Maidens of the Kaleidoscope

~Beyond the Border~ => Akyu's Arcade => Topic started by: DX7.EP on June 11, 2012, 12:07:02 PM

Title: Team Fortress 128
Post by: DX7.EP on June 11, 2012, 12:07:02 PM
We must keep the powers of 2 going, because they are that awesome! :V

(previous thread for reference) (http://www.shrinemaiden.org/forum/index.php/topic,11686.0.html)

Also, the unofficial MotK TF2 server, where we do things, kill each other, and test FF2 bosses crit-sticky tons of robots from time to time:

MAIN SERVER: 70.42.74.60:28000

For server-specific stuff and meeting information (including server passwords), the TF2 server thread (http://www.shrinemaiden.org/forum/index.php/topic,11689.0.html) is a better location to post it.
Title: Re: Team Fortress 128
Post by: Yukarin on June 11, 2012, 12:25:40 PM
hi
Title: Re: Team Fortress 128
Post by: N-Forza on June 11, 2012, 12:46:12 PM
I don't know if this video was posted but it's pretty awesome.

http://www.youtube.com/watch?v=RVAzqk-OtgY
Title: Re: Team Fortress 128
Post by: Gpop on June 11, 2012, 03:57:46 PM
I don't know if this video was posted but it's pretty awesome.

http://www.youtube.com/watch?v=RVAzqk-OtgY
dem graphics
Title: Re: Team Fortress 128
Post by: Gc on June 11, 2012, 04:45:12 PM
dem graphics
Chris' MaxFrames FPS config in all its glory.
Title: Re: Team Fortress 128
Post by: Alpha on June 11, 2012, 08:18:40 PM
I don't know if this video was posted but it's pretty awesome.

http://www.youtube.com/watch?v=RVAzqk-OtgY
It may not be practical, but it sure is fun.
Title: Re: Team Fortress 128
Post by: InfernalExuro on June 11, 2012, 09:15:58 PM
That man is an inspiration to Pyros everywhere.  :V
Title: Re: Team Fortress 128
Post by: Romantique Tp on June 11, 2012, 09:17:47 PM
TOBOOORRR (http://puu.sh/AiEr)
Title: Re: Team Fortress 128
Post by: Demonbman on June 11, 2012, 09:34:08 PM
Chris' MaxFrames FPS config in all its glory.

Is this config obtainable to the public? I would like it. Is there a certain name to it?
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on June 11, 2012, 10:03:29 PM
Is this config obtainable to the public? I would like it. Is there a certain name to it?

Its been obtainable.

You can find it via google
Title: Re: Team Fortress 128
Post by: Amraphenson on June 11, 2012, 11:24:33 PM
Glorious, glorious shotty pyro. Taking down scouts is so satisfying.
Title: Re: Team Fortress 128
Post by: Messiah on June 12, 2012, 12:12:23 AM
That Liquor Locker makes Demoman look like a thief.
Title: Re: Team Fortress 128
Post by: Fetch()tirade on June 12, 2012, 01:28:29 AM
Quote from: new update
Liquor Locker
> need to get one so it can be suika's gourd
Title: Re: Team Fortress 128
Post by: Gpop on June 12, 2012, 01:33:41 AM
Glorious, glorious shotty pyro. Taking down scouts is so satisfying.
So good

Though I remember reserve shooter is good too because it minicrits them every time they jump :V
Title: Re: Team Fortress 128
Post by: InfernalExuro on June 12, 2012, 01:56:45 AM
So good

Though I remember reserve shooter is good too because it minicrits them every time they jump :V
One of the primary reasons that my Reserve Shooter is in my standard Pyro loadout.
Title: Re: Team Fortress 128
Post by: Romantique Tp on June 12, 2012, 02:17:42 AM
You can equip multiple Liquor Lockers:
http://cloud-2.steampowered.com/ugc/558692204774894048/95B286CAB4467273B0D58587030B99CB8292CCBF/
Title: Re: Team Fortress 128
Post by: DX7.EP on June 12, 2012, 02:19:01 AM
He's ready for a drunken sticky spam all right. :V

There, I dub him the Liqueurman. :D
Title: Re: Team Fortress 128
Post by: Freyband on June 13, 2012, 02:05:48 AM
Selling this (http://www.tf2outpost.com/trade/2164615).
That pyro vid made me start trying out det-jumping on walkway. Started screwing around jumping over bots heads and burning them in the back (because we can't all be Stabby  :V).
Also; How this guy decides if he wants to upload videos (http://www.youtube.com/watch?v=zuKMn_nedic). Exception when doing odd gametypes, like VS Hale or something (kinda) like  that thing (http://www.youtube.com/watch?v=cFSz5Grztik) Bigode keeps mentioning.
Title: Re: Team Fortress 128
Post by: DX7.EP on June 13, 2012, 04:36:02 AM
Was playing a bunch of FF2 earlier. Turned out that me, a pub, and Messiah were next in that order, and aside from the pub we could choose who we wanted to play as. So we chose....

I went first as Koishi. A bit sloppy play but managed to win with <1000HP left and a timely rage on Messiah (quite the brutal Koishi player, whereas I'm more with Aya).

Pubbie managed to get Aya, but probably due to inexperience the round ended in our favour easily with ~10 players to spare.

Lastly Messiah finished the Touhou Triple Entente with Mokou and we were easily turned to toast. :V

During this time the rest of the players' responses were along the lines of 'oh god not another Japanese anime girl', 'why are they so OP', 'noooooo we're all dead', 'I'm timing out this spellcard', 'why does X use Y as weapon',  'where are Reimu and Sakuya', and 'hey EP spill more details about your currently WIP bosses'. Silly playerbase. :V

Quite a fun boss smashfest nonetheless.
Title: Re: Team Fortress 128
Post by: Messiah on June 13, 2012, 12:59:01 PM
I still find that phlog a bit OP, but oh well.  :derp:

I still couldn't grasp the mechanism of aya's/Gaben's rage. Does they get the boost speed when pressing M1?

Where is Reimu, EP?
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on June 13, 2012, 01:44:12 PM
Was playing a bunch of FF2 earlier. Turned out that me, a pub, and Messiah were next in that order, and aside from the pub we could choose who we wanted to play as. So we chose....

I went first as Koishi. A bit sloppy play but managed to win with <1000HP left and a timely rage on Messiah (quite the brutal Koishi player, whereas I'm more with Aya).

Pubbie managed to get Aya, but probably due to inexperience the round ended in our favour easily with ~10 players to spare.

Lastly Messiah finished the Touhou Triple Entente with Mokou and we were easily turned to toast. :V

During this time the rest of the players' responses were along the lines of 'oh god not another Japanese anime girl', 'why are they so OP', 'noooooo we're all dead', 'I'm timing out this spellcard', 'why does X use Y as weapon',  'where are Reimu and Sakuya', and 'hey EP spill more details about your currently WIP bosses'. Silly playerbase. :V

Quite a fun boss smashfest nonetheless.

:c I couldn't have joined

Oh, your Mokou is being used at the Gentleman Group servers.
Title: Re: Team Fortress 128
Post by: DX7.EP on June 13, 2012, 01:51:14 PM
I still find that phlog a bit OP, but oh well.  :derp:
I'm considering nerfing the damage a bit (maybe to +55% damage compared to the current +80%) and reducing the ammo count.

Quote
I still couldn't grasp the mechanism of aya's/Gaben's rage. Does they get the boost speed when pressing M1?
Yeah, you have to press M1 to use the speed boost. Enemies that are in your way will just end up dying.

Quote
Where is Reimu, EP?
Allow me to code her rage first.

Also, for the upcoming meets I'll be putting beta versions of the next set of bosses I plan on releasing. By beta I mean that the scripts are done, but models and skins are not.
Title: Re: Team Fortress 128
Post by: Dr.Strafe on June 13, 2012, 07:10:33 PM
"Placeholder post [I can't think of a comment]"

New thread. Following. Etc. Continue?
Title: Re: Team Fortress 128
Post by: Gpop on June 13, 2012, 07:20:39 PM
Allow me to code her rage first.
H4X S1GN 「Burn Everything」
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on June 13, 2012, 07:48:32 PM
>Flare shot all around reimu when raged.
Title: Re: Team Fortress 128
Post by: DX7.EP on June 13, 2012, 07:49:53 PM
H4X S1GN 「Burn Everything」
Spot-on! :V

In addition I'd like her to have a deathbomb/auto-bomb ability that has a chance of activating after taking enough damage at once. Spy players be on alert!
Title: Re: Team Fortress 128
Post by: Messiah on June 14, 2012, 01:18:28 AM
Graze ability: making spahs miss za backstab.
Title: Re: Team Fortress 128
Post by: Entropy on June 14, 2012, 06:46:20 AM

Quote
In addition I'd like her to have a deathbomb/auto-bomb ability that has a chance of activating after taking enough damage at once. Spy players be on alert!

Hmm... A temporary Youkai Buster (that is, cow mangler) 5000, or a cheating automatic homing attack of some sort? Then again, homing attacks seem like something that tf2 probably wouldn't accommodate very well....

Will she be beating people with her Miko Stick, by any chance?
Title: Re: Team Fortress 128
Post by: DX7.EP on June 14, 2012, 06:55:58 AM
Homing attacks are possible to code as a separate sub-plugin, but I'm not going to do that yet.

As for Reimu killing with her gohei, it really depends on if a gohei model exists (and likely if one is there it'll have to be ported to Source format) and whether I'm willing to modify the Reimu model to hard-bind it to her hands (due to a stupid TF2 restriction on plugin-based model attachments). What I'll say now is that the kill icon won't be a gohei due to engine limitations.

EDIT: I think Mokou's Phlog might be fixed now. (http://forums.alliedmods.net/showthread.php?p=1728598#post1728598)

Title: Re: Team Fortress 128
Post by: Romantique Tp on June 14, 2012, 07:43:48 PM
Raffling a Team Captain -> http://tf2r.com/klr8r2s.html
Title: Re: Team Fortress 128
Post by: Gpop on June 14, 2012, 11:56:41 PM
Raffling a Team Captain -> http://tf2r.com/klr8r2s.html
I'm in. That hat is so boss.
Title: Re: Team Fortress 128
Post by: lumber_of_the_beast on June 15, 2012, 01:51:05 AM
Raffling a Team Captain -> http://tf2r.com/klr8r2s.html
...I thought that guy's username looked familiar!
Title: Re: Team Fortress 128
Post by: Gc on June 18, 2012, 12:47:29 AM
I swear this game is MADE to hate me. I was on Blue. (http://steamcommunity.com/id/gamecubic/screenshot/541804448666185812)
Title: Re: Team Fortress 128
Post by: Freyband on June 19, 2012, 11:47:18 PM
Update (http://wiki.teamfortress.com/wiki/June_19,_2012_Patch) today adding random crap? Tobor?
Title: Re: Team Fortress 128
Post by: Romantique Tp on June 20, 2012, 02:43:10 AM
The drop rate of these is something like (stuff on the left being the most common)
Pocket Lint > Goldfish > Banana > Door plank >  Cheese > Capacitor >  Diary

I'm selling the banana for 1.33 or a random craft hat. nvm sold it within 4 minutes of posting it on outpost.
Title: Re: Team Fortress 128
Post by: Messiah on June 20, 2012, 07:43:51 PM
3 turns trying to be Koishi hale, 3 turns ending up as seeldier together with seeman.

WHY YOU DO THIS WITH ME, MORIYA SHRINE? :colonveeplusalpha:
Title: Re: Team Fortress 128
Post by: Gpop on June 20, 2012, 07:59:39 PM
Finally crafted my first hat

It was pyro hat, fuck yes
Title: Re: Team Fortress 128
Post by: Gc on June 20, 2012, 09:59:07 PM
http://www.reddit.com/r/tf2/comments/vcevt/
Title: Re: Team Fortress 128
Post by: Wisp on June 20, 2012, 10:15:01 PM
Got a banana peel as a random drop in a VSH/Deathrun server.
What do.
And how much does it sell for.
Title: Re: Team Fortress 128
Post by: Messiah on June 21, 2012, 12:08:42 AM
I especulate (as many others) that it will be used in some kind of event. Because the drop rate of lint/banana/cheese and others were very high while I was playing.
Title: Re: Team Fortress 128
Post by: Esoterica on June 21, 2012, 05:48:01 AM
If you folks haven't heard yet, the descriptions change on the new items if you read them while equipped with the Eliminating the Impossible set, and put together read:

"Think of the deeds of hellish cruelty, the hidden wickedness which may go on, year in, year out, in such places, and none the wiser."
(Sherlock Holmes quote)

I've heard references drawn between the items and Abraham Lincoln implying something Pyro-related but I don't remember them off the top of my head (there was something blatant on the capacitor iirc spelling out "ABE", the others idk).

