unarmed Combat
The Wanga Prick
The Sharp Dresser
Title: Re: Team Fortress 64
Post by: N-Forza on January 30, 2012, 12:12:30 AM
Strafe: I really want that festive sniper still, but all I have is the S ScotRes. Is that OK?

Exuro: I had a Manmelter drop last night. I'll trade it to you for three random craftables. I also have a Bootlegger I'll trade for any 1 craftable.
Title: Re: Team Fortress 64
Post by: InfernalExuro on January 30, 2012, 12:25:54 AM
Sounds good to me! I'll add you and we can get to trading whenever possible.
Title: Re: Team Fortress 64
Post by: Fetch()tirade on January 30, 2012, 02:48:28 AM
Speaking of items, I've got a strange Family Business and an uncraft Machina up for grabs.

Also, I really like my new strange Bazaar Bargain even though I'm a poor-as-piss sniper. It just sounds so cool.
Title: Re: Team Fortress 64
Post by: Gc on January 30, 2012, 03:35:08 AM
Just played a bit on the Reddit Great Lakes server. I AM TERRIBLE AT THIS GAME. I can play medic, though.
Title: Re: Team Fortress 64
Post by: Freyband on January 30, 2012, 05:37:08 AM
Well since we seem to be talking trading as of late:

Would like to get a... S. knife (default or festive), S. Rifle (any but pisser), S. Ubersaw, S. Reserve, S. Scattergun, S. axetinguisher, or S. Ambassador . Not sure on pricing but most go for one rec (only have 2 atm) from what I understand >.>

Selling: One Coup Disaster (hat crafting duplicate, yay....), anything on page 5 of my backpack, 50% off a Valve title :V, and some crates (26, 31, 32, 33x2, and 37x2) Could also possibly trade my sharp dresser since it's only for aesthetics, but it's still bad ass enough I'd rather not part with it (could try making me an offer though).
Title: Re: Team Fortress 64
Post by: Dr.Strafe on January 30, 2012, 07:57:33 AM
Strafe: I really want that festive sniper still, but all I have is the S ScotRes. Is that OK?
Yeah, that should be fine. Hit me up at any time.

Freyband: If I can get my hands on a SF Scattergun, I'll keep you in mind when I'm looking to trade out my S Scattergun. It might be a while before all this comes to pass. The SF Scout stuff is just too damn pricy. :V

I'm going to be dramatically slowing down my purchases and un-crating for a while as
Valve has waaaaay too much of my money.
However, if I stumble across anything worthwhile, I'll let you guys know.
Title: Re: Team Fortress 64
Post by: Gpop on January 30, 2012, 01:33:51 PM
Frey, once I get a Strange Enforcer I'll lend you my Strange Amby
Title: Re: Team Fortress 64
Post by: Barrakketh on January 30, 2012, 09:19:59 PM
Frey, once I get a Strange Enforcer I'll lend you my Strange Amby
You might want to wait until you see how the Enforcer is getting nerfed before you decide to get a Strange one (once they're available) :D

At least it has a downside for the Dead Ringer now (it takes longer to uncloak), and I want them to change the "can't see enemy health" thing to always be in effect, not just when you're undisguised.
Title: Re: Team Fortress 64
Post by: DX7.EP on January 30, 2012, 10:39:04 PM
Hm, saw the Beta changes (http://wiki.teamfortress.com/wiki/January_27,_2012_Patch_%28Beta%29), and yep, not surprised the Enforcer is getting a nerf. Was doing a bit too well with that gun anyway with it, DR, and YER. :V

But the Sandvich change...agh, that sucks. Hopefully it isn't put into the official releases.
Title: Re: Team Fortress 64
Post by: Barrakketh on January 30, 2012, 11:17:57 PM
But the Sandvich change...agh, that sucks. Hopefully it isn't put into the official releases.
I hope it is.  And maybe revert the heavy's spin-up buff while they're at it.
Title: Re: Team Fortress 64
Post by: Gpop on January 30, 2012, 11:57:11 PM
If that happens might as well go back to Revolver :V

Health is really important to me. So I can tell if I can finish them off with the gun or rather leave them rather fight them and risk too much :V
Title: Re: Team Fortress 64
Post by: Dr.Strafe on January 31, 2012, 01:01:52 AM
Some servers I play on hide enemy health anyway, so this doesn't matter too much to me. As long as I can still see the damage dealt, I'm fine. I can think of worse things they could have done to the Enforcer. I use the other guns more anyway. :V

Now, they just need to get around to nerfing the Phlog. I like that weapon, but.. MAN is it overpowered.
Title: Re: Team Fortress 64
Post by: Freyband on January 31, 2012, 01:09:04 AM
Remove the healing while taunting. It's just entirely stupid how damage entirely stops while they taunt. Need to make it less of an "I pop this and say 'fuck you world!'" weapon. I don't know how it generates it's charge, but with how long it seems to take, it needs nerfed badly. (then again quite a few weapons probably do, such as Exuro would say about the FaN!) :V

Edit: Don't worry about me and the Amba, I just traded Shady for a strange one (first strange! Yay!). Still have one rec, and a crappy hat to toss off! (plus some crates, a 50% off valve, and any spare weapons)
Title: Re: Team Fortress 64
Post by: DX7.EP on January 31, 2012, 01:25:07 AM
Phlog: DEFINITELY needs nerfing at the current rate - slower charge rate + shorter effect duration, at the very least. The very basis of the weapon, to W+M1 all day, is bad enough....
FaN: Major complaints I have with this weapon are VSH-pertaining, so not much comment. But it is annoying even in vanilla play.
Other weapons: Mostly fine as is, since the problems they have usually tie more with the players using them
Title: Re: Team Fortress 64
Post by: Gc on January 31, 2012, 02:05:45 AM
http://steamcommunity.com/id/gamecubic/screenshot/596960836550480895?tab=public

POWERS OF 2
Title: Re: Team Fortress 64
Post by: Barrakketh on January 31, 2012, 02:05:50 AM
The Phlogistinator is fine (well, aside from the lack of airblast).  It shines in three situations:

1) When ambusing people.  Pyros are "supposed" to be awesome in close quarters, and quite frankly the flamethrower is a shitty weapon for that.  It wouldn't really matter if the flamethrower did no damage except for afterburn, because the Axtinguisher (and sometimes your secondary) are what's used for killing people and afterburn is unlikely to get you any kills (assuming it isn't immediately extinguished).  Burst damage is king in TF2, and the flamethrower doesn't deliver.

The Phlogistinator's crits lets it do what the Backburner was meant to do, but better (kill people you get the jump on) since the Backburner has terrible range for when it is actually hitting the enemy's back.  Deal with it, the pyro is now situationally an actual threat.

2) When playing against the mentally deficient.  If you weren't ambushed, you can see/hear the Pyro use the taunt.  Depending on what class you are, you have a few options - heavies can gun him down when the taunt is over, demos can place stickies at his feet and detonate them when the taunt is over, soldiers can juggle him, pyros can airblast him away.

Snipers, engineers, medics, and spies shouldn't be in range of him, and they all move faster than the pyro so they can run away.  Snipers could shoot him in the head after he is done taunting (or if your teammates have done any damage to the pyro, a bodyshot will work just fine) and spies could backstab him while the pyro is taunting.  Medics and engineers, keep your distance.

3) When being pocketed.  Harder to kill, and and the critboost works great when combined with an uber.  Counter it the same way you would any other uber - airblast the bastard away from your team.

The very basis of the weapon, to W+M1 all day, is bad enough....
Let's go ahead and nerf heavies first.  They don't even really have to press W if they don't want to, and they do several times the damage that a pyro does while also having significantly more health.  Oh, and soldiers only have to press M1, demos alternate between M1 and M2.

Actually, even if pyros did nothing but W+M1 against competent opponents I'd say that requires more skill than any of the other combat classes except the scout, because the pyro has to practically get into melee range without the scout's speed and double jumps (mobility) or the spy's disguises and watches (stealth).  The same challenge (getting in your opponents' collective faces) without the tools the other ambush classes (scout, spy) have.
Title: Re: Team Fortress 64
Post by: Romantique Tp on January 31, 2012, 03:29:40 AM
FaN: Major complaints I have with this weapon are VSH-pertaining, so not much comment. But it is annoying even in vanilla play.

FaN is a downgrade from the stock scattergun.  You're basically trading your ability to kill in 2 hits for more constant reloads, reduced air control and knock back that more often than not just screws you over. All Scout unlocks are pretty bad, but FaN is a total joke.
Title: Re: Team Fortress 64
Post by: Barrakketh on January 31, 2012, 05:10:22 AM
FaN is a downgrade from the stock scattergun.  You're basically trading your ability to kill in 2 hits for more constant reloads, reduced air control and knock back that more often than not just screws you over. All Scout unlocks are pretty bad, but FaN is a total joke.
FaN is fun for silly jumps when running the flag.  Like this (http://www.youtube.com/watch?v=hAIcCFeSius).
Title: Re: Team Fortress 64
Post by: theshirn on January 31, 2012, 05:45:54 AM
I wish I was even a tenth as good as Stabby.  Ye gods.
Title: Re: Team Fortress 64
Post by: Freyband on January 31, 2012, 06:16:04 AM
In response to heavies gunning down a phlog pyro when taunt: If he has a medic healing him after the taunt, then the heavy will do essentially do nothing to him. A balance would be adding the equalizer penalty during the taunt (so medics cant heal or uber you until your rampage ends). You've essentially used an uber on yourself anyways, so I dont think a second one is really necessary (*couch*balanced*cough*) ... As for the FaN, Ive just given into peer pressure and taken up the Scatter (which Ive seen as extremely useful once you become good at dodging). As for other guns: goes by opinion >.>
Title: Re: Team Fortress 64
Post by: Yukarin on January 31, 2012, 08:25:43 AM
The phlog isn't really that big of a deal for me. Maybe increase the time to charge the Mmph, but I think that's it.

It's annoying to cornerstab these people though, especially when critting.
Title: Re: Team Fortress 64
Post by: Barrakketh on January 31, 2012, 10:38:11 AM
In response to heavies gunning down a phlog pyro when taunt: If he has a medic healing him after the taunt, then the heavy will do essentially do nothing to him.
Unless you meant "a medic healing a pyro while he is taunting means the heavy will do essentially nothing to him", then no.   At close range the minigun does more damage than a crit flamethrower (all the time - minigun doesn't need crits to out-damage a crit flamethrower).  Unless the heavy was dumb enough to stand right in front of the pyro waiting for the taunt to end, a heavy that can actually aim (which isn't hard) will absolutely destroy a pyro.

If you're a class that has to reload your weapon, shooting at the pyro while he is taunting is dumb unless you're a demo placing stickies at his feet.  They die the same way as any other pyro, and they can't burninate you unless you let them get close.
Title: Re: Team Fortress 64
Post by: Gpop on January 31, 2012, 02:34:26 PM
I wish I was even a tenth as good as Stabby.  Ye gods.
I got a stair stab once.

Felt good.
Title: Re: Team Fortress 64
Post by: Freyband on February 02, 2012, 03:07:16 AM
What precisely is a stair stab? Wondering whether or not I've done one or not. (jump, turn, and stab an enemy running up the stairs to your side?)
Title: Re: Team Fortress 64
Post by: theshirn on February 02, 2012, 03:58:02 AM
Jump over an enemy coming up stairs and get him from behind.
Title: Re: Team Fortress 64
Post by: Gpop on February 02, 2012, 04:42:02 AM
What precisely is a stair stab? Wondering whether or not I've done one or not. (jump, turn, and stab an enemy running up the stairs to your side?)
See stabby on Youtube for stairstabs
Title: Re: Team Fortress 64
Post by: theshirn on February 02, 2012, 05:09:32 AM
See stabby on Youtube for godliness
fix'd
Title: Re: Team Fortress 64
Post by: InfernalExuro on February 02, 2012, 06:20:02 AM
As a Pyro, the thought of ever running into a player like stabby is absolute fucking nightmare fuel. Now you know why I'm so paranoid when it comes time to SPY CHECK ALL THE THINGS.

Oh, and updated my tradelist on the last page. (http://www.shrinemaiden.org/forum/index.php/topic,11686.msg782788.html#msg782788) Someone loaded me up with stuff for a Backburner to be used in Phlog crafting, which crossed the Conscientious Objector and Sticky Jumper off my list. Added a couple to the stock of tradables too. Planning on getting the Manmelter, Sharp Dresser, and Bootlegger from trades mentioned here as well, once I get the time.
Title: Re: Team Fortress 64
Post by: Barrakketh on February 02, 2012, 06:24:32 AM
Now you know why I'm so paranoid when it comes time to SPY CHECK ALL THE THINGS.
Every player should be like that all the time.
Title: Re: Team Fortress 64
Post by: Yukarin on February 02, 2012, 11:55:11 AM
As a Pyro, the thought of ever running into a player like stabby is absolute fucking nightmare fuel. Now you know why I'm so paranoid when it comes time to SPY CHECK ALL THE THINGS.

Every pyro should do that IMO.

Also, what would you like for that sandman? Backpack's here. (http://tf2b.com/?id=YakumoSilver)
Title: Re: Team Fortress 64
Post by: Fetch()tirade on February 02, 2012, 01:42:51 PM
Every player should be like that all the time.

that feel when you're a soldier and you're the only one trying to spycheck
Title: Re: Team Fortress 64
Post by: Gpop on February 02, 2012, 02:34:28 PM
that feel when you're a spy and you're the only one trying to spycheck
This happens more than it should...
Title: Re: Team Fortress 64
Post by: theshirn on February 02, 2012, 02:55:27 PM
This happens more than it should...
It really does.

I played a couple rounds of KotH as Spy last night.  The top of the scoreboard is a very comfortable place. :V  For some reason I don't do that well as Spy on Sawmill (though I still managed to take first place the first couple rounds before switching maps), but I absolutely tear through people on Viaduct or Harvest.
Title: Re: Team Fortress 64
Post by: DX7.EP on February 02, 2012, 03:10:05 PM
This happens more than it should...
Agreed there. But on the flip side, should the enemy team do this that typically means that the Spies are busy trying to sap-and-stab, meaning it's much easier to get the job done. If my team gets affected by this, a decent Spy-check could mean a free Spy disguise with a YER. :3
Title: Re: Team Fortress 64
Post by: theshirn on February 02, 2012, 03:24:15 PM
I never got the hang of the YER.  The DR makes me nigh-unkillable if I'm playing well (my K:D ratio last night was something like 5 or 6 to 1, and that included a couple very stupid deaths on my part), but I a) value being able to disguise to get to people in the first place a lot, and b) like being able to pick my disguise.  I'll usually disguise as Pyro or Demo for the movement speed, but I do switch around to Engie or Medic or Sniper as the situation calls for, and I don't want to get stuck as, say, a Heavy for a while.
Title: Re: Team Fortress 64
Post by: Agent of the BSoD on February 02, 2012, 11:23:23 PM
Looks like we have an update. Crate series 38 has arrived, which has Dead Ringer, Submachine Gun, Quick-Fix, and Killing Gloves of Boxing. (or rare item) A strange Dead Ringer would be :3.

They also smoothed and took out bugs in the Foundry map.
Title: Re: Team Fortress 64
Post by: DX7.EP on February 02, 2012, 11:32:45 PM
S. DR? How would that work? I guess it levels up depending on number of times activated. In which case...must...get....
Title: Re: Team Fortress 64
Post by: yuyukos on February 02, 2012, 11:39:55 PM
Strange DR? All of my moneys Valve, take it.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on February 02, 2012, 11:51:51 PM
Hahaha. They actually came out with the Strange Dead Ringer. Yep. I'll definitely be trying to get a hold of this one.

inb4 people randomly jumping off of tall structures just to level it up. :V (edit) Oh, good. You can't do that.

SMG and Quick Fix would be nice to have as well.
Title: Re: Team Fortress 64
Post by: Gpop on February 03, 2012, 02:26:18 AM
Ah Strange Dead Ringer. I call dibs on whoever is willing to trade it here first :V (which...luckily enough, I just crafted enough metal to make 3 ref :V)
Title: Re: Team Fortress 64
Post by: Shady_Ghost on February 03, 2012, 02:34:52 AM
-
inb4 people randomly jumping off of tall structures just to level it up. :V
Yeah well a strange DR cant be leveled up by suicide.  A strange dr seems pointless imo. I could care less about how many times people have "killed" me.  That being said if I ever get this crate I'll give it to whoever....for a price of course :V
Title: Re: Team Fortress 64
Post by: Dr.Strafe on February 03, 2012, 02:42:54 AM
-Yeah well a strange DR cant be leveled up by suicide.  A strange dr seems pointless imo. I could care less about how many times people have "killed" me.  That being said if I ever get this crate I'll give it to whoever....for a price of course :V
Yeah, I noticed that and edited my post accordingly. Anyway, if you manage to get a hold of a crate, then how about a discount on that S Medigun that you're looking to buy? :3
Title: Re: Team Fortress 64
Post by: Freyband on February 03, 2012, 02:44:09 AM
I'd take it (a 38 crate) myself. Sounds like one I'd want if I ever got a key (and then I get a quickfix and :colonveeplusalpha:). By the way Exuro I got a Third degree if you really want one (I only really like it for the awesome taunt). Pricing for it is showing up at 1 Reclaimed.
Played a game in 2fort today. I really need a strange ubersaw (since I killed about 10 people, including a medic who mistook himself for being a combat medic).
EDIT:Ok stabby is pretty good... at killing every single fricking thing that breaths (or probably doesnt for that matter it would seem). Nice to know about being able to crouch jump over people. (Also a question: Having a hud that changes to tell you when your cursor over a player is fine with valve? The video I saw had him using a reticle that changed on targeting a players head and also zoom in I think:).
Title: Re: Team Fortress 64
Post by: Shady_Ghost on February 03, 2012, 02:46:46 AM
Yeah, I noticed that and edited my post accordingly. Anyway, if you manage to get a hold of a crate, then how about a discount on that S Medigun that you're looking to buy? :3
oh i didnt even notice :V that can be arranged cept im so close to 1 ref it's not even funny.  That and I've gotten like 0 crate drops in the past 3 weeks.  I'll see after this week.
Title: Re: Team Fortress 64
Post by: Gpop on February 03, 2012, 03:31:09 AM
-Yeah well a strange DR cant be leveled up by suicide.  A strange dr seems pointless imo. I could care less about how many times people have "killed" me.  That being said if I ever get this crate I'll give it to whoever....for a price of course :V
I got 3 ref ready BV
Title: Re: Team Fortress 64
Post by: Yukarin on February 03, 2012, 08:15:07 AM
Ooh strange DR.
Title: Re: Team Fortress 64
Post by: yuyukos on February 05, 2012, 02:04:25 AM
I sold my Strange Rocket Launcher for 7 Ref and used 4 to craft The Attendant. Moving fast is great :V.

Also one of stabby's recent videos said that a target moving in the air was easier to headshot with the Amba and once I tried it, he was right.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on February 05, 2012, 11:56:09 AM
I unboxed a Strange Dead Ringer (http://www.youtube.com/watch?v=wki9p1lBTuo) :getdown:

Yeah, I know that it's one of the more pointless things to keep stats on, but I use the DR and I collect Stranges :3
Title: Re: Team Fortress 64
Post by: DX7.EP on February 05, 2012, 01:12:28 PM
What a fitting song to celebrate that unboxing. :V
Title: Re: Team Fortress 64
Post by: Gpop on February 05, 2012, 03:23:17 PM
I unboxed a Strange Dead Ringer (http://www.youtube.com/watch?v=wki9p1lBTuo) :getdown:

Yeah, I know that it's one of the more pointless things to keep stats on, but I use the DR and I collect Stranges :3
Damn nice. Now if you ever get another one, I got 3 ref I can easily craft now for one :V
Title: Re: Team Fortress 64
Post by: Fetch()tirade on February 05, 2012, 04:16:38 PM
Damn if the strange smg isn't expensive. I could've gotten that strange sticky launcher so I could force myself to stop demoknighting to level up my Roukanken. It's not easy to get kills with and burns through its relatively low reserve of ammo very quickly.
Am I regretting buying it? Not it the slightest. :V
Title: Re: Team Fortress 64
Post by: Esifex on February 05, 2012, 07:36:45 PM
Is there actually any weapon besides the SMG that has is a fully automatic weapon that doesn't have ridiculous amounts of spread on the shots, a la Heavy miniguns?
Title: Re: Team Fortress 64
Post by: Fetch()tirade on February 05, 2012, 09:36:30 PM
Not that I can think of atm. Even the pistol (which is semi-auto) has a good amount of spread unless the shots are paced.

Also, I found a way to use it that makes it slightly less sucky: imagine yourself as a really slow scout and use it in the same way you would a scattergun. If the enemy is strafing, strafe in the same direction and keep the reticle on him.  In terms of the best general way to use it, it functions about the same way as the shotgun, with around the same effective radius (maybe more if you fire in short bursts). I also recommend turning on the auto-reload, because you'll be doing it a lot. One of the only redeeming traits about the SMG is consistent damage. A full clip is enough to kill a lot of the weaker classes, if most of the shots connect.
Title: Re: Team Fortress 64
Post by: Messiah on February 05, 2012, 09:38:57 PM
Me wants a Strange Persian Persuader. I like the eyelander but it's funnier to travel around maps with charge.
Title: Re: Team Fortress 64
Post by: Gc on February 05, 2012, 09:48:16 PM
Medic/Pyro main in a nutshell (http://i.imgur.com/LzrTi.jpg)

I love the Reddit servers. It feels like I'm playing with humans, not type-writing chimps :V
The downside of playing against humans is that I can't reflect to save my life.
Title: Re: Team Fortress 64
Post by: Esifex on February 05, 2012, 09:55:30 PM
I've got about a day and a half of time logged as a Pyro, alone, and I still have a hard time accurately reflecting everything that comes at me. It usually boils down to any server lag, or if the computer you're playing on is worth a damn, too. Nothing sucks more than seeing the Soldier firing animation, the recoil buck his launcher up, the exhaust plume starts, then the rocket freezes in midair before teleporting into your face. Alternatively, the rocket pauses for a moment after the firing animation before finally deciding to fly away - that'll botch my timing something fierce, too.
Title: Re: Team Fortress 64
Post by: Barrakketh on February 06, 2012, 02:06:33 AM
Noticed stabby has a TwitchTV stream, learned that he's actually a human and not a robot.
Title: Re: Team Fortress 64
Post by: InfernalExuro on February 06, 2012, 04:20:40 AM
Every pyro should do that IMO.

Also, what would you like for that sandman? Backpack's here. (http://tf2b.com/?id=YakumoSilver)
Just a scrap or any 2 random weapons, really. That can change if there's anything else you'd like in there.

And I feel your pain on lag reflecting. I usually get the variety that causes rockets to freeze and teleport, myself. It's not quite as bad when the Soldier you're up against has a predictable pattern of rocket fire, at least.
Title: Re: Team Fortress 64
Post by: Yukarin on February 06, 2012, 04:29:40 AM
Just a scrap or any 2 random weapons, really. That can change if there's anything else you'd like in there.

Then the next meet then.
Title: Re: Team Fortress 64
Post by: InfernalExuro on February 06, 2012, 04:34:01 AM
Works for me. I should be around for most of the meetups, so it should work out nicely.
Title: Re: Team Fortress 64
Post by: Shady_Ghost on February 06, 2012, 06:02:25 AM
Damn nice. Now if you ever get another one, I got 3 ref I can easily craft now for one :V
Not to rain on your parade but strange drs usually go for 5 ref  :derp:  But hey props to you if you get it for that price.
Title: Re: Team Fortress 64
Post by: Agent of the BSoD on February 06, 2012, 07:09:10 AM
BLU team really sucked if we could make our base in their base.

[attach=1]

[attach=2]

That's 3 sentries (that engie in the second shot placed one), not to mention sticky bombs everywhere. (which more were placed too) Took a little bit for them to realize what happened, especially since we had their intel but never left the base with it. :\
And yes, I was using a Quick Fix. First time really using it too. Trying to grab an achievement faster with it.
Title: Re: Team Fortress 64
Post by: Gc on February 09, 2012, 12:51:22 AM
OH GOD SOMEONE PLEASE MAKE THIS HAPPEN (http://forums.steampowered.com/forums/showthread.php?t=1725694)
Title: Re: Team Fortress 64
Post by: DX7.EP on February 09, 2012, 01:34:58 AM
OH GOD SOMEONE PLEASE MAKE THIS HAPPEN (http://forums.steampowered.com/forums/showthread.php?t=1725694)
YES. VERY YES. :V

And then much like the boxing maps that came after the KGB's introduction we'll be seeing pinball and Monkey Ball-style maps with this.
Title: Re: Team Fortress 64
Post by: InfernalExuro on February 09, 2012, 02:42:12 AM
Yes please. I'd very much love to have morph ball capabilities, if not just for added speed when moving to flank.

...As if you guys really need me getting behind enemy lines any faster. >:D
Title: Re: Team Fortress 64
Post by: Wisp on February 09, 2012, 03:09:19 AM
And then much like the boxing maps that came after the KGB's introduction we'll be seeing pinball and Monkey Ball-style maps with this.
I would pay to see Pyroll and stuff like this. Do want, must have.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on February 09, 2012, 03:39:40 AM
I'm not too keen to the wall jump ideas there. Pyro can Detonator Jump already.. However, it would be fun to airblast any incoming rolling Pyros away. It would be like an incredibly deadly game of pinball. :V
Title: Re: Team Fortress 64
Post by: Romantique Tp on February 09, 2012, 11:11:18 PM
I like this idea better myself. (http://forums.steampowered.com/forums/showthread.php?t=1286156)
Title: Re: Team Fortress 64
Post by: Gc on February 10, 2012, 12:23:30 AM
This is either a very good RED spy, or a terrible BLU team. (http://www.youtube.com/watch?v=5-G9TnE9m8s) I'm leaning towards the latter.
Title: Re: Team Fortress 64
Post by: Barrakketh on February 10, 2012, 01:47:33 AM
This is either a very good RED spy, or a terrible BLU team. (http://www.youtube.com/watch?v=5-G9TnE9m8s) I'm leaning towards the latter.
Definitely a terrible BLU team.  If he was using YER and working his way forward that would be more plausible, but even then the team should be watching their backs.

Also, the cart doesn't move any faster after 3 people are pushing so they shouldn't have been clumped up like that.
Title: Re: Team Fortress 64
Post by: N-Forza on February 10, 2012, 03:28:08 AM
Just when I thought I was done buying stuff, they release a boss new Scout misc. Welp.
Title: Re: Team Fortress 64
Post by: Gpop on February 10, 2012, 03:55:49 AM
Speaking of spy stabbing... (http://www.youtube.com/watch?v=V1gV8vzlfw4)
Title: Re: Team Fortress 64
Post by: Fetch()tirade on February 10, 2012, 05:39:16 AM
On the subject of spies. (http://www.youtube.com/watch?v=qLs-7eyfQDM)
Title: Re: Team Fortress 64
Post by: Gc on February 10, 2012, 12:20:56 PM
......... FUCK (http://www.drgrordborts.com/news-reel/vote-for-new-dr-grordbort-s-items-for-team-fortress-2/)
More space items on the way.

I predict the scout set will win because scouts kill people and medic don't kill people so scoots r more better useful dan medix
(aka the "doesn't matter; got kills" mentality of most F2Pers/CoDkids)

I also predict that they will be incredibly broken and overpowered weapons. Because there hasn't been a space set with no OP items yet.
Title: Re: Team Fortress 64
Post by: lumber_of_the_beast on February 10, 2012, 01:02:28 PM
I'm hoping for both, actually :X
Title: Re: Team Fortress 64
Post by: Dr.Strafe on February 10, 2012, 01:12:50 PM
I'm hoping both sets make it. It would be cool to have every class with a Dr.Grordbort's set. But if only one set wins, then I hope it will be Medic.
Title: Re: Team Fortress 64
Post by: Gpop on February 10, 2012, 02:25:38 PM
I'm hoping both wins, I don't mind either. But giving Scout a rocket? FFFFFFF
Title: Re: Team Fortress 64
Post by: Freyband on February 11, 2012, 05:49:26 AM
Personally I want more medic stuff. Also I will laugh if the scout gets to use the rocket as a slot weapon. Press mouse 2 to jump up and fire the rocket to fly in the opposite direction from where you are looking (lighting any poor SoB in front of you on fire)! It's only slightly more laughable then the idea of pyrolls (which also sounds like a delicious pastry)!
Title: Re: Team Fortress 64
Post by: Agent of the BSoD on February 11, 2012, 09:23:24 AM
[attach=1]
Why am I not understanding this?
Title: Re: Team Fortress 64
Post by: Dr.Strafe on February 11, 2012, 09:26:27 AM
Why am I not understanding this?
Health packs? Even then, that's a rather low number :V
Title: Re: Team Fortress 64
Post by: Barrakketh on February 11, 2012, 10:36:08 AM
Mad Milk.
Title: Re: Team Fortress 64
Post by: N-Forza on February 11, 2012, 10:50:18 AM
Either that or the Concheror.
Title: Re: Team Fortress 64
Post by: DX7.EP on February 11, 2012, 01:15:03 PM
Definitely Mad Milk or Conch, assuming legitimate means here.

As for Grordbort items, seeing a set for every class would be nice. Not like the game could be more broken anyway :derp:

Also I will laugh if the scout gets to use the rocket as a slot weapon. Press mouse 2 to jump up and fire the rocket to fly in the opposite direction from where you are looking (lighting any poor SoB in front of you on fire)!
And then Scouts will be singing Rocket Man (http://www.youtube.com/watch?v=1GAKOLOnfV4) and Sky High (http://www.youtube.com/watch?v=a14tqUAswZU), especially if they use FaN + Atomizer to quad-jump and then activate this rocket. (that's very unlikely though)
Title: Re: Team Fortress 64
Post by: Gc on February 11, 2012, 02:23:21 PM
And then Scouts will be singing Rocket Man (http://www.youtube.com/watch?v=1GAKOLOnfV4) and Sky High (http://www.youtube.com/watch?v=a14tqUAswZU), especially if they use FaN + Atomizer to quad-jump and then activate this rocket. (that's very unlikely though)
You forgot The Scout's Character Theme (http://www.youtube.com/watch?v=HgzGwKwLmgM)


EDIT

Watched Communities versus Pro tonight. Great show.

Harbleu from Classic Mixup (pros) had some awesome Ubersaw play, including a 4-hit run + taunt + escape on badlands.
Uro Uro Blue (communities) did some great spying on Foundry, even though he didn't really stand out on other maps.

Glad I stayed on the stream until the end. eXtelevision premiered this (http://www.youtube.com/watch?v=JmmXZBfll7Q) from the TF2Jump community. Truly mind-blowing.
Title: Re: Team Fortress 64
Post by: Agent of the BSoD on February 12, 2012, 06:50:55 AM
Glad I stayed on the stream until the end. eXtelevision premiered this (http://www.youtube.com/watch?v=JmmXZBfll7Q) from the TF2Jump community. Truly mind-blowing.
OK, that was really cool. Perfect timing everywhere. (lol super speed flying demo)
Title: Re: Team Fortress 64
Post by: Hideki on February 12, 2012, 07:02:02 AM
Yay, I finally finished my pyro loadout  :3 (http://cloud.steampowered.com/ugc/522652889522901824/DD92D96B9C4C9219EC705E1754C5DE22E63BB815/)
Title: Re: Team Fortress 64
Post by: Kyo Tanaka on February 12, 2012, 12:43:11 PM
To any of the medic players that goes on here. How do you feel about Pomson?
Title: Re: Team Fortress 64
Post by: Dr.Strafe on February 12, 2012, 02:06:23 PM
To any of the medic players that goes on here. How do you feel about Pomson?
As an Engineer, I fuckin' love it. My preferred primary gun on my main Engie. >:D
As a Medic, I don't see it as too much of a threat. Yeah, it drains 10% of Uber or so, but as long as you're attentive, you can dodge the shots quite easily.
As a Spy, the Pomson can completely shut you down. Shady and I did some field testing with it and the various cloaking watches. If you have any of the watches engaged and the Pomson shot hits you, you damn near lose the entire cloak gauge. If a Spy does a DR feign on one of those shots, they will reappear almost instantly. However, if your cloak isn't engaged, you only lose a slight amount if a shot hits you.

And as always, the random crits hurt A LOT.
Title: Re: Team Fortress 64
Post by: DX7.EP on February 12, 2012, 02:36:49 PM
To any of the medic players that goes on here. How do you feel about Pomson?
I do get hit by Pomson here and there, but unless I'm at >80% it's not a major setback. I don't see many Engies using that directly in combat anyway. I haven't gotten hit by said weapon while cloaked, so can't comment on that.

But as Engie? Definitely a great weapon, but in terms of reliability the shotgun wins out.
Title: Re: Team Fortress 64
Post by: yuyukos on February 12, 2012, 03:44:19 PM
The Pomson's takeaway isn't that significant to a medic, in my opinion.
Title: Re: Team Fortress 64
Post by: Freyband on February 12, 2012, 05:58:28 PM
I don't think I've been shot by the pompson much as a medic (don't know if ones ever killed me either). As long as you know it's coming it's pretty easy to dodge (unless you're in melee range, in which case you should rip 25+% ubercharge back out of the engi). As an engi I like using it for medic rushes because the only other counter is a pyros airblast (which almost never do pyros try that -.-'), but it's a trade off for being able to commit the pointblank murder of my widowmaker.
Something to remember, Kyo: Everyone has weapons they hate. For me it's the phlog and almost any kind of rocket. For Alpha it was the gunslinger. I've also seen many people complain about the spycicle, and the enforcer (I think Yukarin or Yuyuko was hating that one yesterday). Every gun is good at killing something, it just sucks when that thing it's good at killing is you.
Title: Re: Team Fortress 64
Post by: Barrakketh on February 12, 2012, 07:45:49 PM
As a Spy, the Pomson can completely shut you down. Shady and I did some field testing with it and the various cloaking watches. If you have any of the watches engaged and the Pomson shot hits you, you damn near lose the entire cloak gauge. If a Spy does a DR feign on one of those shots, they will reappear almost instantly. However, if your cloak isn't engaged, you only lose a slight amount if a shot hits you.
This is a bigger deal than you think.  Losing even a little bit of cloak with the DR means that you can't activate it, so getting hit with the Pomson does one of two things:

Title: Re: Team Fortress 64
Post by: Dr.Strafe on February 12, 2012, 10:41:14 PM
This is a bigger deal than you think.  Losing even a little bit of cloak with the DR means that you can't activate it, so getting hit with the Pomson does one of two things:
As a Spy, the Pomson can completely shut you down.
I wasn't discrediting the Pomson's lethality against Spies. I was just noting the significant difference in the Cloak drain. While losing a slight amount of cloak means that you cannot trigger the DR, at least it you don't lose the entire gauge. The recharge is kinda quick.
Title: Re: Team Fortress 64
Post by: Barrakketh on February 13, 2012, 12:14:45 AM
While losing a slight amount of cloak means that you cannot trigger the DR, at least it you don't lose the entire gauge. The recharge is kinda quick.
"Kinda quick" is relative.  Even if you only get hit once, that's 3.2 seconds that the enemy has to kill you before you can activate it.  3.2 seconds is a long damned time in TF2 (think of how many stickies and rockets could be coming your way in that time), and unless you got hit right as you rounded a corner there's a good chance you'll die if you were trying to get through a choke point.
Title: Re: Team Fortress 64
Post by: N-Forza on February 13, 2012, 12:24:30 AM
I think the Uber/Cloak damage could be dialed back by about half since it'll almost always hit twice anyway, but otherwise it's all right.
Title: Re: Team Fortress 64
Post by: Barrakketh on February 13, 2012, 12:42:11 AM
I think the Uber/Cloak damage could be dialed back by about half since it'll almost always hit twice anyway, but otherwise it's all right.
The uber/cloak reduction only happens per-shot, it's not based on the number of hits the projectile does.  If you lose 20% of your uber it's because the Engineer fired two shots and both connected.
Title: Re: Team Fortress 64
Post by: theshirn on February 13, 2012, 03:48:46 AM
The Pomson is one of the worst things for me to see when playing Spy.  That thing is basically a hard counter.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on February 13, 2012, 07:37:28 AM
"Kinda quick" is relative.  Even if you only get hit once, that's 3.2 seconds that the enemy has to kill you before you can activate it.  3.2 seconds is a long damned time in TF2 (think of how many stickies and rockets could be coming your way in that time), and unless you got hit right as you rounded a corner there's a good chance you'll die if you were trying to get through a choke point.
You're making it seem like the Pomson negates your disguise when hit. Your scenario is circumstantial, along the lines of if your disguise is compromised or non-existent. If that were to happen, would you prefer to stand and fight or retreat and try again? If you're in disguise and the Pomson shots are part of a random Spy-check, then continue your role and hopefully they'll get disinterested. The worst thing that could happen is getting hit by a full four shots on the check, or a Pyro joining the scene. It's up to you whether or not you want to lose your disguise while trying to fight back.