EDIT: Just clicked Gamecubic's link. :derp:

EDITEDIT: Forgot to mention that nav files for 2Fort, Gravelpit, and Dustbowl were updated too, but the nav files don't apply to tf_bot.  Which means a new AI-related aspect on the horizon.
Title: Re: Team Fortress 128
Post by: InfernalExuro on June 21, 2012, 07:12:48 AM
The first Pyro hired by BLU actually WAS Abraham Lincoln. (http://wiki.teamfortress.com/wiki/Non-player_characters#Abraham_Lincoln) Perhaps more evidence to Meet the Pyro?  :3
Title: Re: Team Fortress 128
Post by: DNAbc on June 21, 2012, 02:33:52 PM
Recently had an amazing 2Fort experience.

A match with no time limit lasted for 2 freaking hours, and in the end I ragequitted had to sleep.

Let me just say that nerfing the Sticky Jumper isn't a good idea.
Title: Re: Team Fortress 128
Post by: DX7.EP on June 21, 2012, 04:25:23 PM
EDITEDIT: Forgot to mention that nav files for 2Fort, Gravelpit, and Dustbowl were updated too, but the nav files don't apply to tf_bot.  Which means a new AI-related aspect on the horizon.
New in-TF2 boss: Pyroll Car incoming! *shot*

3 turns trying to be Koishi hale, 3 turns ending up as seeldier together with seeman.

WHY YOU DO THIS WITH ME, MORIYA SHRINE? :colonveeplusalpha:
This is one thing I dislike about being able to select dual bosses.

Gotten a few of these odd items whilst playing too. We'll have to see what they are....
Title: Re: Team Fortress 128
Post by: Esoterica on June 22, 2012, 12:39:36 AM
Trying to craft two bananas together results in a banana error, with some garbled english/spanish/finnish(?) text.  Appears to have a plethora of different errors or something.

This one's kinda over my head, guess I'll just wait till tomorrow and see what it all means.
Title: Re: Team Fortress 128
Post by: Romantique Tp on June 22, 2012, 01:13:40 AM
Selling this BigodeCraft? Liquor Locker with a low-ish craft number for 6 keys -> http://tf2b.com/tf2/item/MasterBigode/895573138 Done.
Title: Re: Team Fortress 128
Post by: Romantique Tp on June 22, 2012, 10:05:20 PM
http://tf2.com/post.php?id=8256
http://tf2.com/post.php?id=8256
http://tf2.com/post.php?id=8256
Title: Re: Team Fortress 128
Post by: Esoterica on June 22, 2012, 10:07:53 PM
Oh right, I forgot to mention the numbers on the capacitor.

6.22 1500V

translated to 6/22 3:00 PM

implied as an update time

:derp:
Title: Re: Team Fortress 128
Post by: Romantique Tp on June 22, 2012, 10:16:02 PM
http://tf2.com/post.php?id=8256
http://tf2.com/post.php?id=8256
http://tf2.com/post.php?id=8256

http://steamcommunity.com/groups/tf2summerarg/announcements/detail/1514582399691308382?
Title: Re: Team Fortress 128
Post by: Esoterica on June 22, 2012, 11:25:37 PM
http://steamcommunity.com/groups/tf2summerarg/announcements/detail/1514582399691308382?
Blargh, beat me to it.

MY BODY IS READY
Title: Re: Team Fortress 128
Post by: N-Forza on June 22, 2012, 11:35:15 PM
I love Valve so much.
Title: Re: Team Fortress 128
Post by: InfernalExuro on June 22, 2012, 11:41:27 PM
They are truly gods of trolling, and we have no choice but to love them for it. :V
Title: Re: Team Fortress 128
Post by: DX7.EP on June 23, 2012, 12:43:57 AM
AW YEAH can't wait for what they've to announce! (unless the Gaben fat jokes pile up over the weekend to delay it by several days :V)

They are truly gods of trolling, and we have no choice but to love them for it. :V
Indeed.
Title: Re: Team Fortress 128
Post by: Alpha on June 23, 2012, 12:46:42 AM
The hunt for the update time is remarkably large; can't people just wait and find out when they actually update the game?

On an unrelated note, I found a Schadenfreude today (http://steamcommunity.com/id/TraditionalReporterOfFantasy/screenshot/596974051348476507?tab=public) after a session of MGE with Hourai.
Title: Re: Team Fortress 128
Post by: Tamer Anode/Cathode on June 23, 2012, 09:34:42 PM
I am realizing that I love playing offensive engineer, setting up near spawn then slowly hauling my gear up to take and hold territory. The reactions from your enemy when you manage to haul a level 3 sentry to their side of the map then put a teleporter and dispenser behind it are glorious, especially when you're on an alltalk server and can actually hear them freaking out.
Title: Re: Team Fortress 128
Post by: Molten on June 24, 2012, 04:55:50 PM
I am realizing that I love playing offensive engineer, setting up near spawn then slowly hauling my gear up to take and hold territory. The reactions from your enemy when you manage to haul a level 3 sentry to their side of the map then put a teleporter and dispenser behind it are glorious, especially when you're on an alltalk server and can actually hear them freaking out.
Have you tried setting doing that on Doublecross? I did it once with some of my friends and the result was hillarious, with reactions along the lines of "wtf team, how could you guys ket them set up base in out flag room". It's hard to beat the feeling of trying some crazy Engineer sentry push and actually managing to pull it off.
Title: Re: Team Fortress 128
Post by: Gpop on June 24, 2012, 11:28:12 PM
Oh god

So for jokes we decided to Scout rush, and oh god, you will not believe how quickly we won on Dustbowl.

...what was even more jokes was having a full team engineer defense, and jesus all the bullets flying everywhere
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on June 24, 2012, 11:38:50 PM
Oh god

So for jokes we decided to Scout rush, and oh god, you will not believe how quickly we won on Dustbowl.

...what was even more jokes was having a full team engineer defense, and jesus all the bullets flying everywhere

I wish I were there.
Title: Re: Team Fortress 128
Post by: Gpop on June 25, 2012, 01:50:49 AM
I wish I were there.
We later tried to Shotty heavy rush....yeah that didn't work so well, we ended up going normal heavy rush AND STILL LOSE
Title: Re: Team Fortress 128
Post by: Gpop on June 25, 2012, 03:52:27 AM
GUYS
http://wiki.teamfortress.com/w/index.php?title=Main_Page&oldid=1055295

Okay I'm sure this is HUGELY hinting on Meet the Pyro...caught it before it changed back, then looked at the source history on the wiki and got this again.
Title: Re: Team Fortress 128
Post by: N-Forza on June 25, 2012, 05:26:46 AM
From what I've heard, any tomfoolery on the Wiki has nothing to do with Valve's ARG stuff. They just like to play along.

OR DO THEY?
Title: Re: Team Fortress 128
Post by: DX7.EP on June 25, 2012, 03:40:30 PM
UPDATE PAGES, LET'S DO THIS :getdown: (http://www.teamfortress.com/pyromania/)

New game mode? OH YES.
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on June 25, 2012, 03:57:51 PM
UPDATE PAGES, LET'S DO THIS :getdown: (http://www.teamfortress.com/pyromania/)

New game mode? OH YES.

Isn't that like two cart mode or whatever? D:

I'll try it out though.
Title: Re: Team Fortress 128
Post by: DNAbc on June 25, 2012, 04:09:26 PM
You guys got wind of it too? NEW DOOMSDAY UPDATE! :D
Title: Re: Team Fortress 128
Post by: DX7.EP on June 25, 2012, 06:41:52 PM
Who wants to try the new map on our server this weekend? Gpop and I are considering opening up a meet just for that purpose. (This is also another impetus for me to get the server back up sooner :V)
Title: Re: Team Fortress 128
Post by: Gpop on June 25, 2012, 06:57:07 PM
As well try the new weapons and Pyro rush
Title: Re: Team Fortress 128
Post by: Messiah on June 25, 2012, 07:23:45 PM
My body will be ready.
Title: Re: Team Fortress 128
Post by: InfernalExuro on June 25, 2012, 08:13:30 PM
You know that I always approve of Pyro rush.  :3
Title: Re: Team Fortress 128
Post by: yuyukos on June 26, 2012, 12:07:32 AM
Pyro here, reporting for mmf duty. :V
Title: Re: Team Fortress 128
Post by: Esoterica on June 26, 2012, 12:12:18 AM
hudda hudda huh

More Pyros is going to suck though if it means I don't have Huntsman arrows or Cow Manglers to reflect. ;_;  Guess I'll be playing more Scout.
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on June 26, 2012, 12:19:36 AM
It feels good to get a reflect kill, even if it was accidental. Though my reaction worsened, I can't reflect good now :c
Title: Re: Team Fortress 128
Post by: Wisp on June 26, 2012, 12:27:39 AM
A very, very sad time is coming for the Demomen.
Title: Re: Team Fortress 128
Post by: Esoterica on June 26, 2012, 12:32:08 AM
A very, very sad time is coming for the Demomen.
Airburst stickies are one of the worst things to fight as a Pyro.  Fact.
Grenade Launcher interval is lower than airblast interval too.

And then good soldiers are going to have a shotgun anyway.  Only class that really needs to worry is spies.
Title: Re: Team Fortress 128
Post by: yuyukos on June 26, 2012, 01:18:38 AM
It feels good to get a reflect kill, even if it was accidental. Though my reaction worsened, I can't reflect good now :c
Reflect arrow back to kill the sniper, best feel ever.
Title: Re: Team Fortress 128
Post by: DX7.EP on June 26, 2012, 02:17:53 AM
I find that more luck-based if anything.

On a Pyromania-unrelated note, apparently Darthmule (Sakuya's coder) plans to release his Suika boss on 16 July (bottom of post). (http://forums.alliedmods.net/showpost.php?p=1710759&postcount=867) Considering that the Sakuya boss was fun (but basic) by FF2 standards and inadequate by Touhou ones (what time stop?), I guess it's all the more reason to get my own version out by then, eh? :V
Title: Re: Team Fortress 128
Post by: Esoterica on June 26, 2012, 03:21:46 AM
Reflect arrow back to kill the sniper, best feel ever.
"You got more headshots as Pyro that round than your previous best: 7"

Possibly the highlight of my Pyro career. :V

I find that more luck-based if anything.
Eh, Huntsmans are predictable.  The ones that you can't bait into free reflects are shotgun/axe food anyway.
Title: Re: Team Fortress 128
Post by: Wisp on June 26, 2012, 02:59:35 PM
Airburst stickies are one of the worst things to fight as a Pyro.  Fact.
Grenade Launcher interval is lower than airblast interval too.
Eh, I'm referring to the more sneaky W+M1 Pyros that have the element of suprise on their side.
As a Demoman like myself, there's nothing more humiliating than being killed by a W+M1 Pyro and being able to do almost nothing about it. Stickies don't activate fast enough, and my grenade clip is usually empty by the time a Pyro starts burning me to death. I try to switch to Caber and melee kill them (resulting in both our deaths) but they usually kill me before I can land a hit.
I can definitely put up a fight against airblasting Pyros, though.
...I go on too much public servers.
Title: Re: Team Fortress 128
Post by: DX7.EP on June 26, 2012, 04:44:55 PM
Got Reimu's rage coded yesterday and it seems to work well! o/

Might be able to have it ready for beta-testing by Friday.
Title: Re: Team Fortress 128
Post by: Gc on June 26, 2012, 05:09:22 PM
Looking for nametags.
Have refined metal.

Also have
up for trade
Title: Re: Team Fortress 128
Post by: DX7.EP on June 26, 2012, 06:10:54 PM
I'll definitely go for the Shortstop - somewhere around 0.66-0.88 ref seems appropriate.
Title: Re: Team Fortress 128
Post by: Gpop on June 26, 2012, 06:14:12 PM
Hmm how much for strange Southern Hospitality?
Title: Re: Team Fortress 128
Post by: Molten on June 26, 2012, 06:42:33 PM
Some new weapons (http://www.teamfortress.com/pyromania/cityonfire/)

That Rocket launcher seems somewhat fun to use.
Title: Re: Team Fortress 128
Post by: Gpop on June 26, 2012, 06:46:43 PM
SMG and sniper rifle goddamn.