Like I said with the Medic, the shots aren't difficult to dodge. Maybe I've just been playing against Engineers with horrible aim and Spy-checking skills. :V
Title: Re: Team Fortress 64
Post by: Esifex on February 13, 2012, 07:57:15 AM
Dammit, I haven't been able to play since before the Australian Christmas patch hit :C

Is this Pomson an Engineer shotgun, or does it shoot some kind of ball projectile thingy, or what? And what exactly does the fancy new Pyro secondary gun do?
Title: Re: Team Fortress 64
Post by: Dr.Strafe on February 13, 2012, 08:28:19 AM
Is this Pomson an Engineer shotgun, or does it shoot some kind of ball projectile thingy, or what? And what exactly does the fancy new Pyro secondary gun do?
Yeah, the Pomson is pretty much a Cow Mangler for Engineer, except that the shots drain Uber and Cloak on your enemies and you cannot do a "charge shot". The Pyro secondary, Manmelter, is similar to the Flare Gun, but has the ability to extinguish allies in order to gain guaranteed crits.
Title: Re: Team Fortress 64
Post by: Barrakketh on February 13, 2012, 08:35:36 AM
You're making it seem like the Pomson negates your disguise when hit. Your scenario is circumstantial, along the lines of if your disguise is compromised or non-existent.
Disguises don't work well against good players.  If you're fortunate they'll buy you the seconds needed between the time you uncloak until you reach your target and stab it.  If not you get spy checked and die before being able to do anything.

The #1 rule about spies is that everyone is a spy.  If you have ammo and aren't actively shooting at someone, you should be shooting at any and all "teammates" that you don't see actively firing a weapon.  This goes thrice if you're an engineer.  As engineer I kill most spies before they get in range to sap any of my buildings (unless they're at spawn).

The only spies that are really annoying are those that do nothing but hang around spawn and sap teleporters the entire round.

Is this Pomson an Engineer shotgun, or does it shoot some kind of ball projectile thingy
It's an engineer primary that shoots projectiles like the Righteous Bison, but also saps uber/cloak.

Quote
And what exactly does the fancy new Pyro secondary gun do?
Flare gun without crits against people on fire.  M2 lets you extinguish teammates, and gives a crit for each person you put out.
Title: Re: Team Fortress 64
Post by: Yukarin on February 13, 2012, 09:40:05 AM
Dammit, I haven't been able to play since before the Australian Christmas patch hit :C

Is this Pomson an Engineer shotgun, or does it shoot some kind of ball projectile thingy, or what? And what exactly does the fancy new Pyro secondary gun do?

Pomson bullets go right through someone, just like a righteous bison. On hit, it reduces cloak or ubercharge meter, depending on what you hit. Being an energy gun, it doesn't have bullets.

The Manmelter's a secondary laser gun for the Pyro. Oh alt-fire, it extinguishes burnt teammates, and adds a guaranteed crit on the manmelter.
Title: Re: Team Fortress 64
Post by: N-Forza on February 14, 2012, 07:15:10 AM
I have a Strange Dead Ringer and I want something good for it. Mostly weapons I don't have but metal and keys are OK too.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on February 14, 2012, 07:36:04 AM
I have a Strange Dead Ringer and I want something good for it. Mostly weapons I don't have but metal and keys are OK too.
Gpop was interested in one a while ago. I think he was going to give something like 3 Refined for it? Although.. some people have been asking for more for one.

Anything in particular that you're looking for?  TF2TP (http://tf2tp.com/searchMongo72.php) is quite useful for expanding the scope of trading. I'm sure you could do a couple of exchanges to get what you want, as Strange Dead Ringers are still in fairly high demand.
Title: Re: Team Fortress 64
Post by: N-Forza on February 14, 2012, 08:57:34 AM
I checked and didn't see anything of interest except for one guy who already made the trade. In fact, I guess Gpop's offer is the best I've seen so far.
Title: Re: Team Fortress 64
Post by: Yukarin on February 14, 2012, 11:20:26 AM
1 key is the lowest I've ever seen for an S.DR. Most of the others sell them for 5 ref.

I'll just wait till s.dr's go to 2 ref status before I set my sights on one.
Title: Re: Team Fortress 64
Post by: DX7.EP on February 14, 2012, 12:19:40 PM
Going price for S. DRs now seem to be 2 keys according to pricing guides, which roughly correlates to 5 ref.

I'll just try and unbox my own, I guess. Have an S38 for that in my alternate account, just not the keys (or the spare funds for them).
Title: Re: Team Fortress 64
Post by: Gpop on February 14, 2012, 01:23:56 PM
I checked and didn't see anything of interest except for one guy who already made the trade. In fact, I guess Gpop's offer is the best I've seen so far.

yeah 3 refined so far, but I might throw in a key since I think I might have enough money for one.
Title: Re: Team Fortress 64
Post by: Freyband on February 14, 2012, 10:35:53 PM
According to this (https://spreadsheets.google.com/spreadsheet/pub?key=0AnM9vQU7XgF9dFM2cldGZlhweWFEUURQU2pmOGJVMlE&gid=0)  guide EP posted awhile ago, S DR goes for 1.5-2 keys (one key is 2.55 refined). If Gpop we're offering 3 ref and a key  you'd be getting about 5.5 refined.
Edit:
Turned on TF2 to see what new was added... Then I get a bunch of spam notices about these ring proposals... (The first of which involved some sorry SOB getting called a "faget," by whoever he was stupid enough to offer it to). I really hope that we don't get notices for each of these damn things -.- (moreover I hope they make it so we don't, because we currently do). Fun stuff logging into tf2 and thinking Im getting a notice calling me a "faget" (I mistook the notices as a PM at first, failing to read the notice in it's entirety).
Title: Re: Team Fortress 64
Post by: Gpop on February 14, 2012, 10:46:48 PM
According to this (https://spreadsheets.google.com/spreadsheet/pub?key=0AnM9vQU7XgF9dFM2cldGZlhweWFEUURQU2pmOGJVMlE&gid=0)  guide EP posted awhile ago, S DR goes for 1.5-2 keys (one key is 2.55 refined). If Gpop we're offering 3 ref and a key  you'd be getting about 5.5 refined.
I'll take a ref then and give 2 ref and 1 key :V if that's alright with him though, since it'll be 4.55 instead.

I was originally saving them up to craft a hat for the silent cloak set :V
Title: Re: Team Fortress 64
Post by: Demonbman on February 15, 2012, 12:43:44 AM
I was originally saving them up to craft a hat for the silent cloak set :V

A Fez only goes for 2.55 Refined you would be better off just buying one, I bought a level 95 Fez for 2.55 ref.
Title: Re: Team Fortress 64
Post by: DX7.EP on February 15, 2012, 01:12:40 AM
Sandvich nerf takes effect as of latest update (not surprised, but where's the more needed Enforcer nerf >:()...and oh great, these rings (http://wiki.teamfortress.com/wiki/Something_Special_For_Someone_Special) are added to make an extra dimension of annoyance in the game. Already received a ton of complaints about it on Steam, mostly due to the global announcement of these rings being accepted as well as the bad taste in some of these (tons of innuendos about, from what I've heard).

This game gets all the more absurd and sillier with each update....
Title: Re: Team Fortress 64
Post by: Dr.Strafe on February 15, 2012, 03:58:03 AM
Yes, the whole ring announcement thing is quite annoying. One time, I had 5 pop up within a 10 second timeframe. It was frustrating to constantly have to stop to clear off the announcements, else my field of vision would be blocked. Hopefully this nonsense is just for February 14th.
Title: Re: Team Fortress 64
Post by: N-Forza on February 15, 2012, 04:33:11 AM
People just have more money than sense.

Speaking of, I'll take that offer of 2 ref and a key, Gpop. Add me and we'll trade later.
Title: Re: Team Fortress 64
Post by: Gpop on February 15, 2012, 05:50:32 AM
People just have more money than sense.

Speaking of, I'll take that offer of 2 ref and a key, Gpop. Add me and we'll trade later.
What's your Steam again?
Title: Re: Team Fortress 64
Post by: Freyband on February 15, 2012, 06:15:50 AM
What's your Steam again?
Look in the lower right hand corner of his response. You'll see a small steam icon. Push button, receive answer.
Title: Re: Team Fortress 64
Post by: Gpop on February 15, 2012, 02:31:53 PM
Look in the lower right hand corner of his response. You'll see a small steam icon. Push button, receive answer.
...right, still not used to that yet :V
Title: Re: Team Fortress 64
Post by: Yukarin on February 17, 2012, 01:52:04 PM
Heard of the Black Rose, everyone? (http://wiki.teamfortress.com/wiki/Black_Rose)

I have just a little favor to ask you all. (I'm glaring at you, people from the US region. Help out a lonely asian here. :V :V :V :V :V :V :V (http://forums.steampowered.com/forums/showthread.php?p=29253490&posted=1#post29253490)

Appreciate it.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on February 17, 2012, 02:12:59 PM
Heard of the Black Rose, everyone? (http://wiki.teamfortress.com/wiki/Black_Rose)

I have just a little favor to ask you all. (I'm glaring at you, people from the US region. Help out a lonely asian here. :V :V :V :V :V :V :V (http://forums.steampowered.com/forums/showthread.php?p=29253490&posted=1#post29253490)

Appreciate it.
So, your area isn't whitelisted for the game? I'll look into it for ya.

It's a nice looking knife. I wouldn't mind having one for myself too :V
Title: Re: Team Fortress 64
Post by: DX7.EP on February 17, 2012, 02:17:20 PM
Alpha and I played AVA briefly to get said knife, which does look nice indeed. The knife, however, will require gift wrap to send. Can't say much about the game though, which is essentially a really bad version of Counter-Strike Online with some Battlefield Play4Free (or better, Pay2Win) elements.

I'll get it using my alternate account and we can arrange a deal.
Title: Re: Team Fortress 64
Post by: N-Forza on February 17, 2012, 02:49:49 PM
Just download the Steam Achievement Unlocker. It'll save you from installing that terrible anti-hacking software, too.
Title: Re: Team Fortress 64
Post by: theshirn on February 17, 2012, 02:50:58 PM
Heard of the Black Rose, everyone? (http://wiki.teamfortress.com/wiki/Black_Rose)
do want
Steam Achievement Unlocker
to the googlemobile!
Title: Re: Team Fortress 64
Post by: Yukarin on February 17, 2012, 02:52:35 PM
do want

what did i tell you :V

my cousin and I want one as well.

ALSO EP THANK YOU, just fucking wait, I swear.

Also Forza, are you sure that that thing doesn't get me banned or something? I'm kind of worried.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on February 17, 2012, 03:35:24 PM
Also Forza, are you sure that that thing doesn't get me banned or something? I'm kind of worried.
Not sure, since your region doesn't allow the game at all. Just make sure that none of your Steam games are running whenever you use the program and you should be fine.

If you don't want a trace of the game on your account, then unlock the achievement using the program. Log into TF2 to claim the knife. Then exit TF2 to use the program again to remove the achievement. You'll keep the knife but won't have any record of playing the game. This way, it makes it seem like you traded for the knife. Well, damn. While this method does work, other people will still show that you unlocked the achievement. :V
Title: Re: Team Fortress 64
Post by: DX7.EP on February 17, 2012, 03:43:16 PM
This does show a trace that you did get the achievement in the Steam Community blotter, though. This wouldn't be a problem if there weren't at least 3 other achievements that came before that, but thanks to those, it is a bit obvious that there is something fishy going on.

Now, whether Valve will bother enforcing this kind of rule is another question entirely, but going by the Cheater's Lament incident and all the fake idle servers, I'd remain wary.

EDIT: Speaking of traces, removing the game content through Steam still leaves the nProtect GameGuard service in all its rootkit-esque damnation. In your Steam directory, go to /steamapps/common, delete the ava directory, then under Control Panel -> Administrative Tools -> Services search for an nProtect entity; double-click it, stop the service if it isn't already, and set Startup Type to Disabled.

Afterwards search your hard drive for *.des files. Go to GameMon.des's directory (under /Windows/SysWOW64 on 64-bit Win7, unsure of other OSes); delete that, nppt9x.vxd, and npptNT2.sys.

To finalise things, go to regedit and go to HKEY_LOCAL_MACHINE\\SYSTEM\\CurrentControlSet\\Services\\ and delete the entire npggsvc branch. It'll take effect on reboot.
Title: Re: Team Fortress 64
Post by: Gc on February 17, 2012, 07:20:02 PM
Alternatively, the people of TF2 could refrain from going batshit insane over a knife reskin that is functionally identical to the vanilla knife.
Besides potentially causing more lag because
Title: Re: Team Fortress 64
Post by: theshirn on February 17, 2012, 08:15:09 PM
Alternatively, the people of TF2 could refrain from going batshit insane over a knife reskin that is functionally identical to the vanilla knife.
Besides potentially causing more lag because
  • More models to hog memory at the same time
  • More polygons in the reskin
Um...what the hell?  We know it's a reskin, we like the way it looks, we'd like to get it.  TF2 has plenty of functionally identical items.  I'd still like this knife.  I prefer the vanilla knife anyway, and this one would give me a fun new look on it.
Title: Re: Team Fortress 64
Post by: Gc on February 17, 2012, 11:07:44 PM
Um...what the hell?  We know it's a reskin, we like the way it looks, we'd like to get it.  TF2 has plenty of functionally identical items.  I'd still like this knife.  I prefer the vanilla knife anyway, and this one would give me a fun new look on it.
Reskins are fine. Intentionally installing rootkits or possibly getting your Steam account banned* for a reskin is not.

IMO, of course.

* I don't know any case of people getting banned for using the Steam Achievement Manager once (unless they are dumbasses), but it can get you VAC banned.
Title: Re: Team Fortress 64
Post by: N-Forza on February 18, 2012, 02:05:03 AM
I haven't heard of anyone getting banned for using the SAM. It doesn't directly affect gameplay and since it's a F2P game anyway, I doubt anyone will care enough to VAC ban you.
Title: Re: Team Fortress 64
Post by: Barrakketh on February 18, 2012, 08:41:34 AM
VAC bans are automated, and the ban is delayed if it detects you cheating so you won't have a good idea of what exactly you were using that triggered the ban.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on February 18, 2012, 10:10:30 AM
As if to add insult to injury, the Black Rose is not giftable at all. I couldn't give mine to Yukarin, and that sucks. It looks like people in countries that aren't whitelisted for the game will have to use the Achievement Manager if they want the knife.

Ah well. Worth a shot, though.

As for me, I destroyed mine. Since I used SAM in the first place, it didn't feel right keeping it. If I get VAC banned as a result, so be it.
Title: Re: Team Fortress 64
Post by: DX7.EP on February 18, 2012, 12:54:36 PM
Hopefully the Rose gifting situation is just a bug in the item or something, and that it patches within the coming weeks.

Otherwise we may have to resort to more drastic measures....
Title: Re: Team Fortress 64
Post by: Yukarin on February 18, 2012, 01:21:33 PM
Hopefully the Rose gifting situation is just a bug in the item or something, and that it patches within the coming weeks.

Otherwise we may have to resort to more drastic measures....

:V

As much as possible, I don't want to use SMA for this.
Title: Re: Team Fortress 64
Post by: DX7.EP on February 18, 2012, 02:11:13 PM
Well, I think that after 1-3 weeks the promotional period will end, meaning the item becomes giftable (as with many of the genuine promo items).

Also updated that post about removing the rootkit AVA installs (http://www.shrinemaiden.org/forum/index.php/topic,11686.msg792177.html#msg792177) (EDIT: now with registry editing and more file removal).
Title: Re: Team Fortress 64
Post by: Freyband on February 18, 2012, 06:00:49 PM
I wouldn't be all panicked over getting the rose. It's entirely likely that it will be craftable after a time. What weapon hasn't yet been craftable via some method? I'd say save up a refined (for trading) and check what's updated whenever tf2 runs an update (or save a spy token, melee token, and one scrap). Only alternative right now would be if someone used giftwrap to send you the rose (but I think you need not be so rash, in time it will not cost so much).
Title: Re: Team Fortress 64
Post by: Wisp on February 18, 2012, 06:04:34 PM
AVA... Played it a few months ago. Definitely one of the better "tactical-themed" MMOFPS games, but got boring fast.  I don't want to reinstall it just for the new knife, though.
Btw, my first ever random hat drop. Medic's Mountain Cap. No thanks, anyone want?
Title: Re: Team Fortress 64
Post by: DX7.EP on February 19, 2012, 01:25:04 PM
What weapon hasn't yet been craftable via some method?
These. (http://wiki.teamfortress.com/wiki/Crafting#Craftability)

Definitely one of the better "tactical-themed" MMOFPS games, but got boring fast.  I don't want to reinstall it just for the new knife, though.
Eh, preferred CS Online myself. And yeah, reinstalling it for a reskin is probably not worth it.

Quote
Btw, my first ever random hat drop. Medic's Mountain Cap. No thanks, anyone want?
I'd go for it but I'd prefer trading it off properly (current price for that is 1.66 ref). However I lack that at the time.
Title: Re: Team Fortress 64
Post by: Kyo Tanaka on February 20, 2012, 06:02:55 PM
I am requiring assistance with this issue I'm having.

On some classes, I won't hear certain sound effects. This is really bad on spy, since voices, deadringer, or his revolver won't make any noises at all. I don't know how to fix this issue.
Title: Re: Team Fortress 64
Post by: Gpop on February 21, 2012, 12:18:53 AM
Teamwork fuckyea (http://www.youtube.com/watch?v=ZW6thQw_MX0)

PS: I'm the Scout :V
Title: Re: Team Fortress 64
Post by: lumber_of_the_beast on February 21, 2012, 10:04:33 AM
how am I better with the Direct Hit than the Black Box
Title: Re: Team Fortress 64
Post by: Fetch()tirade on February 21, 2012, 10:34:59 AM
how am I better with the Direct Hit than the Black Box

Maybe because of the +80% rocket speed.
Maybe because it hits upwards of 80 damage per rocket, and over 100 in mid-range.
Maybe you run into a lot of heavies.
Title: Re: Team Fortress 64
Post by: N-Forza on February 21, 2012, 12:57:07 PM
You get a lot of lucky kills for the most part. The real strength of any of the non-Direct Hit launchers is the ability to use splash to hit around corners, juggle people, hit groups, etc. which is a lot more useful once you get the hang of it.
Title: Re: Team Fortress 64
Post by: Romantique Tp on February 21, 2012, 04:25:06 PM
how am I better with the Direct Hit than the Black Box

You have 4 rockets.
Title: Re: Team Fortress 64
Post by: Freyband on February 21, 2012, 11:01:23 PM
Direct Hit is meant for taking out bigger, slower targets (because the spalsh really is the power of most rocket launchers). The LL and BB (the two rocket launchers carrying 3 rockets) are meant for killing smaller targets (the liberty launcher more-so then the black box), only having issues with heavies in most scenarios since base rocket damage (so for any that aren't cow mangler, or direct hit) is 90, which kills any class that isn't soldier or heavy in 2 (well placed) hits (unless overheal/health buff are applied). So quit whining about the 3 rockets, you're a soldier not a sissy (unless you want to be, whatever floats your boat)!
P.S. My last sentence is a joke. The number of soldiers I see complaining about the 3 rocket thing is kind of high.  :derp:
Title: Re: Team Fortress 64
Post by: Dr.Strafe on February 22, 2012, 01:23:10 AM
My Soldier career is almost entirely fueled by the Black Box, as it was my first Strange. I've gotten used to the 3 rockets, so it doesn't bother me much. That is, unless I rocket jump and try to kill people during my flight..

During my games, I see many Soldiers sporting the Direct Hit. The increased speed and power is nothing to scoff at.

In other news, I've finally gotten around to putting some time in on Demoman. MAN, I didn't know what I was missing. That surly bastard is lots of fun to play as. Especially with the Caber. >:D After two game sessions, my S Grenade Launcher logged in 300+ kills.
Title: Re: Team Fortress 64
Post by: Yukarin on February 22, 2012, 04:14:03 PM
Goddamn this was one hell of an awesome game for me. (http://cloud.steampowered.com/ugc/504639410778552602/D8F64ADF03297A7B0E1FB1A5649243A86E9B49F8/)

Maybe 50 percent of those kills are from my Postal Pummeler, and the rest is either burn damage or my shotgun.

And I think I've decided to main Pyro, :V
Title: Re: Team Fortress 64
Post by: theshirn on February 22, 2012, 04:55:04 PM
Goddamn this was one hell of an awesome game for me. (http://cloud.steampowered.com/ugc/504639410778552602/D8F64ADF03297A7B0E1FB1A5649243A86E9B49F8/)

Maybe 50 percent of those kills are from my Postal Pummeler, and the rest is either burn damage or my shotgun.

And I think I've decided to main Pyro, :V
Mmmm, Viaduct.  Viaduct is spy heaven for me, but it's really just a map I can do very well with anyone on.  I like Viaduct.
Title: Re: Team Fortress 64
Post by: Fetch()tirade on February 22, 2012, 09:54:08 PM
Goddamn this was one hell of an awesome game for me. (http://cloud.steampowered.com/ugc/504639410778552602/D8F64ADF03297A7B0E1FB1A5649243A86E9B49F8/)

oh man i'd let rarity dominate me any d- * vaporized *

Pyro is a fun class. I'd play it more often if I didn't have such bad lag problems and didn't have to rely on hitscan to do well (engie's my second-most played class) :(
Now you and Exuro can have a blast shutting me down when I try to do anything the next time there's a meet :V
Title: Re: Team Fortress 64
Post by: Yukarin on February 23, 2012, 02:48:25 AM
oh man i'd let rarity dominate me any d- * vaporized *

Pyro is a fun class. I'd play it more often if I didn't have such bad lag problems and didn't have to rely on hitscan to do well (engie's my second-most played class) :(
Now you and Exuro can have a blast shutting me down when I try to do anything the next time there's a meet :V

Yeah, there was a heated battle between us. I dominated him 3-5 times, I believe, and only dominated ne when he went Loch-and-Load Demoman. :V

Also, I'm looking forward to the next meet, whenever that is.
Title: Re: Team Fortress 64
Post by: theshirn on February 23, 2012, 04:18:36 AM
Ye gods, I'm topping leaderboards, and I've played ONE PERCENT of the time Stabby has.

That's...terrifying.
Title: Re: Team Fortress 64
Post by: Gpop on February 23, 2012, 04:41:13 AM
Lol I remember I was topping leaderboards as Spy

I went all, "there's something wrong with the game entirely...."
Title: Re: Team Fortress 64
Post by: Agent of the BSoD on February 24, 2012, 12:48:37 AM
So there's yet another new crate. (#39)

Loch-n-Load    
Overdose    
Knife    
A Mann's Mint    
After Eight    
Salty Dog    
Bloke's Bucket Hat    
Or an Exceedingly Rare Special Item!

Eh, I still want 38's to show up for me.
Title: Re: Team Fortress 64
Post by: DX7.EP on February 24, 2012, 01:07:29 AM
Ooh, more opportunities for the Knife!
Title: Re: Team Fortress 64
Post by: Yukarin on February 24, 2012, 01:12:12 AM
guys where do you find all the prices for stuff in TF2?

I need that now, because I'm going to sell an s.bonesaw.
Title: Re: Team Fortress 64
Post by: DX7.EP on February 24, 2012, 01:20:06 AM
Here. (https://spreadsheets.google.com/spreadsheet/pub?key=0AnM9vQU7XgF9dFM2cldGZlhweWFEUURQU2pmOGJVMlE&gid=0)

S. Bonesaws go for 0.22 ref, a rather low amount (2 scrap).
Title: Re: Team Fortress 64
Post by: Yukarin on February 24, 2012, 01:22:23 AM
gdi

oh well, I'm saving up for s.shotgun and s.degreaser for my pyro stuff. shame that it's only 2 scrap.
Title: Re: Team Fortress 64
Post by: theshirn on February 24, 2012, 01:25:18 AM
2 ref for a S. Dead Ringer, huh?  I'd do that if anyone's got one lying around...
Title: Re: Team Fortress 64
Post by: Dr.Strafe on February 24, 2012, 01:54:41 AM
Wow. They're running out of weapons to make into Stranges. I already have the knife (well, its SF counterpart) and I'm not terribly interested in the Overdose or Loch n' Load, unless I'm aiming for completing the Strange collection. I've been trying to break out of the "Gotta Strange 'em All" mentality seeing that I have 50+ of the little buggers.

Yeah, Yukarin. It's unfortunate that some of the prices really suck. It seems that they hinge on availability, usefulness, and overall demand for that item. When the S Dead Ringer came out, some people were paying 4+ keys for one, due to it being new and the fact that Spy stuff is incredibly popular. Now, 2 Ref is a lot more down-to-Earth. The other Medic saws are much better, so not many people would be interested in the default bonesaw, aside from collectors..

I wonder if Crate 40 will be one of those rare ones like 30 is. Then again, I can't think of many high-demand items that haven't been Stranged yet. Enforcer and Huntsman for sure... but not much else. It's still too early for them to want to Strange the new weapons from the Christmas update.
Title: Re: Team Fortress 64
Post by: Shady_Ghost on February 24, 2012, 03:08:00 AM
Hmmm I'd be all over that loch n load had I not realized the awesomeness of grenade spam :V  Kinda weird that the knife got put back in again wonder why they did that. 
Crate 40 will be somethin like
Mantreads
Market Gardner
Booties
Sticky Jumper
And the demand will be super high for all of them /jk
Title: Re: Team Fortress 64
Post by: Yukarin on February 24, 2012, 03:19:02 AM
Quote
s.loch and load

awwwwhhhh shiiiiitttt
Title: Re: Team Fortress 64
Post by: Gpop on February 24, 2012, 03:20:24 AM
I need a s.axtinguisher/postal pummeler and my Pyro is complete :V
Title: Re: Team Fortress 64
Post by: Dr.Strafe on February 24, 2012, 03:48:04 AM
Crate 40 will be somethin like
Mantreads
Market Gardner Rocket Jumper
Booties
Sticky Jumper
And the demand will be super high for all of them /jk
Fixed that for ya. Don't forget the Sandvich and the Bonk! Atomic Punch. :V

I need a s.axtinguisher/postal pummeler and my Pyro is complete :V
I don't believe that they have Stranged the Postal Pummeler yet. You can find a Strange Axtinguisher for 1 Ref or less now.
Title: Re: Team Fortress 64
Post by: Yukarin on February 24, 2012, 03:53:01 AM
I have a Postal Pummeler up for grabs.
Title: Re: Team Fortress 64
Post by: Fetch()tirade on February 24, 2012, 03:58:52 AM
I want a strange soldier banner. If it's the conch, I'll name it "The Moriya Shrine Conspiracy."

Yeah, Yukarin. It's unfortunate that some of the prices really suck. It seems that they hinge on availability, usefulness, and overall demand for that item. When the S Dead Ringer came out, some people were paying 4+ keys for one, due to it being new and the fact that Spy stuff is incredibly popular. Now, 2 Ref is a lot more down-to-Earth. The other Medic saws are much better, so not many people would be interested in the default bonesaw, aside from collectors..

It's funny that the SMG is down to like 1.33 because everyone remembered that it's a shitty weapon :V
Title: Re: Team Fortress 64
Post by: Barrakketh on February 24, 2012, 04:10:03 AM
The same thing happens every time strange weapons come out.  People start out wanting way too much for them (new, shiny) and the price quickly plummets in the following weeks.

The only real exceptions are items from the #30 crates, and to a lesser extent the strange pipe/sticky/rocket launchers...I suspect those are mainly due to them being so damned easy to rack up kills with.
Title: Re: Team Fortress 64
Post by: Gpop on February 24, 2012, 04:18:43 AM
I have a Postal Pummeler up for grabs.
Strange?

But yeah, if it's just 1 ref for axtinguisher I'll go for it.
Title: Re: Team Fortress 64
Post by: Agent of the BSoD on February 24, 2012, 04:26:57 AM
I also forgot to put in that post about the new crate, since TF2 got an update today, they fixed something on Dustbowl. Area 1 Blu Spawn had a fence fix. Engie's can no longer build whatever right at the locked fence during setup. Not like that really matters anyway. :V
Title: Re: Team Fortress 64
Post by: theshirn on February 24, 2012, 04:28:15 AM
I also forgot to put in that post about the new crate, since TF2 got an update today, they fixed something on Dustbowl. Area 1 Blu Spawn had a fence fix. Engie's can no longer build whatever right at the locked fence during setup. Not like that really matters anyway. :V
But it was fun to watch them build up a level 3 sentry and then have it explode the moment the match started!
Title: Re: Team Fortress 64
Post by: Agent of the BSoD on February 24, 2012, 04:30:47 AM
But it was fun to watch them build up a level 3 sentry and then have it explode the moment the match started!
I was thinking of putting that in my post too. :3 (I've been one to put a level 3 sentry there. one match it didn't get destroyed right away :V)
Title: Re: Team Fortress 64
Post by: Dr.Strafe on February 24, 2012, 04:38:28 AM
I never could find that sweet spot prior to the match starting, so no big deal here. I just use that time to goof around, unless I'm a Medic.

The only real exceptions are items from the #30 crates, and to a lesser extent the strange pipe/sticky/rocket launchers...I suspect those are mainly due to them being so damned easy to rack up kills with.
True true. Don't forget the Strange Festives. They're quite hard to come by now, and even then, they're quite expensive. Do Crate 30's still drop, albeit very rarely?
Title: Re: Team Fortress 64
Post by: Agent of the BSoD on February 24, 2012, 04:44:34 AM
Yeah, 30's still drop. I've never found one though.

And that spot to build was where you could build level with the outside land. (so, mostly floating sentries go!!!)
Title: Re: Team Fortress 64
Post by: Yukarin on February 24, 2012, 05:29:51 AM
The postal pummeler hasn't been strange'ified yet.

only normal.
Title: Re: Team Fortress 64
Post by: N-Forza on February 24, 2012, 06:29:02 AM
I don't think there's been a strange Enforcer yet. I'd like one of those.

Strange Overdose would be nice, although I don't use it for fighting or anything.
Title: Re: Team Fortress 64
Post by: Freyband on February 24, 2012, 06:53:05 AM
Only thing that kinda interested me this update was the new scout shirt, which
one of my friends jumped for almost immediately (http://steamcommunity.com/id/Alpha-Gamma/screenshot/506891210638574993/?tab=public) (they like Aya alot, if you couldn't tell). As for the whole "I want, X strange weapon" debate, I'm still waiting for my widowmaker :3 (which would probably be in one of the rare crates).
Title: Re: Team Fortress 64
Post by: Yukarin on February 24, 2012, 08:46:56 AM
Oh, Alpha.

Goddamn Alpha being a beast at Scout. He's hard to kill.
Title: Re: Team Fortress 64
Post by: Agent of the BSoD on February 24, 2012, 09:01:42 AM
Oh, Alpha.

Goddamn Alpha being a beast at Scout. He's hard to kill.
He is. I've died many times from that scout. Don't know how he does it, besides lots and lots of speed.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on February 24, 2012, 11:16:41 AM
Pretty good aim. Constantly running around. Jumps over your head. Runs away to snag health when things get tough.

Y'know, like every goddamn scout out there. :V
Title: Re: Team Fortress 64
Post by: DX7.EP on February 24, 2012, 01:19:37 PM
Only thing that kinda interested me this update was the new scout shirt....
Of course, Alpha. Scrim/comp-level Scout with some bloody good aim.

I need a s.axtinguisher/postal pummeler and my Pyro is complete :V
Ditto, might as well go for one myself.

Crate 40 will be somethin like
Mantreads
Market Gardner (or Rocket Jumper as Strafe corrected)
Booties
Sticky Jumper
And the demand will be super high for all of them /jk
:getdown:

I don't believe that they have Stranged the Postal Pummeler yet.
They haven't and I don't think they will, or they might as well make Strange versions of most every reskin and promotional weapon. Obvious exception to that would be the Sam & Max set :V

Any weps I want Stranges for but don't exist yet? Enforcer, maybe, but it'll probably be nerfed before that happens, which may get me back to using the Big Kill instead.
Title: Re: Team Fortress 64
Post by: lumber_of_the_beast on February 25, 2012, 01:20:04 AM
Might be cracking open a couple crates next weekend for the hell of it. Suggestions on which ones I should open? I've got...

16 x2
17 x5
18 x2
29 x1
31 x2
32 x2
34 x4
38 x1
Title: Re: Team Fortress 64
Post by: Gc on February 25, 2012, 01:43:36 AM
Why is this so funny (http://www.youtube.com/watch?v=zIwmjajUVLQ)
Title: Re: Team Fortress 64
Post by: Dr.Strafe on February 25, 2012, 09:24:10 AM
Why is this so funny (http://www.youtube.com/watch?v=zIwmjajUVLQ)
That is pretty funny. Like a couple of chipmunks fighting each other. :V

Might be cracking open a couple crates next weekend for the hell of it. Suggestions on which ones I should open? I've got...
Personally, I wouldn't open anything less than series 19, as Stranges began with 19. Those teen crates that you have will mainly give you crap you likely own, but there's a good chance that you'll get a Paint Can. It's really up to you, depending on which weapons/items that you're hoping to shoot for. You can always trade off unwanted stuff for metal and/or keys.

The items that I was personally shooting for back then were:
#29- Axtinguisher
#31- Degreaser
#32- ?bersaw
#34- Scottish Resistance
#38- Dead Ringer, SMG, and Quick Fix

Now watch. You're going to uncrate a rare and much-sought-after Unusual hat.  :V
Title: Re: Team Fortress 64
Post by: lumber_of_the_beast on February 25, 2012, 03:46:24 PM
Now watch. You're going to uncrate a rare and much-sought-after Unusual hat.  :V
tsh, not gonna happen
Title: Re: Team Fortress 64
Post by: Freyband on February 26, 2012, 04:09:05 AM
tsh, not gonna happen
You'll get nothing and like it! Now gimme that key >: V (just kidding). I can also give ya a 37 if you'd like!  :V If you do manage an unusual out of one though:  :o
Title: Re: Team Fortress 64
Post by: Gc on February 26, 2012, 06:59:24 AM
I officially hate Gravel Pit (Gravel Shit IMO)

Especially when half the players disconnect BECAUSE gravel pit is coming, resulting in 6v5. I usually am on the smaller team.
Title: Re: Team Fortress 64
Post by: Alpha on February 26, 2012, 08:17:25 AM
Only thing that kinda interested me this update was the new scout shirt, which
one of my friends jumped for almost immediately (http://steamcommunity.com/id/Alpha-Gamma/screenshot/506891210638574993/?tab=public) (they like Aya alot, if you couldn't tell). As for the whole "I want, X strange weapon" debate, I'm still waiting for my widowmaker :3 (which would probably be in one of the rare crates).

For new scout miscs, flip a coin to see if I'm going to trade for it. If it lands on the thin edge, I'm not interested in it.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on February 26, 2012, 10:02:46 AM
tsh, not gonna happen
Keep on doubting it. That's just going to increase your chances. Luck is weird like that. :V

I officially hate Gravel Pit (Gravel Shit IMO)

Especially when half the players disconnect BECAUSE gravel pit is coming, resulting in 6v5. I usually am on the smaller team.
Gravel Pit is alright. It only sucks when you're the lone attacker/defender of one of the points because the rest of the team is inept.
Title: Re: Team Fortress 64
Post by: Esifex on February 26, 2012, 10:39:11 AM
But it was fun to watch them build up a level 3 sentry and then have it explode the moment the match started!

I built and upgraded there, then grabbed the turret and took off for the other gate. Quick set-up right alongside that full-ammo pick-up? Yes please! Drop lvl 3 Sentry there, start building the dispenser, be ready to go from the side. Only thing is... attacking team, Engy building... in front of the base? :V herpderp. 

RE: uncrating

I have never gotten a key to uncrate anything with ever
except maybe once if I've forgotten, in which case I'm pretty sure it was one of the low-teen boxes because I've only gotten like the one strange Flamethrower, and that was via a trade... I probably got a Razorback or something from the crate if I opened one

Title: Re: Team Fortress 64
Post by: N-Forza on February 26, 2012, 10:54:29 AM
Gravel Pit is actually pretty awesome because it can be difficult to defend until time runs out because of all the entry points into each section. It keeps things from getting stale for too long.