The new sniper is gonna replace the sniper rifle now, calling it.
Title: Re: Team Fortress 128
Post by: InfernalExuro on June 26, 2012, 06:47:04 PM
...Oh lord, they've given the CoD players a reason to SMG Sniper the hell out of everything.
Title: Re: Team Fortress 128
Post by: Edible on June 26, 2012, 06:47:15 PM
Ho damn.  Immunity to falling damage on Scout is pretty nice, but I guess doublejumps already serve the same purpose.  That new sniper rifle is pretty keen too.

Pyro's new flaregun is amazing.  Ranged knockback combined with an AOE ignite?  Very yes.
Title: Re: Team Fortress 128
Post by: Gpop on June 26, 2012, 06:52:17 PM
Ho damn.  Immunity to falling damage on Scout is pretty nice, but I guess doublejumps already serve the same purpose.  That new sniper rifle is pretty keen too.

Pyro's new flaregun is amazing.  Ranged knockback combined with an AOE ignite?  Very yes.
FaN Flaregun :V

Rocket launcher in all honesty seems useless in most cases except for taking down sentries (shoot all three at once before engie could repair, in fact it could kill him even :V). But other than that, it's a rocket launcher with one less rocket that can charge up.

Kinda reminds me of the rocket launcher from Unreal Tournament :V
Title: Re: Team Fortress 128
Post by: Gc on June 26, 2012, 07:10:57 PM
inb4 the actual area of effect of the new flare gun is smaller than the Direct Hit's splash damage

Calling demoman buffs too. He's not broken enough.
Title: Re: Team Fortress 128
Post by: Shady_Ghost on June 26, 2012, 07:18:09 PM
Yeah itd be nice if that flare gun still crits burning targets and the splash area is semi decent.  Maybe the knockback will be good i dunno it'd probably be good for making getaways  but that 50% damage reduction is a pretty big deal.  And that scout pistol seems pretty cool, too bad im a terrible scout and i always get caught on fire.
Title: Re: Team Fortress 128
Post by: Gpop on June 26, 2012, 07:19:56 PM
In all honesty, Sniper got the best end of the deal, I mean look at them.
Title: Re: Team Fortress 128
Post by: Alpha on June 26, 2012, 07:20:40 PM
New scout pistol is going to be fun.

Scattergun is ultimately disappointing, though. It's a weapon designed for getaways and ctf, not for the scouts role of quickly closing in on and picking off enemies.
Title: Re: Team Fortress 128
Post by: Gpop on June 26, 2012, 07:32:45 PM
And even then, it's terrible because it completely resets boost on jump

I think they should've kept it at double jump instead.
Title: Re: Team Fortress 128
Post by: Freyband on June 26, 2012, 07:57:00 PM
I think they should've kept it at double jump instead.
Agreed. Thankfully the pistol looks sexy. :L (<--- that there is me drooling).
As for the rest... meh. Hope I can flare jump with the scorch shot, but if not it might still be fun sending a scout into atmo with it.
Title: Re: Team Fortress 128
Post by: DX7.EP on June 26, 2012, 08:02:52 PM
New weapons = new attributes I can apply to weapons with FF2 bosses.

In particular the boost effect that could come in handy for one boss....>:D

But yeah, Sniper got quite a ton of the good things, though that means more CoD idiots playing SMG Sniper. Scout pistol seems nice though.
Title: Re: Team Fortress 128
Post by: Gc on June 26, 2012, 08:58:29 PM
New weapons = new attributes I can apply to weapons with FF2 bosses.
New major update = Metamod: Source and SourceMod broken for 2 days. Don't expect new FF2 boss attributes too soon.

I'll definitely go for the Shortstop - somewhere around 0.66-0.88 ref seems appropriate.
0.66 is fine

Hmm how much for strange Southern Hospitality?
Spreadsheet says 0.66 so that should be fine
Title: Re: Team Fortress 128
Post by: Esoterica on June 26, 2012, 09:07:51 PM
New Scattergun is just another case of an unlock that would've been perfect to balance Pyro, but went to a class that didn't need it instead. :<  Would've fixed both his mobility and range issues.

Pistol looks swag, but that's about it.  SMG was already the weakest gun in the game, reducing clip size and lowering firing rate for a 3 second crit boost in a situation where you probably aren't even going to benefit from it does nothing for you.  New rifle has less bodyshot damage for an upside that isn't always active and will almost never make a difference.  The bazooka description's pretty vague but it sounds like it'd lose to anything in a direct fight or even ambush, and is probably just major reflect fodder.

And then that flare gun.

15 damage flares yeahhhhhh

I'd have to see the knockback and AoE size though, but knowing Valve it's probably direct hit AoE with really minor knockback.
Title: Re: Team Fortress 128
Post by: Dr.Strafe on June 26, 2012, 09:10:09 PM
This update event is shaping up rather nicely. I'm liking the new weapons and hats/misc gear. I'll probably be acquiring all of them (completionist tendencies, woo!) but at the very least, I'll snag that item for the Sniper that makes him look like Jean Reno from The Professional.  :3
Title: Re: Team Fortress 128
Post by: InfernalExuro on June 26, 2012, 09:12:15 PM
This update event is shaping up rather nicely. I'm liking the new weapons and hats/misc gear. I'll probably be acquiring all of them (completionist tendencies, woo!) but at the very least, I'll snag that item for the Sniper that makes him look like Jean Reno from The Professional.  :3
That's who the creator modeled them after. I'm probably going to pick them up for that reason, myself.
Title: Re: Team Fortress 128
Post by: DX7.EP on June 26, 2012, 09:12:37 PM
New major update = Metamod: Source and SourceMod broken for 2 days. Don't expect new FF2 boss attributes too soon.
Already know non-vanilla and many servers (including ours) break after each major update and such. Even with that taken to account we have to figure out how to use said attributes.

Also, yeah, that trade is good.
Title: Re: Team Fortress 128
Post by: Alpha on June 26, 2012, 09:26:03 PM
Alright, figure I should put up some of the stuff I'm trading to get ready for the update.
First off, I'm selling all my crates for a rec if anyone's interested. Some old series in there including 3 and 4. Sold for a scout and secondary token to Hourai.
Secondly, I'm buying 3 secondary tokens and 3 scout tokens for 2 scrap per token.

All done! Ready and waiting for the update.
Title: Re: Team Fortress 128
Post by: Amraphenson on June 26, 2012, 11:42:32 PM
I don't think The Beggar's Bazooka actually has a missing rocket? Or is that implied?
Title: Re: Team Fortress 128
Post by: Esoterica on June 26, 2012, 11:44:31 PM
Beggar's Bazooka's description is pretty vague.  I'm under the impression that you charge up and fire the full clip at once, which would mean a three-shot clip, but I've heard some other interpretations of it too so I'm not sure.

Kind of curious about how severe the spread is too.
Title: Re: Team Fortress 128
Post by: Amraphenson on June 26, 2012, 11:52:59 PM
It doesn't have the customary -25% ammo the other three shot launchers have, and it does mention that the max burst is 3. What's really got me interested is that this implies a clip of four, and thus a spare rocket to jump with. Theoretically, if the charge is fast enough...jump, triple burst? Shouldn't get my hopes up, though.
(not that I play solly)
Title: Re: Team Fortress 128
Post by: yuyukos on June 27, 2012, 02:51:14 AM
New SMG, Rocket Launcher, and Flare Gun all pique my interest. Not sure about the scout items, but I think any new Sniper Rifle would have to be off the wall bananas good to replace the Machina.
15 hours to go, Mm mmf!
Title: Re: Team Fortress 128
Post by: Esoterica on June 27, 2012, 05:57:44 AM
Ahaha oh wow, someone pointed out that this update's been planned for at least as long as Meet the Medic's been out.

Note the Scout gets hit with three simultaneous rockets around 0:10. (http://www.youtube.com/watch?v=36lSzUMBJnc)
Title: Re: Team Fortress 128
Post by: Amraphenson on June 27, 2012, 08:41:38 AM
Ahaha oh wow, someone pointed out that this update's been planned for at least as long as Meet the Medic's been out.

Note the Scout gets hit with three simultaneous rockets around 0:10. (http://www.youtube.com/watch?v=36lSzUMBJnc)

Someone pointed out there were three soldiers on the hill. :V
On the other hand, never noticed the Engineer was rocking a Frontier Justice in Meet the Medic.
Title: Re: Team Fortress 128
Post by: Esoterica on June 27, 2012, 12:46:21 PM
In other news, plastic Sandviches being sold at the San Diego Comic-Con. :V (http://www.threeaonline.com/blog/wp-content/uploads/2012/06/1-1sandvich.jpg)

Don't know what to make of that, shame they're only being sold at the con and not online though.

EDIT: Self-plug here, uploaded a video (http://youtu.be/QRbZ72VePC8) with a few mini-sentry jumps.  Some are practical, some are just for show, last one in particular I'm pretty proud of just because of how difficult it is. :V
Title: Re: Team Fortress 128
Post by: Edible on June 27, 2012, 06:02:46 PM
*waits for page to load*
Title: Re: Team Fortress 128
Post by: Raikaria on June 27, 2012, 06:05:34 PM
Valve have either taken the site down to actually update or taken it down to give ther illusion that they are updateing when in reality they're late.

Knowing Valve...
Title: Re: Team Fortress 128
Post by: Gpop on June 27, 2012, 06:06:02 PM
*waits for page to load*
https://www.youtube.com/watch?v=WUhOnX8qt3I

Here you go.

All I can say is...wow Pyro that is some fucked up shit xD
Title: Re: Team Fortress 128
Post by: Edible on June 27, 2012, 06:09:52 PM
Pyro's on drugs.  All the time.

:D
Title: Re: Team Fortress 128
Post by: Gpop on June 27, 2012, 06:11:30 PM
PS: How much you wanna bet that "flamethrower" is a new weapon for him? :V
Title: Re: Team Fortress 128
Post by: Edible on June 27, 2012, 06:13:11 PM
Please oh god yes.

Especially if it shoots rainbows.
Title: Re: Team Fortress 128
Post by: Alpha on June 27, 2012, 06:16:21 PM
Please oh god yes.

Especially if it shoots rainbows.
Killed enemies turn into floating babbies  :V
Title: Re: Team Fortress 128
Post by: Freyband on June 27, 2012, 06:17:51 PM
Especially if it shoots rainbows.
Love Colored magic anyone?
Title: Re: Team Fortress 128
Post by: Esoterica on June 27, 2012, 06:27:20 PM
Best Meet the Team video by far.  No contest.
Title: Re: Team Fortress 128
Post by: Wisp on June 27, 2012, 06:34:04 PM
That was hilarious and sad at the same time. I kinda freaked out at the Medic part, but everything else I laughed at.
Btw, no day 3 because Valve can't count to 3.
And if that rainbowthrower became a reality, I would go back to Pyro.
Title: Re: Team Fortress 128
Post by: Edible on June 27, 2012, 06:35:00 PM
Btw, no day 3 because Valve can't count to 3.

(http://www.shrinemaiden.org/forum/Smileys/default/getdown.gif)
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on June 27, 2012, 06:36:31 PM
I want that flamethrower shown in that video. I'll bet my Pootiskiin helm that it'll come out (eventually)
Title: Re: Team Fortress 128
Post by: Esoterica on June 27, 2012, 06:39:04 PM
Btw, no day 3 because Valve can't count to 3.
In all fairness the Day 1&2 updates were 30~90 minutes after now on their respective days.

Also, oh my god. (http://store.valvesoftware.com/product.php?i=ATF005T)
Title: Re: Team Fortress 128
Post by: DX7.EP on June 27, 2012, 06:44:20 PM
Glorious video. Pyro is deranged after all! :getdown:

Also, oh my god. (http://store.valvesoftware.com/product.php?i=ATF005T)
Oh wow. :V
Title: Re: Team Fortress 128
Post by: Alpha on June 27, 2012, 06:48:08 PM
In all fairness the Day 1&2 updates were 30~90 minutes after now on their respective days.

Also, oh my god. (http://store.valvesoftware.com/product.php?i=ATF005T)
Yeah, friend sent that to me.

I fear no man, but that line... It scares me.
Title: Re: Team Fortress 128
Post by: Amraphenson on June 27, 2012, 06:51:57 PM
feaaaaaaaaaaaaaaaar. I now know it.
Title: Re: Team Fortress 128
Post by: Alpha on June 27, 2012, 06:55:26 PM
Quote from: TF2 Blog
Also! Because today's new items contain some Meet the Pyro spoilers, we're gonna hold off on announcing those until the update?s ready later today.
Looks like VALVe trolled us all.

Again.
Title: Re: Team Fortress 128
Post by: Iryan on June 27, 2012, 06:56:01 PM
Not as funny as most others, actually,  but still quite entertaining.

They also kinda did what I was expecting them to do, which is funny.  :V
Title: Re: Team Fortress 128
Post by: Gc on June 27, 2012, 06:56:28 PM
Also, oh my god. (http://store.valvesoftware.com/product.php?i=ATF005T)

I need at least 20 of those floating around in my room. Right now.
Title: Re: Team Fortress 128
Post by: Gpop on June 27, 2012, 06:56:46 PM
Looks like VALVe trolled us all.

Again.
Pyro flamethrower confirmed :V
Title: Re: Team Fortress 128
Post by: Edible on June 27, 2012, 07:00:03 PM
Pyro rainbowthrower confirmed :V
Title: Re: Team Fortress 128
Post by: Esoterica on June 27, 2012, 07:01:07 PM
I'm looking forward to the lollipop more :3c

EDIT:

(http://puu.sh/E6sU)

okay maybe I take that back, this sounds way too likely

EDITEDIT: These "spoiler" weapons might be more subtle than we think, actually...

http://steamcommunity.com/sharedfiles/filedetails/?id=9975&searchtext=Sergeant
http://puu.sh/E6LC
Title: Re: Team Fortress 128
Post by: Alpha on June 27, 2012, 07:27:08 PM
EDITEDIT: These "spoiler" weapons actually might be more subtle than we think, actually...

http://steamcommunity.com/sharedfiles/filedetails/?id=9975&searchtext=Sergeant
http://puu.sh/E6LC
Mind = Blown

Wonder what it's stats are gonna be if it's actually getting in the game.
Title: Re: Team Fortress 128
Post by: Dr.Strafe on June 27, 2012, 08:31:37 PM
/me wakes up.
/me watches Meet the Pyro for the first time.

.. my head hurts. Definitely not what I was expecting. :V
Title: Re: Team Fortress 128
Post by: Entropy on June 27, 2012, 09:01:43 PM
The video was... Sort of passable in a strange way, yeah. Was hoping for something massive to make the pyro more interesting (i.e., dialouge), but the chances of that were prety low for a number of reasons. Dominations and revenges feel just a little emptier without the insults or one-liners...   :derp:

I still hope for some sort of liquid nitrogen iceflamethrower, though. With a modest snare and "blue Australium" spycicle ice effect? It sounds workable, but not really a pyro thing :P. Sort of another "not before a cold day in hell" wish, I'll admit.

The new scattergun seems sort of interesting, too. The -30% damage looks sort of like a GRU/atomizer debuff to make it garbage for shooting at first, but the large spread reduction may make it beat out most other scout weapons for midrangeish DPS. But yeah, the lose boost on jump thing may be a bit harsh. Make it on crouch, or something. :V
Title: Re: Team Fortress 128
Post by: Dr.Strafe on June 27, 2012, 09:12:44 PM
I still hope for some sort of liquid nitrogen iceflamethrower, though.
New weapon: "Freezer Burn"  :3
Title: Re: Team Fortress 128
Post by: Messiah on June 27, 2012, 09:21:55 PM
I like this pyro guy, I like.
Title: Re: Team Fortress 128
Post by: Gc on June 27, 2012, 09:39:24 PM
The lesson to remember from Meet the Pyro is that:
Quote from: friend over mumble
Anything involving colors other than gray and brown is BRONIES and should be banned from this universe.

Because a happy mood is only for children and not for real adults and gamers such as myself.
Title: Re: Team Fortress 128
Post by: Esoterica on June 27, 2012, 09:41:42 PM
Side note, Scout says "He's not here, is he?" in the interview.

Pyro gender confirmed?
Title: Re: Team Fortress 128
Post by: Gpop on June 27, 2012, 09:42:36 PM
Side note, Scout says "He's not here, is he?" in the interview.

Pyro gender confirmed?
It could be a general thought since it seems they don't even know his real gender.
Title: Re: Team Fortress 128
Post by: Esoterica on June 27, 2012, 09:46:43 PM
It could be a general thought since it seems they don't even know his real gender.
Yeah, true enough, but it is the first time they've referred to Pyro with an actual gender that didn't involve a switcheroo (one of the blog posts years ago said "she", then "he", then I think was changed to "the Pyro" or something eventually).
Title: Re: Team Fortress 128
Post by: Romantique Tp on June 27, 2012, 09:48:35 PM
Completed my grandma spy set yesterday
http://steamcommunity.com/id/MasterBigode/screenshot/956136683211155656/?slicestart=956136683211299624&slicecount=6
Title: Re: Team Fortress 128
Post by: yuyukos on June 27, 2012, 11:59:16 PM
Video, glorious. All Pyro wants to do is rainbows and candy :V.
Title: Re: Team Fortress 128
Post by: Gpop on June 28, 2012, 12:01:18 AM
Video, glorious. All Pyro wants to do is rainbows and candy :V.
You know, in a sense I feel sad for the guy, I mean, in his mind he's really a nice guy and all...but he's mentally deranged to the point of obliviousness of his real life actions.

But all he wants is just to hug and play with little babies...
Title: Re: Team Fortress 128
Post by: Esoterica on June 28, 2012, 12:10:52 AM
Guess what someone found (http://www.sourceop.com/hell-met/TF2/bots.jpg) in the SMF (http://imgur.com/a/cUQwr) files.

MANN VS MACHINE CONFIRMED
Title: Re: Team Fortress 128
Post by: Gc on June 28, 2012, 12:21:07 AM
Guess what someone found (http://www.sourceop.com/hell-met/TF2/bots.jpg) in the SMF (http://imgur.com/a/cUQwr) files.

MANN VS MACHINE CONFIRMED

Mann vs Machine is an elaborate hoax to instead introduce Mann vs Magic
Title: Re: Team Fortress 128
Post by: Romantique Tp on June 28, 2012, 12:27:09 AM
New update coming in a few minutes, featuring the new map.
Title: Re: Team Fortress 128
Post by: Alpha on June 28, 2012, 12:35:53 AM
Behold; Day 3!

http://www.teamfortress.com/pyromania/pyroland/
Title: Re: Team Fortress 128
Post by: Gpop on June 28, 2012, 12:38:28 AM
Hahaha it actually shoots rainbows

Fuck yes!
Title: Re: Team Fortress 128
Post by: Esoterica on June 28, 2012, 12:40:19 AM
I'm a little concerned here.  It looks like Pyro's just getting reskinned weapons.

These things better have unique stats or I'm going to be buttdevastated.
Title: Re: Team Fortress 128
Post by: Wisp on June 28, 2012, 12:45:45 AM
Oh good, Valve learned how to count to 3.
Title: Re: Team Fortress 128
Post by: Gpop on June 28, 2012, 12:52:45 AM
I'm a little concerned here.  It looks like Pyro's just getting reskinned weapons.

These things better have unique stats or I'm going to be buttdevastated.
I DON'T CARE EVERYONE GETS RAINBOWS!
Title: Re: Team Fortress 128
Post by: Esoterica on June 28, 2012, 12:59:33 AM
Beta flamethrower suggestions thread is gone from SPUF

oh god flamethrower buffs
and by buffs I mean undoing nerfs that shouldn't have happened in the first place but whatever

I-I guess this is okay...
Title: Re: Team Fortress 128
Post by: yuyukos on June 28, 2012, 01:08:52 AM
Rainbows and Candy loadout, here I come! Great update for flavor so far.
Title: Re: Team Fortress 128
Post by: Romantique Tp on June 28, 2012, 01:14:18 AM
Update is out, it's a little over 400 mb
Title: Re: Team Fortress 128
Post by: Romantique Tp on June 28, 2012, 01:25:23 AM
Source Engine Changes (TF2, DoD:S, HL2:DM)
- Added ConVars sv_rcon_maxpacketsize and sv_rcon_maxpacketbans to allow server admins to control the maximum RCON packet size and whether or not users get banned for exceeding that limit. The defaults reflect the existing behavior.
- Fixed not being able to import custom spray images on Macs
- Fixed Macs cancelling http map downloads that take longer than 30 seconds
 
Team Fortress 2
- Added Pyrovision!
- Added new game mode Special Delivery and map Doomsday!
- Friendly players glow when carrying the flag
- Fixed rare cases where flag could fall out of the world
- Fixed cases where the Payload HUD looked like the cart is still on a hill when it isn't
- Fixed cases where some clients didn't receive broadcasts about long continuous particle effects being started or stopped
- Updated the HTML renderer for displaying server MOTD
- Votes created by a dedicated server no longer trigger a failed vote cooldown
- Fixed map triggered annotation events not working on dedicated servers
- Fixed the game crashing if tempents are created that use invalid materials
- Using a Name Tag while in game notifies everyone of the name change
- Fixed Strange Part: Projectiles Reflected not tracking grenade and sentry rocket deflections
- Added new items
       * City on Fire item sets
       * Pyroland weapons and cosmetics
       * Community-contributed cosmetic items for all classes
       * Mysterious treasures have been incinerated, but are now craftable
       * Added crafting recipe for Pile of Ash
       * Scorched Keys are now available in the store for a limited time
       * New promo item
- Weapon balancing changes
       * Gloves of Running Urgently
               * Removed self-damage over time penalty
               * Heavy takes mini-crits while active and for 3 seconds after switching away
               * Attack damage penalty reduced from -50% to -25%
       * Tomislav
               * Spin-up speed bonus reduced from +40% to +10%
       * Quick-Fix
               * Medic mirrors blast jump of their heal target
       * Crusader's Crossbow
               * Reload speed time reduced by +40%
       * Cozy Camper
               * Regenerates 1 heath per second
               * Reduced movement penalty from -90% to -80%
       * Sticky Jumper and Rocket Jumper
               * Added 'flying' sound to blast jumps
       * The Concheror
               * Changed rage building source from "damage done and damage received" to only "damage done"
               * Increased the rate at which Rage builds for this item by +25%
       * The Equalizer
               * Removed player move speed modification and added it to a new item named The Escape Plan
               * All owners of the Equalizer will be automatically granted The Escape Plan
       * Crit-a-Cola
               * Added +25% increased movement speed while active
               * Increased duration from 6 to 8 seconds
       * Atomic Bonk
               * Increased duration from 6 to 8 seconds
       * All Flamethrowers
               * Increased base damage by +10%.
       * Backburner
               * Removed +10% damage bonus attribute
               * Note: Because of base damage increase, damage remains unchanged
       * Degreaser
               * Added -10% damage penalty attribute
               * Note: Because of base damage increase, damage remains unchanged
       * Phlogistinator
               * Damage defense while taunting reduced from -90% to -75%
- Item bug fixes
       * Fixed sentry sometimes spawning in shielded mode while the Wrangler was equipped, but not deployed
       * Improved visual and audio cues for when the Manmelter is ready to fire
       * Fixed Manmelter being able to earn crits via friendly Pyro self-damage
       * Fixed Scotch Bonnet's blue team skin not showing
       * Fixed Unarmed Combat's taunt not working
       * Unarmed Combat's color now matches the team using it
       * Fixed the Apparition's Aspect showing a burning texture in DX8
Title: Re: Team Fortress 128
Post by: Messiah on June 28, 2012, 01:30:26 AM
Quote
* Removed self-damage over time penalty
               * Heavy takes mini-crits while active and for 3 seconds after switching away
               * Attack damage penalty reduced from -50% to -25%

More useful for FF2 :V

Quote
* The Equalizer
               * Removed player move speed modification and added it to a new item named The Escape Plan
               * All owners of the Equalizer will be automatically granted The Escape Plan

Dang, that's quite a turndown for many users. It's good that the damage input is still the same but I can't run fast and do quite the damage as soldier anymore :(


And it's funny how I saw many people asking to a pyro nerf, and he gets a buff :V
Title: Re: Team Fortress 128
Post by: Romantique Tp on June 28, 2012, 01:38:41 AM
And it's funny how I saw many people asking to a pyro nerf, and he gets a buff :V

These people should quit multiplayer games.
Title: Re: Team Fortress 128
Post by: Esoterica on June 28, 2012, 01:39:11 AM
Very happy with the balance adjustments as a whole, though I lol'd that phlog got nerfed (this thing was already trash, why nerf it?).

They're years late on the Equalizer nerf honestly, fucking Robin and his being a Soldier main >_>

anywho, time to finish updating then tweak items_game.txt to play with the new toys BV

And it's funny how I saw many people asking to a pyro nerf, and he gets a buff :V
i

what
Title: Re: Team Fortress 128
Post by: Gpop on June 28, 2012, 01:48:27 AM
Actually, now it makes a difference between degreaser and normal flamethrower with damage it takes now since the others have a +10% damage increase :(
Title: Re: Team Fortress 128
Post by: DX7.EP on June 28, 2012, 01:51:56 AM
Equalizer nerf T_T

BUT....
Quote
Fixed Macs cancelling http map downloads that take longer than 30 seconds
YES. Now Mac users on our server won't have problems with custom maps!
Title: Re: Team Fortress 128
Post by: Alpha on June 28, 2012, 01:59:39 AM
Curses. I was late. Pocket Pistol craft number 169.