Of course, in the case of pubs, it's either a steamroll or losing at B.

btw does anybody have a Strange Revolver they're looking to get rid of?
Title: Re: Team Fortress 64
Post by: DX7.EP on February 26, 2012, 03:13:02 PM
I like Gravel Pit, myself, for offering many options of attack, but usually pubs fail hard at this map. Same for Steel except more camp-friendly.
Title: Re: Team Fortress 64
Post by: Alpha on March 05, 2012, 11:08:20 PM
I personally like gravelpit, partially due to it being so scout-friendly, but mostly because if you manage to get two well-balanced teams, the matches get extremely fun. If you however get a team that, for example, decides to defend A instead of B, I can understand the frustration in that.
Title: Re: Team Fortress 64
Post by: Freyband on March 07, 2012, 04:45:33 AM
Gravelpit isn't a bad map, but I typically dislike it. It can get some decently long matches going, but if you're on the losing side of a short match... it just tends to feel so crappy (does on any map but losing this one stands out). As for defending A over B it can be done but you're team needs to be alot more steeled then when chosing A over B (and by that I mean making sure snipers, sollys, demos, spys, and ubers don't take out engi placements vital to keeping the point).
Title: Re: Team Fortress 64
Post by: InfernalExuro on March 07, 2012, 05:54:56 AM
Has anyone else been having issues with crashing to desktop a lot lately? I'm starting to think that it might not just be my luck screwing me over here.  :V

As for Gravelpit, I think it's actually a fairly fun map so long as the teams are decently balanced. Then again, that pretty much goes for every map, but I still like the whole two-front battlefield setup. Gives me plenty of ambush and escape routes to utilize, especially when on defense. I've single-handedly broken pushes like that by flanking from behind and delivering some axe goodness. Those narrow rooms are a blessing when it comes to those situations.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on March 07, 2012, 07:24:02 AM
Has anyone else been having issues with crashing to desktop a lot lately? I'm starting to think that it might not just be my luck screwing me over here.  :V
Most definitely yes. It happens to me very often and it is quite maddening. My crashes always seem to be at crucial moments or when I'm doing exceptionally well.

Not to sound rude, but I'm kinda glad that it is happening to others. I don't feel so unlucky now.
Title: Re: Team Fortress 64
Post by: DX7.EP on March 07, 2012, 01:29:06 PM
Count me in with the crashing, but I don't get it terribly often.
Title: Re: Team Fortress 64
Post by: Gpop on March 07, 2012, 02:21:51 PM
It used to be crashing a lot before, now not as frequently actually.

I'm still pissed at replays always never working when I have a huge killstreak though.
Title: Re: Team Fortress 64
Post by: Gc on March 07, 2012, 08:17:15 PM
I'm still pissed at replays always never working when I have a huge killstreak though.
*cough record a demo (works on every server ever) and then use the Lawena recording tool (http://code.google.com/p/lawenarecordingtool/) to make a video cough*
Title: Re: Team Fortress 64
Post by: InfernalExuro on March 07, 2012, 09:32:17 PM
Most definitely yes. It happens to me very often and it is quite maddening. My crashes always seem to be at crucial moments or when I'm doing exceptionally well.

Not to sound rude, but I'm kinda glad that it is happening to others. I don't feel so unlucky now.
Same here. :V I suspected that I wasn't the only one based on in-game chatter, but I wasn't absolutely sure.
Title: Re: Team Fortress 64
Post by: yuyukos on March 08, 2012, 12:05:25 AM
+1 for Crashing, I would say it happens fairly randomly.
Title: Re: Team Fortress 64
Post by: Esifex on March 08, 2012, 12:12:21 AM
Has anyone else been having issues with crashing to desktop a lot lately? I'm starting to think that it might not just be my luck screwing me over here.  :V

Reason I've stopped playing for so long
Title: Re: Team Fortress 64
Post by: Barrakketh on March 08, 2012, 01:57:40 AM
TF2 practically never crashes while I'm playing1, but sometimes I notice that a large number of players on a server will time out simultaneously (likely crashes).  When that happens I might crash in a few hours.  It happens maybe once every week or two.

1: For some bizarre reason TF2 always crashes when I quit after a long session (3+ hours), but this always happens after I'm already at the desktop...if Windows didn't tell me that hl2.exe crashed I would never know.
Title: Re: Team Fortress 64
Post by: Agent of the BSoD on March 08, 2012, 04:15:40 AM
Most definitely yes. It happens to me very often and it is quite maddening. My crashes always seem to be at crucial moments or when I'm doing exceptionally well.
Same here. Though for the last few days, I've been experiencing near crashes, where the game will freeze up exactly like a crash, then some moments later, be just fine.
Title: Re: Team Fortress 64
Post by: Messiah on March 08, 2012, 10:43:47 AM
Hey guys, how valuable is a S. SMG? Since it's pretty useful with the Sidney Sleeper, I've been thinking about getting my hands on one  :V
Title: Re: Team Fortress 64
Post by: Dr.Strafe on March 08, 2012, 11:35:54 AM
Strange SMG's are going for about 2 Reclaimed, last time I checked. Not a bad price nowadays.

Dear Valve,
Please smite all of the retards that decided to inflate the asking price for the Strange Festive Scattergun to 16 keys.

Ah well. Looks like the dumbass Scout isn't getting his Festive gun after all. :V
Title: Re: Team Fortress 64
Post by: Yukarin on March 08, 2012, 11:44:37 AM
Strange SMG's are going for about 2 Reclaimed, last time I checked. Not a bad price nowadays.

Dear Valve,
Please smite all of the retards that decided to inflate the asking price for the Strange Festive Scattergun to 16 keys.

Ah well. Looks like the dumbass Scout isn't getting his Festive gun after all. :V

wtf 16 keys holy shit that only goes for 5 keys at most

wtf wtf
Title: Re: Team Fortress 64
Post by: Dr.Strafe on March 08, 2012, 11:57:10 AM
Unfortunately, it has been 15+ for a couple weeks now. You'll occasionally see one for less, or even at its original asking price (7-8 keys), but that will get snatched up almost instantly. I think one guy flooded the trade page with the same trade asking for that insane price, and now everyone seems to accept it as the norm. Then again, it is March, and those weapons are getting rather scarce.. 'tis a shame.
Title: Re: Team Fortress 64
Post by: Yukarin on March 08, 2012, 11:58:48 AM
then my s.f. sticky launcher should go for the same fucking price then if it's like that.

god that's too much inflation
Title: Re: Team Fortress 64
Post by: Dr.Strafe on March 08, 2012, 12:02:31 PM
You might get 3~7 keys for the SF Sticky, depending on the aptitude (read: gullibility :V) of your customer. For some reason, Scout stuff is always much more expensive..
Title: Re: Team Fortress 64
Post by: Gc on March 08, 2012, 01:52:55 PM
WELP (http://cloud.steampowered.com/ugc/468611959294658265/FE65A8E3D0567C8FA99B0AA01C803EA8A000E9AE/) I got some name tags from TF2WH (and some metal and a strange piss rifle)

I am fully aware that my Degreaser is named after one of Mokou's spellcards but the flare gun and axtinguisher are named after Utsuho's stuff.

And the "green stranges" are an unintended side effect of the custom HUD (http://www.rawksteady.com/knhud/) I use.
Title: Re: Team Fortress 64
Post by: Gpop on March 08, 2012, 02:33:11 PM
Still looking for 2 L'etranger's, never got a drop of them...at all :(

And I don't want to spend the rest of the money I have in my account in them, neither do I want to waste metal for them (need them to make metal for hats to "buy" them with :V). Anyone got any spare of them?
Title: Re: Team Fortress 64
Post by: theshirn on March 08, 2012, 03:49:45 PM
The other day, someone on a server asked for crates.  So I traded him.

I ended up giving him 16 crates.

He gave me a Strange Brass Beast and a Strange Revolver.

I was all "WHAAAAAAAAAAAAAAAAAAAAAT" and tried to talk him out of it but he was all "nah I got spares it's cool" and I was all "BUT WHAAAAAT"
Title: Re: Team Fortress 64
Post by: Gpop on March 08, 2012, 03:56:12 PM
Oh man a strange revolver I'd love one. I MIGHT give my Strange Amby for it.
Title: Re: Team Fortress 64
Post by: Messiah on March 08, 2012, 05:09:59 PM
Waaaaaahh, someone sold a crate #30 in tf2wh for dem 500 credits. Slow internet didn't let me reserve it before someone else  :(
Title: Re: Team Fortress 64
Post by: Fetch()tirade on March 08, 2012, 05:56:24 PM
Hey guys, how valuable is a S. SMG? Since it's pretty useful with the Sidney Sleeper, I've been thinking about getting my hands on one  :V

You can take mine for 1 rec. I don't find myself scoring many kills with it (as I usually spend most of my time blasting heads with my Reisen rifle (I paid so much for it, but I just love it).
I also sold my s. gunslinger recently since I don't combat engie very often. Got meself a Sanae-themed rocket launcher to match my Reimu one and a gen. conch to go with it (I'm going to name it the Portable Moriya Shrine), and I'm saving the rest of the metal (and possibly my s. minigun) for whenever they release the tomislav and/or a rainy day.

Also, I hate people who are all like "spreadsheet prices hurr hurr." The spreadsheet is a good site for getting a sense of the prices, but they are not in the least absolute. It irritates me that people don't seem to understand that, continuing to try to sell their stuff at inflated prices.
Title: Re: Team Fortress 64
Post by: InfernalExuro on March 08, 2012, 09:29:23 PM
While everyone's on the topic of Stranges, I have a S. Overdose now if anyone's looking. And in other Strange news, I finally brought my axe up to 1000 kills the other night. Not bad, considering the timeframe that I did it in. :toot:
Title: Re: Team Fortress 64
Post by: N-Forza on March 08, 2012, 10:23:23 PM
I'll take that. What are you looking for it? I have a Strange Knife and metal.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on March 08, 2012, 10:49:03 PM
Naturally, Forza gets first dibs, but if you guys don't strike a deal, I'd like to offer my spare Strange Reserve Shooter. I think Exuro uses that, yes?

I also have other crap on my first four pages that are up for sale/debate/perusal.
Title: Re: Team Fortress 64
Post by: InfernalExuro on March 08, 2012, 11:21:04 PM
I'll take that. What are you looking for it? I have a Strange Knife and metal.
Metal is always good. Something around 2 Reclaimed perhaps?

@Strafe: I do use the RS, but I have the only three Stranges that I'll ever use already.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on March 09, 2012, 12:14:23 AM
Understood. I guess you don't want to lose all of those items that you spent countless Name tags and Description tags on. I totally agree.

But this is Exuro, the rage-tastic Pyro. As long as the Axe is well-fed, it is happy. :V
Title: Re: Team Fortress 64
Post by: Agent of the BSoD on March 09, 2012, 12:38:31 AM
Welp, opened the last #27 crate I had. I had before hand, a S. Sniper Rifle and a S. Bushwacka. I hoped for a S. Jarate to complete the set, but instead I got another S. Sniper Rifle. Anyone want it? Cause I don't need two. :derp:
Title: Re: Team Fortress 64
Post by: DX7.EP on March 09, 2012, 12:41:06 AM
I'd be willing to take it. What do you want in exchange? (feel free to look at my backpack for anything - I also have 1 rec 1 scrap in my alt account I can use).
Title: Re: Team Fortress 64
Post by: Agent of the BSoD on March 09, 2012, 01:06:36 AM
Actually, might just go for some metal. I need to find someone sometime that has a S. Jarate that they're selling and I have to buy it somehow. (though I also need to smelt all my duplicates :derp:) I must complete his loadout and have them all be stranges. :V
Title: Re: Team Fortress 64
Post by: yuyukos on March 09, 2012, 03:28:43 AM
Still looking for 2 L'etranger's, never got a drop of them...at all :(

And I don't want to spend the rest of the money I have in my account in them, neither do I want to waste metal for them (need them to make metal for hats to "buy" them with :V). Anyone got any spare of them?
I have spares now that I have a strange. Message me sometime.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on March 09, 2012, 06:42:19 AM
I've seen people that have wanted 1-2 Reclaimed for a Strange Jarate. I can help you obtain one or track down a potential seller.
Title: Re: Team Fortress 64
Post by: N-Forza on March 09, 2012, 08:46:20 AM
Sounds good Exuro. Hit me up whenever you can.

Strafe, I'll take that S. Reserve Shooter.

In other news, all that stalking TF2WH paid off and I finally have a Maul.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on March 09, 2012, 10:31:26 AM
Strafe, I'll take that S. Reserve Shooter.
Sure. I'm ready anytime you are.
Title: Re: Team Fortress 64
Post by: Freyband on March 13, 2012, 06:06:11 AM
Well I definitely feel like scout training with Alpha has payed off. Think my scatter jumped ~100 kills in 3 hours playing on a dustbowl/badwater server.
Title: Re: Team Fortress 64
Post by: Kyo Tanaka on March 13, 2012, 11:07:18 AM
Scout training? I am interested.
Title: Re: Team Fortress 64
Post by: Gpop on March 13, 2012, 12:26:01 PM
I have spares now that I have a strange. Message me sometime.
Oh nice then I'll be willing to take it off your hands :V
Title: Re: Team Fortress 64
Post by: N-Forza on March 13, 2012, 01:35:44 PM
Anybody want a Buccaneer's Bicorne? Had one drop last night, but I'm good on Demo hats.
Title: Re: Team Fortress 64
Post by: Gpop on March 13, 2012, 01:57:41 PM
Anybody want a Buccaneer's Bicorne? Had one drop last night, but I'm good on Demo hats.
I'll take it. It'll be nice to actually have a hat for once that isn't something every player could get :V
Title: Re: Team Fortress 64
Post by: lumber_of_the_beast on March 13, 2012, 02:11:26 PM
I traded a haunted Idiot Box for a Strange Knife.

no regrets, KILL COUNTER
Title: Re: Team Fortress 64
Post by: N-Forza on March 14, 2012, 01:50:01 AM
Gpop: Two refined sound fair?
Title: Re: Team Fortress 64
Post by: Gpop on March 14, 2012, 08:16:40 PM
Gpop: Two refined sound fair?
I lack weapons to make metal in general. It's fine then. I'm keeping mine for the Fez hat anyways :V
Title: Re: Team Fortress 64
Post by: Gc on March 15, 2012, 04:47:10 AM
I don't understand... This makes me feel stuff I've never felt in TF2... (http://www.youtube.com/watch?v=ETTk5wR5bUI&feature=youtu.be&hd=1)

It's a masterpiece.
Title: Re: Team Fortress 64
Post by: Freyband on March 15, 2012, 06:57:36 AM
How'd he shoot himself if he was facing towards it... I didn't think it was possible to stare your sentry in the face and do that ( some elements did make it rather intriguing, wouldn't call it a masterpiece, but it is... interesting).
Title: Re: Team Fortress 64
Post by: Dr.Strafe on March 15, 2012, 12:47:16 PM
I've had some bizarre aiming issues with the Wrangler if you aim at the sentry itself. I imagine, that he first aimed at the wall, and then at the back of the sentry to keep it turned around.
Title: Re: Team Fortress 64
Post by: Gpop on March 15, 2012, 01:46:57 PM
I don't like the Wrangler because I feel that the sentry does really well on its own. Also, it gets annoying when you accidentally switch to it and then force it to be inactive for 3 seconds.

Besides, if the target is too far away, you might as well use your pistol to pick off some of their health while staying with the sentry to fix it. The Sentry isn't too effective to kill people from such a far distance, especially since the missiles take quite a while

Also, this'll teach you not to put a sentry in open areas that could easily be picked off by snipers soldiers at far distances :V
Title: Re: Team Fortress 64
Post by: Romantique Tp on March 15, 2012, 03:43:14 PM
You're missing the point of the wrangler. (http://www.youtube.com/watch?v=8_pJqlG5Y94&feature=youtu.be&t=6m48s)
Title: Re: Team Fortress 64
Post by: Freyband on March 15, 2012, 11:13:52 PM
A wrangled sentry is situational (much like almost any different item), and it tends to require situations where it is out in the open. I wouldn't argue whether it's better then taking a pistol as an engi, largely due to the fact that I simply think that both tend to shine in their own areas (but most often normal sentries tend to be easier to manage).

EDIT: To people still after the black rose; it is now able to be gift-wrapped. So if some kind soul wants to give ya one (or you find someone to buy it off of), now you can do so (also new sniper utility backpack added, along with a phlog nerf).
Title: Re: Team Fortress 64
Post by: yuyukos on March 15, 2012, 11:44:20 PM
Updated the Phlogistinator:

    * Fixed a bug where Mmmph-crit flames could cause Mmmph to build fast enough to allow it to be infinitely chained
    * Direct damage reduced by 10%. Afterburn damage is unchanged
    * Defense buff time during taunt lowered from 12 seconds to 10 seconds

Thank Valve, overdue.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on March 15, 2012, 11:49:18 PM
Yes, that is a good start.
Title: Re: Team Fortress 64
Post by: Fetch()tirade on March 16, 2012, 12:52:51 AM
Updated the Phlogistinator:

    * Fixed a bug where Mmmph-crit flames could cause Mmmph to build fast enough to allow it to be infinitely chained
    * Direct damage reduced by 10%. Afterburn damage is unchanged
    * Defense buff time during taunt lowered from 12 seconds to 10 seconds

Thank Valve, overdue.

I like very much of this.

Also I got a Virtual Reality Headset in a drop.
 :getdown: :getdown: :getdown: :getdown:
Title: Re: Team Fortress 64
Post by: Kyo Tanaka on March 16, 2012, 11:57:48 AM
I really didn't see a point in nerfing the Phlog [Except for crit to refill Mmmph instantly], but I hope that it won't hurt it too much.
Title: Re: Team Fortress 64
Post by: Agent of the BSoD on March 16, 2012, 04:58:13 PM
Now if they only update it to run on low quality settings, because Plhogs lag me down so hard.
Title: Re: Team Fortress 64
Post by: Barrakketh on March 16, 2012, 07:04:31 PM
I really didn't see a point in nerfing the Phlog [Except for crit to refill Mmmph instantly], but I hope that it won't hurt it too much.
I don't think it did.  The 10% damage nerf doesn't make a big difference, 2 seconds removed from the buff is noticeable but not a deal breaker.

It's still like it was before the nerf - amazing versus stupid people, like those that stand near the pyro while he's taunting or soldiers that take that time to spam their rockets while the pyro is taunting instead of reloading and waiting for it to end.  Situational or bad otherwise (god I hate it when my team has no pyros to airblast ubers).
Title: Re: Team Fortress 64
Post by: Kyo Tanaka on March 16, 2012, 08:47:52 PM
I don't think it did.  The 10% damage nerf doesn't make a big difference, 2 seconds removed from the buff is noticeable but not a deal breaker.

It's still like it was before the nerf - amazing versus stupid people, like those that stand near the pyro while he's taunting or soldiers that take that time to spam their rockets while the pyro is taunting instead of reloading and waiting for it to end.  Situational or bad otherwise (god I hate it when my team has no pyros to airblast ubers).

I personally do better using the Degreaser. Only problem I see in Phlog Pyro is him being ubered :c

Now if they only update it to run on low quality settings, because Plhogs lag me down so hard.

So far I haven't experience as much lag with it now compared to it being first coming out.
Title: Re: Team Fortress 64
Post by: Freyband on March 16, 2012, 09:49:20 PM
(god I hate it when my team has no pyros to airblast ubers).
Amen to that. Suprisingly few pyros seem to know that you even can airblast ubers away even with other flamthrowers.
Also in the beta the enforcer has been modified to have normal decloak, 20% slower fire rate, and the inability to see enemy hp if not disguised. Not sure how well that'll work for some of you enforcer haters, but hopefully it's better then the worthless decloak time nerf.
Title: Re: Team Fortress 64
Post by: DX7.EP on March 16, 2012, 10:20:55 PM
As for the Beta Enforcer, that's an improvement. Hope it gets fixed soon, but until then, time to resume overpowered Spying :V
Title: Re: Team Fortress 64
Post by: Gpop on March 17, 2012, 03:48:18 AM
Amen to that. Suprisingly few pyros seem to know that you even can airblast ubers away even with other flamthrowers.
Also in the beta the enforcer has been modified to have normal decloak, 20% slower fire rate, and the inability to see enemy hp if not disguised. Not sure how well that'll work for some of you enforcer haters, but hopefully it's better then the worthless decloak time nerf.
As an Enforcer user, I agree with these nerfs. The decloak was stupid especially since DR players are the ones that normally use it. In fact, it made no difference to normal cloaks as well.

But I'm just a little curious. Is the enforcer a little more inaccurate than other guns. Because it certainly does feel like it a little
Title: Re: Team Fortress 64
Post by: InfernalExuro on March 17, 2012, 04:17:04 AM
Phlog and Enforcer both had it coming. Not that it will stop people from using the Phlog, but the Beta changes to the Enforcer might actually even things out a bit.

And I'm usually the one doing the uber juggling, as anyone who has played with me can attest to. :V
Title: Re: Team Fortress 64
Post by: Yukarin on March 17, 2012, 09:52:42 AM
Is there any way to make japanese text show properly in TF2?
Title: Re: Team Fortress 64
Post by: Barrakketh on March 17, 2012, 06:57:02 PM
Is there any way to make japanese text show properly in TF2?
What's wrong with it?  Japanese text shows up just fine on my machine.
Title: Re: Team Fortress 64
Post by: Gpop on March 17, 2012, 08:44:05 PM
Is there any way to make japanese text show properly in TF2?
You need the fonts for it or you need to be in Japanese locale for it. Otherwise your comp can't read text that it doesn't have.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on March 17, 2012, 10:19:49 PM
Oh man, did I ever luck out. I managed to obtain an SF Scattergun without having to pay these insanely high markups! :getdown: At last, every class has an SF weapon!

You know what that means. My (neglected) Strange Scattergun is up for trade.

Also, Forza. I haven't forgotten about the trade for the Reserve Shooter. Hit me up anytime.
Title: Re: Team Fortress 64
Post by: Gpop on March 17, 2012, 10:46:21 PM
Oh man, did I ever luck out. I managed to obtain an SF Scattergun without having to pay these insanely high markups! :getdown: At last, every class has an SF weapon!

You know what that means. My (neglected) Strange Scattergun is up for trade.

Also, Forza. I haven't forgotten about the trade for the Reserve Shooter. Hit me up anytime.
What do want for it? I've been playing Scout a lot recently, been having a lot of fun with him.
Title: Re: Team Fortress 64
Post by: Fetch()tirade on March 17, 2012, 10:57:30 PM
Traded my machina for a sf rifle. Somehow I think this is for the best.
Title: Re: Team Fortress 64
Post by: N-Forza on March 18, 2012, 12:51:39 AM
Still have a Strange Knife and a Buccaneer's Bicorne to trade.
Title: Re: Team Fortress 64
Post by: DX7.EP on March 18, 2012, 01:02:18 AM
I'll go for the S. Knife. Will 1 rec ref do?
Title: Re: Team Fortress 64
Post by: theshirn on March 18, 2012, 01:02:40 AM
Still have a Strange Knife and a Buccaneer's Bicorne to trade.
What for the knife?
Title: Re: Team Fortress 64
Post by: Messiah on March 18, 2012, 02:01:33 AM
Is anyone willing to sell name tags for 1 refined? I am looking for a few to start costumizing my items.
Title: Re: Team Fortress 64
Post by: N-Forza on March 18, 2012, 02:37:36 AM
1 reclaimed for the knife seems a little low. I'd like 2 if possible, or at least a couple of duel games.

You should be able to find name tags for that much on tf2tp and the like.
Title: Re: Team Fortress 64
Post by: DX7.EP on March 18, 2012, 02:46:52 AM
...whoops, I meant 1 ref, not 1 rec. :V

Will that do?
Title: Re: Team Fortress 64
Post by: N-Forza on March 18, 2012, 03:02:05 AM
Oh yeah, that was pretty much what I was looking for, haha.
Title: Re: Team Fortress 64
Post by: Yukarin on March 18, 2012, 03:04:36 AM
You need the fonts for it or you need to be in Japanese locale for it. Otherwise your comp can't read text that it doesn't have.

how do I get these aformentioned fonts?
Title: Re: Team Fortress 64
Post by: Agent of the BSoD on March 18, 2012, 07:41:02 AM
So far I haven't experience as much lag with it now compared to it being first coming out.
I haven't noticed anything, though my computer is to blame for that. Bad specs all around and the phlog demolishes this thing. I have one of my own, but I seldom use it because I don't know what's going on when I use it, for the most part.

how do I get these aformentioned fonts?
You can just change the locale on your computer so it recognizes Japanese. (assuming Win7: Control Panel, Clock Language and Region, Region and Language, Administrative tab, Change System Locale) You'll have to reboot. The fonts are already built in with most OS's, you just have to tell it that you're using them, because by default, Japanese will read other characters since that's what their equivalences are in English or some other language. Hence, why EoSD for vsync is weird because 東方紅魔郷 = ?????g????
Title: Re: Team Fortress 64
Post by: Dr.Strafe on March 18, 2012, 08:43:15 AM
What do want for it? I've been playing Scout a lot recently, been having a lot of fun with him.
I'm feeling good after my find earlier, so I'll sell the Scattergun for 2 Refined, and the Reserve Shooter for 1 Reclaimed. 50% off of the going trade price! :getdown:

Is anyone willing to sell name tags for 1 refined? I am looking for a few to start costumizing my items.
I use Name Tags quite a bit, myself. I did get two of them as random drops last week, so I'll sell you those if you'd like.

Still have a Strange Knife and a Buccaneer's Bicorne to trade.
I'll be interested in the hat once I snag some metal from some of these other trades. :V
Title: Re: Team Fortress 64
Post by: Yukarin on March 18, 2012, 09:04:10 AM
You can just change the locale on your computer so it recognizes Japanese. (assuming Win7: Control Panel, Clock Language and Region, Region and Language, Administrative tab, Change System Locale) You'll have to reboot. The fonts are already built in with most OS's, you just have to tell it that you're using them, because by default, Japanese will read other characters since that's what their equivalences are in English or some other language. Hence, why EoSD for vsync is weird because 東方紅魔郷 = ?????g????

Oh finally yes.

Now my name's Yukarin in japanese, and I intend it to stay that way. Thank you.
Title: Re: Team Fortress 64
Post by: theshirn on March 18, 2012, 03:34:53 PM
I use Name Tags quite a bit, myself. I did get two of them as random drops last week, so I'll sell you those if you'd like.
I would like a Name Tag!  I'll need it for whenever I pick up a Black Rose.
Title: Re: Team Fortress 64
Post by: Gpop on March 18, 2012, 04:44:24 PM
I'm feeling good after my find earlier, so I'll sell the Scattergun for 2 Refined, and the Reserve Shooter for 1 Reclaimed. 50% off of the going trade price! :getdown:
Alright lemme make 2 refined and I'll get it for you :P

I'll never get my hat at this rate D:
Title: Re: Team Fortress 64
Post by: Dr.Strafe on March 19, 2012, 07:22:07 AM
I would like a Name Tag!  I'll need it for whenever I pick up a Black Rose.
Sure thing. Hit me up on Steam anytime.

I'll never get my hat at this rate D:
The Fez, right? That's why I broke down and bought one from the store. It was only $5. :V
Title: Re: Team Fortress 64
Post by: Messiah on March 19, 2012, 02:58:59 PM
I use Name Tags quite a bit, myself. I did get two of them as random drops last week, so I'll sell you those if you'd like.

Okay, sent you a request.
Title: Re: Team Fortress 64
Post by: Gc on March 19, 2012, 07:57:29 PM
Selling a Honcho's Headgear for some metal. Anyone wants that ?



Pro. (http://www.youtube.com/watch?v=utzmEHSbEJc)
Title: Re: Team Fortress 64
Post by: Freyband on March 22, 2012, 10:30:02 PM
Kinda had to laugh when an enemy said to a teammate, "I would've had you if it wern't for those crits..." while said crits are coming from a kritzkreig that I was using. People really need to remember how deadly medics can be.  :V Also my strange scatter is leveling faster then almost all my other stranges (440 people dead in the month or so I've had it) :3
Title: Re: Team Fortress 64
Post by: Gc on March 23, 2012, 12:54:08 AM
NEW UPDATE


Strange Parts ?

1 Updated language files and stuff
Title: Re: Team Fortress 64
Post by: Fetch()tirade on March 23, 2012, 12:58:10 AM
NEW UPDATE

  • Added Strange Parts that can be used to upgrade existing Strange-quality weapons

I am intensely interested about this as well.
Title: Re: Team Fortress 64
Post by: Agent of the BSoD on March 23, 2012, 01:20:08 AM
I'm in for the new pyro hat, just because it's silly. :V
Title: Re: Team Fortress 64
Post by: Gc on March 23, 2012, 01:21:31 AM
Cue my Steam install breaking on a TF2 update
Title: Re: Team Fortress 64
Post by: Doomsday on March 23, 2012, 01:22:48 AM
http://wiki.teamfortress.com/wiki/Strange_part

*poof*
Title: Re: Team Fortress 64
Post by: Freyband on March 23, 2012, 01:45:23 AM
they added crate 40... which has only weapons... including my widowmaker... All weapons though means that... :colonveeplusalpha: (it also adds holiday punch and huntsman to those interested in such items, but also includes man treads, and electro sapper for it's crap items). Wait didn't we predict mantreads and huntsman in the next salvaged crate?
Oh right and the strange mods come in crates 41, and 42, of which I don't think are added in game yet.
Title: Re: Team Fortress 64
Post by: DX7.EP on March 23, 2012, 01:45:34 AM
Oh great, even more statistics to keep track of. Stranges are fun things, but...this is getting towards the point of absurdity.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on March 23, 2012, 02:16:29 AM
Hm... The Strange Parts don't really interest me that much. I mean, I was excited about them until I saw what stats they would track. I'm just fine with my kill counter, really. I might slap a few on my weapons if I'm feeling fancy, but I imagine that I'd just sell them.

Regarding the new crates: They're really running out of options now. I guess I'd just collect the new stranges for the sake of collecting them. Well, I'd use the Huntsman, the Sapper, and possibly the Widowmaker if I could ever get into the hang of it. How would one equip a Strange Sapper anyway? Is there a new Loadout option on the Spy now? (EDIT: Yes there is. Engineer also has a fourth option also for his Construction PDA. I can't even imagine what stats that would track if that ever went Strange..)

Also, I have another spare Strange Knife if anybody is interested.

Oh, and I've been taking a liking to Scout now. Nearly 500 kills on my SF Scattergun already, and the Holy Mackerel is funny as hell :3
Title: Re: Team Fortress 64
Post by: N-Forza on March 23, 2012, 03:17:33 AM
Want me a Strange Widowmaker but if it's in Crate 40...
Title: Re: Team Fortress 64
Post by: yuyukos on March 23, 2012, 03:45:17 AM
The only Strange Part I'd want is for Projectiles deflected on my s.Degreaser. The others I'm not that interested in.
But Crate 40. I desire a s.Widowmaker and s.Sapper. :ohdear:
Title: Re: Team Fortress 64
Post by: Kyo Tanaka on March 23, 2012, 11:09:28 AM
I don't mind the new counter for stranges, but these ones aren't the kind of thing people would keep track of [except for maybe Airborne kills?]
Title: Re: Team Fortress 64
Post by: N-Forza on March 23, 2012, 03:04:06 PM
Had one of the new crates drop and unboxed a Buildings Shattered part. Might swap it for a Projectiles Reflected one or trade for keys. Maybe it's just because they're new, but most of them seem to be going for a couple of keys on TF2TP.
Title: Re: Team Fortress 64
Post by: Messiah on March 23, 2012, 03:18:12 PM
I am a bit interested in the headshot counter. But I guess I will wait a while before getting one.
Title: Re: Team Fortress 64
Post by: Fetch()tirade on March 23, 2012, 05:35:35 PM
strange machina + headshot counter = maximum egotrip
Title: Re: Team Fortress 64
Post by: Messiah on March 24, 2012, 08:57:52 PM
Wow, it took me 2 whole weeks to choose the most obvious name for the S. Medi gun. It seems I forgot the names I plan to give to my weapons every time I get the name tag to name them.  :V
Title: Re: Team Fortress 64
Post by: Kyo Tanaka on March 24, 2012, 10:13:55 PM
Hey guys. Have you seen the new weapon slot for spies which has the Sapper?

Do any of you have an idea what Valve have in mind for the sapper?
Title: Re: Team Fortress 64
Post by: Gpop on March 24, 2012, 10:20:35 PM
Hey guys. Have you seen the new weapon slot for spies which has the Sapper?

Do any of you have an idea what Valve have in mind for the sapper?
Possibly that sliding sapper from the Meet the Spy video? :3
Title: Re: Team Fortress 64
Post by: Fetch()tirade on March 24, 2012, 11:13:21 PM
I'm kind of wondering what they would do for the new PDA slot for the engie.
Title: Re: Team Fortress 64
Post by: Kyo Tanaka on March 25, 2012, 01:49:52 AM
There's also one for the Engineer?

I'm hoping it's not just reskins of them, I hope they have something to change their gameplay styles.
Title: Re: Team Fortress 64
Post by: Barrakketh on March 25, 2012, 03:13:18 AM
Hey guys. Have you seen the new weapon slot for spies which has the Sapper?

Do any of you have an idea what Valve have in mind for the sapper?
They added a Strange Sapper to the series 40 crates.
Title: Re: Team Fortress 64
Post by: Freyband on March 25, 2012, 04:57:38 AM
Ok my post was originally pretty stupid, and long (sorry). My the point was that they really need some other items for those slots (of which some already have been popping up in the steam workshop). -.-'
Title: Re: Team Fortress 64
Post by: Yukarin on March 26, 2012, 01:47:33 PM
Anybody have a spare s.degreaser in there?

Willing to pay 1 ref for it.
Title: Re: Team Fortress 64
Post by: Messiah on March 27, 2012, 07:10:30 PM
Got my hands on a paint Color No. 216-190-216, a white-purple, it seems. Does anyone know how much is it worth for? The results of my search showed it costs from 2scraps to 1 reclaimed, but I am not so sure about it.
Title: Re: Team Fortress 64
Post by: InfernalExuro on March 27, 2012, 07:20:23 PM
Around 2 scrap, yeah. It's one of the less-desired colors tbh, so you might have trouble finding a buyer.
Title: Re: Team Fortress 64
Post by: Kyo Tanaka on March 27, 2012, 09:55:20 PM
I guess I'll take it off of your hands. I'm looking for paint anyway
Title: Re: Team Fortress 64
Post by: Dr.Strafe on March 27, 2012, 10:51:27 PM
You'd be surprised how some of the more obscure colors like 216 actually look good on certain items. But most people just stick to standard paints like white, black, and Team Spirit.

Try it on many items before you make your final decision.
Title: Re: Team Fortress 64
Post by: Messiah on March 28, 2012, 02:06:17 AM
Thanks for the info, guys.

I used it to paint my Gibus and turned out it is more fashionable than I thought  :V

And kyo, There is quite a lot of this paint available on tf2wh, although the steam is messing up with the trades.
Title: Re: Team Fortress 64
Post by: DX7.EP on March 28, 2012, 02:28:38 AM
So I've traded a bit lately and gotten myself some Stranges, some of which I am willing to trade:
 - Quick-Fix (w/ Kyo Tanaka)
 - Razorback (w/ KlLLAH573)
 - ScoRes
 - Atomizer
 - Overdose (w/ Strafe)

Feel free to ask for one.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on March 28, 2012, 03:11:38 AM
I'll go for the Overdose, man. What's your price?

I have my spare Stranges on page 2 of my backpack. Newest arrivals are the Knife and Direct Hit. I'm still reserving the Scattergun for Gpop unless I hear otherwise.
Title: Re: Team Fortress 64
Post by: DX7.EP on March 28, 2012, 03:31:38 AM
I'll exchange that for the DH. Send me a trade request when I'm online, unless my status says 'Online on Mobile Device' as IIRC Steam Mobile does not support trades.
Title: Re: Team Fortress 64
Post by: yuyukos on March 28, 2012, 03:36:15 AM
I've opened a Strange Part - Buildings Destroyed. Let me know if anyone is interested, I'd want 1-2 keys or some amount of metal.
Title: Re: Team Fortress 64
Post by: Kyo Tanaka on March 28, 2012, 11:23:27 AM
Traders, how much are you selling the Quick-Fix for?
Title: Re: Team Fortress 64
Post by: N-Forza on March 28, 2012, 12:05:24 PM
I kind of regret trading away my strange knife. I only did it because I already had a named regular one, but I'm highly tempted to get one and stick a "Heavies Killed" part on it.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on March 28, 2012, 01:06:43 PM
I'm tempted to buy that Part off of you, Yuyukos.. but I want to try my luck with this next set of drops first. I'd like to slap a "Buildings Destroyed" Part on some of my main explosive weapons, a "Headshot Kills" on my Ambassador, and a "Heavies Killed" on my SF Scattergun. I'm sure other ideas will come about in time.