Ah well, I'm still happy to get one.
Title: Re: Team Fortress 128
Post by: Entropy on June 28, 2012, 02:02:06 AM
- Added new items
       * City on Fire item sets
       * Pyroland weapons and cosmetics
       * Community-contributed cosmetic items for all classes
       * Mysterious treasures have been incinerated, but are now craftable
Some of those values were getting pretty high; I have to wonder how that's going to go over...
       * Crusader's Crossbow
               * Reload speed time reduced by +40%
<--- (really would've preferred projectile speed...)
       * Crit-a-Cola
               * Added +25% increased movement speed while active
               * Increased duration from 6 to 8 seconds
That'll get some use.  :3
Title: Re: Team Fortress 128
Post by: Romantique Tp on June 28, 2012, 02:11:36 AM
Some of the items that were added to the game: http://steamcommunity.com/workshop/browse?appid=440&p=1&browsesort=accepted&browsefilter=accepted
Title: Re: Team Fortress 128
Post by: Freyband on June 28, 2012, 02:18:36 AM
Got a #444 pistol \o/ (probably be an idiot and rename it 44.4 magnum as a joke).
May try one of the crate keys, but not till I'm sure what it drops (also on that note, anyone want a scorched cheese wheel? It's free)
Title: Re: Team Fortress 128
Post by: Esoterica on June 28, 2012, 02:21:11 AM
Messing around with Scorch Shot.

It's even worse than I expected, and I already expected it to be one of the worst weapons in the game.
Title: Re: Team Fortress 128
Post by: yuyukos on June 28, 2012, 02:27:00 AM
I crafted 3 sets of Ashes. I got a Lollichop and 2 46s. I bought some keys, unboxed a Strange Rainblower and a Gentleman's Ushanka.
Title: Re: Team Fortress 128
Post by: Gpop on June 28, 2012, 02:48:57 AM
I crafted 3 sets of Ashes. I got a Lollichop and 2 46s. I bought some keys, unboxed a Strange Rainblower and a Gentleman's Ushanka.
Wow

I got a fucking strange Rainblower too.

I guess I can trade off my regular one now if anyone wants it
Title: Re: Team Fortress 128
Post by: yuyukos on June 28, 2012, 03:00:14 AM
Rainblower taunt = AoE flame explosion.  :V :V :V :V
Title: Re: Team Fortress 128
Post by: Wisp on June 28, 2012, 03:03:33 AM
Whoaaaaa, Pyrovision looks so cool. Rocket trails are bubbles and everyone is happy and shit.
Speaking of rockets, I got the new burst-fire one, ineffective but tons of fun.
Title: Re: Team Fortress 128
Post by: Esoterica on June 28, 2012, 03:07:36 AM
Scorch Shot demonstration if anyone's curious. (http://www.youtube.com/watch?v=9YFPPhBrxnA)

Whoaaaaa, Pyrovision looks so cool. Rocket trails are bubbles and everyone is happy and shit.
Speaking of rockets, I got the new burst-fire one, ineffective but tons of fun.
Does it shoot the rockets consecutively, or simultaneously?

EDIT: oh dear what (http://forums.steampowered.com/forums/showthread.php?p=31376577#post31376577)
Title: Re: Team Fortress 128
Post by: Wisp on June 28, 2012, 03:34:47 AM
Does it shoot the rockets consecutively, or simultaneously?
Consecutively. Starts out with zero rockets in the clip, holding it down will load rockets, releasing will fire them. When you load all three rockets, you have just about one second to fire them or else they'll explode in your face.
The spread makes it hard to hit a single target but it's good for hitting and breaking up crowds. Seems like it's for people who like to play the artillery.
Btw, since you have to load rockets to fire, rocket jumping will be considerably harder.

EDIT: Oh sweet, something for Demoman? I pray that whatever it is will help against Scouts and Pyros.
Title: Re: Team Fortress 128
Post by: Esoterica on June 28, 2012, 03:39:31 AM
Consecutively.
Christ.  This is going to be hell for Pyros...
Title: Re: Team Fortress 128
Post by: DX7.EP on June 28, 2012, 06:13:21 AM
Liking the silly bulletin boards and slideshow presentation in Doomsday quite a bit. Not surprisingly bots are unable to play effectively on this map after nav generation.

Also got a S. Escape Plan and a Vintage one. No, I won't be trading them, but it is interesting to see the original Equalizer item qualities get carried over to the Escape Plans.

Lastly SourceMod broke predictably, and assuming an update we'll announce a Doomsday (and possibly Reimu) meeting for this weekend.
Title: Re: Team Fortress 128
Post by: InfernalExuro on June 28, 2012, 07:12:30 AM
I, however, don't plan on using my S. Equalizer anymore, so both it and my S. Escape Plan are up for bidding.  :V Alongside a Sight for Sore Eyes and possibly a Dillinger's Duffel.

And man did the pocket pistol get crafted fast. I was late to the crafting by less than a minute, yet I ended up with craft number 1165.
Title: Re: Team Fortress 128
Post by: Hanged Hourai on June 28, 2012, 07:28:50 AM
Trade ate up my new heavy misc, other person had the same happen to their item. What do?
Title: Re: Team Fortress 128
Post by: N-Forza on June 28, 2012, 08:24:14 AM
Wait until the item server sorts itself out.

A lot of those rebalances were a long time coming, and they made the Quick-Fix a bit more viable with the bungee cord-like feature. Good times.
Title: Re: Team Fortress 128
Post by: InfernalExuro on June 28, 2012, 09:08:29 AM
Yeah, the item servers have been screwy all day. Some of my items migrated outside of my normal BP capavity while still equipped. :V
Title: Re: Team Fortress 128
Post by: Raikaria on June 28, 2012, 10:19:56 AM
EDIT: Oh sweet, something for Demoman? I pray that whatever it is will help against Scouts and Pyros.

A good Demo already has no counter, and is overpowered. The last thing it needs is something for Scouts and Pyros, who are pretty much the only classes with half a chance against a good demo. [And a very good Demo will hit Scouts anyway, and Airburst to kill Pyros...]
Title: Re: Team Fortress 128
Post by: Messiah on June 28, 2012, 10:53:38 AM
Guess I will have to master RJumping to make a use of the Market Gardener or else follow the path of the samurai  :3
Title: Re: Team Fortress 128
Post by: Gc on June 28, 2012, 01:46:29 PM
A good Demo already has no counter, and is overpowered. The last thing it needs is something for Scouts and Pyros, who are pretty much the only classes with half a chance against a good demo. [And a very good Demo will hit Scouts anyway, and Airburst to kill Pyros...]
You're talking about b4nny, right ?
Title: Re: Team Fortress 128
Post by: Esoterica on June 28, 2012, 03:27:54 PM
You're talking about b4nny, right ?
Naw, b4nny just looks at his keyboard and the other team dies. BV
Title: Re: Team Fortress 128
Post by: Romantique Tp on June 28, 2012, 03:28:45 PM
A good Demo already has no counter, and is overpowered.

Please tell me this is sarcasm
Title: Re: Team Fortress 128
Post by: N-Forza on June 28, 2012, 10:14:23 PM
Unboxed an Unusual Searing Plasma Engineer's Cap last night.

Might trade it for a bubbling one though.
Title: Re: Team Fortress 128
Post by: Gc on June 28, 2012, 10:24:15 PM
At times like this I regret having no money in my paypal, bank account and no credit card. Especially right before potential Steam Summer Sales 2012.



Paypal because no credit card, only way for me to pay online.
Bank account because can't transfer money to my paypal.
Credit card because paypal takes forever to transfer funds in Canada.

Title: Re: Team Fortress 128
Post by: Agent of the BSoD on June 28, 2012, 11:07:46 PM
Got two scorched crates so far, and both contained The Gentleman's Ushanka. So, anyone want to trade for one of those?
Title: Re: Team Fortress 128
Post by: Romantique Tp on June 28, 2012, 11:21:17 PM
Are you looking for anything in particular ?
Title: Re: Team Fortress 128
Post by: DX7.EP on June 28, 2012, 11:26:47 PM
How much do you want for one?
Title: Re: Team Fortress 128
Post by: Agent of the BSoD on June 28, 2012, 11:27:14 PM
Are you looking for anything in particular ?
Not really. I'm waiting to get a S. Rainblower from one of the crates eventually. So other than that, even metal would suffice right now. (idk how much, I'm not great with trading since I hardly do it ever :V)
Title: Re: Team Fortress 128
Post by: Entropy on June 28, 2012, 11:36:31 PM
Two ash piles, two 46es, unboxed myself some soup cans and a balloonicorn, which, I confirm, does get assists. I think I may name him her after a certain Touhou (feel free to guess who) to check if the new name shows up as the assist instead of "Balloonicorn", but I?m probably going to wait until someone puts up screens on how it takes paint. Yeah, apparently it?s paintable. I wonder how long till the pyrovision makes me sick?    :derp:

I chased down and punched out a spy demo after eating a Steak Sandvich, so I?m guessing it gets the same speed boost as the cola now? What a game changer.
Title: Re: Team Fortress 128
Post by: DX7.EP on June 28, 2012, 11:55:16 PM
4 Ash Piles -> 3 S46 and a Cleaner's Carbine. Other crates had Gentleman's Ushanka, Idea Tube, and S. Rainblower. Not bad.
Title: Re: Team Fortress 128
Post by: yuyukos on June 29, 2012, 12:01:54 AM
If anyone does not want their Scorched Crates (aka S46), I will be glad to trade them off your hands.
Title: Re: Team Fortress 128
Post by: Gc on June 29, 2012, 12:08:33 AM
Getting steamrolled on gravelpit defense (gravelpit already makes me want to uninstall TF2) because "quick fix is best" according to your team's medics (enemy team running kritz and uber)
Then map change to ctf_turbine_pro (which is incredibly terribad because ctf)

The perfect sequence of events to make you want to format your hard drive and setup Gentoo instead.
Title: Re: Team Fortress 128
Post by: InfernalExuro on June 29, 2012, 12:10:44 AM
Unboxed an Unusual Searing Plasma Engineer's Cap last night.

Might trade it for a bubbling one though.
You could actually get a bit more than just the bubbling one for that. Good amount of other hats or keys if you felt like it, even.

...Please forgive my unusual trading banter. It's a curse sometimes.  :colonveeplusalpha:
Title: Re: Team Fortress 128
Post by: Esoterica on June 29, 2012, 12:57:03 AM
One ash pile, one crate ;_;  Two bananas left, can't even make a second ash pile.  orz

If anyone does not want their Scorched Crates (aka S46), I will be glad to trade them off your hands.
This may be relevant to my interests depending on what you're offering for them.

(gravelpit already makes me want to uninstall TF2)
why would you say that it's the best map in the game ;_;
Title: Re: Team Fortress 128
Post by: Alpha on June 29, 2012, 01:02:33 AM
You could actually get a bit more than just the bubbling one for that. Good amount of other hats or keys if you felt like it, even.

...Please forgive my unusual trading banter. It's a curse sometimes.  :colonveeplusalpha:
Seconded. Plasma is a tier or two above bubbles, you could easily get more.

I think I may name him her after a certain Touhou (feel free to guess who)
Please tell me you aren't going to name it Yuugi.
Title: Re: Team Fortress 128
Post by: Hanged Hourai on June 29, 2012, 01:42:09 AM
............................
AAAAAAAAAAAAAAAAAAAAAAAAAHAHAHAHAHAHAHA

Craft #82 Liquor Locker for my Merc Scarf, Wrap, and 6 ref.

I love everything


Except for my Idea Tube that vanished ;-;
Title: Re: Team Fortress 128
Post by: yuyukos on June 29, 2012, 01:44:25 AM
This may be relevant to my interests depending on what you're offering for them.
Spreadsheet says 0.22 ref per at the moment, so 2 scrap per crate.
Title: Re: Team Fortress 128
Post by: Amraphenson on June 29, 2012, 01:53:51 AM
Played around with the new scattergun. It's actually not bad? Once you're in the mentality of 'don't jump, run everywhere at MAXIMUM SPEED', it's actually really cool. Rolled it with Bonk!, and I was just everywhere. Shotgun itself is ass, but the awesome speed is just...well...awesome.
Title: Re: Team Fortress 128
Post by: Gpop on June 29, 2012, 02:06:01 AM
Sniper isn't too bad, in fact, I dunno if it's just me, but charge rate seems...a lot faster. Makes up for the weaker body shots, but it encourages me to get better at headshots.