Too bad there isn't a "Spies Killed" Part yet... That would definitely go on my Holy Mackerel. >:D

Forza, I have another Strange Knife for sale if you wanted to slap a Part on it. Two Reclaimed and it's yours.
Title: Re: Team Fortress 64
Post by: DX7.EP on March 28, 2012, 01:19:46 PM
Traders, how much are you selling the Quick-Fix for?
1 rec and some extra weapons will be plenty.
Title: Re: Team Fortress 64
Post by: Gc on March 28, 2012, 02:22:27 PM
I have some hats to trade (for metal)
and then I have an extra Parasite and Gibus.
Title: Re: Team Fortress 64
Post by: N-Forza on March 28, 2012, 02:47:09 PM
Strafe: Sounds good, although I'll need another name tag at some point. I actually have a Buildings Destroyed part if you wanted to trade for it.
Title: Re: Team Fortress 64
Post by: InfernalExuro on March 28, 2012, 06:36:02 PM
Once they make a Medics Killed part, that's going on my Axetinguisher. Unfortunate Medics are the main thing I feed it after all, maybe followed by Heavies, Soldiers, and Demos. :V
Title: Re: Team Fortress 64
Post by: Fetch()tirade on March 31, 2012, 02:27:06 AM
Concerning the meetups so far:
fuck u guys, stop being better than me ur all hakers i hate u and reprot u to valve

A little something else:
In hindsight, I probably shouldn't have sold my strange machina a few weeks ago because HOT DAMN have prices gone up.


Title: Re: Team Fortress 64
Post by: InfernalExuro on March 31, 2012, 06:14:30 AM
Some of the Series 30 stranges are all going for ~$50 USD now. Machina included. :V

Speaking of stranges, though, I need a S. Degreaser if anyone has a spare, along with name and description tags. I also have a S. Zatoichi and Mann's Mint up for grabs if anyone's looking.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on March 31, 2012, 08:57:59 AM
I might liberate that paint can off of you. What would you like for it?

Also, I'm glad that I got my S Machina when I did. It is a really fun rifle. Now if only these fools weren't demanding 20-30 keys for the Crate 40 stuff..
Title: Re: Team Fortress 64
Post by: InfernalExuro on March 31, 2012, 09:44:58 AM
Does a Refined sound good to you? And yeah, you really are lucky that you got your Machina right beforehand... probably worth somewhere in the 35 key range now, like I was saying. Oh, profiteers. :V
Title: Re: Team Fortress 64
Post by: Dr.Strafe on March 31, 2012, 11:52:13 AM
Sounds fair. I'll track you down sometime soon. Same for Forza and/or Gpop.

Oh, and I nabbed a spare Strange Diamondback for you saboteur Spies. ~2 Reclaimed should suffice. Let me know if you're interested.
Title: Re: Team Fortress 64
Post by: Gc on April 02, 2012, 04:19:03 AM
Decided to play a bit on the RUGC East server. Fuck. (http://steamcommunity.com/id/gamecubic/screenshot/540671188326741166?tab=public)
Title: Re: Team Fortress 64
Post by: DX7.EP on April 02, 2012, 04:24:20 AM
May want to run Furmark and Video Memory Stress Test for extended durations (several hours at least), to check if that is the case.
Title: Re: Team Fortress 64
Post by: Gpop on April 02, 2012, 04:34:59 AM
So who was the one who had the strange Scattergun?

I can give keys instead of metal for you if you want. Sounds good?
Title: Re: Team Fortress 64
Post by: Dr.Strafe on April 02, 2012, 07:24:12 AM
That was me. Yep, that will be fine.
Title: Re: Team Fortress 64
Post by: Amraphenson on April 02, 2012, 08:49:54 PM
Anyone have a spare axetinguisher I could trade for? I got some reclaimed and refined.
Title: Re: Team Fortress 64
Post by: Gc on April 02, 2012, 09:10:20 PM
Managed to acquire 10 more Refined from TF2WH before Steam Trade decided to stop working for no reason.

Total of 24 Refined in my backpack and enough credits to buy at least 6 more from TF2WH. Looking for a Strange Kritzkrieg.
Title: Re: Team Fortress 64
Post by: Kyo Tanaka on April 02, 2012, 09:19:19 PM
I went to try to craft a hat, and I got the Stagger hat for Sniper.
Title: Re: Team Fortress 64
Post by: Molten on April 02, 2012, 09:42:18 PM
For some reason i keep getting Stranges which i will never need. I currently have a Strange Direct-Hit, Half Zatoichi, Family Business and Fists. Most people (including me) prefer the default Rocket launcher, i would only use the Zatoichi in medieval and i barely play that, no one uses the Family Business and i prefer my globes over the Fists. Anyone interested in something  from this random mess of weapons?
Title: Re: Team Fortress 64
Post by: Kyo Tanaka on April 02, 2012, 09:57:45 PM
For some reason i keep getting Stranges which i will never need. I currently have a Strange Direct-Hit, Half Zatoichi, Family Business and Fists. Most people (including me) prefer the default Rocket launcher, i would only use the Zatoichi in medieval and i barely play that, no one uses the Family Business and i prefer my globes over the Fists. Anyone interested in something  from this random mess of weapons?

I'd be interested in that HZ.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on April 02, 2012, 10:04:41 PM
I'll go for the Family Business, if you don't mind. Gotta make sure I have enough metal and stuff first.
Title: Re: Team Fortress 64
Post by: Gpop on April 03, 2012, 02:24:23 AM
That was me. Yep, that will be fine.
How much is the Scattergun you going for? One key and some metal or something?
Title: Re: Team Fortress 64
Post by: Dr.Strafe on April 03, 2012, 02:38:46 AM
How much is the Scattergun you going for? One key and some metal or something?
Strange Scattergun will fetch between 4 and 5 Refined, or about two keys. However, I'll make good on my half-price offer from a couple weeks back. 1 key and it's all yours.  ;)
Title: Re: Team Fortress 64
Post by: N-Forza on April 03, 2012, 11:31:45 AM
What's a good price for a named stock weapon? Now that I have my Strange Knife, I want to give my "Another Murder" to a good home, for a good price.
Title: Re: Team Fortress 64
Post by: Barrakketh on April 03, 2012, 04:32:07 PM
What's a good price for a named stock weapon? Now that I have my Strange Knife, I want to give my "Another Murder" to a good home, for a good price.
Generally speaking, the same price as whatever that weapon's normal trading value is.

Name tags may be worth a refined, but most people don't give a shit about whatever name you put on that weapon and are only going to remove it.  Unless you somehow manage to find someone looking for a knife named "Another Murder" it has no value beyond the weapon itself.
Title: Re: Team Fortress 64
Post by: Messiah on April 05, 2012, 01:43:56 AM
Iam looking for a Strange YER, anyone with a spare for me?

Edit: Nvm, I got one from one of my friends.

Looking for a dirty Familiar Fez and name tags.
Title: Re: Team Fortress 64
Post by: lumber_of_the_beast on April 05, 2012, 01:57:33 AM
I found my first random hat today :o
Title: Re: Team Fortress 64
Post by: Gpop on April 06, 2012, 10:25:07 PM
So I was bored, and decided to record and commentate on a video of me capturing the intel 3 times in Doublecross, showing how ridiculously easy it is as the Scout :V (http://www.youtube.com/watch?v=WrusD93U8nQ)
Title: Re: Team Fortress 64
Post by: Gc on April 06, 2012, 10:36:56 PM
Bought a Reflected Projectiles strange part from someone on reddit and put it on my degreaser. Let the games begin.
Title: Re: Team Fortress 64
Post by: Molten on April 06, 2012, 11:01:43 PM
Speaking of Doublecross. Me and my friends have started doing this fantastic Engineer Push where we all nest in their sweres until we have around 3 lv3 sentries. Then we just slowly push out towards their flagroom and we have managed to set up a proper base there once. It's hillarious when you see "How did they set up a base in our flag room?" in chat.

Though most people on that Doublecross server has now started to guard their sewer, still a blast to do though.
Title: Re: Team Fortress 64
Post by: Freyband on April 07, 2012, 06:02:30 AM
Orange(map) + low-grav = +300 kills on my amba. Was pretty fun just giving the countless snipers no end of hell :p
For double-cross, I tend to be the (one) engi trying to get set up before all you silly scouts come in (usually due to a stupid team who doesn't understand what defense is). Most times I can kill enemy rushing scouts and thank em kindly for the donated metal. Even if it does cost my sentry it at least stops my team from losing in less then 3 minutes... normally.  :derp: Also, when will you silly scouts learn to not walk in straight lines? Scouts, pyros and snipers are the 3 top feeders of my Amba.  :V
Title: Re: Team Fortress 64
Post by: Barrakketh on April 07, 2012, 06:46:39 AM
Most times I can kill enemy rushing scouts and thank em kindly for the donated metal. Even if it does cost my sentry it at least stops my team from losing in less then 3 minutes... normally.
Usually several players go engi and help upgrade a sentry to level 3 before the scouts make it to the intel room.  You don't lose the sentry or the intel since they all die so quick.
Title: Re: Team Fortress 64
Post by: Freyband on April 07, 2012, 08:24:31 AM
Read: "team of idiots" and "doesn't know what defense is." This is most likely just  the servers I've played it on (I've mostly been doing lotus servers recently, due to the simplicity of finding maps or games to jump into) since I've only played double-cross on one or two servers (thus the general crowd might just be kinda... eh). Always is nice to get teammates who try to help you out, but most people I see on Double-cross try being loners and just rush into the enemy base. Oh and the strange parts prices are a little less insane now (still 1 key, but that's better then the 2 keys or more they all used to cost)! Still waiting though, don't really think I need one badly enough to get a key just to track anything available just yet...
Title: Re: Team Fortress 64
Post by: InfernalExuro on April 07, 2012, 09:07:18 AM
Two nights of 100 axe kills. Had the most epic Pyro intel run of my entire time playing, as well... literally filled the kill feed with axes. Three Heavies, a Medic, and three Demoknights axed, then a couple of odd Degreaser kill. Granted, I had Medic assistance for a few of them, but still amazing. Reached the intel room with 1hp left, which I had since the covered bridge. Worthy of Guile's theme, even. :V

On an unrelated note, I have a S. Pain Train and S. Diamondback up for grabs if anyone needs them. I'm looking for tags, as well, so lemme know if you have any up for bid.
Title: Re: Team Fortress 64
Post by: Gpop on April 07, 2012, 11:39:07 PM
I was bored (http://www.youtube.com/watch?v=7pXTDqDpDmw)
Title: Re: Team Fortress 64
Post by: Dr.Strafe on April 08, 2012, 08:26:43 AM
**Pyro reflecting sentry missiles at Engineer**
Great. Now I hate the Pyro even more now. Thanks a lot :V

Still, that's some pretty awesome footage there. I've done the "Spy hat" on Engies before. Pisses 'em off. Also, nice stair stab.

Edit- Shady, track me down on Steam sometime soon. I got a certain item drop that you might be interested in.. :3
Title: Re: Team Fortress 64
Post by: Fetch()tirade on April 08, 2012, 12:41:16 PM
w+m2 op valve nerf pl0x (http://www.youtube.com/watch?v=FfYKHyMvAIQ)
Title: Re: Team Fortress 64
Post by: Dr.Strafe on April 08, 2012, 01:08:53 PM
w+m2 op valve nerf pl0x (http://www.youtube.com/watch?v=FfYKHyMvAIQ)
So, now Pyros will be sucking up all of the ammo boxes from now on.. That sucks for Engineers needing to build something in a pinch..

Those weapons are indeed interesting. However, I think that the dramatic use of ammo will turn most Pyros off.
Title: Re: Team Fortress 64
Post by: CadrinHaverit on April 08, 2012, 01:27:07 PM
Never really liked the Pyro. It doesn't have character.
But I want to grab a Degreaser sometime and try that sweet Axtinguisher combo. It was very effective against me while I was playing as Soldier.
Airblasts sure do turn me off this class.
Oh, and this new axe for Pyro? Looks amazing.

Right now I just appreciate zooming around as Scout with the usual Milk/Fan/Shortstop, though I often feel underhyped and can't be arsed to change weapons so frequently, so I often choose to go with the default weapons. No stranges, no counters, pure and simple.
Soldier with the Cow Mangler, the Buff Banner and the Equalizer is another favourite of mine. Even though I mostly waste my minicrits, I like being able to buff the team.
Then there is Heavy with Sascha, Sandvich and Fists of Steel. It makes snoipers rage. Plus I just love to dive in the thick of battle and pummel my enemies to death like a grizzly bear.

Shame about the Sandvich getting nerfed even more, though. :\ Can't throw it on the floor anymore for an instant +150HP heal.
Title: Re: Team Fortress 64
Post by: Freyband on April 08, 2012, 04:58:18 PM
For those "new" pyro items (they arn't being added if you didn't notice, it was an April fools joke), click on the second link in the description (under weapons from this video). That brings up a page with screenshots of the "Creamator's Touch." Click on the first one. The original name of the flamethrower and the two Japanese characters in the upper right corner should look extremely familiar. This flamethrower was based on a certain hell raven that many of you know of very well. ☢☢☢
Title: Re: Team Fortress 64
Post by: Yukarin on April 08, 2012, 05:38:25 PM
For those "new" pyro items (they arn't being added if you didn't notice, it was an April fools joke), click on the second link in the description (under weapons from this video). That brings up a page with screenshots of the "Creamator's Touch." Click on the first one. The original name of the flamethrower and the two Japanese characters in the upper right corner should look extremely familiar. This flamethrower was based on a certain hell raven that many of you know of very well. ☢☢☢

omg yes
Title: Re: Team Fortress 64
Post by: Messiah on April 08, 2012, 08:09:33 PM
Gotta curse myself for wanting those miscs from the workshop. Had to sold my bills to buy the Bostom Bringer and the The Outback Intellectual and to get my hands on a taunt and some hats. Now I am totally poor and still want more items  :V
Title: Re: Team Fortress 64
Post by: Alpha on April 08, 2012, 08:25:39 PM
So I was bored, and decided to record and commentate on a video of me capturing the intel 3 times in Doublecross, showing how ridiculously easy it is as the Scout :V (http://www.youtube.com/watch?v=WrusD93U8nQ)

It's easy if you're playing against an oblivious team. Most of the routes shown are common knowledge, especially the sewers. I've tried them before, they're usually being used by quite a few people, so you can't just run past them.

Also, STOP RUNNING IN A STRAIGHT LINE.
Title: Re: Team Fortress 64
Post by: Gpop on April 08, 2012, 08:46:06 PM
It's easy if you're playing against an oblivious team. Most of the routes shown are common knowledge, especially the sewers. I've tried them before, they're usually being used by quite a few people, so you can't just run past them.

Also, STOP RUNNING IN A STRAIGHT LINE.

It's funny, because 80% of games I play, this actually happens (minus running in straight lines), because they don't expect a scout to be there so quickly :V Usually by the second capture they actually start defending with engies, which is where it USUALLY gets interesting :V
Title: Re: Team Fortress 64
Post by: Molten on April 08, 2012, 09:25:38 PM
I wonder how good Sharpened Volcano Fragment + Postal Pummeler is in medieval mode?

Answer, not so good. As in one single "good" kill. (http://www.youtube.com/watch?v=yKBoVJO_Syg)
Title: Re: Team Fortress 64
Post by: Barrakketh on April 08, 2012, 10:32:32 PM
It's funny, because 80% of games I play, this actually happens (minus running in straight lines), because they don't expect a scout to be there so quickly :V Usually by the second capture they actually start defending with engies, which is where it USUALLY gets interesting :V
You play against bad people :]

Also, FAN and/or the Atomizer makes for a quicker trip to/from the intel.  You can jump from the top of the bridge to the sniper nest and vice-versa, as well as getting out of the base through the back exit (taking you right back to the nest to jump to either bridge).

The FAN also works great for ctf_well, see http://www.youtube.com/watch?v=hAIcCFeSius (http://www.youtube.com/watch?v=hAIcCFeSius).  Being able to jump between levels and on top of the box cars using a force jump is great for running the intel.
Title: Re: Team Fortress 64
Post by: Freyband on April 09, 2012, 03:13:07 AM
Try it with a scout using the "Sun on a Stick" instead of the pummeler/axesting pyro. If you have a good heckler scout then they can just dance on the heads of lit people, and beat them down. You'll only have an issue when another pyro comes in to attack or if you're not working together very well.
Title: Re: Team Fortress 64
Post by: InfernalExuro on April 09, 2012, 05:30:10 AM
Never really liked the Pyro. It doesn't have character.
But I want to grab a Degreaser sometime and try that sweet Axtinguisher combo. It was very effective against me while I was playing as Soldier.
Airblasts sure do turn me off this class.
It really is worth it. Adds a whole different playstyle to the Pyro once you get used to it, and you only get better with practice. Personally, I've adapted my strategy to be based around slipping behind enemy lines and wreaking havoc in the backlines. Once you get the weapon switch down, you're perfectly capable of finishing off crowds of any class slower than you before they even have time to react, particularly Soldiers and the like who might otherwise be able to finish you if they spot you in their range. If you're able to get the drop on them, even Heavies are fair game for the axe... hell, if they're incompetent enough, you can even wipe out a Heavy-Medic pair in one go all by yourself. On that note, getting a competent Medic on your side has the potential of allowing you to wipe out an entire team just as effectively as a Heavy or Soldier, as well, but that's something else entirely.

...And I think I may have contributed to Strafe's hatred of Pyros. :V He has a bad habit of turning corners and finding me on the other side.
Title: Re: Team Fortress 64
Post by: Gpop on April 09, 2012, 06:35:43 AM
I always thought Pyros were made for ambush than w+m1. But that's how I generally play. I HATE going head-on into a huge battle, because it generally feels pointless and leads to my death.

I love to stealth to sneak behind enemy lines, not only as a spy, but with any class. That's why Pyro and Spy are my favourites, because they are built on sneak and ambush (spy for sneak, pyro for ambush). Scout as well since it's easy to move around with him to get behind enemy lines and finish them off with the scattergun since that thing is deadly up close when snuck behind. Followed by demoman, but it's harder because of his slow speed, but when I get behind OH MAN sticky bombs EVERYWHERE

So yeah...I'm generally a "sneak and ambush" type player :V
Title: Re: Team Fortress 64
Post by: Yukarin on April 09, 2012, 07:05:46 AM
I play pyro like how Exuro plays pyro, wreaking havoc in the sidelines with the axe. I'm still 40+ hours in pyro though so I'm not as good as him, I'm afraid.

Title: Re: Team Fortress 64
Post by: Dr.Strafe on April 09, 2012, 08:58:10 AM
...And I think I may have contributed to Strafe's hatred of Pyros. :V He has a bad habit of turning corners and finding me on the other side.
Honest to God, I am a Pyro magnet. I attract Pyros as often as (if not more than) you attract Creepers. :V And it's not even the issue of "ambushing Pyros"... I just seem to have horrible luck timing. They seem to run a little faster than I expect them to..

Thank God for Mad Milk. :V
Title: Re: Team Fortress 64
Post by: Wisp on April 09, 2012, 02:36:02 PM
Ah, Pyros. As a Demo player, I hate them because I can't hit them with stickies or grenades, but I can kill them easy with the Caber (resulting in both our deaths).

Scouts, though, are the most annoying things ever. :derp:
Title: Re: Team Fortress 64
Post by: DX7.EP on April 09, 2012, 03:50:44 PM
I play pyro like how Exuro plays pyro, wreaking havoc in the sidelines with the axe. I'm still 40+ hours in pyro though so I'm not as good as him, I'm afraid.
Not even that much here but I play in this manner as well. Makes Pyro much more fun and destructive to play as than W+M1 or Spychecking Homewrecker Pyro.

Mini-Sentries, though, are the most annoying things ever. :derp:
FTFY. FaN Scouts are close though.
Title: Re: Team Fortress 64
Post by: Messiah on April 09, 2012, 04:56:58 PM
Although I have 93 hours of gameplay with the pyro class, I suck playing it, be with the degreaser + axtinguisher or trying to be sneaky with the so hated backburner, but due to more of 50% of the playtime coming from dodgeball maps I am at least pretty decent when reflecting some rockets  :V
Title: Re: Team Fortress 64
Post by: Wisp on April 09, 2012, 07:53:10 PM
FTFY. FaN Scouts are close though.
Call me crazy, but I don't find mini-sentries as annoying as other players say they are. I think they're easy to spot and easy to destroy with stickies because they don't move. Plus, as a Demo, I'm always on the lookout for sentries. Maybe I haven't faced any pro Gunslinger engies yet.
:P
Title: Re: Team Fortress 64
Post by: Gpop on April 09, 2012, 09:00:21 PM
As a spy I don't find them annoying, as they're easy to sap, even if I kill the engie first.
Title: Re: Team Fortress 64
Post by: Barrakketh on April 09, 2012, 09:31:02 PM
Ah, Pyros. As a Demo player, I hate them because I can't hit them with stickies or grenades, but I can kill them easy with the Caber (resulting in both our deaths).
I can pipe pyros all day long.  It'll still result in both of your deaths if they take more than one grenade to kill.

I find that pyros are the second least threatening class in the game (medics are #1).  Going around the corner into a Phlog pyro with the crit-boost active is the only real danger (without the crit-boost they are only a danger if your computer sucks and the particle effect for the weapon makes you lag...they can't reflect projectiles back into your face).  Any other time they are easily killed or neutralized (thanks, friendly pyros!).

I guess things are a bit different if your team is filled with a bunch of mutes and players that don't bother to look around (who are also likely to get fucked up by spies).
Title: Re: Team Fortress 64
Post by: CadrinHaverit on April 09, 2012, 11:45:32 PM
Yeah, well, but Pyros are still a potential #1 threat to our otherwise nigh-unstoppable rampage when me and my friend pick the ever-so-cheesy Heavy+Medic combo. :\ Being airblasted is no fun.
But seriously, that other day... over 80 kills and only 3 deaths as a Heavy. What the hell... Guess that was one of the reasons why the Sandvich got nerfed some more.

He is such a great stress-relief class. Whenever I am being defeated by "skill" classes like the Snoipah, the Scout or the Pyro, I can usually switch classes and spray some lead. Or, if I have a Medic assisting me, just walk up to someone like a Sir and slap them across the face with Heavy's Fists Which Are Made of Steel. He and Sasha MAKE GOOD TEAM!

Snoipers are hard to master, especially when I have random lag spikes... So far the only up-side of using the Machina has been its looks. Inability to no-scope really hurts, too.

I tried to play as the War Engineer (Widowmaker + Mini-Sentries). It's not tremendously effective. But I still think that being able to assault your enemies from two sides has some potential. That, and the mobility resulting from the ability to remain on the move while clawing your way through the enemy lines, where you can hopefully set up a teleporter exit and have another Engineer secure the nest for a great vantage point.

Then there is the Aggressive Spy (Kunai + Dead Ringer + Enforcer). Perfect item synergy, but kinda hard to play. It requires immense quickness of the mind. And of course you quickly fall prey to a dumb spy-checking Pyro, for whom spraying flames on their comrades is a no-brainer. I'm afraid that Dead Ringer + the Saharan Spy set is just easier, simpler and more effective.
And let's not get started on the Ambassador. Theoretically it's an excellent weapon, but in reality, I seem to suck at aiming for the head...
Title: Re: Team Fortress 64
Post by: Barrakketh on April 10, 2012, 12:48:27 AM
Yeah, well, but Pyros are still a potential #1 threat to our otherwise nigh-unstoppable rampage when me and my friend pick the ever-so-cheesy Heavy+Medic combo.
Snipers, spies.  If a pyro manages to get the drop on you and manages to be a "threat", a spy could've killed at least one of you (and probably finished off the medic if he stabbed you first).

Plus soldiers, demos, other heavy + medic pairs.

Quote
But seriously, that other day... over 80 kills and only 3 deaths as a Heavy. What the hell...
Sounds like a Valve server, or a server with equally terrible players.  I don't care how good someone is, against competent players you're not going to get away with only dying three times over the course of a map (at least one that runs long enough for you to get >80 kills), nevermind kritzkriegs and random crits.
Title: Re: Team Fortress 64
Post by: Gpop on April 10, 2012, 01:08:08 AM
I should upload a video of me playing against Valve server players as a spy. The other day you should see how well I did. So many kills, only 3-4 deaths in a round. It was ridiculous.
Title: Re: Team Fortress 64
Post by: InfernalExuro on April 10, 2012, 05:05:50 AM
Good communication? In TF2? Only if you're playing in an actual competitive server, which usually doesn't seem to be the case for most of the people here. I'd try to get into that more if I had time, but you know. Work and whatnot. :V

But oh man Valve servers. I recall going 25:1 as Pyro back before I found my regular rotation of servers that I frequent now. That's actually how I practiced my axe-wielding skills, though I actually played Soldier more back in those days than anything else. I actually used to be decent at it, but I've been out-of-practice so my skills have slipped noticeably.
Title: Re: Team Fortress 64
Post by: Barrakketh on April 10, 2012, 05:32:43 AM
Good communication? In TF2? Only if you're playing in an actual competitive server, which usually doesn't seem to be the case for most of the people here.
I frequently play on a 32-player server (hence it is a clusterfuck compared to 12v12 servers), and the regulars do bother to communicate with each other.  Most will own a mic, and those that don't at least understand how to play the fucking game.  During my normal playing hours the server is usually at least half full of regulars (reserved slots stop working when 16 of them are in-use).  And they actually check for spies and stuff.
Title: Re: Team Fortress 64
Post by: CadrinHaverit on April 10, 2012, 11:29:31 AM
Snipers, spies.  If a pyro manages to get the drop on you and manages to be a "threat", a spy could've killed at least one of you (and probably finished off the medic if he stabbed you first).
No and no to Snoipahs and Spies. I use the Fists of Steel to make the former rage about not being able to kill me with a fully-charged headshot. I am also paranoid and spray everything and everyone with lead just so that there are no Spies. It really works for the most part. Not many here have the Fez, so I can usually hear them decloak before they have a chance to strike.

Quote
Plus soldiers, demos, other heavy + medic pairs.
For whatever reason, it virtually never works out for them. I guess we know how to take cover, especially as Medics, check our six, stay clear from the sticky bombs and minigun gunfire when needed, plus I usually destroy any stickies if I see them.

Quote
Sounds like a Valve server, or a server with equally terrible players.  I don't care how good someone is, against competent players you're not going to get away with only dying three times over the course of a map (at least one that runs long enough for you to get >80 kills), nevermind kritzkriegs and random crits.
Valve servers are probably located somewhere in North America. I live in Poland. Surely I do not play on competitive servers, I guess this game is just not serious enough to ever become competitive. I was probably playing against some youngsters.
And for whatever reason, we rarely play on servers with random crits enabled. They seem to be disabled on most servers, which I don't get. Getting a lucky crit is fun, even if it means that I die more often.
I don't care if I'm the best in the world or not, what matters to me is whether I am able to play well against people currently on the server with me. xD

It just feels good, man. Being able to single-handedly win every single round on a Payload map. But it's so cheap and so easy, we hardly use that combo anymore. My friend practices his Snoiper skills while I prefer to play as classes with a decent freedom of movement, e.g. Scouts, Soldiers.

On communication: meh. I like to have a chat with my friends, couldn't care less about other teammates. We do talk a lot, though. And it seems to me that guys who communicate a lot do pretty well in the game. Though it's not a rule of thumb or anything, there have been many skilled mutes I encountered during my adventure in TF2.
Title: Re: Team Fortress 64
Post by: Agent of the BSoD on April 10, 2012, 07:03:03 PM
Yeah, Valve servers are most likely here in North America. Those servers actually have the lowest ping out of all the servers from where I am, from about 20ms to 50ms. They still aren't great though, and I don't go to them anymore.
Title: Re: Team Fortress 64
Post by: Alpha on April 10, 2012, 09:33:45 PM
Honest to God, I am a Pyro magnet. I attract Pyros as often as (if not more than) you attract Creepers. :V And it's not even the issue of "ambushing Pyros"... I just seem to have horrible luck timing. They seem to run a little faster than I expect them to..

Thank God for Mad Milk. :V

Well, if you're backpedaling, you actually move slightly slower. Might cause problems if you're trying to shoot at them and run away while playing a 100% walk speed class.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on April 11, 2012, 12:55:36 AM
To be honest, I credit my bad luck to my less-than-savory ping rate. (I really need to get a better internet service) While I can still enjoy the game at 80-200 ping, it does make some bullshit scenarios from my perspective. Pyros manage to cook me when I'm several yards away, and facestabbing Spies are all too common. My ping and crappy computer just make enemy ranges quite deceptive.

Now me attracting crockets is a different story altogether :V
Title: Re: Team Fortress 64
Post by: Demonbman on April 11, 2012, 01:09:40 AM
To be honest, I credit my bad luck to my less-than-savory ping rate. (I really need to get a better internet service) While I can still enjoy the game at 80-200 ping, it does make some bullshit scenarios from my perspective. Pyros manage to cook me when I'm several yards away, and facestabbing Spies are all too common. My ping and crappy computer just make enemy ranges quite deceptive.

Now me attracting crockets is a different story altogether :V

I am so with you there. That happens to me all the time!
Title: Re: Team Fortress 64
Post by: Messiah on April 11, 2012, 04:00:34 PM
Something funny happened to me today when playing the turbine map. After a enemy Soldier used a buff banner 2 spies of the enemy team who were under the effect of the banner kept the glowing effect on while invisible even after their deaths, since I was playing as a support pyro to the engies I could see the goddam spies everywhere even though they were in the route I would do the spy-cheking. So sometimes just not to be called a hacker I would let some of them do their thing on the poor  buildings  :V
Title: Re: Team Fortress 64
Post by: Barrakketh on April 11, 2012, 06:28:10 PM
Something funny happened to me today when playing the turbine map. After a enemy Soldier used a buff banner 2 spies of the enemy team who were under the effect of the banner kept the glowing effect on while invisible even after their deaths, since I was playing as a support pyro to the engies I could see the goddam spies everywhere even though they were in the route I would do the spy-cheking. So sometimes just not to be called a hacker I would let some of them do their thing on the poor  buildings  :V
I don't mind being called a hacker and will tell them I can still see the buff banner effect on them while cloaked.  If they choose to keep playing spy it's their fault for getting killed all the time.
Title: Re: Team Fortress 64
Post by: CadrinHaverit on April 12, 2012, 01:19:27 PM
Lol, I prefer the nice guy approach in awkward situations like this one.
Oh, facestabs. I got facestabbed once by a spy standing below me on stairs.
That was so BS, I felt violated.
I think I managed to get some facestabs off as well, though. Why do they keep happening? I don't know, they just keep happening.
Title: Re: Team Fortress 64
Post by: Gpop on April 12, 2012, 04:53:24 PM
Lol, I prefer the nice guy approach in awkward situations like this one.
Oh, facestabs. I got facestabbed once by a spy standing below me on stairs.
That was so BS, I felt violated.
I think I managed to get some facestabs off as well, though. Why do they keep happening? I don't know, they just keep happening.

I only usually get "facestabs" if they're spinning around in circles and I take a stab at them, PRETTY SURE I hit them in the face at that moment but the game registered it as the back, so I would say because of lag :V
Title: Re: Team Fortress 64
Post by: Romantique Tp on April 12, 2012, 07:46:09 PM
Trading a Salvaged crate #40 (worth 11 keys/$27,39) for a RETAIL copy of Orange Box (goes for $10~$20). Send me the redeem code found on a leaflet inside the box via steam chat and the crate is all yours.

My backpack (http://www.tf2items.com/id/MasterBigode).
Title: Re: Team Fortress 64
Post by: Barrakketh on April 12, 2012, 09:42:42 PM
I only usually get "facestabs" if they're spinning around in circles and I take a stab at them, PRETTY SURE I hit them in the face at that moment but the game registered it as the back, so I would say because of lag :V
Most people don't understand backstab mechanics at all, and cry facestab when you stabbed them fair and square.

For instance, you don't need to be facing your target's back or standing right behind them.  You need to be facing the same general direction as them (as dictated by their torso hitbox, pay attention to the shoulders), and within the angle that your knife would register a hit on a stationary target.  Load up a map with a stationary bot and fool around with the angles that you'll see the spy start to raise his knife, and you'll start to see what I mean.

That's part of why people bitch about face stabs when they get killed by a so-called "matador stab", which is basically a corner stab without a corner.  You bait them into moving where you want them to, then strafe (release "W") and snap your mouse towards them and stab.  Usually they are not only turning towards where you were previously moving, but by strafing towards your previous direction the torso hitbox rotates even further in that direction and exposes their back to your knife.  Voila, backstab!

Also, you can totally stab people above you depending on the angle.  If they are jumping/falling from a height to chase you it is much easier to stab them mid-air.  You also don't need much of an incline to overhead stab someone...that incline on the right path out of BLU's spawn on badwater is more than enough, as is the area with the cart tracks at the beginning of goldrush stage 3.
Title: Re: Team Fortress 64
Post by: yuyukos on April 13, 2012, 03:10:40 AM
That feel when you spend the whole night reinstalling Steam and TF2 because of errors and crashes :ohdear:
Title: Re: Team Fortress 64
Post by: Freyband on April 13, 2012, 04:05:11 AM
@Yuyuko's: Ouch.
Had my first experience with an honest to god hacker who I could be absolutely sure was hacking. Guy was just twitching all over the goddamn place and it was sadly obvious that without those hacks he was goddamn awful.  xD Was also sad how obvious he was. Was like he was flaunting it.
Also if anyone wants a crapload of crates I'll sell all the ones in my backpack (Page 6) for 1 rec (Just want to be rid of the dang things, so I do mean the entire load of them together). :/
Title: Re: Team Fortress 64
Post by: InfernalExuro on April 13, 2012, 04:36:21 AM
I'll take the crate bundle. If there's anything you like in Page 6 of my backpack we could work out a deal for that, otherwise 1 Rec works for me.
Title: Re: Team Fortress 64
Post by: Esifex on April 13, 2012, 05:12:47 AM
I saw someone hacking with a Heavy, once. Able to move and adjust his aim while doing the POW! Taunt (because it's an insta-kill taunt at a decent enough range) and could jump around while shooting his minigun with 0% bullet spread and full movespeed while spun up. Only lasted about four minutes or so before everyone - even the people on his team - spammed the shit out of the !admin command to summon the mods.
Title: Re: Team Fortress 64
Post by: Gpop on April 13, 2012, 05:26:01 AM
Ah I had a hacker in my last match, but the guy kept changing his name so we couldn't vote-kick/ban as he kept changing to a name of one of the people in the server, until finally we managed to put it in quickly and vote before he could name change again and vote him off.

Man it was a pain x.x
Title: Re: Team Fortress 64
Post by: Barrakketh on April 13, 2012, 06:41:21 AM
the guy kept changing his name so we couldn't vote-kick/ban as he kept changing to a name of one of the people in the server
When they do that I contact an admin with their Steam ID.  They either ban them remotely or join and ban the player after insulting them.
Title: Re: Team Fortress 64
Post by: Fetch()tirade on April 13, 2012, 06:56:53 AM
I've run into a few hackers here and there. The latest one was a heavy with nonstop crits and aimbot. The funny thing, though, is that even with his bullshit, we still managed to take a couple of mini-rounds off their team (goldrush) until the final area where they just set up right outside of the spawn entrance. It took about 10 minutes to kick him and the medic who was pocketing him out of the server, and many people filed abuse reports, myself included.
Title: Re: Team Fortress 64
Post by: N-Forza on April 13, 2012, 08:06:29 AM
So I bought a friends Bill's Hat and #110 Gentlemann's Medal, and flipped the Bill's into a Strange Widowmaker.

Now we're cookin'.
Title: Re: Team Fortress 64
Post by: Yukarin on April 13, 2012, 10:56:08 AM
Is it me or is my TF2 stuttering?

I don't know why. It worked before and now it isn't.
Title: Re: Team Fortress 64
Post by: CadrinHaverit on April 13, 2012, 02:21:23 PM
I dunno lol.
About cheating: I think I've only seen two cheaters in my entire career, and I'm not even completely sure if they were actually cheating or just lagging HARD. They were both soldiers, running around very fast at full health, as if they had the Equalizer equipped and had 1 HP, but I'm all but sure they didn't. I think they got bored quickly and/or were just testing some stuff, or got banned fast, because they were gone before I knew it.
Also look at Barrakketh's current signature for my general stance on cheating in video games.
Title: Re: Team Fortress 64
Post by: Gpop on April 13, 2012, 05:31:34 PM
When they do that I contact an admin with their Steam ID.  They either ban them remotely or join and ban the player after insulting them.
...it was a Valve server :derp:

it's fun to fuck around with noobies once in a while as spy in these servers :3
Title: Re: Team Fortress 64
Post by: Freyband on April 14, 2012, 06:46:40 AM
That'd be fine Exuro, just send me a trade request when ya can. I also realized another reason as to why my demo loadout is good for killing pyros, and that reason would be that the 30% total fire damage reduction makes me need to care alot less about running right through fire to deliver explody death. Plus the using the loch helped me win a tf2ware (ridiculous gametype) round of land 7 grenades in a moving hoop. Bloody love what was initially just a joke loadout for me xD
Title: Re: Team Fortress 64
Post by: Dr.Strafe on April 15, 2012, 03:27:56 AM
So, I just got scammed for a Giftwrap and a Refined. Happy fuckin' birthday to me! :V

Edit: Well, we just had an awesome time. Shady and I were both pocket Medics for Alpha. He'd go nuts as Engineer brandishing only the Lugermorph with the occasional Kritz or Uber. So much damn fun. AND we carried the entire team :V
Title: Re: Team Fortress 64
Post by: Yukarin on April 15, 2012, 08:55:05 AM
That'd be fine Exuro, just send me a trade request when ya can. I also realized another reason as to why my demo loadout is good for killing pyros, and that reason would be that the 30% total fire damage reduction makes me need to care alot less about running right through fire to deliver explody death. Plus the using the loch helped me win a tf2ware (ridiculous gametype) round of land 7 grenades in a moving hoop. Bloody love what was initially just a joke loadout for me xD

Loch shield demo isn't really a joke build. I've seen many people be so good at that loadout.