Also, who's up for coming together tomorrow at the MotK server tomorrow? Just for Doomsday/Pyromania update fun?
Title: Re: Team Fortress 128
Post by: Esoterica on June 29, 2012, 02:10:11 AM
Spreadsheet says 0.22 ref per at the moment, so 2 scrap per crate.
Sounds fair to me, I'll add you in a moment.

Out of curiosity, would you be willing to part with your Quick Fix instead of one of the scraps?  It's the only Medic unlock I don't have yet.

EDIT: Oh wait, I don't have an Overdose either.  But I like the Crossbow a lot so that's not a big deal.
Title: Re: Team Fortress 128
Post by: Messiah on June 29, 2012, 02:15:59 AM
If anyone does not want their Scorched Crates (aka S46), I will be glad to trade them off your hands.

If you are still interested, I have 2 for sale.




Also, who's up for coming together tomorrow at the MotK server tomorrow? Just for Doomsday/Pyromania update fun?

I am always up for the fun.
Title: Re: Team Fortress 128
Post by: hyorinryu on June 29, 2012, 03:10:19 AM
One ash pile, one crate ;_;  Two bananas left, can't even make a second ash pile.  orz
This may be relevant to my interests depending on what you're offering for them.
why would you say that it's the best map in the game ;_;

It's a nice map, though I'm partial to hightower and frontier. And that was the engie update, with the top of each base having like 4 wrangled sentries....  Good times...

I should start playing again. I wish I could that server I used to go to...that place was awesome. If only I could find that server. They moved and I can't remember where they went.

Title: Re: Team Fortress 128
Post by: DX7.EP on June 29, 2012, 03:12:57 AM
Also, who's up for coming together tomorrow at the MotK server tomorrow? Just for Doomsday/Pyromania update fun?
Don't forget Reimu beta testing. :D

Also, unboxed some spare Stranges for those intersted:
 - Knife
 - Syringe Gun (eh)
 - Bonesaw (:\)
 - Eyelander (Yet again?!)
Title: Re: Team Fortress 128
Post by: yuyukos on June 29, 2012, 03:44:09 AM
No more crates, besides Esoterica, whenever you get back to me. Managed to unbox a Strange Lollichop, so I'm satisfied.

Also got a spare Strange Rainblower now, if anyone would like one. My goal is to Hale's Own my first one :V.
Title: Re: Team Fortress 128
Post by: Esoterica on June 29, 2012, 03:45:53 AM
No more crates, besides Esoterica, whenever you get back to me. Managed to unbox a Strange Lollichop, so I'm satisfied.

Also got a spare Strange Rainblower now, if anyone would like one. My goal is to Hale's Own my first one :V.
You should look at Steam. :derp:

hnnng I want a Strange Rainblower kinda, but I don't honestly know if I'd really use it over the Degreaser.  Don't think I want to shell out for one. :<

oooooor go offline
welp
guess I'm gonna go eat then, then you can come back and see you missed me and we can start the ever-entertaining cycle of never being on at the same time ;_;
Title: Re: Team Fortress 128
Post by: Barrakketh on June 29, 2012, 04:38:42 AM
You should look at Steam. :derp:

hnnng I want a Strange Rainblower kinda, but I don't honestly know if I'd really use it over the Degreaser.  Don't think I want to shell out for one. :<
I will eventually get one and may even work on ranking it up, because the other weapons still aren't going to shoot bubbles and rainbows :V  Gonna wait for prices to drop though...they always do unless you're talking about items from a Salvaged Crate.

I'm hoping we get some videos on Youtube of some good Quick-Fix medic shenanigans now that they buffed it.  I'm interested in seeing what happens what happens a soldier is jumping off of walls (like when going to the roof of Gravelpit B's roof...jump out of left exit, jump off of wall above shack to roof).
Title: Re: Team Fortress 128
Post by: Esoterica on June 29, 2012, 05:02:07 AM
I will eventually get one and may even work on ranking it up, because the other weapons still aren't going to shoot bubbles and rainbows :V  Gonna wait for prices to drop though...they always do unless you're talking about items from a Salvaged Crate.

I'm hoping we get some videos on Youtube of some good Quick-Fix medic shenanigans now that they buffed it.  I'm interested in seeing what happens what happens a soldier is jumping off of walls (like when going to the roof of Gravelpit B's roof...jump out of left exit, jump off of wall above shack to roof).
Quick Fix tether basically just mimics the jump without causing self-damage (though it can cause fall damage).  Interesting to note, lots of people forget that Megaheal gives knockback immunity, so Quick-Fix is probably the best uber to use for things like attacking Gravelpit C, allowing a Medic-Soldier to jump on top despite sentry fire, airblasts, and whatnot.

SEKRIT VIDEO OK (http://www.youtube.com/watch?v=bvJeDHNfTvY)
Title: Re: Team Fortress 128
Post by: N-Forza on June 29, 2012, 05:11:07 AM
No problem with Unusual Chat, especially if it is informative/helpful in attaining my goal. :V Do you think the gap between effects would be enough to ask for a low-tier rare Strange like the Mantreads?

The plan was to get bubbles and color the cap Lime so I could have a Nitori cap (and name it Kappa Kap) (because I am a terrible human being) but I am open to suggestions on how I could work with my current one. I'm thinkin' brainwaves or something but I dunno.
Title: Re: Team Fortress 128
Post by: Dr.Strafe on June 29, 2012, 05:14:18 AM
Quick Fix tether basically just mimics the jump without causing self-damage (though it can cause fall damage).  Interesting to note, lots of people forget that Megaheal gives knockback immunity, so Quick-Fix is probably the best uber to use for things like attacking Gravelpit C, allowing a Medic-Soldier to jump on top despite sentry fire, airblasts, and whatnot.

SEKRIT VIDEO OK (http://www.youtube.com/watch?v=bvJeDHNfTvY)
Hm... Interesting. I wonder how effective a Quick Fix Medic could capture intelligence when tethered to a Rocket Jumper or Sticky Jumper. Y'know, since they can't cap intel anymore..
Title: Re: Team Fortress 128
Post by: Esoterica on June 29, 2012, 05:17:55 AM
Hm... Interesting. I wonder how effective a Quick Fix Medic could capture intelligence when tethered to a Rocket Jumper or Sticky Jumper. Y'know, since they can't cap intel anymore..
That was the first thought that jumped into a lot of people's minds.  Answer shouldn't be too surprising. BV
Title: Re: Team Fortress 128
Post by: Alpha on June 29, 2012, 05:29:30 AM
Also, who's up for coming together tomorrow at the MotK server tomorrow? Just for Doomsday/Pyromania update fun?
Maybe. What time, or is there one you've decided on?
Title: Re: Team Fortress 128
Post by: Gpop on June 29, 2012, 05:42:12 AM
8pm like usual
Title: Re: Team Fortress 128
Post by: InfernalExuro on June 29, 2012, 05:57:51 AM
No problem with Unusual Chat, especially if it is informative/helpful in attaining my goal. :V Do you think the gap between effects would be enough to ask for a low-tier rare Strange like the Mantreads?

The plan was to get bubbles and color the cap Lime so I could have a Nitori cap (and name it Kappa Kap) (because I am a terrible human being) but I am open to suggestions on how I could work with my current one. I'm thinkin' brainwaves or something but I dunno.
Definitely. You might even be able to squeeze two or more low-tier rares out of the trade, depending on the buyer.
Title: Re: Team Fortress 128
Post by: yuyukos on June 29, 2012, 10:30:58 AM
Some spare hats for trade if anyone is interested:
2x Gentleman's Ushanka
Coupe D'isaster
Tough Guy's Toque
Title: Re: Team Fortress 128
Post by: Dr.Strafe on June 29, 2012, 11:00:34 AM
What would you like for the a Ushanka and the Coupe?
Title: Re: Team Fortress 128
Post by: Iryan on June 29, 2012, 05:29:41 PM
You know, this update kinda made me want to try playing again, but my performance kept being terrible.

So I absolutely minimized anything graphically that I could.

Should have done this way sooner. The game may look like CS 1.6 now, but I get double digit fps again! I pretty much lost any pretense of skill I once had (and I wasn't really good to begin with), but damn, at least now, I would have a chance. :V

I'll try to see if I can join on the next occasion.
Title: Re: Team Fortress 128
Post by: Tamer Anode/Cathode on June 29, 2012, 06:00:57 PM
Playing a bunch of Doomsday lately and some talking with Amra on IRC a while back has made me change up my tactics; I've decided to switch to Gunslinger for a while, and I'm loving the hell out of it. Having easily deployable, easily replaceable sentries is great since I can drop them down then run off to work on my dispenser/teleporter and then come back later if I need to put down a new one. Compare to a full-fledged sentry gun where I need to be next to it in order to keep it maintained, which sort of ties you down and limits your capability on maps where being mobile is an advantage.

Also, gone back to the Widowmaker from the Frontier Justice. Really decided I prefer the former; while it has less damage output, it's a lot more consistent and isn't dependent on your sentry (and doesn't require you to reload every 5 seconds if you miss a shot).

Came under budget on this month's rent and grocery expenses so I'm thinking I'm gonna unbox some crates I have sitting around. If I have anything of note that I don't need or already have I'm willing to offer it up for trade.

EDIT: I unboxed a spare Strange Rainblower, I'm willing to trade it for a Jag (or an Ambassador/Southern Hospitality so I can craft one)
Title: Re: Team Fortress 128
Post by: InfernalExuro on June 29, 2012, 06:38:41 PM
Just a Jag? I have one to trade for it, but are you sure that's all you want?
Title: Re: Team Fortress 128
Post by: Tamer Anode/Cathode on June 29, 2012, 06:55:40 PM
Just a Jag? I have one to trade for it, but are you sure that's all you want?
It's the only item I particularly need, although I'd also find use for Wee Booties/Bootlegger and the Liberty Launcher if you have any spares lying around.
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on June 29, 2012, 06:58:12 PM
I can trade you mine if you want, and I may throw in Heavy's shades if you'd like?
Title: Re: Team Fortress 128
Post by: Tamer Anode/Cathode on June 29, 2012, 07:00:23 PM
I can trade you mine if you want, and I may throw in Heavy's shades if you'd like?
If you're offering I certainly won't turn down the deal. Just a matter of getting in contact with you.
Title: Re: Team Fortress 128
Post by: Messiah on June 29, 2012, 09:01:41 PM
Gotta love how I can sell a rainblower for 1 refined when it's just a reskin of the flamethrower, which I would get only 1 scrap for.
Title: Re: Team Fortress 128
Post by: Entropy on June 29, 2012, 09:05:45 PM
Please tell me you aren't going to name it Yuugi.

You made me want to for a second, but no, I was thinking Yuyuko. And not just because of the color scheme. :V
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on June 29, 2012, 09:23:55 PM
If you're offering I certainly won't turn down the deal. Just a matter of getting in contact with you.
http://steamcommunity.com/profiles/76561198043676570

This is my profile link.

After this trade is finished, then I have a normal Rainblower up for grabs if anyone is interested in it. Will be for free, of course.
Title: Re: Team Fortress 128
Post by: Alpha on June 29, 2012, 11:06:42 PM
Playing a bunch of Doomsday lately and some talking with Amra on IRC a while back has made me change up my tactics; I've decided to switch to Gunslinger for a while, and I'm loving the hell out of it. Having easily deployable, easily replaceable sentries is great since I can drop them down then run off to work on my dispenser/teleporter and then come back later if I need to put down a new one. Compare to a full-fledged sentry gun where I need to be next to it in order to keep it maintained, which sort of ties you down and limits your capability on maps where being mobile is an advantage.
Aaarrrrrrrrrggghhhhhhhh

Gunslingers  :V

8pm like usual
Sure, I can make it.
Title: Re: Team Fortress 128
Post by: N-Forza on June 29, 2012, 11:47:20 PM
Gunslingers are ridiculously effective on the SD servers I play on because NO ONE shoots them for some reason.

I bought a Rainblower for a reclaimed yesterday because the guy had no idea what they were worth, but neither did I and we both agreed on the deal, so I guess I lucked out, heh.
Title: Re: Team Fortress 128
Post by: Barrakketh on June 30, 2012, 12:15:36 AM
My experience with mini-sentries is that they are frequently useless unless placed in a really sneaky spot, which is only going to last until one or two people notice it....then it won't work again.  Soldiers, demos, and snipers that are server regulars (which is most of them during primetime) are good about downing them ASAP.