What's worse is I can't kill them with pyro because I can't seem to reflect that loch projectile and when I try to axe them, they usually hit me with a direct shot and I fuking die immediately.
Title: Re: Team Fortress 64
Post by: Gpop on April 15, 2012, 03:56:42 PM
Guys let's go hijack a random server with people in it I feel like playing MotK vs everyone else :V
Title: Re: Team Fortress 64
Post by: Messiah on April 15, 2012, 09:59:06 PM
Seems good to me  :getdown:
Title: Re: Team Fortress 64
Post by: DX7.EP on April 15, 2012, 10:46:23 PM
That should be fairly possible. Let's revive the format of the first two meets! :getdown:
Title: Re: Team Fortress 64
Post by: Romantique Tp on April 15, 2012, 11:05:29 PM
http://steamcommunity.com/sharedfiles/filedetails/?id=21838&searchtext=

Please upvote this. This needs to be added to the game.
Title: Re: Team Fortress 64
Post by: Messiah on April 16, 2012, 12:42:22 AM
I don't really see the need for these to be put in the game. Any player with a decent perspective of the game can notice the allied player pointing out where the sentry is or when an enemy is approaching when using the proper command voice. They woud just make the game more visually polluted, imo (since I, myself, use the commands quite a lot just to hear the characters' voice).
Title: Re: Team Fortress 64
Post by: Gpop on April 16, 2012, 12:52:31 AM
That should be fairly possible. Let's revive the format of the first two meets! :getdown:
Next week, when I don't have exams, let's do it next Sunday, let's do it. I wanna see how well we do against randoms :V [MotK] clan GO
Title: Re: Team Fortress 64
Post by: Dr.Strafe on April 16, 2012, 01:30:28 AM
MotK clan? Why do I suddenly think that everyone will don pseudonyms from Touhou characters? :V If so, I'm totally calling dibs on Patchouli. :getdown:

As for the Engineer icons, they're pretty cool. I don't mind if they were added to the game, but they're clearly not necessary. It will just attract more instances of POOTIS. A Spy icon, on the other hand, would be very useful. I cannot tell you how many times I'm calling "Spy", only to be ignored and then everyone gets stabbed anyway.
Title: Re: Team Fortress 64
Post by: DX7.EP on April 16, 2012, 01:45:25 AM
[MotK] clan GO
Several players have already tried this idea, actually, but as for making a full-out clan? I doubt it.

Why do I suddenly think that everyone will don pseudonyms from Touhou characters? :V If so, I'm totally calling dibs on Patchouli. :getdown:
All of a sudden I'm thinking about putting the Model Changer plugin on our server to do just that, but considering my current plans on what to do with the Touhou Fortress models it may cause identification issues.

Quote
It will just attract more instances of POOTIS.
Just a reminder that this (http://www.youtube.com/watch?v=-jC8JIjW2cw) is how one removes POOTIS.

Quote
A Spy icon, on the other hand, would be very useful. I cannot tell you how many times I'm calling "Spy", only to be ignored and then everyone gets stabbed anyway.
Damnit, now everyone and their dog can tell when Spies are around!

...this addon has a good premise, though, especially on servers which don't show voice commands in chat.
Title: Re: Team Fortress 64
Post by: N-Forza on April 16, 2012, 09:54:55 AM
Why do I suddenly think that everyone will don pseudonyms from Touhou characters? :V
Already been done. :smugdog:

And I would love the bubbles just to make spamming "needa teleporta hee-a" that much more enjoyable.
Title: Re: Team Fortress 64
Post by: Esifex on April 16, 2012, 07:43:35 PM
Already been done. :smugdog:

And I would love the bubbles just to make spamming "needa teleporta hee-a" that much more enjoyable.

Only if you can toggle them on and off, then. Last thing I wanna see is a bajillion bubbles floating around through walls just because everyone is screaming about sentry turrets and POOTIS when I'm trying to set up an Engie nest :C
Title: Re: Team Fortress 64
Post by: Alpha on April 16, 2012, 08:01:29 PM
MotK clan? Why do I suddenly think that everyone will don pseudonyms from Touhou characters? :V If so, I'm totally calling dibs on Patchouli. :getdown:

Aya is mine.

http://steamcommunity.com/sharedfiles/filedetails/?id=21838&searchtext=

Please upvote this. This needs to be added to the game.

As if people needed more reason to spam need a dispenser here while I'm playing engie.

Edit: Well, we just had an awesome time. Shady and I were both pocket Medics for Alpha. He'd go nuts as Engineer brandishing only the Lugermorph with the occasional Kritz or Uber. So much damn fun. AND we carried the entire team :V

Oh boy, this. Kritzed and ubered Engineer is a scary thing, regardless of the enemy skill level. The amount of reserve ammo you have for your pistol as engie is insanely good.
Title: Re: Team Fortress 64
Post by: Barrakketh on April 16, 2012, 08:29:47 PM
Oh boy, this. Kritzed and ubered Engineer is a scary thing, regardless of the enemy skill level.
Nothing a demoman or soldier couldn't do better.

Kritzed engineer with the Widowmaker is where the fun is at if you're looking for some lulz.
Title: Re: Team Fortress 64
Post by: theshirn on April 16, 2012, 08:32:57 PM
Kritzed engineer with the Widowmaker is where the fun is at if you're looking for some lulz.
Was just gonna say this.  No downtime.
Title: Re: Team Fortress 64
Post by: Alpha on April 16, 2012, 08:40:16 PM
Nothing a demoman or soldier couldn't do better.

Kritzed engineer with the Widowmaker is where the fun is at if you're looking for some lulz.

Demoman is your best bet for kritz, due to the insane damage output of your stickylauncher, easily hitting 300 damage per sticky.

Widowmaker is good for kritz, but I don't have one/didn't have one at the time.
Title: Re: Team Fortress 64
Post by: Esifex on April 17, 2012, 03:33:42 AM
Wouldn't a Quick Fix be a good replacement for the regular Medi-gun if you have a devoted Kritz medic? As long as the Kritzkrieg is still trained on the same target, you can still overheal, and the Quick-Fix will allow you to take objectives and whatnot without being locked out because of Medi-gun Invulnerability. Still leaves you open to Sniper headshots and Spy backstabs, but then again, the Kritz medic is already in that boat to begin with.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on April 17, 2012, 04:04:56 AM
I'd say that a Quick Fix / Kritzkrieg setup would work only if the QF can maintain the Kritz's overheal. Much like how you can overheal someone at a Dispenser, and the Dispenser keeps them at 150% life as long as they don't leave its range. I do this to Engineers all the time. Not sure if this would work with the two mediguns working together, but that's my thought on it.

Personally, I liked the default Medigun / Kritz setup that we did earlier. Sure, there are less invulnerable moments, but they're worth it when they do happen.

Afterthought Edit: Y'know, I don't think that the QF will keep an overheal after all. Well, I'm sure that it could maintain the overheal until damage is done to the patient.  :derp:
Title: Re: Team Fortress 64
Post by: DX7.EP on April 17, 2012, 04:19:54 AM
QF + Kritz can work but I think it's not that good of a combination. Both mediguns are suited for secondary Medics IMO, ideal for adding extra support to a normal Ubered pair's offence/defence.

However, QF with normal ?ber can be useful. Using both on the same target isn't a good idea unlike with Kritz - instead, heal someone else who will be supporting the charge, preferably one who's flanking the enemies as well.
Title: Re: Team Fortress 64
Post by: Alpha on April 17, 2012, 11:45:25 PM
The default medigun is a lot better when it comes to pocketing, or even team healing a lot of the time. The ubercharge with Quick Fix is meant for group healing when there are a large amount of people requiring a large amount of healing before they die. Using it for pushing almost always ends in tragedy.
Title: Re: Team Fortress 64
Post by: InfernalExuro on April 18, 2012, 12:52:59 AM
I've always just ended up staying with the standard Medigun. Most uncoordinated players will just rush in under the effects of Kritz and promptly get cut down by a sentry or forget all about me and let me get killed. I've used the Quick-Fix even less, but that's just because I always keep the whole team overhealed as much as possible while I'm either building uber or pushing.
Title: Re: Team Fortress 64
Post by: Gc on April 18, 2012, 01:14:45 AM
I've noticed something since today's patch...

I was training my pyro rocket jumps on Walkway so I did a huge negative hurtme in console. When my HP was above my class limit, it was rolling down much, MUCH faster than this morning.

This might be a problem for Saxton Hale servers...
Title: Re: Team Fortress 64
Post by: DX7.EP on April 18, 2012, 01:22:33 AM
This might be a problem for Saxton Hale servers...
This patch is a major issue for Hale, indeed. Most VSH and FF2 servers are down for now as a result.

The few that are still up report problems such as:
 - Rage not working at all (BIG one)
 - Crit-boosted weapons lack crits, including all melee weapons. Taunt Crits seems to fail too, but Ubers are fine
 - Jarate works on Hale in the vanilla fashion (what is this, the Oct 2010 version?)
 - Medics don't get 30-35% Uber after an Ubercharge (might be the server I was on though)
 - Damage indicators don't always appear (more often they don't)
Title: Re: Team Fortress 64
Post by: Dr.Strafe on April 18, 2012, 02:06:22 AM
I kinda like the Quick Fix, however it is completely outclassed by the other two mediguns. I'll use whatever I think is needed for the situation at hand. That goes for all classes, really..
Title: Re: Team Fortress 64
Post by: Gc on April 18, 2012, 02:57:45 AM
The update actually broke SourceMod (and possibly MetaMod:Source) hard.

Even the ESEA Invite (pro North-American league, for those who don't follow comp) matches tonight can't be played because their server plugins are broken.
SourceTV is broken. And that's not even a plugin. It exists since the Half-Life 1 engine (GoldSource) era as HLTV.

Everything besides vanilla (and DM) seems to be dead until a SourceMod fix.
Title: Re: Team Fortress 64
Post by: Fetch()tirade on April 18, 2012, 04:40:25 AM
Yeah, the pony server I usually hang out on lost most of its plugins, save for text sfx and music. Hopefully there'll be a fix soon.
Title: Re: Team Fortress 64
Post by: Esifex on April 18, 2012, 09:48:44 AM
I kinda like the Quick Fix, however it is completely outclassed by the other two mediguns. I'll use whatever I think is needed for the situation at hand. That goes for all classes, really..

I enjoy the Quick Fix, as well, because there really isn't anything quite like making a super-mobile Scout also durable by letting him tether his pocket Medic around.

But what I meant was specifically in the context of having a Kritz Medic and you on another teammate at the same time. Since you can't double over-heal, and the Kritzkrieg can overheal while the Quick Fix cannot, wouldn't it be smarter to use the Quick Fix's faster healing rate to top off the teammate if the overheal should wear off? The Uber isn't nearly as useful as a regular Medigun, of course, and the Quick Fix's null-bullet shove Uber would really only be situationally useful (say, storming an Engineer nest while the Kritz uber is going... splash explosion crits to kill the Engy while being able to steadily aim against the Sentry Turret) whereas a vanilla Uber is useful in any kind of panic 'oh shit we're being jumped by six people all of a sudden' manner.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on April 18, 2012, 10:37:23 AM
I think that if you're going to forgo the Ubercharge in a twin Pocket Medic setup, then 2 Kritzkriegs would be a wiser investment. Having a Quick Fix in there is nice, but the Kritz will be the only gun in charge of overheal. The QF Medic would probably be focused on keeping the Kritz Medic alive, as he will likely be the biggest target... until a Sniper, Spy, crocket or crit sticky ruins the party. :V

Now, the Quick Fix Ubercharge should be able to keep your target alive if they're battling a sentry head-on, but they had better destroy that thing within those 8 seconds. Other than that, Quick Fix just isn't a practical gun to use while pocketing. Well, you have a good point on being towed in by a Scout.. that is until they start jumping over walls and such.

I use Quick Fix whenever I play Battle Medic, just to help keep the team alive in between firefights. (and to shut them up quicker) Personally, I dislike pocketing. I'd rather try to keep everyone in the fight. Unfortunately, people seem to get more reckless if there's a Medic on duty.  :derp:

Do whatever works for you, as long as the team wins the map. :V
Title: Re: Team Fortress 64
Post by: Messiah on April 18, 2012, 04:21:32 PM
I like the QF, but I usually play medic only when the team really needs an uber to make a push, so I rarely get the chances to use it.
Title: Re: Team Fortress 64
Post by: Freyband on April 18, 2012, 08:53:21 PM
I like the kritzkreig myself out of the choice of the 3 mediguns, but the standard suits my (very) reckless medic playstyle so much more on account of me being able to just pop uber, and then run like hell if it looks like a scuffle is running down hill (AKA; when Mr.Missles pops in and tries blowing my parade up like a firework (which it kinda is if I had an uber prepped)).
Quote from: TF2 Wiki April 17, 2012
Dispensers, Payload carts and the Quick-Fix no longer maintain overheal
Updated the Spy-cicle to extinguish fire when drawn and giving direct fire immunity for two seconds, but no longer giving afterburn immunity
Well apparently the quick-fix could maintain overheal, yet now it cannot. That spycicle debuff is gonna make many pyro players throw their arms up in joy at least (like maybe Exuro).
EDIT: Scratch that, update today apparently made the QF maintain overheal again and made spies fireproof once more. GDI Valve... (in regards to the spycicle)
Title: Re: Team Fortress 64
Post by: Gc on April 18, 2012, 11:15:37 PM
New update




So now we can't airblast Quick-Fix medics. Discuss.
Title: Re: Team Fortress 64
Post by: Gpop on April 18, 2012, 11:24:36 PM
I'll just blow away the person he's healing then :V
Title: Re: Team Fortress 64
Post by: theshirn on April 18, 2012, 11:24:42 PM
  • Updated the Black Rose so it can be traded
must get one
Title: Re: Team Fortress 64
Post by: Barrakketh on April 18, 2012, 11:50:18 PM
I'll just blow away the person he's healing then :V
Both the medic and the person they are healing are immune to being airblasted :V
Title: Re: Team Fortress 64
Post by: Gpop on April 19, 2012, 12:00:53 AM
Both the medic and the person they are healing are immune to being airblasted :V
Ah

Welp, time to use the axetinguisher more :V
Title: Re: Team Fortress 64
Post by: InfernalExuro on April 19, 2012, 01:12:04 AM
Ah

Welp, time to use the axetinguisher more :V
I approve of this. :V

And I honestly don't mind the Spy-cicle at all. Gives Spies less of a chance to facestab me, and I can always hear the sound of their weapon melting in the first place.
Title: Re: Team Fortress 64
Post by: Messiah on April 19, 2012, 01:15:50 AM
Can you still send him flying with the blast damage? :derp:
Title: Re: Team Fortress 64
Post by: Romantique Tp on April 19, 2012, 04:26:02 AM
From yesterday's update:

Quote
The following on-hit attributes are now applied when striking an Engineer Building:

    ?bersaw will gain ?bercharge.
    Black Box, Blutsauger, and Concheror (with buff) will grant Health.
Title: Re: Team Fortress 64
Post by: Gc on April 19, 2012, 05:02:28 AM
I am terrible (http://youtu.be/z8bBlfvSXxI)
Title: Re: Team Fortress 64
Post by: Fetch()tirade on April 19, 2012, 05:08:24 AM
Got my first reflect kill today, on a demo grenade. It also killed me because we were right next to each other but FEELSGOODMAN.
Title: Re: Team Fortress 64
Post by: Gpop on April 19, 2012, 05:43:09 AM
Got my first reflect kill today, on a demo grenade. It also killed me because we were right next to each other but FEELSGOODMAN.
Honestly, even if I die, i always like to know that I took the guy down with me, so in the end no one really wins (unless it was me trying to capture) :V
Title: Re: Team Fortress 64
Post by: Freyband on April 19, 2012, 05:51:13 AM
Honestly, even if I die, i always like to know that I took the guy down with me, so in the end no one really wins (unless it was me trying to capture) :V
This here, my friends, is Caber 101 (except you still win with the caber because, Ka-BEWMMm!) Also according to the wiki the Volcano Fragment (sorry about the typo :/) isn't lighting people on fire. What the f**k is going on Valve? Did someone crap on the item servers?
Title: Re: Team Fortress 64
Post by: Esifex on April 19, 2012, 07:14:52 AM
The Axtinguisher isn't supposed to light people on fire. It deals critical damage to already-lit targets :derp:
Title: Re: Team Fortress 64
Post by: Agent of the BSoD on April 19, 2012, 08:14:18 AM
Yeah, you're thinking of the Sharpened Volcano Fragment, that's the one that lights them on fire.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on April 19, 2012, 08:14:50 AM
The following on-hit attributes are now applied when striking an Engineer Building:

    ?bersaw will gain ?bercharge.
    Black Box, Blutsauger, and Concheror (with buff) will grant Health.
I like this very much. *evil laughter*
Title: Re: Team Fortress 64
Post by: Agent of the BSoD on April 19, 2012, 08:17:55 AM
So hitting a teleporter grants an uber charge fill. That seems pretty legit. :\

Also, (this could go on the other thread but whatev) Strafe and I were having some trouble connecting to the MotK server today. He had TF2 freeze up when he tried, and I had that too, along with Steam completely crashing in the process. Happened quite a few times. (on Mac, so map downloads didn't work too, as expected) Don't know what was happening there. Took me like 10 or 15 minutes to actually get back on.
Title: Re: Team Fortress 64
Post by: Freyband on April 20, 2012, 05:24:53 AM
Finally got my Hero's Tail (Outpost reaaally sped things up, thank god). Now I just need another rec or more so I can start trying to get the After 8 paint I'm planning on putting on it. If ya want any weapons on page 5 of my backpack, a crate on page 6 (there's only one at current times notice), or a VintageKGB/Sandvich/fryingpan, then I'd be willing to toss pretty much any of those off for about a scrap (or a craftable weapon on the crate).
Also did anyone else notice item drops being... sparse this week? I got maybe 4 drops then I've gotten nothing after about another 5 hours of play time.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on April 20, 2012, 05:41:01 AM
Sure, Freyband. I'll liberate that Frying Pan off of you.
Title: Re: Team Fortress 64
Post by: alucard13mmfmj on April 20, 2012, 06:57:53 AM
i loved TFC... i would still play it if there were still people playing it =(. i tried TF2 (bought orange box), it was ok. i completely stopped right around they started added hats and new gear.

i love being engineer ^^.. gotta take care of my turret.
Title: Re: Team Fortress 64
Post by: Agent of the BSoD on April 20, 2012, 04:43:39 PM
I hear that there are still people that go on TFC servers. Not much, but they're still there. I don't have that game though (yet) so I'm not certain. I was thinking of getting it just for the heck of it, and it'd probably run leagues better on this piece of junk than TF2. I believe the original TF used the Quake engine, but I'm not sure what Valve did for TFC, unless it's still Quake.
Title: Re: Team Fortress 64
Post by: DX7.EP on April 20, 2012, 04:56:05 PM
TFC used GoldSrc, which is based off the Quake engine.

However, the two play considerably differently. Expect a high difficulty curve to get into that from the TF2 end - lots of conc-jumping, det packs, incendiary rockets, caltrops, complex disguise/feign death systems, infection, portable medkits, etc. that TF2-based players will get immediately lost on.

Last time I played TFC there still were quite a few servers playing it, though nothing compared to CS 1.6 or even CZ.

If ya want any weapons on page 5 of my backpack, a crate on page 6 (there's only one at current times notice), or a VintageKGB/Sandvich/fryingpan, then I'd be willing to toss pretty much any of those off for about a scrap (or a craftable weapon on the crate).
I'll take the Sandvich - been using this dirty one for too long. :V

Send me a trade request when ready - just make sure I'm not 'Online/away on Mobile Device' first; can't trade on my phone.

Quote
Also did anyone else notice item drops being... sparse this week? I got maybe 4 drops then I've gotten nothing after about another 5 hours of play time.
Seems a bit low this week, yeah.
Title: Re: Team Fortress 64
Post by: Amraphenson on April 20, 2012, 05:23:30 PM
Quickfix and kritz has a major weakness, imo. Any setup not involving generic medigun does: huge amounts of burst damage. If the enemy team pops another kritz on soldier or a demo or a sniper gets a bead on you, neither quickfix nor kritz will save you from the instant kill. Not to mention spies.
Title: Re: Team Fortress 64
Post by: alucard13mmfmj on April 20, 2012, 07:25:17 PM
theres drops in TF2?...
Title: Re: Team Fortress 64
Post by: DX7.EP on April 20, 2012, 08:14:14 PM
Yeah. Every week, depending on how often you play, items ranging from crates and weapons to full-out hats and other materials will be dropped to you. There is a cap on how many drops you get (crates being the exception, since those need store keys to use), but if you have extra drops from one week they'll roll over to the next one, resulting in more drops to make up for lack of play.

Feel free to play a few rounds with us to get back into shape! (also recommending the Fortress Forever (http://www.fortress-forever.com/) mod for TFC-style)
Title: Re: Team Fortress 64
Post by: Alpha on April 21, 2012, 03:19:12 AM
Quote
The following on-hit attributes are now applied when striking an Engineer Building:

    ?bersaw will gain ?bercharge.
    Black Box, Blutsauger, and Concheror (with buff) will grant Health.

...Oh boy. This will end well.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on April 21, 2012, 08:38:42 AM
Just going to elaborate more on the drop system.

Each week, (Thursday-Thursday, may be earlier depending on where you live) each player gets an 11 hour window in which they get a chance to get new items dropped after they die in game. Like EP said, it can be a new weapon, hat, or tool (or crates) within the game. It is random what you get, and sometimes you get very lucky. Your drop chances fluctuate depending on your average playtime, but the drops only occur within that time window. If you didn't use up the 11 hours within that week, any time left will be added to your next week's time. This way, you don't have to play at least 11 hours a week. The rollover will continue to accumulate if you take a break from the game. Valve makes sure that everyone that plays gets the same amount of drop time no matter how often they play the game.

Some people capitalize on this by going to "Idle Servers", where their character will continuously die over and over. Since you only get your new items after you die, the repeated deaths increase your drop chances during the time window.

Personally, I just play the game normally. Any drop, whatever and whenever it is, is appreciated. Now, if only I could obtain that elusive Crate #40... :V
Title: Re: Team Fortress 64
Post by: Esifex on April 21, 2012, 09:45:48 AM
I've actually gotten two items off a death, once, by simply not dying for a very long time. Came up for air after a messy death and suddenly two items!
I forget what they were, as it happened a while ago and I haven't played in forever, but I bet it was a Huntsman or a Razorback, or both, and maybe some Gunboats. Nothin but crap drops for a looooooooooooooong time.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on April 21, 2012, 12:14:53 PM
I've had that happen before too. However one was a normal drop, and the other was an unlocked weapon from a Milestone...
Title: Re: Team Fortress 64
Post by: DX7.EP on April 21, 2012, 12:32:06 PM
That's happened multiple times for me on normal play.

On idling, however, it works somewhat differently. Many times people will get a boatload of items at once, despite dying very often. This is because you only really get items after getting the 'New item found!' screen, and idlers often leave their systems in TF2 for hours on end while doing other things. Result is that the New item screen can have several entries at once.
Title: Re: Team Fortress 64
Post by: Messiah on April 21, 2012, 04:07:26 PM
That oftern occurs to me since the drop system is reseted when I am going to bed, so I let my tf2 open and when I wake up there is a shitload of items   :V
Title: Re: Team Fortress 64
Post by: Fetch()tirade on April 22, 2012, 12:45:51 AM
Just a little video to brighten up your day. (http://www.youtube.com/watch?v=JwrRTixjhuQ)
E: the truth is revealed (http://www.youtube.com/watch?v=kYHxD5owz-0)
Title: Re: Team Fortress 64
Post by: Freyband on April 23, 2012, 12:16:41 AM
Just a little video to brighten up your day. (http://www.youtube.com/watch?v=JwrRTixjhuQ)
Poor kid... (needs to pull his head outta his arse)
E: the truth is revealed (http://www.youtube.com/watch?v=kYHxD5owz-0)
I KNEW IT! THEY CALLED ME CRAZY, BUT I WAS RIGHT!
Also wern't some of us motker's planning on pubstomping on tf2 today or something? Can swear I remember something about that. >.>
P.S. Strafe I'm still waiting to get that frying pan to you, be online while I'm around more dangit! :x
Title: Re: Team Fortress 64
Post by: DX7.EP on April 23, 2012, 12:32:26 AM
Also wern't some of us motker's planning on pubstomping on tf2 today or something? Can swear I remember something about that. >.>
Gpop mentioned it earlier...he isn't online yet to verify this though. But as for this, closest I'll get is playing more VSH/FF2 or more server management.
Title: Re: Team Fortress 64
Post by: Gpop on April 23, 2012, 01:10:08 AM
Gpop mentioned it earlier...he isn't online yet to verify this though. But as for this, closest I'll get is playing more VSH/FF2 or more server management.
Yeah I just got home sorry, sudden baptism mom forced me to go to :V

If you guys are still wanting to go I'm down, I want some MotK vs everyone else :V
Title: Re: Team Fortress 64
Post by: Alpha on April 23, 2012, 01:27:11 AM
Gonna be selling my V Lugermorph, putting it up on here to see if anyone wants it before tf2outpost. Part of my Aya set, if anyone cares about the tags.

Looking for around 7~ keys, or equivalent in metal, which is about 17 refined.


EDIT: Sold it for 7 keys.
Title: Re: Team Fortress 64
Post by: DX7.EP on April 23, 2012, 03:13:53 AM
If you guys are still wanting to go I'm down, I want some MotK vs everyone else :V
They've seemed to have gone to our server instead.
Title: Re: Team Fortress 64
Post by: Yukarin on April 23, 2012, 05:13:01 AM
Gonna be selling my V Lugermorph, putting it up on here to see if anyone wants it before tf2outpost. Part of my Aya set, if anyone cares about the tags.

Looking for around 7~ keys, or equivalent in metal, which is about 17 refined.

Alpha, I saw a community lugermorph in TF2outpost the other day. 20 buds minimum, 50 buds max.
Title: Re: Team Fortress 64
Post by: Alpha on April 23, 2012, 05:21:04 AM
Alpha, I saw a community lugermorph in TF2outpost the other day. 20 buds minimum, 50 buds max.
Yeah, there are quite a few variants of the Luger, and all the uncommon ones are highly collectible. The Self-Made Lugermorph is rather prestigious, probably due to the sparkle combined with it's tradability.

Sadly, I only have an average Vintage Lugermorph.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on April 23, 2012, 07:31:25 AM
P.S. Strafe I'm still waiting to get that frying pan to you, be online while I'm around more dangit! :x
Yeah. Work 'n stuff. I always seem to get home around an hour after you have left. I'll be lurking around during more "normal" hours for the next few days. :V
Title: Re: Team Fortress 64
Post by: Messiah on April 23, 2012, 01:59:22 PM
Your typical stalled game on turbine, when red was starting invade the intel. And then, this happened. (http://cloud.steampowered.com/ugc/559813634687243040/FE5F289B680444EA2AD1B8BA2EA2823AB20AF7A0/)
Title: Re: Team Fortress 64
Post by: Alpha on April 23, 2012, 08:39:40 PM
Your typical stalled game on turbine, when red was starting invade the intel. And then, this happened. (http://cloud.steampowered.com/ugc/559813634687243040/FE5F289B680444EA2AD1B8BA2EA2823AB20AF7A0/)

Ah yes, that spot. Typically you get one or two demos up there, sometimes more. Nobody really wants to touch intel with over a dozen stickies on it.
Title: Re: Team Fortress 64
Post by: Barrakketh on April 23, 2012, 11:39:27 PM
Ah yes, that spot. Typically you get one or two demos up there, sometimes more. Nobody really wants to touch intel with over a dozen stickies on it.
*runs in with the Short Circuit, runs away with your intel while laughing*

Actually, DR spies are great for when the intel is being camped.  Run in with it armed, pick it up and let the demos trigger the stickies, immediately uncloak and keep running with the intel.  It's even more effective with multiple spies working together.  You can basically keep the intel alive and inch it toward your base a few feet at a time that way regardless of what the other team does.
Title: Re: Team Fortress 64
Post by: Alpha on April 24, 2012, 12:03:03 AM
*runs in with the Short Circuit, runs away with your intel while laughing*

Actually, DR spies are great for when the intel is being camped.  Run in with it armed, pick it up and let the demos trigger the stickies, immediately uncloak and keep running with the intel.  It's even more effective with multiple spies working together.  You can basically keep the intel alive and inch it toward your base a few feet at a time that way regardless of what the other team does.
That's what you'd expect to happen, but unfortunately most CTF servers don't have that level of teamwork. That tactic only works if their team doesn't have an engie pyro combo on the intel, which is very rare on turbine. Generally the pyros will just airblast them back to the original resting spot of the intel and kill them if they make it past the sentry/destroy the sentry.
Title: Re: Team Fortress 64
Post by: Freyband on April 24, 2012, 03:08:24 AM
If your spies are working well together, then why not just knife all the demomen in one quick shot (take out any sentries in the room since 9/10 demomen I see using stickies can't do shit with their other weapons. :l
And Alpha showed me a video containing the magic of  using mouse+controllers on tf2 while charging. (http://www.youtube.com/watch?v=8g9C9hs6_dU) (sorry had also been shown pretty much the same thing with a steering wheel)
Title: Re: Team Fortress 64
Post by: Alpha on April 24, 2012, 10:44:16 PM
And Alpha showed me a video containing the magic of  using steering wheels on tf2 while charging. (http://www.youtube.com/watch?v=8g9C9hs6_dU)
Actually, it's possible to do it with a steering wheel, but how Lei Lei does it is using a mouse + Xbox controller. The result is more or less the same, but I'd imagine the controller would be easier to use.
Title: Re: Team Fortress 64
Post by: Gc on April 25, 2012, 01:58:42 PM
How the hell does this happen (http://steamcommunity.com/id/gamecubic/screenshot/542925706459670282)



On another note, I like working with VGUI.

KNHUD has not been updated in a while so there's quite a bit of stuff to patch in.

Title: Re: Team Fortress 64
Post by: Romantique Tp on April 25, 2012, 06:31:58 PM
(http://i135.photobucket.com/albums/q125/MasterBigode/th_Mon.jpg) (http://dl.dropbox.com/u/29362881/Mon.jpg) Found this on facepunch.
Title: Re: Team Fortress 64
Post by: Alpha on April 25, 2012, 09:23:54 PM
(http://i135.photobucket.com/albums/q125/MasterBigode/th_Mon.jpg) (http://dl.dropbox.com/u/29362881/Mon.jpg) Found this on facepunch.
I was wondering when I'd see those two items being painted something ridiculous. Just as amazing as I expected.
Title: Re: Team Fortress 64
Post by: Freyband on April 26, 2012, 09:20:33 PM
(http://i135.photobucket.com/albums/q125/MasterBigode/th_Mon.jpg) (http://dl.dropbox.com/u/29362881/Mon.jpg) Found this on facepunch.
Origins  (http://wiki.teamfortress.com/w/images/1/1e/Soldier_robot22.wav)
 Aftermath  (http://wiki.teamfortress.com/w/images/4/45/Soldier_DominationSoldier05.wav)
He also kinda looks like something out of a Dr. Seuss book, if Dr. Seuss lived in the TF2 universe (Historic figures are... different to say the least)
Title: Re: Team Fortress 64
Post by: Agent of the BSoD on April 27, 2012, 09:26:52 PM
Quote from: TF2 Wiki
Team Fortress 2

    Added The Toss-Proof Towel
    Fixed a bug that caused many avatar images to not show up in the scoreboard
    Fixed the Sharpened Volcano Fragment not igniting players
    Fixed damage to buildings applying on-hit effects such as the ?bersaw charge [1]
    Fixed Sticky Jumper stickybombs changing team when air-blasted
    Fixed large floating point values getting truncated in WebAPI responses
    sǝlıℲ uoıʇɐʇɐzılɐɔo˥ pǝʇɐpd∩[2]
    Community request
        Added SetForcedTauntCam player input for map makers to place the player into third-person

Undocumented changes

    Added style names for the Texas Half-Pants.
    Added Mann Co. Supply Crates Series 43 and removed Series 39.
    Added two new strange parts. Strange Part: Posthumous Kills and Strange Part: Allies Extinguished.
    Added files for a third, as yet unused, strange part that tracks kills during Full Moon.

Notes

    ↑ This also applies to the Black Box, Blutsauger, and Concheror.
    ↑ Unicode characters forming "Updated localizatation files" [sic] upside down in Australian.

About time the Sharpened Volcano Fragment was fixed.
And no more uber for hitting a dispenser now. :V
And also, freakin finally they removed 39. I have 6 of those or so and I really don't want any more. They're all I get.
Alas, more strange parts..

EDIT: Almost forgot the contents of crate 43:
Tribalman's Shiv
Detonator
Shortstop
Strange Part: Allies Extinguished
Strange Part: Posthumous Kills
Berliner's Bucket Helm
Coupe D'isaster
Or an Exceedingly Rare Special Item!
Title: Re: Team Fortress 64
Post by: Alpha on April 27, 2012, 10:21:32 PM
EDIT: Almost forgot the contents of crate 43:
Tribalman's Shiv
Detonator
Shortstop
Strange Part: Allies Extinguished
Strange Part: Posthumous Kills
Berliner's Bucket Helm
Coupe D'isaster
Or an Exceedingly Rare Special Item!
Quote
Strange Part: Allies Extinguished
Well, this should be nice. Hopefully pyros will go out of their way to actually airblast people now...
Title: Re: Team Fortress 64
Post by: N-Forza on April 27, 2012, 11:43:52 PM
Man, they had to go and add a strange Detonator after I went and bought one when they released it way back and even put a tag on it. Welp.
Title: Re: Team Fortress 64
Post by: Alpha on April 27, 2012, 11:52:33 PM
Man, they had to go and add a strange Detonator after I went and bought one when they released it way back and even put a tag on it. Welp.
I remember crafting mine minutes after the update. Even so soon after it updated, given that the server was under such a strain, it was still a 3XX craft number.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on April 28, 2012, 09:11:20 AM
Quote
Fixed damage to buildings applying on-hit effects such as the ?bersaw charge
Welp. It really was a matter of time. As much as I liked this feature, it really made things unbalanced. Besides, Shady was the only person I noticed that capitalized on that feature when it was in play. I only remembered it when I had my Blutsauger..

Quote
Strange Part: Allies Extinguished
Huh. I'll want to pick up a couple of these. I've been taking a liking to Pyro lately, and I definitely go out of my way to extinguish allies.

As for the new Stranges, I'll be looking into them as well. Tribalman's Shiv and Detonator will entice me into changing up my playstyles a bit. I hear Detonator jumping is fun. :V

Title: Re: Team Fortress 64
Post by: Esifex on April 28, 2012, 12:54:10 PM
I hear Detonator jumping is fun. :V

Not only that, but it's handy for distance shots, too. You can't quuuuiiite jump as high as a Scout with it, but you can definitely get places people don't expect Pyros to come rushing out of.

Also, I am hype for a Strange: Allies Extinguished Degreaser, if that'll be a combo. It'd probably be the only Strange I'm interested in tracking; kill tracking just seems kind of epeen-y to me. I'm playing TF2 for mindless fun, not to shove my kill count down other peoples throat.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on April 28, 2012, 02:05:23 PM
I see where you're coming from. Yeah, there are many people that inflate the kill counter on their stranges to flaunt their "epeen" around. They'll usually farm their kills on idle servers to speed that up. Honestly, I think that's ridiculous.. but that's how some people are.

Personally, I like having the kill counters on my weapons. I mainly use them as a reference to see how well I use a weapon, or how often I use it. I guess I'm a bit of a stat-whore, but I generally don't care what other people think about my numbers.

Title: Re: Team Fortress 64
Post by: Yukarin on April 28, 2012, 02:19:29 PM
what are posthumous kills

is it afterlife kills or something?
Title: Re: Team Fortress 64
Post by: Fetch()tirade on April 28, 2012, 02:29:43 PM
what are posthumous kills

is it afterlife kills or something?