It's only when there are multiple mini-sentries and/or the engineers have a dispenser full of metal so they are constantly replaced do they get truly annoying.
Title: Re: Team Fortress 128
Post by: Esoterica on June 30, 2012, 01:51:34 AM
Mini-Sentry effectiveness is mostly based around what it's shooting at.

Pyros will die to a mid-range mini sentry before they can even get a flame on it.  Scouts have a hell of a time with them too (unless they have Baby Face's Blaster's speed boost, apparently that outruns sentry tracking with ease)

Anything else generally isn't in a range they'd need to worry about them from, or can kill them without taking much damage.
Title: Re: Team Fortress 128
Post by: GN54 on June 30, 2012, 02:06:05 AM
They're good at killing medics too, but if there's a medic they're either dead anyway or can just hide behind their target.
Title: Re: Team Fortress 128
Post by: DX7.EP on June 30, 2012, 02:08:04 AM
Got 2 clean regular Rainblowers for trade if anyone wants them - going in spreadsheet price (1-1.33) due to how recent they are.
Title: Re: Team Fortress 128
Post by: yuyukos on June 30, 2012, 02:14:21 AM
What would you like for the a Ushanka and the Coupe?
Spreadsheet prices ok?
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on June 30, 2012, 02:19:54 AM
I got a dirty rainoower up for grabs. Contact me on steam if you're interested.

Rainbows not included in the order form.
Title: Re: Team Fortress 128
Post by: Gc on June 30, 2012, 02:46:44 AM
Source Film Maker already proving to be a great tool in the hands of the community. (https://www.youtube.com/watch?v=HDI2EmYH98I)
Title: Re: Team Fortress 128
Post by: Alpha on June 30, 2012, 03:09:11 AM
Source Film Maker already proving to be a great tool in the hands of the community. (https://www.youtube.com/watch?v=HDI2EmYH98I)
Oh wow, that's amazing. I want that Towering Pillar of Towering Pillars of Tower Pillars of Towering Pillars of Hat.
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on June 30, 2012, 03:12:13 AM
Hats for bullets confirmed for future update.
Title: Re: Team Fortress 128
Post by: Dr.Strafe on June 30, 2012, 08:33:42 AM
Spreadsheet prices ok?
Going by those prices as a guide, would you take 2 keys for the both of them? I can add a little more metal to the equation if you wish.

Stockbroker's Scarf for 0.66 refined
I'll totally buy that off of you.
Title: Re: Team Fortress 128
Post by: N-Forza on June 30, 2012, 01:16:05 PM
Not anymore. Traded both for the Business Casual.
Title: Re: Team Fortress 128
Post by: Yukarin on June 30, 2012, 01:21:05 PM
You know, this update kinda made me want to try playing again, but my performance kept being terrible.

So I absolutely minimized anything graphically that I could.

Should have done this way sooner. The game may look like CS 1.6 now, but I get double digit fps again! I pretty much lost any pretense of skill I once had (and I wasn't really good to begin with), but damn, at least now, I would have a chance. :V

I'll try to see if I can join on the next occasion.

Have you tried Chris' maxfps config?
Title: Re: Team Fortress 128
Post by: Iryan on June 30, 2012, 01:50:43 PM
Have you tried Chris' maxfps config?
I haven't modified the game in any way save for what's in the options menu inside the game. I don't even have a console open, and I wouldn't know how to change anything.  :derp:

Oh yeah, and a few hours of playing today (doomsday is fun yay) have shown that my glee was apparently mostly unfounded. The fps vary wildly, probably depending on how many high-polygon items are equipped by people in the current vicinity, and most of the time they still make scout unplayable. I guess yesterday I just got lucky.

Also after 30~90 minutes of playing, my lappy tends to do that thing where it immediately shuts down to prevent overheating. So there.

If it is not too complicated to implement, please tell me more about this maxfps config.  :3
Title: Re: Team Fortress 128
Post by: yuyukos on June 30, 2012, 02:01:51 PM
Going by those prices as a guide, would you take 2 keys for the both of them? I can add a little more metal to the equation if you wish.
2 keys is fine, feel free to message me whenever you're on.
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on June 30, 2012, 02:55:47 PM
I haven't modified the game in any way save for what's in the options menu inside the game. I don't even have a console open, and I wouldn't know how to change anything.  :derp:

Oh yeah, and a few hours of playing today (doomsday is fun yay) have shown that my glee was apparently mostly unfounded. The fps vary wildly, probably depending on how many high-polygon items are equipped by people in the current vicinity, and most of the time they still make scout unplayable. I guess yesterday I just got lucky.

Also after 30~90 minutes of playing, my lappy tends to do that thing where it immediately shuts down to prevent overheating. So there.

If it is not too complicated to implement, please tell me more about this maxfps config.  :3

If that is the case, then you should use Chris' Max FPS. It isn't complicated to install, and it'll boost your performance and helps your laptop last longer

Be warn, though. If you do that your game will look like N64 game. You can remove facial expressions, bodies, and shadows too.


In other news, I got a NEW rainblower. This time I'll be selling this one instead for about a ref.
Title: Re: Team Fortress 128
Post by: Gc on June 30, 2012, 03:01:35 PM
ESEA SEASON 11 LAN IS GO

http://www.twitch.tv/esea_orange


STVs: http://play.esea.net/index.php?s=league&d=schedule&game_id=43&division_level=invite
Mumble: dal.eoreality.net:64760
Title: Re: Team Fortress 128
Post by: Yukarin on June 30, 2012, 03:08:04 PM
I haven't modified the game in any way save for what's in the options menu inside the game. I don't even have a console open, and I wouldn't know how to change anything.  :derp:

Oh yeah, and a few hours of playing today (doomsday is fun yay) have shown that my glee was apparently mostly unfounded. The fps vary wildly, probably depending on how many high-polygon items are equipped by people in the current vicinity, and most of the time they still make scout unplayable. I guess yesterday I just got lucky.

Also after 30~90 minutes of playing, my lappy tends to do that thing where it immediately shuts down to prevent overheating. So there.

If it is not too complicated to implement, please tell me more about this maxfps config.  :3

Here is the maxfps config (http://fakkelbrigade.eu/chris/configs/)

you only need to tinker around with autoexec.cfg on your tf2 directory so it's really easy.

if you still don't have autoexec (which i think it's impossible), you can copy a cfg of anyone and rename that to autoexec, then paste the script in, and follow the instructions written in the cfg.

or just right-click save.

Title: Re: Team Fortress 128
Post by: lumber_of_the_beast on June 30, 2012, 04:29:16 PM
Weird question time.

Is there an easy way to set up a temporary small private server? I have a friend who's bad at FPSes, and just wants to goof around with me a little.
Title: Re: Team Fortress 128
Post by: Gpop on June 30, 2012, 04:42:18 PM
Weird question time.

Is there an easy way to set up a temporary small private server? I have a friend who's bad at FPSes, and just wants to goof around with me a little.
If EP is not fixing it up, you're more than welcome to use our MotK server for whatever you want.
Title: Re: Team Fortress 128
Post by: lumber_of_the_beast on June 30, 2012, 04:46:21 PM
If EP is not fixing it up, you're more than welcome to use our MotK server for whatever you want.
That might work. Does it have bots enabled?
Title: Re: Team Fortress 128
Post by: Iryan on June 30, 2012, 04:53:45 PM
if you still don't have autoexec (which i think it's impossible), you can copy a cfg of anyone and rename that to autoexec, then paste the script in, and follow the instructions written in the cfg.
Doing the impossible is my business. *ahem* :fail:

*installs the high-fps config*

...

 :* :* :* :* :*

OH MY GOD YES! The game runs at about 40+ fps constantly, never dropping below 20 even in intense battles with lots of people! Instead of missing 19 out of 20 shots with the scattergun and constantly running into things, I am able top scoreboards as Scout again! :]

Thank you guys so much!

And I don't find the game that ugly this way, actually. Still looks several times better than say, CS 1.6 or Unreal Tournament.  :V
The only problems are that water gets checkerboarded and that I can't seem to see pyroland textures on the ground (though I still see the weapons and effects). But that is a minor price to pay for, well, you know, playability.

I heard there may be a get-together later on? If it's not too late (lol timezones), I think I'll join. I need to prove that I can do things besides placing mini-sentries. :V
Title: Re: Team Fortress 128
Post by: DX7.EP on June 30, 2012, 05:06:30 PM
That might work. Does it have bots enabled?
2 bots are on by default to keep the map rotating. But if you have 2 or more players on they will be removed automatically.
Title: Re: Team Fortress 128
Post by: Freyband on June 30, 2012, 08:34:44 PM
I heard there may be a get-together later on? If it's not too late (lol timezones), I think I'll join. I need to prove that I can do things besides placing mini-sentries. :V
That was yesterday I think. If we we're having another one today I must've missed that info :V
Also if anyone wants a scorch shot I'm trying to sell it off for 8 small ash piles or 2 of the bigger ones.
Title: Re: Team Fortress 128
Post by: Alpha on June 30, 2012, 09:19:12 PM
I'll totally buy that off of you.
Sorry, sold already. :V

That was yesterday I think. If we we're having another one today I must've missed that info :V
Also if anyone wants a scorch shot I'm trying to sell it off for 8 small ash piles or 2 of the bigger ones.
You may be undervaluing ash piles; I've had people trying to buy mine for 2 scrap.
Title: Re: Team Fortress 128
Post by: Romantique Tp on June 30, 2012, 10:35:23 PM
Is there going to be a meet up today

If so will we actually play doomsday
Title: Re: Team Fortress 128
Post by: Gpop on June 30, 2012, 10:40:58 PM
Is there going to be a meet up today

If so will we actually play doomsday
Yeah

I'll be perfectly honest, I know it's nice to meet, but I kinda want to, y'know, actually play :V
Title: Re: Team Fortress 128
Post by: DX7.EP on June 30, 2012, 11:03:38 PM
Do we actually play in the meets? Almost always no - instead we practice :V-logic, test upcoming bosses for FF2, and spam commands in console.
Does it really matter? To me it doesn't, since so long as we get together and enjoy ourselves everything goes well. :D

Probably won't come to this one, or if I do it'll be to watch over the server status.
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on June 30, 2012, 11:24:54 PM
Only time when we're serious is when there's serious stuff going on.

Like burning the donation box. We got our asses kicked, and we were pretty serious.
Title: Re: Team Fortress 128
Post by: Agent of the BSoD on July 01, 2012, 12:18:20 AM
I am happy. Unboxed a S. Rainblower last night. (thanks shady for the help and the sign :V)
Title: Re: Team Fortress 128
Post by: theshirn on July 01, 2012, 02:03:57 AM
OH MY GOD YES! The game runs at about 40+ fps constantly, never dropping below 20 even in intense battles with lots of people! Instead of missing 19 out of 20 shots with the scattergun and constantly running into things, I am able top scoreboards as Scout again! :]
Oh god damn it not this again. >:(
Title: Re: Team Fortress 128
Post by: Freyband on July 01, 2012, 02:24:07 AM
What do you mean the new rocket launcher is more inaccurate? I can't seem to miss (http://www.youtube.com/watch?v=AFofmU33jtM)
Title: Re: Team Fortress 128
Post by: Yukarin on July 01, 2012, 02:28:59 AM
Thank you guys so much!

And I don't find the game that ugly this way, actually. Still looks several times better than say, CS 1.6 or Unreal Tournament.  :V
The only problems are that water gets checkerboarded and that I can't seem to see pyroland textures on the ground (though I still see the weapons and effects). But that is a minor price to pay for, well, you know, playability.

You are welcome!

Pyroland gets disabled because you're technically running the game at Direct X 8. Pyroland needs a minimum of DirectX9 for it to show.

Not that it matters. I seem to have gotten a hatred of pyroland. Just me though.

Wait, there's a meet. WHEN
Title: Re: Team Fortress 128
Post by: DX7.EP on July 01, 2012, 02:42:10 AM
There was a Doomsday part 2 meet planned today but only Frey showed up briefly.

Next meet'll be announced in the server thread, probably mid-late next month.

What do you mean the new rocket launcher is more inaccurate? I can't seem to miss (http://www.youtube.com/watch?v=AFofmU33jtM)
What is this I don't even ~ :getdown:
Title: Re: Team Fortress 128
Post by: Agent of the BSoD on July 01, 2012, 03:29:43 AM
What do you mean the new rocket launcher is more inaccurate? I can't seem to miss (http://www.youtube.com/watch?v=AFofmU33jtM)
What the... How does that even work?