I imagine it'll be afterburn kills, as pyro's the only real class that can do damage after he's dead.
Title: Re: Team Fortress 64
Post by: Gpop on April 28, 2012, 03:01:29 PM
I imagine it'll be afterburn kills, as pyro's the only real class that can do damage after he's dead.
Or classes with weapons that do bleeding, or rockets that hit after you die.
Title: Re: Team Fortress 64
Post by: DX7.EP on April 28, 2012, 03:02:32 PM
I hear Detonator jumping is fun. :V
Definitely offers the Pyro more mobility. I use it mostly in VSH/FF2 however where the blast force is greatly increased, allowing for a very easy quick escape from Hale.

Posthumous kills - I think these are those 'X has been finished off by Y' kills, but I'm not sure.
Title: Re: Team Fortress 64
Post by: lumber_of_the_beast on April 28, 2012, 04:43:20 PM
Or classes with weapons that do bleeding, or rockets that hit after you die.
As well as pipe bombs. Huntsman arrows, too, though that's probably the rarest of 'em all.
Title: Re: Team Fortress 64
Post by: Freyband on April 28, 2012, 11:43:56 PM
Posthumous kills - I think these are those 'X has been finished off by Y' kills, but I'm not sure.
Posthumous = After death. X finished off by Y doesn't track what weapon killed someone (on an off note, a finished off tracker might be an interesting strange Misc item (like the gifts given one)). Posthumous is definitely one to toss on a flamethrower.
Title: Re: Team Fortress 64
Post by: Alpha on April 29, 2012, 12:18:48 AM
I see where you're coming from. Yeah, there are many people that inflate the kill counter on their stranges to flaunt their "epeen" around. They'll usually farm their kills on idle servers to speed that up. Honestly, I think that's ridiculous.. but that's how some people are.

Personally, I like having the kill counters on my weapons. I mainly use them as a reference to see how well I use a weapon, or how often I use it. I guess I'm a bit of a stat-whore, but I generally don't care what other people think about my numbers.
Nobody really cares too much about insane strange kill stats, due to the majority of them being farmed. I just like keeping stranges around for the classes I play most to see how many kills I get with each of their respective weapons.

There are, of course, exceptions to not caring about others' kill stats. When you can affirm the legitimacy of the kills, and the period they've had the weapon, those 17,000 kills seem a lot more impressive.
Title: Re: Team Fortress 64
Post by: Messiah on April 29, 2012, 12:47:45 AM
I buy stranges exactly to give me motivation to play some especific class and to increase the counter of the weapons. Due to the stranges I pratically play with all classes regularly - except for heavy.
Title: Re: Team Fortress 64
Post by: Yukarin on April 29, 2012, 12:53:09 PM
I love stranges because I love increasing numbers, and it helps me keep track of my overall skill on that class.

it makes me feel proud that my Knife and shotgun has 1300 and 750 legitimate kills.
Title: Re: Team Fortress 64
Post by: Alpha on April 29, 2012, 05:00:44 PM
I buy stranges exactly to give me motivation to play some especific class and to increase the counter of the weapons. Due to the stranges I pratically play with all classes regularly - except for heavy.
This too. The strange scattergun I got actually motivated me to start playing Scout. I had barely played the class before I got it.
Title: Re: Team Fortress 64
Post by: Gpop on April 29, 2012, 05:55:06 PM
This too. The strange scattergun I got actually motivated me to start playing Scout. I had barely played the class before I got it.
Same here, find myself playing scout more recently, before I rarely even touched him

Lol Heavy is still my least played class :V (or was it Medic, don't remember :V)
Title: Re: Team Fortress 64
Post by: Fetch()tirade on April 29, 2012, 07:26:24 PM
I buy stranges exactly to give me motivation to play some especific class and to increase the counter of the weapons. Due to the stranges I pratically play with all classes regularly - except for heavy.

My strange medigun is probably the only reason I ever play medic, and even then only on occasion.
Title: Re: Team Fortress 64
Post by: Alpha on April 29, 2012, 07:47:37 PM
Same here, find myself playing scout more recently, before I rarely even touched him

Lol Heavy is still my least played class :V (or was it Medic, don't remember :V)
Medic.

I find myself playing Heavy a lot when the team needs one, but it's still my least played class. Medic, however, is one of my favorite classes to play, provided my team is not composed entirely of incompetents.
Title: Re: Team Fortress 64
Post by: Fetch()tirade on April 29, 2012, 08:19:34 PM
I find myself playing Heavy a lot when the team needs one, but it's still my least played class. Medic, however, is one of my favorite classes to play, provided my team is not composed entirely of incompetents.

> "guys we need a medic"
> team composed of engies, snipers, and spies
Title: Re: Team Fortress 64
Post by: DX7.EP on April 29, 2012, 08:20:05 PM
In both vanilla and FF2 I often go as Medic since few bother to do so - combat rage Medic for the former and aggressive group healer on latter.

Heavy is my least played as well since he doesn't fit my style of play (mostly suport/alternate, never a primary).
Title: Re: Team Fortress 64
Post by: Esifex on April 29, 2012, 09:21:57 PM
I can never seem to figure out Heavy's preferred playstyle. I mean, I get that he's pretty much a portable meatwall, but every time I try to do anything with him, I either never see anyone, barely deal any damage, or get immediately headshot/backstabbed and just switch back to Pyro or Demoman.
Title: Re: Team Fortress 64
Post by: Gpop on April 29, 2012, 11:28:23 PM
Because of my ambush/sneak playstyle, heavy is not my character at all, since he feels more like the "head-on" class that tried to clear everything in his way, but I like to ambush and take the route less travelled instead (partly because I hate dying :V)
Title: Re: Team Fortress 64
Post by: Romantique Tp on April 29, 2012, 11:46:00 PM
Heavy is best on defense, forcing close range encounters with the enemy team by holding choke points. You want to stick around areas where you can easily hide behind cover to heal, and avoid very open areas and common sniper lanes at all costs. Also remember that you're free to do anything you want while revving down except switching weapons.
Title: Re: Team Fortress 64
Post by: Gpop on April 29, 2012, 11:51:02 PM
I should also probably point out that I hate being the main target, which is why I avoid medics and heavies, since they are generally the main targets for spies and snipers :V
Title: Re: Team Fortress 64
Post by: Alpha on April 29, 2012, 11:55:06 PM
> "guys we need a medic"
> team composed of engies, snipers, and spies
Too often. Just... too often.

I should also probably point out that I hate being the main target, which is why I avoid medics and heavies, since they are generally the main targets for spies and snipers :V
Holding on to a charge too long will certainly result in a stab or headshot. Sadly, a lot of people tend to hang back despite you spamming for them to go.
Title: Re: Team Fortress 64
Post by: Freyband on April 30, 2012, 12:49:00 AM
I don't like playing heavy because 7/10 times I get backstabbed within 12 seconds (yes, even if I've been looking around). As for medics, I like em (as long as they're mine, if they're not... all my hate), and I can typically play them fine. I get stabbed alot less often then I somehow get abandoned in a small tunnel with a <pyro/soldier/heavy/what have you> and often end up saving my heal target's backside from getting an additional hole if I do have a pocket I'm healing. It's just kind of amazing how often people do not check their backs (unless you're a spy and really want them dead, in which case, they're Satori/Koishi(AKA; they know you're there) and you're just about to walk right into a very quick death).
Title: Re: Team Fortress 64
Post by: Esifex on April 30, 2012, 04:25:37 AM
I'm still waiting for some kind of Spy gun that doesn't deal damage, but doesn't break disguise when you fire it so you can appear to shoot while disguised. A Soldier who isn't spamming rockets across the map or a Medic who isn't healing is usually the first people spychecked.

Also, Heavies who never spin up or hop past a corner while spinning up :C
Title: Re: Team Fortress 64
Post by: Alpha on May 01, 2012, 12:56:55 AM
I'm still waiting for some kind of Spy gun that doesn't deal damage, but doesn't break disguise when you fire it so you can appear to shoot while disguised. A Soldier who isn't spamming rockets across the map or a Medic who isn't healing is usually the first people spychecked.
That's actually a very nice concept. It doesn't seem like something that would be added at such a late stage, though. Nonetheless, I'd love something like this.

What would it do while undisguised, though?
Title: Re: Team Fortress 64
Post by: Dr.Strafe on May 01, 2012, 01:18:10 AM
What would it do while undisguised, though?
It would fire blanks. :V
Title: Re: Team Fortress 64
Post by: Gc on May 01, 2012, 02:04:58 AM
FINALLY, GRAND FINALS TO UGC PLATINUM TONIGHT !


4 slot STV server. Don't want to stream 3 hours of 720p video.


Fuck UGC tonight.
Title: Re: Team Fortress 64
Post by: Esifex on May 01, 2012, 07:24:21 AM
What would it do while undisguised, though?

If the spy were dumb enough to shoot a gun that doesn't deal any damage rather than resort to his knife while undisguised, it'd just stick a little flag out the barrel that says 'BANG!'
That, or it'd be a plastic light-up gun that makes pew pew sounds.
Title: Re: Team Fortress 64
Post by: Gpop on May 01, 2012, 04:07:30 PM
Will it actually shoot fake projectiles though, because if not, I'd find it completely useless since it'd still be a damn dead giveaway unless it's in the middle of a large battle (which in that case not shooting wouldn't be obvious either since there would be too much chaos to notice anyways)
Title: Re: Team Fortress 64
Post by: Dr.Strafe on May 01, 2012, 09:47:41 PM
If anything, the gun would have to make a specific sound when it fires that still makes it a give-away that you're a Spy. Something ridiculous like a squeaky toy, or even fire paintballs. :V In my opinion, there has to be another side effect to using that weapon to counter the ability to keep your disguise.
Title: Re: Team Fortress 64
Post by: Alpha on May 01, 2012, 11:18:33 PM
If anything, the gun would have to make a specific sound when it fires that still makes it a give-away that you're a Spy. Something ridiculous like a squeaky toy, or even fire paintballs. :V In my opinion, there has to be another side effect to using that weapon to counter the ability to keep your disguise.
I don't think you quite understand what was said. What's being suggested is a weapon that would mock-fire the weapon that your disguise is holding, i.e. if you're disguised as a soldier, you'd fire damage-less rockets to blend in better.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on May 02, 2012, 02:00:11 AM
No, I understand perfectly well what he was suggesting. Most non-Pyros that try to Spy-check are looking for people that can fire their weapon as a sign of legitimacy. Having such a revolver that will allow the Spy to keep their disguise sounds good, but it will unbalance things for the Spy, in my opinion. Having a telltale sound that the weapon would make (regardless of disguise) would help balance things better.
Title: Re: Team Fortress 64
Post by: Alpha on May 02, 2012, 05:36:47 AM
No, I understand perfectly well what he was suggesting. Most non-Pyros that try to Spy-check are looking for people that can fire their weapon as a sign of legitimacy. Having such a revolver that will allow the Spy to keep their disguise sounds good, but it will unbalance things for the Spy, in my opinion. Having a telltale sound that the weapon would make (regardless of disguise) would help balance things better.
Possibly change the pitch slightly? It can't be too obvious, or the weapon wouldn't be effective enough to choose over any of the other primaries.
Title: Re: Team Fortress 64
Post by: DX7.EP on May 02, 2012, 05:50:52 AM
Slight pitch and particle changes would help, plus missile-based weapons would just pass through players on the Spy's team and not deliver any effect. Hitscan weapons are a bit trickier though.

This basically forces the Spy to fire towards his team but not hit too close to them, or the lack of on-hit effects will give him away.
Title: Re: Team Fortress 64
Post by: Esifex on May 02, 2012, 10:15:26 PM
Maybe the fact that he can't do the 'reload' animation anymore, then? A Soldier who fires eleven rockets in a row would be kind of suspicious, or a Heavy that continues firing for too long. The revolver/handgun would have to likely not have any sort of ammo at all (and only be able to make little 'Bang!' flags out of disguise or just not any any restrictions on how often he can 'fire' in disguise), or only one clip so he has to pick and choose how he's going to act, and when.

It would clearly need some tweaking, but it'd be nice at least. A smart team doesn't need a Pyro to spycheck when there's a Soldier or Demoman running around not spamming things.

Maybe explosives would just fizzle out instead of detonate?
Title: Re: Team Fortress 64
Post by: Barrakketh on May 02, 2012, 10:22:10 PM
Maybe the fact that he can't do the 'reload' animation anymore, then?
Depending on how the weapon would work, that might not be a problem.  You can already fake the disguise's reload animation with your revolver.
Title: Re: Team Fortress 64
Post by: theshirn on May 02, 2012, 10:45:26 PM
I think you guys are vastly underestimating how much it hurts a Spy to not be able to shoot things.
Title: Re: Team Fortress 64
Post by: Alpha on May 02, 2012, 11:23:26 PM
I think you guys are vastly underestimating how much it hurts a Spy to not be able to shoot things.
I'm well aware, which is why I originally mentioned that just not doing any damage is enough of a debuff as it is. But seeing as it's removing one of the primary signs that someone is a spy from a distance, overbalancing it might be needed. You never know until you actually try the weapon, which I doubt would be easy.
Title: Re: Team Fortress 64
Post by: Gpop on May 03, 2012, 02:32:51 AM
 I think the spy is perfectly fine the way he is. The only thing I would think of is the sapper slot change, but that's it, since I think it'd be nice for variety there :V
Title: Re: Team Fortress 64
Post by: Freyband on May 03, 2012, 09:32:09 PM
The spy having a gun that does no damage..?  I'd rather (when undisguised) he just be holding out his top two fingers and yell "BANG" at people because it'd have the same effect and amuse the hell out of me more. Also let it do like 10 damage when undisguised just so you can laugh more when you kill someone with it (like the short circuit). I might never use it (because lolamba) but I just think it'd be grand seeing both teams comprised of only spys running at each other yelling "Bang!" "Pew!" and "pow!".  :derp:
Title: Re: Team Fortress 64
Post by: Gpop on May 03, 2012, 09:46:16 PM
The spy having a gun that does no damage..?  I'd rather (when undisguised) he just be holding out his top two fingers and yell "BANG" at people because it'd have the same effect and amuse the hell out of me more. Also let it do like 10 damage when undisguised just so you can laugh more when you kill someone with it (like the short circuit). I might never use it (because lolamba) but I just think it'd be grand seeing both teams comprised of only spys running at each other yelling "Bang!" "Pew!" and "pow!".  :derp:
AKA he be learning to shoot from the Heavy :V
Title: Re: Team Fortress 64
Post by: Alpha on May 03, 2012, 10:55:31 PM
AKA he be learning to shoot from the Heavy :V
Pow! Haha!

A "Bang!" flag is fine for me, though.

Bit off topic, my S key broke, so I won't be playing TF2 for a while.
Title: Re: Team Fortress 64
Post by: Gc on May 03, 2012, 11:24:30 PM
Bit off topic, my S key broke, so I won't be playing TF2 for a while.
Time to get a shiny new mechanical keyboard that will survive a nuclear bomb or 2! (IBM Model M, anyone? though "shiny" and "new" don't really apply here...)
Title: Re: Team Fortress 64
Post by: DX7.EP on May 04, 2012, 12:20:30 AM
Unicomp Model Ms (http://www.pckeyboard.com/) work just as well and are slightly more modern. They're the official successor to the IBM ones, as Unicomp has the original patents.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on May 04, 2012, 12:24:48 AM
Bit off topic, my S key broke, so I won't be playing TF2 for a while.
W+M1 all day, every day. :V  But seriously, Walmart + $10 = problem solved... unless you're planning on getting a fancier keyboard.
Title: Re: Team Fortress 64
Post by: Alpha on May 04, 2012, 12:36:05 AM
W+M1 all day, every day. :V  But seriously, Walmart + $10 = problem solved... unless you're planning on getting a fancier keyboard.
Probably fancier, but...

bind mouse2 "+forward"
bind mouse3 "+jump"
bind mouse5 "voicemenu 0 0"

M1+M2.

Also, Cubic, do you own a Model M? EP apparently doesn't, and I'm curious to see how well it works for gaming.
Title: Re: Team Fortress 64
Post by: Gc on May 04, 2012, 12:58:59 AM
Also, Cubic, do you own a Model M? EP apparently doesn't, and I'm curious to see how well it works for gaming.
No. I'm just a poor Microsoft Sidewinder X4 (https://www.microsoft.com/hardware/en-us/p/sidewinder-x4-keyboard/JQD-00001) user. Thinking of switching to a Das Keyboard (http://www.daskeyboard.com/model-s-professional/).



On another note, every custom HUD is crashing TF2 on startup, probably because of:
Quote from: Eric Smith
- Updated the main menu message notification system

I'll be waiting for a BroeselHUD update then... I think I'll go puke over the default HUD first though.
Title: Re: Team Fortress 64
Post by: Alpha on May 04, 2012, 01:31:54 AM
Quote
Updated the Frying Pan so it can also be equipped by the Scout, Sniper, Medic, Heavy, and Pyro
Quote
Scout
RUN FOR YOUR DISPENSERS!
Title: Re: Team Fortress 64
Post by: DX7.EP on May 04, 2012, 02:26:39 AM
Quote
Updated the Frying Pan so it can also be equipped by the Scout, Sniper, Medic, Heavy, and Pyro
Quote
10:23 PM - EP Sampling Pulsation: Oh god, latest update is hilarious: *quotes above*
10:23 PM - Agent of the BSoD: uh, lol
10:23 PM - EP Sampling Pulsation: Now we'll have Scoutopans, Snipans, Medipans, Heavipans, and Fryros :V
And now for some reason making a 7-person boss with just Pans everywhere seems like a good idea. >:D >:D

But I've got Koishi, Mokou, Final Combat's Rocket, and others to work on first. ^^
Title: Re: Team Fortress 64
Post by: Alpha on May 04, 2012, 02:52:18 AM
Final Combat's Rocket
This, I can honestly say, I did not expect.

So let me ask.

Why the Rocket? Specifically, what unique traits are able to be made in to a proper boss?
Title: Re: Team Fortress 64
Post by: DX7.EP on May 04, 2012, 03:20:21 AM
I had a Rocket skin for the Soldier sitting in my TF2 directory, so I went, 'why the hell not?'

Likely, though, his abilities will be improvised to my liking, rather than being from the actual game itself (which I'm in no way even touching).

Now why is he fighting the TF2 team? Let's say he's trying to assert that Final Combat is in some way not a TF2 clone. :colonveeplusalpha:
Title: Re: Team Fortress 64
Post by: Freyband on May 04, 2012, 06:01:44 AM
And now for some reason making a 7-person boss with just Pans everywhere seems like a good idea. >:D >:D
Why not just make a reverse saxton hale boss (one person running like hell from a team of nutters trying to beat him to death before a timer runs out). :/
Or just fix the plugin for melee mode and then force everyone to use the pan via admin hax :p
Title: Re: Team Fortress 64
Post by: DX7.EP on May 04, 2012, 06:23:11 AM
I don't see the fun in the former, especially for Hale. Deathrun's already a bit similar to that anyway (Hale uses contraptions to kill the enemy team, who is on the chase after him).

I can already do the latter with other plugins on server, you know. :V

Lastly, anyone know a good source for Koishi and Mokou sound clips excluding M-1 Grand Prix? This is the major impediment to their online play tests right now.
Title: Re: Team Fortress 64
Post by: Kyo Tanaka on May 04, 2012, 12:55:42 PM
I don't see the fun in the former, especially for Hale. Deathrun's already a bit similar to that anyway (Hale uses contraptions to kill the enemy team, who is on the chase after him).

I can already do the latter with other plugins on server, you know. :V

Lastly, anyone know a good source for Koishi and Mokou sound clips excluding M-1 Grand Prix? This is the major impediment to their online play tests right now.

Looks like you'll have to find voice actors. I have no idea for any sound clips.
Title: Re: Team Fortress 64
Post by: DX7.EP on May 04, 2012, 12:57:15 PM
Well, using VAs seems to be an unlikely proposition.

I guess I'll have to find a few fitting voice clips from the M-1 skits and use those, with some audio editing if needed.
Title: Re: Team Fortress 64
Post by: Kyo Tanaka on May 04, 2012, 01:04:50 PM
A Chen hale would be nice.
Title: Re: Team Fortress 64
Post by: DX7.EP on May 04, 2012, 01:08:54 PM
What is her rage, a CHEEEEEEEEEEN-loaded cuteness overload? :V

While other bosses would be nice to see, the largest obstacle to these are a lack of TF2-compliant models and a lack of modelling ability. It may be possible to import MMD, GTA:SA, etc. models over, but that doesn't address TF2's bone rigging, animations, normal maps, etc.
Title: Re: Team Fortress 64
Post by: Gpop on May 04, 2012, 01:46:07 PM
And now for some reason making a 7-person boss with just Pans everywhere seems like a good idea. >:D >:D

But I've got Koishi, Mokou, Final Combat's Rocket, and others to work on first. ^^
Koishiiii

Hey hey

I call dibs on being Koishi first :V
Title: Re: Team Fortress 64
Post by: Gc on May 04, 2012, 02:34:09 PM
I propose Gpop as Koishi's voice actor.

THIS CAN NOT GO WRONG
Title: Re: Team Fortress 64
Post by: DX7.EP on May 04, 2012, 04:01:20 PM
I propose Gpop as Koishi's voice actor.

THIS CAN NOT GO WRONG
THIS IS GLORIOUS IDEA, I APPROVE :getdown: :getdown:

Koishiiii

Hey hey

I call dibs on being Koishi first :V
Not a surprise seeing Alpha's enthusiasm for early Aya testing. What's next, Dusty tries Mokou first? :V
Title: Re: Team Fortress 64
Post by: Alpha on May 04, 2012, 09:05:40 PM
I propose Gpop as Koishi's voice actor.

THIS CAN NOT GO WRONG
Manry Koishi go go go :getdown:
Title: Re: Team Fortress 64
Post by: Kyo Tanaka on May 05, 2012, 12:13:22 AM
I would like to test a Touhou Hale!
Title: Re: Team Fortress 64
Post by: DX7.EP on May 05, 2012, 12:42:20 AM
I'm aiming for the next public Hale testing to be either tomorrow or Sunday, which should be enough time to finish Mokou and Rocket.

Other modders' bosses I ll be adding include:
 - Female Spy (with an option for a Gentlespy duo battle)
 - Ass Pancakes with custom materials and hat (DX8 has materials issues :<)
 - Gangplank (pirate with overlay-style rage)
 - Cuddly Heavy (special TF2Ware guest!)

Koishi is pretty much complete, BTW, but I'll upload her files with the other bosses. The only issues I have with her now are overlay render issues on Intel GPUsand that sometimes she gets killed VERY easily (probably an issue with one of her abilities).

And have a screenshot of an upcoming Rage ability (http://steamcommunity.com/id/apr0396/screenshot/595843756312573392) :V
Title: Re: Team Fortress 64
Post by: Gc on May 05, 2012, 01:20:02 AM
On an entirely unrelated note, I am 140 kills away from having an Epic Momiji.
Title: Re: Team Fortress 64
Post by: Gpop on May 05, 2012, 01:24:56 AM
I'm aiming for the next public Hale testing to be either tomorrow or Sunday, which should be enough time to finish Mokou and Rocket.

Other modders' bosses I ll be adding include:
 - Female Spy (with an option for a Gentlespy duo battle)
 - Ass Pancakes with custom materials and hat (DX8 has materials issues :<)
 - Gangplank (pirate with overlay-style rage)
 - Cuddly Heavy (special TF2Ware guest!)

Koishi is pretty much complete, BTW, but I'll upload her files with the other bosses. The only issues I have with her now are overlay render issues on Intel GPUs and that sometimes she gets killed VERY easily (probably an issue with one of her abilities).

And have a screenshot of an upcoming Rage ability (http://steamcommunity.com/id/apr0396/screenshot/595843756312573392) :V
totally didn't suggest this idea :V
Title: Re: Team Fortress 64
Post by: Fetch()tirade on May 05, 2012, 02:09:02 AM
I've played against Gangplank before. His rage isn't all that great, but just seeing a pirate medic running around is hilarious.
Title: Re: Team Fortress 64
Post by: Alpha on May 05, 2012, 03:01:37 AM
I'm aiming for the next public Hale testing to be either tomorrow or Sunday, which should be enough time to finish Mokou and Rocket.

Other modders' bosses I ll be adding include:
 - Female Spy (with an option for a Gentlespy duo battle)
 - Ass Pancakes with custom materials and hat (DX8 has materials issues :<)
 - Gangplank (pirate with overlay-style rage)
 - Cuddly Heavy (special TF2Ware guest!)
Cuddly Heavy... I can never survive that minigame. The kill on touch is generally what gets me.
Title: Re: Team Fortress 64
Post by: Romantique Tp on May 05, 2012, 03:07:41 AM
(http://i135.photobucket.com/albums/q125/MasterBigode/th_2012-05-05_00001.jpg) (http://s135.photobucket.com/albums/q125/MasterBigode/?action=view&current=2012-05-05_00001.jpg) This is a great spray.
Title: Re: Team Fortress 64
Post by: DX7.EP on May 05, 2012, 03:12:25 AM
Cuddly Heavy... I can never survive that minigame. The kill on touch is generally what gets me.
I wish this version of Cuddly had that power, but he doesn't.

And the easy-kill Koishi and Ass Pancakes materials problems were solved, former due to testing environment fixes and latter via an updated model and config file. On to the next bosses!
Title: Re: Team Fortress 64
Post by: Gpop on May 05, 2012, 03:27:58 AM
I just wish we could find downloads for TF2ware. It'd be hilarious with the MotK group

Unless you guys wanna hijack a server with it later :V
Title: Re: Team Fortress 64
Post by: Dr.Strafe on May 05, 2012, 08:43:38 AM
(http://i135.photobucket.com/albums/q125/MasterBigode/th_2012-05-05_00001.jpg) (http://s135.photobucket.com/albums/q125/MasterBigode/?action=view&current=2012-05-05_00001.jpg) This is a great spray.
I agree. Fantastic.

On a different note. I managed to recently snag a couple of the elusive Crate 40 stranges.  A Widowmaker, which I will probably name "Knockout in Three Steps" or something.. and a Huntsman, which I named after Nue's final spellcard. I fuckin' LOVE the Widowmaker. Playing RAEG Engie is so damn fun. I'm.... not so hot with the Huntsman, yet. :V Exuro, you're safe for now.
Title: Re: Team Fortress 64
Post by: Fetch()tirade on May 05, 2012, 01:27:20 PM
strange widowmaker

FSDFDSFDFSDFSDF
i so jelly right now
Title: Re: Team Fortress 64
Post by: N-Forza on May 05, 2012, 02:39:45 PM
I traded a Bill's I got a while back for one. I probably got the raw end of the deal, but I don't care. The Widowmaker is cool and I was never going to wear the Bill's anyway.
Title: Re: Team Fortress 64
Post by: Alpha on May 05, 2012, 09:35:51 PM
...and I was never going to wear the Bill's anyway.
:ohdear: You don't like the bills?

But yes, you lost about 3 or so keys in that deal.

I just wish we could find downloads for TF2ware. It'd be hilarious with the MotK group

Unless you guys wanna hijack a server with it later :V
Freyband and I go to one occasionally. Could probably use that one, it's usually not full.

(http://i135.photobucket.com/albums/q125/MasterBigode/th_2012-05-05_00001.jpg) (http://s135.photobucket.com/albums/q125/MasterBigode/?action=view&current=2012-05-05_00001.jpg) This is a great spray.
Glorious.
Title: Re: Team Fortress 64
Post by: N-Forza on May 06, 2012, 12:44:48 AM
Well, at the time, the going price was around 9 keys for a S. Widowmaker, so it seemed fair enough at the time.

And it's not like I don't like the Bill's, but I got enough hats as it is, and a bunch of people that play on my regular server also have one.
Title: Re: Team Fortress 64
Post by: InfernalExuro on May 09, 2012, 12:34:22 AM
MotK team carries are best team carries. (http://cloud.steampowered.com/ugc/577829784110653930/7781F19F6C9D7A6C7D83D02F04814C6A22B944B6/)  :V
Title: Re: Team Fortress 64
Post by: Shady_Ghost on May 09, 2012, 12:39:34 AM
Carryan teams liek a bawss (http://steamcommunity.com/profiles/76561198048052017/screenshot/541800987052996516)
Title: Re: Team Fortress 64
Post by: DX7.EP on May 09, 2012, 12:58:33 AM
MotK team carries are best team carries. (http://cloud.steampowered.com/ugc/577829784110653930/7781F19F6C9D7A6C7D83D02F04814C6A22B944B6/)  :V
Carryan teams liek a bawss (http://steamcommunity.com/profiles/76561198048052017/screenshot/541800987052996516)
Commented on Strafe's version of this screenshot (http://steamcommunity.com/id/drstrafe/screenshot/578955684012562422/) already.

But indeed, we seem to be carrying teams when we pubstomp. Combined with feedback from others about our playerbase's ability, I think we can conclude that we're sigificantly better than the usual pubbies. ;)
Title: Re: Team Fortress 64
Post by: Gc on May 09, 2012, 01:09:16 AM
Time for an ESEA-O/lolUGC1 team to get buttdestroyed because we don't have any comp experience/way to communicate2? :V

1 it's actually the time to register for UGC summer, BTW
2 besides this potential mumble server I'm planning on renting for other reasons
Title: Re: Team Fortress 64
Post by: Yukarin on May 09, 2012, 04:05:04 AM
But indeed, we seem to be carrying teams when we pubstomp. Combined with feedback from others about our playerbase's ability, I think we can conclude that we're sigificantly better than the usual pubbies. ;)

Because we are not weeaboos in this game. We actually WANT to get better, not to just play it for enjoyment.

Once I joined in a local Pub server and carried my team with over 70 points as Pyro. My second place had 20 points.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on May 09, 2012, 03:07:18 PM
Yeah, what started as another fun Kritz Widowmaker experiment suddenly turned into.... "Fuck these guys. Fuck that Spy. Fuck those Scouts.  RAEG >:(" They had us pinned back at our base for quite a while, but we had a massive turnaround at the end.  Honestly, it felt that Exuro, Shady and I were the only ones trying to win the match. It was funny, since we were only using voice chat amongst ourselves via Steam, instead of in the game. Good thing too, since we weren't exactly saying nice things about our teammates either.. :V

Also, I'd like to credit our turnaround to the point when Shady stopped camping their teleporter and finally destroyed the damn thing. :getdown:
Title: Re: Team Fortress 64
Post by: DX7.EP on May 09, 2012, 07:17:07 PM
On an unrelated note, my FF2 bosses are now public (http://forums.alliedmods.net/showpost.php?p=1705776&postcount=773).
Title: Re: Team Fortress 64
Post by: Shady_Ghost on May 09, 2012, 07:56:02 PM
Also, I'd like to credit our turnaround to the point when Shady stopped camping their teleporter and finally destroyed the damn thing. :getdown:
I never got a chance to camp it and by the time i had one you guys were all like "jad;flkkjfa;lkjfl;kajsdfkja;lk DESTROY IT" :V
Title: Re: Team Fortress 64
Post by: Gpop on May 09, 2012, 08:32:21 PM
Honestly camping a teleporter is generally better until you think they'll discover you soon or they do discover you, because not only will it give you free kills, but the idiots who keep taking the teleporter will keep getting killed, giving you guys time to move up as they keep getting killed in one spot :V
Title: Re: Team Fortress 64
Post by: Alpha on May 09, 2012, 09:56:58 PM
But indeed, we seem to be carrying teams when we pubstomp. Combined with feedback from others about our playerbase's ability, I think we can conclude that we're sigificantly better than the usual pubbies. ;)
We need to make a group dedicated to pubstompin' an' teamstackin'.

Not that we don't do that already.
Title: Re: Team Fortress 64
Post by: Freyband on May 10, 2012, 12:52:26 AM
1:10-1:15 (http://www.youtube.com/watch?v=b7rZO2ACP3A) on the screen of the person in the lower right is a magical moving image of a certain burny variety! To put it bluntly, meet the pyro cameo in the PTI video for portal 2  :derp:
Title: Re: Team Fortress 64
Post by: Dr.Strafe on May 10, 2012, 01:29:31 AM
Welp. I read your statement as "a certain bunny variety", so I watched that entire video looking for Reisen. Yup. Whoops :V
Title: Re: Team Fortress 64
Post by: DX7.EP on May 10, 2012, 03:30:40 AM
To put it bluntly, meet the pyro cameo in the PTI video for portal 2  :derp:
Noticed it...absolutely not surprising Valve did this. :V
Title: Re: Team Fortress 64
Post by: Barrakketh on May 10, 2012, 03:59:56 AM
1:10-1:15 (http://www.youtube.com/watch?v=b7rZO2ACP3A) on the screen of the person in the lower right is a magical moving image of a certain burny variety! To put it bluntly, meet the pyro cameo in the PTI video for portal 2  :derp:
Should read reddit more.  They pulled off some CSI shit there:

EDIT: Linking (http://i.imgur.com/dKloV.gif) because of image size.  Was larger than I thought.
Title: Re: Team Fortress 64
Post by: Freyband on May 10, 2012, 10:55:25 PM
Should read reddit more.
Pffft. Reddit  :V (never even been on there)
Tf2 updated today adding 3 more hats and more bug fixes (and the newest UGC medals). Nothing too new or interesting I'd say :/
Title: Re: Team Fortress 64
Post by: Romantique Tp on May 10, 2012, 11:30:24 PM
I wonder if the new Mann Co. Store Package can be used to upgrade someone to premium.
Title: Re: Team Fortress 64
Post by: Alpha on May 10, 2012, 11:39:13 PM
Pffft. Reddit  :V (never even been on there)
Reddit - "Gotta go slow"

I wonder if the new Mann Co. Store Package can be used to upgrade someone to premium.
What do you mean? The packages, according to the wiki, are awarded after a 20 dollar purchase. It's tradable, but I don't see how it would upgrade someone. You can already do bugged trades with free-to-plays, and they don't get upgraded from that.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on May 11, 2012, 02:10:17 AM
I wonder if the new Mann Co. Store Package can be used to upgrade someone to premium.
If I remember correctly, you just need to buy something at the store to get upgraded to premium. The wiki has a tutorial video that has a user buying a cheap paint can (Australium Gold for $0.99). If you don't plan on purchasing things regularly, then I'd suggest getting something that you can't really obtain via normal drops: Rocket Jumper, Sticky Jumper, or maybe a key if you want to crack open a crate..
Title: Re: Team Fortress 64
Post by: Aya Reiko on May 11, 2012, 04:54:07 AM
If I remember correctly, you just need to buy something at the store to get upgraded to premium. The wiki has a tutorial video that has a user buying a cheap paint can (Australium Gold for $0.99). If you don't plan on purchasing things regularly, then I'd suggest getting something that you can't really obtain via normal drops: Rocket Jumper, Sticky Jumper, or maybe a key if you want to crack open a crate..
Just buy $5 worth of junk, since that's the minimum you can transfer to your Steam Wallet.  Two keys are almost enough.

(Unless you already have money in your Steam Wallet.)
Title: Re: Team Fortress 64
Post by: Fetch()tirade on May 11, 2012, 01:35:01 PM
buy gift wrap
buy gift wrap
buy gift wrap

I don't know how much I can overstate this but do it. It's 50 cents cheaper (which can add up in bulk) but worth at least a key (and maybe a little more more if you're willing to push it) in the market.

For $10, you can get:
- 4 keys
- 5 wrap (which you can sell to make 5 keys)

Sure, some may see it as profiteering, but not enough people have taken notice yet to really matter.
Title: Re: Team Fortress 64
Post by: DX7.EP on May 11, 2012, 04:02:37 PM
Gift wrap works very well for trades, I agree. Unless you want to gamble a bit and open a few crates for yourself, but even then you can trade some wrap for keys.
Title: Re: Team Fortress 64
Post by: Alpha on May 11, 2012, 09:51:05 PM
buy gift wrap
buy gift wrap
buy gift wrap

I don't know how much I can overstate this but do it. It's 50 cents cheaper (which can add up in bulk) but worth at least a key (and maybe a little more more if you're willing to push it) in the market.

For $10, you can get:
- 4 keys
- 5 wrap (which you can sell to make 5 keys)

Sure, some may see it as profiteering, but not enough people have taken notice yet to really matter.
...Or you can buy keys from traders and get approximately 7 keys for 10 dollars. Plenty of people sell keys around $1.40 each.
Title: Re: Team Fortress 64
Post by: Romantique Tp on May 11, 2012, 10:30:56 PM
Not everyone has a credit card or lives in US guys. Poor people like me will probably never get premium.

BTW I'm selling gift wrap for a key -> http://www.tf2outpost.com/trade/1674336 Done.
Title: Re: Team Fortress 64
Post by: Barrakketh on May 12, 2012, 02:44:22 AM
Not everyone has a credit card or lives in US guys. Poor people like me will probably never get premium.
I don't see how you can function without a debit card unless you're an adolescent.  If you're capable of purchasing games on Steam, you can get a premium account.

And you could still probably buy a pre-paid Visa/MasterCard to get it that way.
Title: Re: Team Fortress 64
Post by: Gc on May 12, 2012, 06:08:26 AM
Playing on RUGC East.

Only scout on my team.

Other team has 2 scouts from ESEA-I (professional) teams.

On Gullywash.

I got destroyed.
Title: Re: Team Fortress 64
Post by: Gpop on May 12, 2012, 05:00:48 PM
So I started using the Ambassador and I must say.

I think I'm in love.

I like how it feels so much more accurate than the Enforcer (from the slower firing rate that helps), and headshots aren't as hard as I thought, that or I'm better at aiming apparently :V
Title: Re: Team Fortress 64
Post by: Messiah on May 12, 2012, 07:29:18 PM
AM I seeing right? We now have strange shortstop? Just because I got myself some scattergun strange. You do love to fuck with me, Valve.
Title: Re: Team Fortress 64
Post by: Alpha on May 12, 2012, 07:54:24 PM
Playing on RUGC East.

Only scout on my team.

Other team has 2 scouts from ESEA-I (professional) teams.

On Gullywash.

I got destroyed.
Haha. I have a friend who used to play ESEA-I, and as any class he just wrecked me. You probably should have just specced.
Title: Re: Team Fortress 64
Post by: Messiah on May 13, 2012, 09:14:35 PM
Just got a dirty BBB for a S. Medigun, gotta sell my clean one before the price drops more :V
Title: Re: Team Fortress 64
Post by: Alpha on May 13, 2012, 09:31:16 PM
Just got a dirty BBB for a S. Medigun, gotta sell my clean one before the price drops more :V
Good deal, there. The med might end up being more in the long run, provided it's not in another crate, but that's veeeeerrrrryyyy long term.
Title: Re: Team Fortress 64
Post by: Messiah on May 13, 2012, 11:44:33 PM
Had a chance to sell my BBB for 19 refs, but due my honesty (read: stupidity), I ended up selling it for 12 refs. I still got some profit, so it's all okay  :3
Title: Re: Team Fortress 64
Post by: Fetch()tirade on May 13, 2012, 11:51:22 PM
Anyone want a Safe n' Sound? Just got one in a drop, and I still love my Aya hat too much.
Title: Re: Team Fortress 64
Post by: Alpha on May 14, 2012, 01:45:58 AM
Anyone want a Safe n' Sound? Just got one in a drop, and I still love my Aya hat too much.
I will give you one Vintage pain train for that hat.

Blue text means it's better.
Title: Re: Team Fortress 64
Post by: Fetch()tirade on May 14, 2012, 01:53:25 AM
I will give you one Vintage pain train for that hat.

Blue text means it's better.

Ehh, looking more for metal. Besides, I already have mah yuyu-axe for me demo and mah spellcard sign for soldier.
Title: Re: Team Fortress 64
Post by: Alpha on May 14, 2012, 02:05:14 AM
Ehh, looking more for metal. Besides, I already have mah yuyu-axe for me demo and mah spellcard sign for soldier.
How much metal are you looking to get? I can break some stuff down.
Title: Re: Team Fortress 64
Post by: Fetch()tirade on May 14, 2012, 02:24:20 AM
How much metal are you looking to get? I can break some stuff down.

Around 1 to 1.33
Title: Re: Team Fortress 64
Post by: Alpha on May 14, 2012, 02:30:35 AM
Around 1 to 1.33
1 sounds good. I'll add you after I've broken everything down.
Title: Re: Team Fortress 64
Post by: DX7.EP on May 14, 2012, 03:09:25 AM
In a bit of trading and uncrating now...anyone want a S. Sniper Rifle before I sell it off to the public?

Also, finally got an S. Axtinguisher; Pyro should be a hell of a lot more rewarding now >:D
Title: Re: Team Fortress 64
Post by: Gpop on May 14, 2012, 03:12:04 AM
In a bit of trading and uncrating now...anyone want a S. Sniper Rifle before I sell it off to the public?

Also, finally got an S. Axtinguisher; Pyro should be a hell of a lot more rewarding now >:D
Welcome to the club :3
Title: Re: Team Fortress 64
Post by: InfernalExuro on May 14, 2012, 03:27:08 AM
Welcome to the club :3
It's truly a rewarding experience.  :moogy:
Title: Re: Team Fortress 64
Post by: Fetch()tirade on May 14, 2012, 04:09:03 AM
In a bit of trading and uncrating now...anyone want a S. Sniper Rifle before I sell it off to the public?

Also, finally got an S. Axtinguisher; Pyro should be a hell of a lot more rewarding now >:D

How much are you looking for on the rifle?
Title: Re: Team Fortress 64
Post by: DX7.EP on May 14, 2012, 04:15:12 AM
Spreadsheet rate is about a key (~2.5 ref), but I'll sell it at 1.

Feel free to send a trade invite tomorrow when I'm not on mobile. If my status is 'Online on Mobile Device' I cannot get the request.
Title: Re: Team Fortress 64
Post by: Alpha on May 14, 2012, 04:17:05 AM
Spreadsheet rate is about a key (~2.5 ref), but I'll sell it at 1.66.

Feel free to send a trade invite tomorrow when I'm not on mobile. If my status is 'Online on Mobile Device' I cannot get the request.
Wow, really? I've sold two strange snipers for 2 rec back when that's what they went for, and now looking on some trading sites, they've blown up in price...
Title: Re: Team Fortress 64
Post by: DX7.EP on May 14, 2012, 04:23:40 AM
I wish I were kidding. :ohdear: I got mine while they were cheap too....

Changing offer down to 1 ref as a result of this.
Title: Re: Team Fortress 64
Post by: Fetch()tirade on May 14, 2012, 04:29:20 AM
Spreadsheet rate is about a key (~2.5 ref), but I'll sell it at 1.

Feel free to send a trade invite tomorrow when I'm not on mobile. If my status is 'Online on Mobile Device' I cannot get the request.

Alrighty, will do.

Wow, really? I've sold two strange snipers for 2 rec back when that's what they went for, and now looking on some trading sites, they've blown up in price...

I've seen people asking for 2-3 keys for their rifles (no strange parts attached). i don't even
Title: Re: Team Fortress 64
Post by: InfernalExuro on May 14, 2012, 05:25:19 AM
With their respective crates having dried up, the old Stranges are getting harder to come by. I can see a lot of them having been tossed and forgotten somewhere, so they're all essentially off the market. It happened first with Series 19 and 20, thanks to the demand for the weapons they had, so I've been expecting it.
Title: Re: Team Fortress 64
Post by: Messiah on May 14, 2012, 02:15:15 PM
Looking for an Anger. If anyone is willing to sell one give me your price.
Title: Re: Team Fortress 64
Post by: theshirn on May 14, 2012, 02:41:30 PM
Looking for an Anger. If anyone is willing to sell one give me your price.
I crafted one a ways back...2 ref work?
Title: Re: Team Fortress 64
Post by: Messiah on May 14, 2012, 02:44:37 PM
Sure, ring me on steam.

Looking for a Surgeon's Stahlhelm. The dirtier, the better.

Got one.
Title: Re: Team Fortress 64
Post by: DX7.EP on May 15, 2012, 05:06:02 AM
More trading madness galore!

Have a S. Direct Hit and S. Eyelander up for trade. Also, anyone have a S. Backburner by chance?
Title: Re: Team Fortress 64
Post by: Dr.Strafe on May 15, 2012, 05:14:54 AM
Guess I'll throw my trade up on the board too. The following Stranges are up for grabs:
Fists, K.G.B, Syringe Gun, Scottish Resistance, Conniver's Kunai, and 2 Pistols.

If you're interested, name you're price. I'm not picky, nor am I going to demand anything outrageous, so please be fair.
They're mostly cheap stuff anyway. :V
Title: Re: Team Fortress 64
Post by: Gpop on May 15, 2012, 03:08:47 PM
Guess I'll throw my trade up on the board too. The following Stranges are up for grabs:
Fists, K.G.B, Syringe Gun, Scottish Resistance, Conniver's Kunai, and 2 Pistols.

If you're interested, name you're price. I'm not picky, nor am I going to demand anything outrageous, so please be fair.
They're mostly cheap stuff anyway. :V
Ohhh man Conniver's Kunai and Pistol. How much for each?
Title: Re: Team Fortress 64
Post by: Dr.Strafe on May 15, 2012, 10:50:12 PM
If you're interested, name your price.
;) Whatever you feel like paying for them.. (within reason)
Title: Re: Team Fortress 64
Post by: Amraphenson on May 16, 2012, 12:36:48 AM
Just bought some keys; got a Strange Knife on my first open ever, which was exactly what I wanted, so I'm free to suggestions for my other three keys. I currently have:
2 #38's, 3 #35's, 3 #41's, 3 #42's, and 2 #43's.
Also got 10 scraps and 1 rec, if anyone needs 'em.
Title: Re: Team Fortress 64
Post by: DX7.EP on May 16, 2012, 01:06:51 AM
Craft those scraps to rec, and rec to ref.

I'd open the crates which have items for the classes you play most often.
Title: Re: Team Fortress 64
Post by: Gpop on May 16, 2012, 01:28:42 AM
;) Whatever you feel like paying for them.. (within reason)
I got a ref I can trade and some crates, apparently which is enough for both Kunai and pistol is worth 1 ref together. Any crates from my bag you want I can add in?

EDIT: Ahh many thanks <3
Title: Re: Team Fortress 64
Post by: Alpha on May 16, 2012, 02:18:10 AM
Just bought some keys; got a Strange Knife on my first open ever, which was exactly what I wanted, so I'm free to suggestions for my other three keys. I currently have:
2 #38's, 3 #35's, 3 #41's, 3 #42's, and 2 #43's.
Also got 10 scraps and 1 rec, if anyone needs 'em.
If you wanna try your luck, I have a Series 3 and Series 4. They have black and white paint, respectively, but as with the early series crates, they also have normal weapons. If you wanna try your luck, I'll give you them for free. Link to my profile is in my sig.
Title: Re: Team Fortress 64
Post by: Amraphenson on May 16, 2012, 04:30:20 AM
Alright! Thanks for the quick advice. Got a strange bat, crocodile smile, strange knife, and a strange quick-fix, and I now have one ref to my name. :)
Title: Re: Team Fortress 64
Post by: Suikama on May 17, 2012, 03:40:00 AM
how i this game :V
Title: Re: Team Fortress 64
Post by: Gpop on May 17, 2012, 03:57:48 AM
how i this game :V
1) Don't make me coach you because then I can't get out :V
Title: Re: Team Fortress 64
Post by: Suikama on May 17, 2012, 04:35:08 AM
1) Don't make me coach you because then I can't get out :V
oh oops :3
Title: Re: Team Fortress 64
Post by: DX7.EP on May 17, 2012, 05:16:46 AM
how i this game :V
Already said this on Steam and TF2, but:
#1. Play the Training Mode (http://wiki.teamfortress.com/wiki/Training) and its tutorial. It may only cover 4 of the classes, but it'll tell all the basics of the game at the very least.
#2. Try some offline practice against bots, starting with Easy and working your way up.
#3. For specialised practice (eg. backstabs, headshots, Direct Hit airshots), download the map tr_walkway_rc2 (http://forums.tf2maps.net/showthread.php?t=8909), read the readme, and play it on your own system.
#4. Join a few public games and test your skills! Feel free to send a message to me about certain things, or (if I'm in-game or anything other than 'Online on Mobile Device') send an invite for either coaching or joint training.

Seeing that you're playing mainly Soldier, I'd also recommend contacting Bigode and Exuro about this class.
Title: Re: Team Fortress 64
Post by: Yukarin on May 17, 2012, 05:30:32 AM
Seeing that you're playing mainly Soldier, I'd also recommend contacting Bigode about playing this class. He plays a fairly good Solly IMO.

Also ask me and Alpha. Alpha mained soldier before scout, and my soldier roots back to the good old quake days.
Title: Re: Team Fortress 64
Post by: DX7.EP on May 17, 2012, 05:36:47 AM
Also ask me and Alpha. Alpha mained soldier before scout, and my soldier roots back to the good old quake days.
Also noting Exuro as a good contact. He's mostly a Pyro main but has very good Soldier background.

Actually, some of us should make a list of players and their specialised classes sometime. While offence and support classes are clear, defensive classes...many of us seem a bit grey there.
Title: Re: Team Fortress 64
Post by: InfernalExuro on May 17, 2012, 05:41:30 AM
I actually used to consider Soldier my main at one point. It was the easiest class for me to naturally fall into; I actually had to play a lot of Pyro to get the point I'm at now. On that note, I'd be willing to help you if you want to learn Pyro. Gamecubic and Shady are good choices to ask for help on that subject, as well.
Title: Re: Team Fortress 64
Post by: Amraphenson on May 17, 2012, 05:43:16 AM
Well, I've got most of my spy stuff down, like feints and what not. Any good way to practice trickstabs?
Title: Re: Team Fortress 64
Post by: DX7.EP on May 17, 2012, 06:12:05 AM
Well, I've got most of my spy stuff down, like feints and what not. Any good way to practice trickstabs?
Watch Stabby's videos on YT for some insane Spy stuff. Also tr_walkway_rc2 (see my post to Suikama earlier) is a good practice map for facestabbing. :3

And as for that list of specialisation I noted earlier, I might as well make an early version now:
 - General: (any class for any situation): EP, Frey, Strafe
 - Scout: Alpha, Frey, Cubic
 - Soldier: Bigode, Exuro, Yukarin, Alpha, Cubic, Dibble, Shim
 - Pyro (puff & sting): Cubic, EP, Yukarin, Gpop (shotgun); Exuro, Demonbman? (RS); Shady (flare guns)
 - Pyro (other): none I'm aware of and W+M1 is not legitimate in my book
 - Demoman: Shady, Wisp, Demonbman
 - Demoknight: do we have Demoknight specialists?
 - Heavy: Wisp
 - Engie: Molten, Strafe, Demonbman
 - Medic: EP, Exuro, Alpha, Cubic
 - Sniper: KlLLAH573, Sparda (sniper rifle); none I know for Huntsman
 - Spy: Gpop, Yukarin, Shim, Demonbman

Hopefully this facilitates (1) other members asking for general or specific help and (2) a possible competitive meet.
Title: Re: Team Fortress 64
Post by: Freyband on May 17, 2012, 07:45:39 AM
- Demoman: Shady, Frey
Might want to count me off that list. I'm not the greatest demo and I tend to mostly use the sticky jumper these days. You'd be better putting me down as scout or spy (lolamba+deadringer)  :V
Title: Re: Team Fortress 64
Post by: Molten on May 17, 2012, 08:21:37 AM
EP, put me up on the list as Engie!


Also, stil have a couple of stranges if anyone is interested. Have a S. Direct Hit, S. Fists and a S. Half- Zatoichi. I think Kyo said he was interested in the Zatoichi last time i posted, but i haven't gotten around to poking him yet ( because i'm confused about people changing names on steam )
Title: Re: Team Fortress 64
Post by: InfernalExuro on May 17, 2012, 08:33:24 AM
I'm actually a great Heavy, but I just don't like playing him too much. Just when a team really needs to be carried or RAEGMODE. Also you might want to note Shady as Flare Guns in general, not just the Detonator.

As for junk to trade, I have a spare V. Ambassador up for grabs, along with a S. Pain Train and S. Diamondback. Basically anything on the last page but you know the drill. :V
Title: Re: Team Fortress 64
Post by: Yukarin on May 17, 2012, 09:24:44 AM
Count me in on the shotgun pyro as well. I actually main pyro now. I just don't use him enough on meets because it's obviously hard to reflect shit at 200 ping or more, and aiming the flamethrower is a hard job with that much delay.

Yep, that's the reason why I use a battlespy (read: amby spy) on our meets. :V
Title: Re: Team Fortress 64
Post by: Dr.Strafe on May 17, 2012, 11:34:36 AM
I consider myself a Jack-of-all-trades style player, and spread the love across every class. I'll play whichever class is needed at the time. If given a preference as to which class I "specialize" in, I would say Engineer and Medic, with Sniper and Pyro as good alternates.

My philosophy is to learn by experience. Learn how to play each class effectively. Not necessarily to have that "jack of all trades" approach, but it expands your scope of the game.. You become more effective as your preferred classes if you learn how to play the classes that counter them.

You could really ask anyone here for advice on any of the classes..
Title: Re: Team Fortress 64
Post by: Gc on May 17, 2012, 01:15:47 PM
A hint about what I can do

http://i.imgur.com/GgTZ2.png

... Don't believe the scores, surfing leads to some... ridiculous lives...
Title: Re: Team Fortress 64
Post by: Gpop on May 17, 2012, 01:28:03 PM
Well, I've got most of my spy stuff down, like feints and what not. Any good way to practice trickstabs?
All I can say is that it takes some practice. Heck, even Valve servers are great for this since they're full of mindless players to practice on :V

Sidestabs are one of the easiest to start with imo. As the come onto you, feign one direction, and just as they start following you towards that direction, quickly sidestep to the side and stab the side RIGHT it reaches the hitbox of the back.

Corner stabs pretty much uses this technique, once you get side stabbing down this'll be easy to get down as well.

Stair stabs are a bit trickier, heck I'm still pretty terrible at this (mostly because in servers I play in they know too well about them and just intelligently back up or puff me away :V). Just as long as you know to crouch over them you'll ALWAYS jump over them
Title: Re: Team Fortress 64
Post by: DX7.EP on May 17, 2012, 01:37:44 PM
Don't forget matador stabs; those are quite hard to do but are extremely rewarding IMO :V

I updated the little brief list in response to your posts.
Title: Re: Team Fortress 64
Post by: theshirn on May 17, 2012, 01:48:12 PM
I am pretty solid at everything but Scout (although I've gotten better at it) but I'm probably best as either Soldier or Spy.
Title: Re: Team Fortress 64
Post by: Messiah on May 17, 2012, 04:06:42 PM
I know how to die with any class. If you want some tips, just ask.
Title: Re: Team Fortress 64
Post by: Gpop on May 17, 2012, 06:44:11 PM
Also, yeah put me under shotty pyro as well. I tend to switch between the two, depending on the match :V

EDIT:
Don't forget matador stabs; those are quite hard to do but are extremely rewarding IMO :V

I updated the little brief list in response to your posts.
...yeah that's what they're called derp forgot the name of it but yeah :V
Title: Re: Team Fortress 64
Post by: Alpha on May 17, 2012, 07:26:08 PM
Watch Stabby's videos on YT for some insane Spy stuff. Also tr_walkway_rc2 (see my post to Suikama earlier) is a good practice map for facestabbing. :3

And as for that list of specialisation I noted earlier, I might as well make an early version now:
 - General: (any class for any situation): EP, Frey, Strafe
 - Scout: Alpha, Frey, Cubic
 - Soldier: Bigode, Exuro, Yukarin, Alpha, Cubic
 - Pyro: Cubic, EP, Yukarin, Gpop (shotgun); Exuro (RS); Shady (flare guns)
 - Demoman: Shady
 - Heavy: We don't have Heavy mains here AFAIK, but (among others) Exuro, Cubic, and I occasionally switch over and do fairly well
 - Engie: Molten, Strafe
 - Medic: EP, Exuro, Alpha, Cubic
 - Sniper: KlLLAH
 - Spy: Gpop, Yukarin

Hopefully this facilitates (1) other members asking for general or specific help and (2) a possible competitive meet.
Oh wow, that list of pyros. I used to play pyro as well, but I'm way out of practice.

I could swear we had more demo and spy players, though.
Title: Re: Team Fortress 64
Post by: DX7.EP on May 17, 2012, 07:33:45 PM
I could swear we had more demo and spy players, though.
I think we do, but I'm probably unaware of them. Should probably take a closer look at everyone's playstyles on the next meeting, rather than just the few who regularly get together for pubstomping and shenanigans.
Title: Re: Team Fortress 64
Post by: Alpha on May 17, 2012, 08:26:19 PM
I think we do, but I'm probably unaware of them. Should probably take a closer look at everyone's playstyles on the next meeting, rather than just the few who regularly get together for pubstomping and shenanigans.
The problem being we may have proficient demos and such, but they don't play the class that much.
Title: Re: Team Fortress 64
Post by: Wisp on May 17, 2012, 09:07:13 PM
Whoaaa, I haven't posted in weeks but I still lurk around here every day.

Hey EP, can you put me on the Demo list? And Heavy too, if we can be on more than one list. I main Demo but I've started to like Heavy, so he's pretty much my second main.
Starting to get back into this game (not that I left, just a bit inactive) so you might start seeing me at the TF2 meetups again. Not 100% sure, though, because of school stuff.
Title: Re: Team Fortress 64
Post by: Hyper Dunk on May 17, 2012, 09:18:09 PM
You can put me as a soldier. I can also play a huntsman sniper decently once I warm up a bit.
Title: Re: Team Fortress 64
Post by: Yukarin on May 17, 2012, 10:19:36 PM
At the start of my TF2 career I said to myself I would main pyro. The reason why I played spy was to know how spies work, so that I can counter them effectively. That's my reason.
Title: Re: Team Fortress 64
Post by: Romantique Tp on May 18, 2012, 12:59:40 AM
Today's update adds new crates with s.Rocket Launcher and s.Stickybomb Launcher. This should make their market price drop considerably.
Title: Re: Team Fortress 64
Post by: Alpha on May 18, 2012, 01:37:13 AM
Today's update adds new crates with s.Rocket Launcher and s.Stickybomb Launcher. This should make their market price drop considerably.
And thus the TF2 market is thrown in to disarray.

AGAIN.
Title: Re: Team Fortress 64
Post by: DX7.EP on May 18, 2012, 01:39:07 AM
Today's update adds new crates with s.Rocket Launcher and s.Stickybomb Launcher. This should make their market price drop considerably.
Haha, glorious. As Alpha said there goes the trading market :V
Title: Re: Team Fortress 64
Post by: Suikama on May 18, 2012, 01:39:49 AM
Good thing I'm still totally oblivious to it :V
Title: Re: Team Fortress 64
Post by: Dr.Strafe on May 18, 2012, 01:43:53 AM
You really want to piss some people off? Reintroduce the Earbuds or Bill's Hat in a crate. That or bring back some of those more rare Stranges, like the Machina or the Strange Festives. :V
Title: Re: Team Fortress 64
Post by: Fetch()tirade on May 18, 2012, 02:10:23 AM
You really want to piss some people off? Reintroduce the Earbuds or Bill's Hat in a crate. That or bring back some of those more rare Stranges, like the Machina or the Strange Festives. :V

Crate 46
- Scattergun
- Scattergun
- Scattergun
- Random-ass Strange Part
- Random-ass Strange Part
- Hat of Undeniable Wealth and Respect
- Holiday Headcase
Title: Re: Team Fortress 64
Post by: Freyband on May 18, 2012, 03:46:20 AM
Crate 46
Crate 47; Huntsman, Gunslinger, Kritzkreig, Black paint, White Paint, Earbuds, Max Head

On the news of the R/G Launchers I really wanted both of those stranges so I myself am rather happy that they're back. Kinda bites for those who bought them at high prices but I suppose this is kind of what we should expect to happen for stock and basic weapons.
Title: Re: Team Fortress 64
Post by: yuyukos on May 18, 2012, 03:58:50 AM
Glad I sold my s.RL for a bunch of metal/keys before. Maybe if I can proc a few crate drops I'll open one.
Title: Re: Team Fortress 64
Post by: Alpha on May 18, 2012, 04:19:24 AM
On the news of the R/G Launchers I really wanted both of those stranges so I myself am rather happy that they're back. Kinda bites for those who bought them at high prices but I suppose this is kind of what we should expect to happen for stock and basic weapons.
I bought my strange rocket launcher when they first came out for one refined.

Oh, the days when people DIDN'T charge out the ass for good stranges.

You really want to piss some people off? Reintroduce the Earbuds or Bill's Hat in a crate. That or bring back some of those more rare Stranges, like the Machina or the Strange Festives. :V
That's a terrible idea and you should feel ashamed of yourself for even mentioning it. The promo market is completely screwed as is.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on May 18, 2012, 04:27:59 AM
That's a terrible idea and you should feel ashamed of yourself for even mentioning it.
Nope.avi :V

EDIT- It looks like there were other Stranges added to the two new crates. A few repeats, but some new ones too..

Crate 44- Rocket Launcher, Market Gardener, and Equalizer
Crate 45- Grenade Launcher, Scotsman's Skullcutter, and Persian Persuader

and of course, new Strange Parts. Before long, you'll be able to snag that "Medics Killed" Part, Exuro. :V
Title: Re: Team Fortress 64
Post by: InfernalExuro on May 18, 2012, 07:32:56 AM
Actually, I love murdering Soldiers with the axe. Lemme know if anyone get their hands on the Soldiers Killed part. :V
Title: Re: Team Fortress 64
Post by: Yukarin on May 18, 2012, 09:36:15 AM
The Kunai's just so fun to use. Getting cornerstabs with it is just so much more rewarding, especially with oblivious pyros.

I made 5 people switch to ragepyro, which was very amusing.
Title: Re: Team Fortress 64
Post by: Kyo Tanaka on May 18, 2012, 11:08:46 AM
The Kunai's just so fun to use. Getting cornerstabs with it is just so much more rewarding, especially with oblivious pyros.

I made 5 people switch to ragepyro, which was very amusing.

Mind teaching me how to cornerstab? D:
Title: Re: Team Fortress 64
Post by: Yukarin on May 18, 2012, 11:39:06 AM
Mind teaching me how to cornerstab? D:

Play on Degroot Keep. To cornerstab, it's just a matter of stepping to one direction, and immediately strafing in the other direction. You don't want to touch "w" or "s" while in the movement.

There's also a jukestab, which is cornerstabbing without a corner. Same thing applies, but you need to make your enemy believe that you're going in the direction you went, then it's just strafing in the opposite direction and hitting M1 once you get to his side. I can't really teach you that; you need to try it out yourself to get the feel for it.
Title: Re: Team Fortress 64
Post by: Messiah on May 18, 2012, 11:57:33 AM
Finally a S. Persian. Now Give me the splendid screen as well :V
Title: Re: Team Fortress 64
Post by: N-Forza on May 18, 2012, 12:55:48 PM
Anybody want a S. Direct Hit?
Title: Re: Team Fortress 64
Post by: DX7.EP on May 19, 2012, 12:28:54 AM
Also for tutorials, AcesGamer's starter turorials (http://www.youtube.com/playlist?list=PL39C85F22EBB797F3) (and his advanced ones (http://www.youtube.com/playlist?list=PLF3F7CAECDFB79727)) are a decent way to learn good loadouts and tactics for all classes, for both newcomers and experienced veterans.

Actually, I love murdering Soldiers with the axe. Lemme know if anyone get their hands on the Soldiers Killed part. :V
I want a Pyros Killed for my Equalizer now. :V
Title: Re: Team Fortress 64
Post by: Demonbman on May 19, 2012, 03:04:10 AM
And as for that list of specialisation I noted earlier, I might as well make an early version now:
You can put me in under Spy, Demoman, Engie, and Axetinguisher Pyro, maybe Soldier, though I'm still not that great at it, but I'm not the worst!
Title: Re: Team Fortress 64
Post by: DX7.EP on May 19, 2012, 04:23:18 AM
Added ya though I'm not 100% sure if your Pyro is shotty or RS.

Also added Demoknight and non-Puff & Sting Pyro as categories, along with a Huntsman section for Sniper. All are empty ATM.
Title: Re: Team Fortress 64
Post by: Alpha on May 19, 2012, 04:33:46 AM
Also for tutorials, AcesGamer's starter turorials (http://www.youtube.com/playlist?list=PL39C85F22EBB797F3) (and his advanced ones (http://www.youtube.com/playlist?list=PLF3F7CAECDFB79727)) are a decent way to learn good loadouts and tactics for all classes, for both newcomers and experienced veterans.
I want a Pyros Killed for my Equalizer now. :V
I myself haven't watched these, but in addition to those videos, the TF2 wiki has a section dedicated to the roles of the 9 classes in a competitive environment, located here. (http://wiki.teamfortress.com/wiki/Category:Classes_%28competitive%29) It's a good idea to learn what you should be doing before you learn how to do it.
Title: Re: Team Fortress 64
Post by: Freyband on May 19, 2012, 06:10:17 AM
Also might want to look into Rocketjumping/airstrafe tutorials (I've seen a few people who might want this)
 Part 1;  (http://www.youtube.com/watch?v=pRnw1SV06lk)basics
 Part 2;  (http://www.youtube.com/watch?v=nm-BGnaBCgE)air strafing , duck tapping, and basic wall/object jumps
 Part 2.5;  (http://www.youtube.com/watch?v=ZxAXe6jQyvk)Boost jumps (wall hugging/climbing, and ground boosting)
There's probably a few other tricks to look into but I hope that some of these help a few of you. Knowing how to rocket jump is mostly what actually got me to start playing soldier again.
Title: Re: Team Fortress 64
Post by: Alpha on May 19, 2012, 10:55:06 PM
There's probably a few other tricks to look into but I hope that some of these help a few of you. Knowing how to rocket jump is mostly what actually got me to start playing soldier again.
And yet you still complain about soldiers

I've seen that tutorial before, it's actually what helped me learn rocket jumping way back when I was just starting to play Soldier. Good stuff.
Title: Re: Team Fortress 64
Post by: DX7.EP on May 20, 2012, 01:40:10 AM
Played on a 24/7 FF2 server I'm a regular at, and was delighted to see it have my own Gaben and Rocket, among other bosses. Got quite a bunch of questions and feedback from players there as well. :D

It's a good indicator that custom FF2 servers are finally becoming the norm. :3
Title: Re: Team Fortress 64
Post by: Gpop on May 20, 2012, 03:31:07 AM
Played on a 24/7 FF2 server I'm a regular at, and was delighted to see it have my own Gaben and Rocket, among other bosses. Got quite a bunch of questions and feedback from players there as well. :D

It's a good indicator that custom FF2 servers are finally becoming the norm. :3

...what about Koishi? :V :V :V
Title: Re: Team Fortress 64
Post by: DX7.EP on May 20, 2012, 04:07:23 AM
The server ATM doesn't have Aya or Koishi, for somewhat understandable reasons (possible marginalisation of playerbase).

Moreover Koishi is so broken at her current state (that cloak especially) that an update seems necessary.
Title: Re: Team Fortress 64
Post by: Gpop on May 20, 2012, 04:10:05 AM
The server ATM doesn't have Aya or Koishi, for somewhat understandable reasons (possible marginalisation of playerbase, which is the case with pony material from my observations).

Moreover Koishi is so broken at her current state (that cloak especially) that an update seems necessary.

But but

:<
Title: Re: Team Fortress 64
Post by: Suikama on May 20, 2012, 04:11:18 AM
But but

:<
Everyone you play gets nerfed >: V
Title: Re: Team Fortress 64
Post by: DX7.EP on May 20, 2012, 04:25:54 AM
But but

:<
Short story:
Koishi's cloak is far too OP and her weapon's a tad too strong. Expect a nerf in the upcoming boss update.

Long story:
The cloak's current statistics lets her traverse great distances discreetly and come out unnoticed, then land a chain of surprise attacks. While this is very nice, demonstrating this via a triple backstab on Frey, Messiah, and Strafe at once on Hakurei Winter pretty much proved that it's too effective. So the silent decloak is no more, blink time increased, and damage taken during cloak boosted.

As for her weapon, I still usually kill weaker classes in one hit before bleeding applies....too much damage. To counter the cloak nerf I may add the Spy-Cicle extinguish effect, with the melting and cool down as well.

Aya suffers from similar problems with her Melee weapon.

Gaben's slowdown power will face another nerf amid today's test, and he'll drop cakes from killed players (a suggestion from FlaminSarge over at AM as well as other players).

Rocket...maybe a few tweaks to his RL to demolish the player-killing bug. Hopefully.

Mokou is almost ready, on another note.
Title: Re: Team Fortress 64
Post by: Alpha on May 21, 2012, 02:21:07 AM
As for her weapon, I still usually kill weaker classes in one hit before bleeding applies....too much damage. To counter the cloak nerf I may add the Spy-Cicle extinguish effect, with the melting and cool down as well.

Aya suffers from similar problems with her Melee weapon.
Aya's getting nerfed?

AGAIN?
Title: Re: Team Fortress 64
Post by: DX7.EP on May 21, 2012, 02:30:29 AM
Yes. AGAIN.

Melee damage isn't the only issue I have with her at this current time, BTW.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on May 21, 2012, 08:43:18 AM
Next episode: AYA GETS CUT FROM THE ROSTER ENTIRELY :V
Title: Re: Team Fortress 64
Post by: DX7.EP on May 21, 2012, 03:02:51 PM
That's not going to happen for the foreseeable future :P
Title: Re: Team Fortress 64
Post by: Alpha on May 21, 2012, 04:21:22 PM
Next episode: AYA GETS CUT FROM THE ROSTER ENTIRELY :V
Even Soku didn't do that  :ohdear:
Title: Re: Team Fortress 64
Post by: Gc on May 21, 2012, 05:38:13 PM
Not related to TF2, but still the most appropriate place on MotK

The first 3 surf maps ported to CS:GO (followed with my immediate thought process):
Why do people like shit.
Use google if you want to know them. Or don't, they're bad.
Title: Re: Team Fortress 64
Post by: DX7.EP on May 21, 2012, 07:49:36 PM
Oh dear, bad Surf map traditions from CS:S keep continuing for GO D:
Title: Re: Team Fortress 64
Post by: Romantique Tp on May 22, 2012, 11:55:07 PM
Selling clean level 8 Reggaelator.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on May 22, 2012, 11:59:12 PM
Selling clean level 8 Reggaelator.
I'm interested, but my recent trades have sapped away all of my metal. darn.
Title: Re: Team Fortress 64
Post by: DX7.EP on May 23, 2012, 01:06:20 AM
Selling clean level 8 Reggaelator.
If you also have a few spare metals or weapons, I'll exchange a gift wrap for those.
Title: Re: Team Fortress 64
Post by: Yukarin on May 23, 2012, 01:25:28 AM
Selling bubble pipe (uncraftable), pyro mask and Meet the medic taunt.

Offers?

Also goddamit EP I want another meet. XD
Title: Re: Team Fortress 64
Post by: Romantique Tp on May 23, 2012, 02:00:40 AM
If you also have a few spare metals or weapons, I'll exchange a gift wrap for those.

Is 1.33 + Reggaelator good ?

btw (http://i135.photobucket.com/albums/q125/MasterBigode/2012-05-22_00002.jpg)
Title: Re: Team Fortress 64
Post by: Hanged Hourai on May 23, 2012, 02:04:31 AM
Oh hey we're doing trade stuff? Got my hands on a cheap projectiles reflected earlier today. Don't mind undercutting the price a bit if I know it's going to good people. I listed it at 2, would probably take 1.66 if it doesn't go. But I can sell it for 1.33 to anyone here if they want it since I know there is a fair amount of pyros.

Sold for full 2 ref
Title: Re: Team Fortress 64
Post by: DX7.EP on May 23, 2012, 02:11:04 AM
Is 1.33 + Reggaelator good ?
That works for me, sending trade request soon. Won't be playing soon thanks to a freak system crash that left my desktop crippled for a bit however, and I can't play nearly as well on my laptop.

Quote
btw (http://i135.photobucket.com/albums/q125/MasterBigode/2012-05-22_00002.jpg)
Welcome to 2fort :V

EDIT:
Also goddamit EP I want another meet. XD
In due course, in due course!
Title: Re: Team Fortress 64
Post by: Alpha on May 23, 2012, 02:23:48 AM
btw (http://i135.photobucket.com/albums/q125/MasterBigode/2012-05-22_00002.jpg)
It's almost as bad as Raindance

Standard 2fort, move along.
Title: Re: Team Fortress 64
Post by: KLH on May 23, 2012, 08:10:45 PM
Needed:
Strange Sniper Rifle (yes, I need another one)
Strange Part: Headshot Kills (you know where this is going)
Name Tag
2 x Description Tag

EP knows why I need these  :)

Dammit Valve, add a Strange Kukri already.

Also, did an all-Zatoichi fight with Strafe, Shady and BSoD a couple of days ago; it's like I was really knifing in BF2142 again :V
Title: Re: Team Fortress 64
Post by: Dr.Strafe on May 24, 2012, 12:32:35 AM
Also, did an all-Zatoichi fight with Strafe, Shady and BSoD a couple of days ago; it's like I was really knifing in BF2142 again :V
Yes, that was quite fun after the Holiday Punch Battle Royale. :V

On that note, we need access to a dodgeball map. Reflecting rockets with only two players gets a tad boring after a bit. (mainly for the non-Pyros)
Title: Re: Team Fortress 64
Post by: DX7.EP on May 24, 2012, 01:07:09 AM
EP knows why I need these  :)

Dammit Valve, add a Strange Kukri already.
Yep, and his plans with them are glorious.

Seconding S. Kukri here.

On that note, we need access to a dodgeball map. Reflecting rockets with only two players gets a tad boring after a bit. (mainly for the non-Pyros)
Dodgeball eh? I'll consider it for the next server update.
Title: Re: Team Fortress 64
Post by: Yukarin on May 24, 2012, 11:51:06 AM
Alpha, can you make me a soldier script where it turns off the viewmodel when I have the primary weapon out as soldier, but enable it when I switch to melee or shotty?

I do better with the RL when there's no viewmodels.
Title: Re: Team Fortress 64
Post by: DX7.EP on May 24, 2012, 04:19:14 PM
Finally recovered my desktop from the crash 2 days ago, back to FF2 boss work -

/me notices that his WIP boss scripts were all corrupted and thus removed on disk scan, as well as a bunch of other files

...damnit! >:(

Mokou and Administrator have to be remade from scratch, while other bosses' updates are slightly delayed (have to redo scripts using public release versions).
Title: Re: Team Fortress 64
Post by: Romantique Tp on May 24, 2012, 07:23:17 PM
Alright, I'm selling my Strange Huntsman -> http://www.tf2outpost.com/trade/1846354

You can buy the holiday sale version of Orange Box from one of these fine gentlemen (http://www.tf2outpost.com/search/3584504).

This guy (http://www.tf2outpost.com/trade/1838089) is selling it for 8 keys and is online right now, so add him if you want a fast trade.


Done
Title: Re: Team Fortress 64
Post by: Alpha on May 24, 2012, 08:07:47 PM
Alpha, can you make me a soldier script where it turns off the viewmodel when I have the primary weapon out as soldier, but enable it when I switch to melee or shotty?

I do better with the RL when there's no viewmodels.
I myself just have some buttons to toggle some viewmodel settings manually, but something like that should be reasonably easy to find. Things like that are generally in competitive configs and scripts, so that would generally be what to search for. However, if you only use the number keys to change weapons, you can just bind 1, 2, and 3 to something like "slot1; r_drawviewmodel 0" instead of just "slot1."
Title: Re: Team Fortress 64
Post by: Freyband on May 25, 2012, 03:39:34 AM
I sold off my bills hat for a crate 40 and after some contemplation I decided "what the hell" and popped the sucker open (with a kind donation of a key from alpha). Got an S sapper (which I''m now selling back off for keys so I can repay alpha/buy swag). My first crate opening didn't screw me! Yay! :)
Title: Re: Team Fortress 64
Post by: Dr.Strafe on May 25, 2012, 03:48:15 AM
Awesome. But I thought you liked playing Spy, Frey? But I can totally understand the desire to make a profit on your finding :V
Title: Re: Team Fortress 64
Post by: Gpop on May 25, 2012, 04:42:21 AM
I sold off my bills hat for a crate 40 and after some contemplation I decided "what the hell" and popped the sucker open (with a kind donation of a key from alpha). Got an S sapper (which I''m now selling back off for keys so I can repay alpha/buy swag). My first crate opening didn't screw me! Yay! :)
...soooo...how much? :3 *shot*
Title: Re: Team Fortress 64
Post by: Dr.Strafe on May 25, 2012, 04:44:23 AM
The going rate for a S Sapper is around 12-13 keys. Good luck!
Title: Re: Team Fortress 64
Post by: Gpop on May 25, 2012, 04:46:30 AM
The going rate for a S Sapper is around 12-13 keys. Good luck!
...k nvm!
Title: Re: Team Fortress 64
Post by: Alpha on May 25, 2012, 04:49:39 AM
...k nvm!
Haha.
Good stranges from salvaged crates are rather expensive. In particular the huntsman, kritzkrieg, and machina.
Title: Re: Team Fortress 64
Post by: Yukarin on May 25, 2012, 06:12:30 PM
So

How did s.degreasers get so fucking expensive?

From 1 ref to 1.33 ref to 2 keys? WTF
Title: Re: Team Fortress 64
Post by: InfernalExuro on May 25, 2012, 06:26:49 PM
They added those Strange parts for it. Made people start spazzing and buying them up for whatever reason.
Title: Re: Team Fortress 64
Post by: DX7.EP on May 25, 2012, 06:39:09 PM
Probably since it's one of the more sought-after Pyro weps (tying in Exuro's reasoning with this too), plus S31 reserves shrinking.
Title: Re: Team Fortress 64
Post by: Romantique Tp on May 25, 2012, 06:50:39 PM
It's hands down the best flamethrower in the game and now there's a limited supply of it.
Title: Re: Team Fortress 64
Post by: Alpha on May 25, 2012, 07:33:31 PM
They added those Strange parts for it. Made people start spazzing and buying them up for whatever reason.
It's hands down the best flamethrower in the game and now there's a limited supply of it.
Probably since it's one of the more sought-after Pyro weps (tying in Exuro's reasoning with this too), plus S31 reserves shrinking.
All of these are accurate. People just like having fancy weapons with all those strange parts, and the degreaser is the only worthwhile flamer.
Title: Re: Team Fortress 64
Post by: Gpop on May 26, 2012, 06:06:42 AM
...I'm so happy to have a s.degreaser right now <#
Title: Re: Team Fortress 64
Post by: Dr.Strafe on May 26, 2012, 08:23:12 AM
Needed:
Strange Sniper Rifle (yes, I need another one)
Strange Part: Headshot Kills (you know where this is going)
I still have that Rifle (with the Part installed) for you. We just can't seem to be online at the same time lately :V
Title: Re: Team Fortress 64
Post by: Dr.Strafe on May 27, 2012, 01:07:41 PM
So, Shady and I were playing a round this morning and Stabby Stabby makes an appearance. Seeing him do his Spy work in person is frighteningly awesome.

I'm just glad that he was on my team. Poor Shady didn't get that luxury. :V Instead, he got Haku.. one of Stabby's clanmates and a damn good Demoman.

Unfortunately, after a few rounds we began to lose.. Many of our other teammates decided they wanted to mimic Stabby. Five Spies on Red.. and one outperforms the other four combined.
Title: Re: Team Fortress 64
Post by: Messiah on May 27, 2012, 03:29:26 PM
It's very depressing to realize that you suck very hard at a game even when you have more than 1000 hours of playtime. Guess I will have to play the tutorial through the basics once again.
Title: Re: Team Fortress 64
Post by: Romantique Tp on May 27, 2012, 03:37:50 PM
You could start by not demoknighting and not using the quick fix.
Title: Re: Team Fortress 64
Post by: Shady_Ghost on May 27, 2012, 03:50:57 PM
So, Shady and I were playing a round this morning and Stabby Stabby makes an appearance. Seeing him do his Spy work in person is frighteningly awesome.

I'm just glad that he was on my team. Poor Shady didn't get that luxury. :V Instead, he got Haku.. one of Stabby's clanmates and a damn good Demoman.

Unfortunately, after a few rounds we began to lose.. Many of our other teammates decided they wanted to mimic Stabby. Five Spies on Red.. and one outperforms the other four combined.
Heh those were some fun matches indeed.  He kinda wrecked my entire team though so I had to raeg pyro for a bit. :V 
Title: Re: Team Fortress 64
Post by: DX7.EP on May 27, 2012, 05:28:03 PM
It's very depressing to realize that you suck very hard at a game even when you have more than 1000 hours of playtime. Guess I will have to play the tutorial through the basics once again.
You could start by...not using the quick fix.
Second this.

I find that the only real time for the QF is when your team already has at least 2 other active Medics (at least one of whom has regular Medigun). Use the QF ?ber on either a side flanking group (while enemies are distracted with a normal ?ber on another front) or on a forward Kritz Medic, whoever he's healing, and your own heal target. For all other times, stick with Medigun if you're the only Medic; Kritz is okay too if another Medigun Medic is already there.

As for the Demoknight suggestion, I find them useful if your startegy focuses on attacking enemy units, but the sticky launcher makes Demo a lot more versatile than the shields.

So, Shady and I were playing a round this morning and Stabby Stabby makes an appearance. Seeing him do his Spy work in person is frighteningly awesome.

I'm just glad that he was on my team. Poor Shady didn't get that luxury. :V Instead, he got Haku.. one of Stabby's clanmates and a damn good Demoman.

Unfortunately, after a few rounds we began to lose.. Many of our other teammates decided they wanted to mimic Stabby. Five Spies on Red.. and one outperforms the other four combined.
Damn nice! One of my RL friends had the honour of fighting with Stabby, and said it was by all means worth it. :V

Many people seem to go on a Spy spree once Stabby is on or uploads a video on his YT. Sure, it helps, unless of course they're fighting Stabby himself. :V

Heh those were some fun matches indeed.  He kinda wrecked my entire team though so I had to raeg pyro for a bit. :V 
Completely understandable reaction to his play.
Title: Re: Team Fortress 64
Post by: Romantique Tp on May 27, 2012, 06:38:26 PM
Alright, I have 4 keys and a ref right now, any idea what I should do with them ? Buying a Strange Rocket Launcher is really risky right now because of the price drops. (I recently lost a rec buying a Strange Sticky Launcher)
Title: Re: Team Fortress 64
Post by: Alpha on May 28, 2012, 12:10:15 AM
Alright, I have 4 keys and a ref right now, any idea what I should do with them ? Buying a Strange Rocket Launcher is really risky right now because of the price drops. (I recently lost a rec buying a Strange Sticky Launcher)
For the rocket launcher, don't do it for at least a month. I'd say that's ample time for the prices to settle.

Beyond that, there's not much to really suggest for keys and refined. Just don't unbox, buy whatever it is you want, and be prepared to wait till you get that perfect trade.
Title: Re: Team Fortress 64
Post by: Yukarin on May 28, 2012, 12:47:06 AM
So, Shady and I were playing a round this morning and Stabby Stabby makes an appearance. Seeing him do his Spy work in person is frighteningly awesome.

I'm just glad that he was on my team. Poor Shady didn't get that luxury. :V Instead, he got Haku.. one of Stabby's clanmates and a damn good Demoman.

Unfortunately, after a few rounds we began to lose.. Many of our other teammates decided they wanted to mimic Stabby. Five Spies on Red.. and one outperforms the other four combined.

What an honor to actually fight him. How I wish I could play with him, but that's impossible since 200 ping.
Title: Re: Team Fortress 64
Post by: Wisp on May 28, 2012, 03:14:33 AM
You could start by not demoknighting
This.
The stickybomb launcher is the reason why only one Demo is allowed per team in competitive TF2. Really wish more Demomen could see how powerful and useful it is.
Now, Stabby? Like Yukari said, it would be an honour to fight against him and with him. But I'll just say that I'll love him when I fight with him, and I'll hate him when I fight against him.
Title: Re: Team Fortress 64
Post by: DX7.EP on May 28, 2012, 03:29:01 AM
Released my Administrator boss (http://forums.alliedmods.net/showpost.php?p=1717843&postcount=1030) to the public, let's hope servers put her on soon. :3

I wasn't able to update the MotK server today though for various reasons. Welp.
Title: Re: Team Fortress 64
Post by: Gpop on May 28, 2012, 03:31:30 AM
Nuuu Koishi ;____;

Actually nerfs are cool so :V
Title: Re: Team Fortress 64
Post by: Alpha on May 28, 2012, 03:53:09 AM
Released my Administrator boss (http://forums.alliedmods.net/showpost.php?p=1717843&postcount=1030) to the public, let's hope servers put her on soon. :3

I wasn't able to update the MotK server today though for various reasons. Welp.
Aya nerfs oh boy :getdown:
Title: Re: Team Fortress 64
Post by: Gc on May 29, 2012, 12:47:22 AM
Flipping carts are over. Warping carts are awesome. (https://www.youtube.com/watch?v=KdmBJTPMoJQ)
Title: Re: Team Fortress 64
Post by: Kyo Tanaka on May 29, 2012, 11:23:50 AM
So, Shady and I were playing a round this morning and Stabby Stabby makes an appearance. Seeing him do his Spy work in person is frighteningly awesome.

I'm just glad that he was on my team. Poor Shady didn't get that luxury. :V Instead, he got Haku.. one of Stabby's clanmates and a damn good Demoman.

Unfortunately, after a few rounds we began to lose.. Many of our other teammates decided they wanted to mimic Stabby. Five Spies on Red.. and one outperforms the other four combined.

Paruparu....
Title: Re: Team Fortress 64
Post by: DX7.EP on May 29, 2012, 04:43:15 PM
Finally found a server that has most every unique FF2 boss out there, including Aya and Koishi for those interested!

Server IP: 216.52.148.130:27015
Title: Re: Team Fortress 64
Post by: Alpha on May 29, 2012, 07:25:35 PM
Flipping carts are over. Warping carts are awesome. (https://www.youtube.com/watch?v=KdmBJTPMoJQ)
I've had worse.

One time in a server I regular at, the cart was moving by itself. Before the round started.

Even worse, it hit a point and increased the start up time before the round began. Blu actually won before the round started.

Not a video, but a screenshot for anyone interested. Note the timer and the later screenshots. (http://steamcommunity.com/id/TraditionalReporterOfFantasy/screenshot/648747634085511350?tab=public&filter=app_440)
Title: Re: Team Fortress 64
Post by: Gc on May 30, 2012, 04:01:18 AM
http://steamcommunity.com/id/gamecubic/screenshot/540677086396897859/?tab=public I love reflect jumping :3
Title: Re: Team Fortress 64
Post by: Dr.Strafe on May 30, 2012, 04:32:06 AM
Yeah, it only took about 30 tries, but you got up there. Amazing that a single reflected rocket could give such a boost.

Also, I had a spare Conscientious Objector drop last week. (ironically, just hours after I finally put a decal on my dirty one.) I'll sell it to one of you fine folks for 1 Reclaimed. I've noticed that a few of us have been making Touhou decals on the signs. We could always use a few more :V

EDIT- Wow. I've never sold anything that quick :V
Title: Re: Team Fortress 64
Post by: Alpha on May 30, 2012, 04:34:14 AM
http://steamcommunity.com/id/gamecubic/screenshot/540677086396897859/?tab=public I love reflect jumping :3
Less impressive given Strafe's recent post, but still, good job.

Yeah, it only took about 30 tries, but you got up there. Amazing that a single reflected rocket could give such a boost.

Also, I had a spare Conscientious Objector drop last week. (ironically, just hours after I finally put a decal on my dirty one.) I'll sell it to one of you fine folks for 1 Reclaimed. I've noticed that a few of us have been making Touhou decals on the signs. We could always use a few more :V
I'll take that Objector if you don't mind.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on May 30, 2012, 04:39:46 AM
Less impressive given Strafe's recent post, but still, good job.
Well, it wasn't about a lack of skill or height. He kept slipping off of the roof, or others would interfere with the process :V
Title: Re: Team Fortress 64
Post by: Gpop on May 30, 2012, 04:48:02 AM
Well, it wasn't about a lack of skill or height. He kept slipping off of the roof, or others would interfere with the process :V
:3
Title: Re: Team Fortress 64
Post by: Hanged Hourai on May 30, 2012, 08:32:58 AM
Oh what is thisssssssssssssssssss. Wtf is thisssssssssssssssss.

So. I've had a little business now going for a quite a bit of time that some others know about. I buy and sell Dealer Visors for .66 and 1.00 respectively (I'm totes legit now). Basically how I make all my metal as of late and how I afforded all my hats. I received a comment from someone today remarking on how the average price for visors on tf2op had risen.
I took a look and saw he was right. Before, people mostly sold them for under and up to a ref. Now I've seen some recent trades ask for 1.22 or crafts hats or even 1.66 for them which is unprecedented (ohemgee dey going over da spreedsheet :O ). I never saw prices that high for them during my venture into visor trading. I also took a look for people buying them and was jawdropped at what I saw.
There was always 1 other dude buying them for my same price of .66, which was no big deal, but nowwwwwwwwwwwwwwwwwwwwwwww there are 2 other people buying for .66 and one buying for .77
Keep in mind that was ALL TODAY, I check this at least daily.

 ;________; Mah business.

tl;dr I think I helped break average visor price ;-;
Title: Re: Team Fortress 64
Post by: DX7.EP on May 30, 2012, 01:33:28 PM
GJ Hourai DX

Admin got a big nerf, Aya got a buff (http://forums.alliedmods.net/showpost.php?p=1719354&postcount=1095) amid feedback from AlliedModders and other servers.
Title: Re: Team Fortress 64
Post by: Yukarin on May 30, 2012, 01:52:19 PM
Reserve Shooter is too good. Why didn't I get a strange for this weapon sooner?

-100+ damage on puff and blast is uggh
Title: Re: Team Fortress 64
Post by: DX7.EP on May 30, 2012, 02:09:14 PM
RS is an excellent weapon for Puff & Shooting indeed. I rely more on the Shotty though since I don't have to reload as often, allowing a better chance of finishing off enemies I ignite but can't safely Axtinguish.

But, note that RS is almost always banned in competitive leagues, and thus if we have a competitive whitelist expect me to ban it too.
Title: Re: Team Fortress 64
Post by: Yukarin on May 30, 2012, 02:17:40 PM
RS is an excellent weapon for Puff & Shooting indeed. I rely more on the Shotty though since I don't have to reload as often, allowing a better chance of finishing off enemies I ignite but can't safely Axtinguish.

But, note that RS is almost always banned in competitive leagues, and thus if we have a competitive whitelist expect me to ban it too.

No matter. I personally like the Shotty too. The 6 shots make all the difference.
Title: Re: Team Fortress 64
Post by: Gpop on May 30, 2012, 02:38:17 PM
Yeah, I prefer the shotty as it's the only long-ranged weapon I can use, and the only weapon I can use against pyros.

Only time I feel the RS may be good is if it's in an open field, and puffing them away is better than to get yourself killed against a heavy or so, so as I puff them I can get some mini-critz on him :V but honestly, I'd probably be dead if I did that or just tried to axetinguish him.
Title: Re: Team Fortress 64
Post by: Shady_Ghost on May 30, 2012, 04:21:05 PM
Flare gun fo lyfe \o/.  granted you're screwed if an enemy pyro has a shotgun or whatever but if it's really an issue i can always switch.  otherwise, flares are a great harassment tool and have good range.
Title: Re: Team Fortress 64
Post by: DX7.EP on May 30, 2012, 04:33:12 PM
Puff & Flare - another legitimate and good strategy. Very much geared for a Pyro who loves to be a hindrance to groups of enemies, rather than anti-unit powerhouse (Puff & Sting w/ Shotty or RS).
Title: Re: Team Fortress 64
Post by: Alpha on May 30, 2012, 06:12:39 PM
Oh what is thisssssssssssssssssss. Wtf is thisssssssssssssssss.

So. I've had a little business now going for a quite a bit of time that some others know about. I buy and sell Dealer Visors for .66 and 1.00 respectively (I'm totes legit now). Basically how I make all my metal as of late and how I afforded all my hats. I received a comment from Alpha today remarking on how the average price for visors on tf2op had risen.
I took a look and saw he was right.
-snip-
Fixed.

AND I DUN' TOLD YOU.

GJ Hourai DX

Admin got a big nerf, Aya got a buff (http://forums.alliedmods.net/showpost.php?p=1719354&postcount=1095) amid feedback from AlliedModders and other servers.
Wooohooo Aya buffs  :3

Yeah, I prefer the shotty as it's the only long-ranged weapon I can use, and the only weapon I can use against pyros.

Only time I feel the RS may be good is if it's in an open field, and puffing them away is better than to get yourself killed against a heavy or so, so as I puff them I can get some mini-critz on him :V but honestly, I'd probably be dead if I did that or just tried to axetinguish him.
I myself prefer the shotgun as well, the reserve shooter isn't the role I'd like to have with pyro. In order to get the full damage boost, or even a damage boost at all, you need to be in airblast range, and I use the shotgun for instances where I'm well out of range.

Puff & Flare - another legitimate and good strategy. Very much geared for a Pyro who loves to be a hindrance to groups of enemies, rather than anti-unit powerhouse (Puff & Sting w/ Shotty or RS).
Not really. A friend of mine pretty much exclusively plays Puff and Flare, but they're very good at picking. Flares do a good amount of damage if they're lit, and the damage remains the same even if they're at much longer range than a shotgun. All in all, I'd say the flaregun is mainly for pyros who rely a lot on airblast, but still want picking capability.
Title: Re: Team Fortress 64
Post by: Gpop on May 30, 2012, 06:23:26 PM
the only thing with flareguns, good luck going against another pyro who has a shotty :V (and in A LOT of games I play, teams generally have 2 or 3 pyros because lolmespy)
Title: Re: Team Fortress 64
Post by: InfernalExuro on May 30, 2012, 07:28:35 PM
I think I might be the only one who prefer using the RS on Pyro, it seems. I have a couple reasons for using it over the stock shotgun...

1. It's the best Anti-Pyro weapon available, especially when it comes to facing Phlog Pyros. Two good airshots and they're dead, and most Phlog Pyros are either too stupid to swtich to a secondary or carry the Manmelter, so they're a sitting duck.

2. One good airblast reposition and airshot can kill Scouts harassing you. Scouts that are always jumping around, especially when doing something like carrying the intel, are easy prey if caught unaware as well.

3. I tend to anticipate when an enemy will be jumping (say, making a leap for the water to extinguish fire) and put a stop to their retreat with it. The minicrits can mean the difference between life and death for them. Especially effective on enemies who you've damaged enough to force the retreat yourself, in the occasion that you keep whiffing with axe swings.

Besides, it's always just such a satisfying combination to kill people with. :3
Title: Re: Team Fortress 64
Post by: Alpha on May 30, 2012, 07:58:57 PM
2. One good airblast reposition and airshot can kill Scouts harassing you. Scouts that are always jumping around, especially when doing something like carrying the intel, are easy prey if caught unaware as well.

Besides, it's always just such a satisfying combination to kill people with. :3
You aren't fighting the right scouts. The point of dodging is to make them hit less by making their aim swerve, not to avoid damage completely, which a lot of scouts don't seem to comprehend. As such, it's greatly effective against reserve shooters if you're doing it properly, as you'll have taken minor damage with them quickly out of ammo.
Title: Re: Team Fortress 64
Post by: Amraphenson on May 30, 2012, 09:07:55 PM
I swear, if I ever found stabby, I wouldn't even bother trying to spy duel. I'd just shoot.
I would still die.
Title: Re: Team Fortress 64
Post by: Freyband on May 31, 2012, 02:00:36 AM
I think I might be the only one who prefer using the RS on Pyro
I don't think you remember how much hell I gave you the last few times we were both pyros against each other... (I was using the RS before you were even) :/

I swear, if I ever found stabby, I wouldn't even bother trying to spy duel. I'd just shoot. I would still die.
Pretty sure that's the general response and results from Stabby encounters (except most people realize too late that they've run into him).   :P
Title: Re: Team Fortress 64
Post by: Amraphenson on May 31, 2012, 05:17:43 AM
See, the problem in my statement is that I have to find Stabby.
Title: Re: Team Fortress 64
Post by: Hanged Hourai on May 31, 2012, 08:19:55 AM
Erhrm, through a bit of miscommunication. I forgot alright? ;-; I've come into some cheap strange parts. 2 of the explosive jump kills. Before I sell them off for a higher price, does anyone want to buy them for 1.33 for personal use?

whoops one gone already
Title: Re: Team Fortress 64
Post by: Fetch()tirade on May 31, 2012, 11:10:36 PM
I finally managed to buy a strange rocket launcher for 2 ref. Today is a good day.
Title: Re: Team Fortress 64
Post by: Gpop on May 31, 2012, 11:24:21 PM
Welp, I'm reverting back to the normal knife. The Kunai gives me TOO little health to actually play with that I die WAY too easily.
Title: Re: Team Fortress 64
Post by: Gc on June 01, 2012, 12:33:36 AM
- Added The Surgeon's Side Satchel
- Added new promotional items
- Updated The Stickybomb Jumper
   - Players with this weapon equipped cannot carry the intelligence
- Updated The Rocket Jumper
   - Attributes now match The Stickybomb Jumper
   - Players with this weapon equipped cannot carry the intelligence
   - Updated the model and material
- Updated The Enforcer
   +20% damage bonus while undisguised
   -20% firing speed
   No random criticals
- Updated The Last Breath to fix some clipping issues
- Updated the localization files

NO MORE EXTRA DAMAGE ON THE ROCKET JUMPER
Title: Re: Team Fortress 64
Post by: Freyband on June 01, 2012, 12:42:22 AM
Now is the time to brace yourselves, for this means the item server's going to take a nap for the next day or two probably.
Damnit Cubic you beat me to posting about it (I got hype out of the rocket jumper being usuable outside of jump maps too). Wonder how many spies are going to stop using the enforcer now. :p
Title: Re: Team Fortress 64
Post by: Romantique Tp on June 01, 2012, 01:36:15 AM
I want (http://i48.tinypic.com/35l965x.jpg)
Title: Re: Team Fortress 64
Post by: Messiah on June 01, 2012, 02:05:34 AM
Dat Quadwrangler. Gimme.

Liked the update on the enforcer and on the stick jumper. No more demos carrying mah intel on doublecross.
Title: Re: Team Fortress 64
Post by: N-Forza on June 01, 2012, 02:38:49 AM
Oh, I guess I'll buy a Rocket Jumper now.
Title: Re: Team Fortress 64
Post by: Hanged Hourai on June 01, 2012, 06:57:12 AM
Ok so I traded my strange part that I got for 1.33 for a S. Sticky. :V
Title: Re: Team Fortress 64
Post by: Yukarin on June 01, 2012, 07:01:30 AM
Ok so I traded my strange part that I got for 1.33 for a S. Sticky. :V

best trade
Title: Re: Team Fortress 64
Post by: Alpha on June 01, 2012, 09:16:35 PM
best trade
I've actually bought one for 1 ref straight before  :V
Title: Re: Team Fortress 64
Post by: Alpha on June 02, 2012, 03:28:56 AM
Apologies for the double post, but I need a bit of help.

So recently, after a mishap with my steam cache for TF2, I've been getting a validating steam files pop up every time I try to start TF2. It'll go until it reaches 100%, then just sit there, doing nothing. I've been getting around it by defragmenting, then quickly starting up TF2, which somehow gets around it, but does anyone know how to permanently fix this? It's pretty annoying to have to do that every time I want to play TF2.
Title: Re: Team Fortress 64
Post by: DX7.EP on June 02, 2012, 03:38:42 AM
You may want to verify the integrity of the game cache manually rather than having Valve's system do so. If that doesn't work you might need to redownload the TF2 files - custom maps, addons, etc. should remain however.
Title: Re: Team Fortress 64
Post by: Gpop on June 02, 2012, 05:44:33 AM
Am I the only one getting the scores glitched in CTF? Like I don't ever see it.

Also, oh god degrootkeep spying (http://i833.photobucket.com/albums/zz257/Hartmarco/2012-06-02_00002.jpg) (score of 30 for me)

I also find that Turbine is a GREAT map for stairstab practice. The giant stairs is amazing. Been getting good practice. I just have to time my jumps to get behind them. But at least I getting them a bit more now :V
Title: Re: Team Fortress 64
Post by: Alpha on June 03, 2012, 02:53:59 AM
You may want to verify the integrity of the game cache manually rather than having Valve's system do so. If that doesn't work you might need to redownload the TF2 files - custom maps, addons, etc. should remain however.
Already fixed itself by the time I read this. Thank you anyways, though.

Am I the only one getting the scores glitched in CTF? Like I don't ever see it.
What do you mean by this? I haven't been playing TF2 recently, might go on and see if it happens for me.
Title: Re: Team Fortress 64
Post by: Gpop on June 03, 2012, 02:55:43 AM
What do you mean by this? I haven't been playing TF2 recently, might go on and see if it happens for me.
No score in the bottom for me at all, and I use the default layout.

I think one time I see it barely cut out in the top left corner.
Title: Re: Team Fortress 64
Post by: Hanged Hourai on June 03, 2012, 11:19:34 AM
So I nabbed a cheap Cremator's Conscience. Would anyone want it for 2.66 for personal use?
Title: Re: Team Fortress 64
Post by: Yukarin on June 03, 2012, 12:59:16 PM
So I nabbed a cheap Cremator's Conscience. Would anyone want it for 2.66 for personal use?

MINE

MINE
Title: Re: Team Fortress 64
Post by: Dr.Strafe on June 03, 2012, 01:16:15 PM
Darn. Too late to nab it. :V
Title: Re: Team Fortress 64
Post by: lumber_of_the_beast on June 03, 2012, 01:42:28 PM
Would anyone happen to have a spare Manmelter or (normal) Holiday Punch to sell to me? Those are the only two I'm missing before I have a complete set of weapons (not counting reskins).

EDIT: And, well, a Sticky Jumper and Rocket Jumper, but it'll take a little while longer before I can afford either of those :V
Title: Re: Team Fortress 64
Post by: Alpha on June 03, 2012, 06:14:39 PM
No score in the bottom for me at all, and I use the default layout.

I think one time I see it barely cut out in the top left corner.
Unfortunately, I can't really help out because I have a custom hud. Sorry.
Title: Re: Team Fortress 64
Post by: InfernalExuro on June 03, 2012, 07:58:11 PM
I inspired so much raeg last night as Pyro in a server I rotate playing. There's this tryhard Pyro who always seems to be around that server, and I kept on killing/dominating him. By the end of things, the guy kept screaming about STOOOOORRRMMCROOOOWWWW and threatening to rape my soul. I kinda like Stormcrow though, so I ended up dropping the n off of Stormcrown to go along with it. It's a shame I didn't think to get some screenshots, but Shady was there to witness it. :V
Title: Re: Team Fortress 64
Post by: Alpha on June 03, 2012, 09:17:47 PM
STOOOOORRRMMCROOOOWWWW
Quote from: Aya's 10.5/12.3 Weather
Tempest
SHAMEIMARU?
Title: Re: Team Fortress 64
Post by: DX7.EP on June 03, 2012, 09:40:17 PM
STOOOOORRRMMCROOOOWWWW
SHAMEIMARU?
That isn't good enough, we need more of this:
Quote from: Steam chat w/ Exuro
Stormcrows eh? ...now we need a shock brigade of flamethrower-wielding crow Tengu :V
Title: Re: Team Fortress 64
Post by: Romantique Tp on June 03, 2012, 10:20:40 PM
Selling and buying some stuff -> http://www.tf2outpost.com/user/57948
Title: Re: Team Fortress 64
Post by: Alpha 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.
Title: Re: Team Fortress 64
Post by: N-Forza on June 03, 2012, 11:57:12 PM
Does anybody have a nametag they're willing to part with?
Title: Re: Team Fortress 64
Post by: DX7.EP 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?
Title: Re: Team Fortress 64
Post by: Yukarin 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.
Title: Re: Team Fortress 64
Post by: N-Forza on June 04, 2012, 09:38:43 AM
Saharan Spy
Title: Re: Team Fortress 64
Post by: Dr.Strafe 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

Title: Re: Team Fortress 64
Post by: lumber_of_the_beast 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.
Title: Re: Team Fortress 64
Post by: GN54 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
Lucksman
Title: Re: Team Fortress 64
Post by: Gpop 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
Title: Re: Team Fortress 64
Post by: Romantique Tp 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

Only bad players fall for people dead ringering out of spawn. Only a brain-dead person would fall for a item set that screams "I'll decloack  right behind you, completely undisguised ~<3". :|
Title: Re: Team Fortress 64
Post by: N-Forza 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.
Title: Re: Team Fortress 64
Post by: Romantique Tp 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.
Title: Re: Team Fortress 64
Post by: Freyband 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.
Title: Re: Team Fortress 64
Post by: Gpop 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.
Title: Re: Team Fortress 64
Post by: Dr.Strafe on June 05, 2012, 06:07:24 AM
Oh, I'm pretty sure I'd be Odd Man Out. Autobalance fuckin' hates me. :V
Title: Re: Team Fortress 64
Post by: InfernalExuro 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.
Title: Re: Team Fortress 64
Post by: Molten 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.
Title: Re: Team Fortress 64
Post by: DX7.EP 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.
Title: Re: Team Fortress 64
Post by: theshirn 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
Title: Re: Team Fortress 64
Post by: Agent of the BSoD 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.
Title: Re: Team Fortress 64
Post by: Messiah 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
Title: Re: Team Fortress 64
Post by: Gpop 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
Title: Re: Team Fortress 64
Post by: DX7.EP on June 05, 2012, 08:55:05 PM
Hey let's do it in one of our meets then? :3
Possibly, yeah.
Title: Re: Team Fortress 64
Post by: Alpha 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?
Title: Re: Team Fortress 64
Post by: Dr.Strafe on June 06, 2012, 02:17:12 AM
Then people will be ragequitting, and the teams will be permanently imbalanced :V
Title: Re: Team Fortress 64
Post by: Gpop 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
Title: Re: Team Fortress 64
Post by: DX7.EP on June 07, 2012, 06:13:00 PM
Radigan Conagher and Mokou (http://forums.alliedmods.net/showpost.php?p=1724413&postcount=1219) come into the Freak Fortress 2 scene! :D
Title: Re: Team Fortress 64
Post by: Alpha on June 07, 2012, 08:10:47 PM
Radigan Conagher and Mokou (http://forums.alliedmods.net/showpost.php?p=1724413&postcount=1219) come into the Freak Fortress 2 scene! :D
Oh boy, a flamethrower rage. This won't end well.
Title: Re: Team Fortress 64
Post by: Freyband 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?
Title: Re: Team Fortress 64
Post by: DX7.EP on June 07, 2012, 09:26:59 PM
She has a melee weapon (a Maul because I felt like it), which does less than normal damage but will ignite on hit and crit burning targets.

Detonator is her normal rage, not tied to lives. It's buffed with extra damage, splash radius, and ignited target mini-crit.
Title: Re: Team Fortress 64
Post by: Freyband on June 08, 2012, 04:57:30 AM
Should've done Third Degree for the badass guitar solo :V Was going to say the volcano fragment or a festive fireaxe would fit better, but then I realized that there is no festive fireaxe  :ohdear: (ohdear because now I want a festive axetinguisher or mailbox).
Title: Re: Team Fortress 64
Post by: Gpop on June 08, 2012, 04:59:39 AM
So is it me or is Foundry really easy to get corner stabs and matador stabs? (I can undertstand the former because the amount of walls and corners in there :V)
Title: Re: Team Fortress 64
Post by: Yukarin on June 08, 2012, 11:59:40 AM
So is it me or is Foundry really easy to get corner stabs and matador stabs? (I can undertstand the former because the amount of walls and corners in there :V)

Foundry's incredibly huge. It's no surprise that you're getting matador stabs (in my case instant 180 stabs) because people usually are busy and shit.

I tend to not jumpstab in foundry just because the inclines are too obvious and cornerstabs are waaaaay safer to try.
Title: Re: Team Fortress 64
Post by: N-Forza on June 08, 2012, 12:21:00 PM
Had an Aladdin's Private Reserve drop just now, so I turned it into a S. Shortstop and Name Tag on TF2WH. Not too bad, I'd say, although it's weird how expensive name tags have gotten.
Title: Re: Team Fortress 64
Post by: DX7.EP on June 08, 2012, 05:13:44 PM
Should've done Third Degree for the badass guitar solo :V Was going to say the volcano fragment or a festive fireaxe would fit better....
Definitely could do either. Might change it in the next update, along with fixing the crit and knockback effects applying at the wrong times bug.

So is it me or is Foundry really easy to get corner stabs and matador stabs?
Nope, it's an easy map to do both.
Title: Re: Team Fortress 64
Post by: Romantique Tp on June 09, 2012, 02:47:06 AM
TOBOR (http://git.optf2.com/schema-tracking/commit/?h=teamfortress2&id=a4660a22dd404d44c18ed0f66d14cd33bf8dd120)
Title: Re: Team Fortress 64
Post by: DX7.EP on June 11, 2012, 12:44:05 AM
Have a spare Conscientous Objector and dirty Fancy Fedora (2 scrap for former, 2 rec for latter) if anyone is interested. Feel free to post or send a request on Steam.
Title: Re: Team Fortress 64
Post by: lumber_of_the_beast on June 11, 2012, 07:00:40 AM
I'll take the objector, if you're willing to hold onto it long enough for me to get the second scrap :derp:

Also: I have secured a manmelter, a rocket jumper, and a sticky jumper. MY COLLECTION IS COMPLETE. ENOUGH.
Title: Re: Team Fortress 64
Post by: Yukarin on June 11, 2012, 08:35:41 AM
WE NEED A NEW THREAD FOR THIS BITCH. LET'S FUCKING GO
Title: Re: Team Fortress 64
Post by: DX7.EP on June 11, 2012, 12:07:14 PM
I'll take the objector, if you're willing to hold onto it long enough for me to get the second scrap :derp:
Frey contacted me about 1 1/2 hours before your post about it, and I have it reserved for him. Sorry about that.

WE NEED A NEW THREAD FOR THIS BITCH. LET'S FUCKING GO
Made one (http://www.shrinemaiden.org/forum/index.php/topic,12853.new.html#new). Let's lock this now that we've hit the 1000 post marker!