And yeah, I noticed the no pyroland since I run in DirectX 8. Kinda disappointing.
Title: Re: Team Fortress 128
Post by: Barrakketh on July 01, 2012, 03:54:40 AM
And yeah, I noticed the no pyroland since I run in DirectX 8. Kinda disappointing.
Yeah.

DX9 users can actually disable the Pyroland shaders or even force them for maps where it isn't supported.  Inside the GCF there's a file (tf/cfg/mtp.cfg) that looks like this:

Code: [Select]
"VisionFilterShadersMapWhitelist"
{
"arena_badlands.bsp" "1"
"ctf_2fort.bsp" "1"
"cp_badlands.bsp" "1"
"cp_dustbowl.bsp" "1"
"cp_gravelpit.bsp" "1"
"koth_badlands.bsp" "1"
"koth_viaduct.bsp" "1"
"plr_hightower.bsp" "1"
"pl_badwater.bsp" "1"
"pl_goldrush.bsp" "1"
"sd_doomsday.bsp" "1"
}

Setting them to 0 should disable the shader, or you can add a new map to the list to force it on.  For instance... (http://www.youtube.com/watch?v=3vYu0ZIfqX0)
Title: Re: Team Fortress 128
Post by: Alpha on July 01, 2012, 04:47:45 AM
What do you mean the new rocket launcher is more inaccurate? I can't seem to miss (http://www.youtube.com/watch?v=AFofmU33jtM)
I want to try that now...

What the... How does that even work?
It's pretty simple. Overloading the rocket launcher causes a backfire, which can be used to rocket jump. All you have to do is keep holding it and you'll continually overload, resulting in continuous rocket jumping.
Title: Re: Team Fortress 128
Post by: Esoterica on July 01, 2012, 05:09:49 AM
It's pretty simple. Overloading the rocket launcher causes a backfire, which can be used to rocket jump. All you have to do is keep holding it and you'll continually overload, resulting in continuous rocket jumping.
That's the obvious part.

The part you may have missed is the kill feed.
Basically your backfires also get projected onto random people.  Could be loads of fun to get 4~5 soldiers with this in one server and just repeatedly backfire against the supply cabinet. のヮの  If nothing else it'll encourage Valve to fix it faster.

In other news, randomly replaced the Detonator model with the Crossbow.  I might just stick with this, it fits on the Pyro perfectly. (http://puu.sh/EXK0) Still need to fix the viewmodel though...
Title: Re: Team Fortress 128
Post by: Iryan on July 01, 2012, 06:07:34 AM
...well, if anything happened, I fell asleep before it did. The plan was to get a bit of sleep at around 12 so that I would be slightly refreshed at 2 am (i.e. 8pm for you guys), but didn't hear the alarm, apparently. Welp-

Oh god damn it not this again. >:(
*gives theshim a biiiiig huuuug* ^-^


Edit: I just noticed that your unassisted kills will be shown to be assisted by your brainslug. Dammit, now I need a nametag. And a good name.
Title: Re: Team Fortress 128
Post by: Gc on July 01, 2012, 05:18:12 PM
Leviathan Gaming (AKA Quantic Legacy pre-lan) just won ESEA-I Season 11
Title: Re: Team Fortress 128
Post by: Freyband on July 01, 2012, 07:50:57 PM
Worth it? (http://cloud.steampowered.com/ugc/1171183735923307237/B64318A5F3AF36BA538659C856E274FA00F4439B/)
Title: Re: Team Fortress 128
Post by: lumber_of_the_beast on July 01, 2012, 07:52:03 PM
Leviathan Gaming (AKA Quantic Legacy pre-lan) just won ESEA-I Season 11
Cool. Tell me when something Highlander happens. :V
Title: Re: Team Fortress 128
Post by: DX7.EP on July 01, 2012, 07:58:09 PM
Worth it? (http://cloud.steampowered.com/ugc/1171183735923307237/B64318A5F3AF36BA538659C856E274FA00F4439B/)
Now you'll attract the attention of Yuyuko Heavies. :P
Title: Re: Team Fortress 128
Post by: Esoterica on July 01, 2012, 07:59:05 PM
Leviathan Gaming (AKA Quantic Legacy pre-lan) just won ESEA-I Season 11
clockworkxb4nny otp
Title: Re: Team Fortress 128
Post by: Messiah on July 01, 2012, 08:07:16 PM
Dang, I need one of those birdies for my pirate demo.
Title: Re: Team Fortress 128
Post by: Gc on July 01, 2012, 11:11:03 PM
clockworkxb4nny otp
I'm pretty sure b4nny remembered last season's finale defeat and decided to look at his keyboard this time.
Title: Re: Team Fortress 128
Post by: GN54 on July 01, 2012, 11:31:27 PM
Finally got a Villain's Veil for my steampunk sniper outfit. Should I leave it gray or restore it to brown? (http://cloud-2.steampowered.com/ugc/955010953809000026/1038780C2A3A88B184C66736BA80B56D165E4377/)
Title: Re: Team Fortress 128
Post by: Esoterica on July 01, 2012, 11:42:35 PM
I'm pretty sure b4nny remembered last season's finale defeat and decided to look at his keyboard this time.
BV

Finally got a Villain's Veil for my steampunk sniper outfit. Should I leave it gray or restore it to brown? (http://cloud-2.steampowered.com/ugc/955010953809000026/1038780C2A3A88B184C66736BA80B56D165E4377/)
Gray imo.  Matches the hat/other misc and is a better color overall.
Title: Re: Team Fortress 128
Post by: Yukarin on July 02, 2012, 02:34:41 AM
Edit: I just noticed that your unassisted kills will be shown to be assisted by your brainslug. Dammit, now I need a nametag. And a good name.

I noticed this with my Cremator's Conscience, but I didn't know name tags had an effect on it.

SHIT NOW I NEED A NAME TAG
Title: Re: Team Fortress 128
Post by: Iryan on July 02, 2012, 04:22:40 PM
I noticed this with my Cremator's Conscience, but I didn't know name tags had an effect on it.

SHIT NOW I NEED A NAME TAG
Actually I have no idea if name tags can do that. I should probably look that up beforehand.  :derp:
Title: Re: Team Fortress 128
Post by: Romantique Tp on July 02, 2012, 05:27:36 PM
http://www.youtube.com/watch?v=RHeipUKdRWE
Title: Re: Team Fortress 128
Post by: Alpha on July 02, 2012, 07:47:07 PM
http://www.youtube.com/watch?v=RHeipUKdRWE
Why is it I've seen so many remakes of meet the heavy?
Title: Re: Team Fortress 128
Post by: Barrakketh on July 02, 2012, 07:56:03 PM
Why is it I've seen so many remakes of meet the heavy?
Because Valve included the working copy of Meet The Heavy with the Source Filmmaker beta.
Title: Re: Team Fortress 128
Post by: Freyband on July 02, 2012, 08:34:27 PM
 While all of the SFM Movies are fun (http://www.youtube.com/watch?v=iz_dj4u6pGA) (it's another meet the heavy), straight gameplay still has some nice  gold moments  (http://www.youtube.com/watch?v=vpXqgBqCRXU) (here's also something more  EP's style of gameplay (http://www.youtube.com/watch?v=2WofcwK8Zvc)).
Title: Re: Team Fortress 128
Post by: DX7.EP on July 02, 2012, 08:46:23 PM
straight gameplay still has some nice  gold moments  (http://www.youtube.com/watch?v=vpXqgBqCRXU)
Oh wow, never knew that. Silly ending too.

Quote
(here's also something more  EP's style of gameplay (http://www.youtube.com/watch?v=2WofcwK8Zvc)).
Because some of us are so heavily into the modding scene that we just can't play vanilla anymore, right? :P

Quite awkward to say the least...and with few exceptions such as this (Koishi) (http://www.youtube.com/watch?v=E5tGXU09Q8A), most of the FF2 vids on YT show only stock bosses, fail to properly demonstrate playing as and against a boss, or show bosses who do not have public distribution on AM.
Title: Re: Team Fortress 128
Post by: Suikama on July 02, 2012, 10:17:04 PM
Quite awkward to say the least...and with few exceptions such as this (Koishi) (http://www.youtube.com/watch?v=E5tGXU09Q8A), most of the FF2 vids on YT show only stock bosses, fail to properly demonstrate playing as and against a boss, or show bosses who do not have public distribution on AM.
oh man what is going on in this video :V
Title: Re: Team Fortress 128
Post by: Gpop on July 02, 2012, 10:39:19 PM
oh man what is going on in this video :V
FF2 at its amazement.
Title: Re: Team Fortress 128
Post by: Edible on July 03, 2012, 01:16:45 AM
While all of the SFM Movies are fun (http://www.youtube.com/watch?v=iz_dj4u6pGA)

dwahahahahah
Title: Re: Team Fortress 128
Post by: Gc on July 03, 2012, 01:48:36 AM
Just got my SFM key.

Time to watch it sit in my games list for the rest of time.
Title: Re: Team Fortress 128
Post by: Hanged Hourai on July 03, 2012, 06:06:01 AM
Do you believe in miracles?

1 key for Hunted: The Demon Forge, Sold for 3 4 keys
Bought Merc Scarf for 2 keys 1 2 ref
Bought #82 Liquor Locker for Merc Scarf, Wrap, and 6 ref
Sold the Locker for S. Sapper

eeeeeeeeeeeeeeeee

The locker was price checked at 13 keys, but days with the trade open and not a single offer made me wanna trade it for something elseeeeeeeee. Lockers will eventually decline in price a bit (more) and I would suspect that'd be the case with mine. Whereas I expect S. Sappers to grow in price when #40 stops dropping.

My first high tier strange. ; w ;

Edit: ah it was forge for 4 keys and scarf for 2 key 2 ref

Title: Re: Team Fortress 128
Post by: Dr.Strafe on July 03, 2012, 06:25:11 AM
Sold the Locker for S. Sapper

My first high tier strange. ; w ;
Very nice. Now, do you plan to use it or sell it off once it raises in price?
Title: Re: Team Fortress 128
Post by: Hanged Hourai on July 03, 2012, 06:34:07 AM
Iunno if I start using it now, its gonna be hard to sell it off when it does raise in price since i'd have to get all the saps back later, if i still want one. Perhaps if i start jonesing for an unusual or if i get an irresistible offer i didn't solicit, then maybe.
Title: Re: Team Fortress 128
Post by: Yukarin on July 03, 2012, 07:36:57 AM
Do you believe in miracles?

1 key for Hunted: The Demon Forge, Sold for 3 keys
Bought Merc Scarf for 2 keys 1 ref
Bought #82 Liquor Locker for Merc Scarf, Wrap, and 6 ref
Sold the Locker for S. Sapper

eeeeeeeeeeeeeeeee

The locker was price checked at 13 keys, but days with the trade open and not a single offer made me wanna trade it for something elseeeeeeeee. Lockers will eventually decline in price a bit (more) and I would suspect that'd be the case with mine. Whereas I expect S. Sappers to grow in price when #40 stops dropping.

My first high tier strange. ; w ;

Teach me your ways
Title: Re: Team Fortress 128
Post by: Messiah on July 03, 2012, 06:19:59 PM
I want a buff/another way to resupply the ullapool caber >:
Title: Re: Team Fortress 128
Post by: Fetch()tirade on July 03, 2012, 09:16:23 PM
Speaking of trading, a friend of mine just dumped a shitton of crates on me that I'll never be able to open.
Among these were a #19 and a #21. Anyone here interested?

Also, I finally got a strange DR today. Sakuya pocket watch gooooooo
Title: Re: Team Fortress 128
Post by: Amraphenson on July 03, 2012, 09:53:47 PM
On an unrelated note, what HUDS do you guys use? 'm a user of PVHUD myself.
Title: Re: Team Fortress 128
Post by: Gc on July 03, 2012, 09:56:27 PM
Customized KBNHUD here
Title: Re: Team Fortress 128
Post by: Esoterica on July 03, 2012, 09:58:20 PM
Using CommunityHUD atm but I'm going to change to something else eventually; the massive yellow damage numbers completely block my view of long-range targets and make rockets fired from Soldiers burning at long range nearly invisible until they're a foot away from my face.
Title: Re: Team Fortress 128
Post by: Romantique Tp on July 03, 2012, 10:28:15 PM
Recently restocked on weapons -> http://www.tf2outpost.com/user/57948
Title: Re: Team Fortress 128
Post by: Esoterica on July 03, 2012, 11:08:08 PM
Just traded off a scorched key and s.lollipop for a fed-fightin' fedora, gentleman's ushanka, and cremator's conscience.

I'm in a pretty good mood right now :V
Title: Re: Team Fortress 128
Post by: yuyukos on July 04, 2012, 12:10:19 AM
Speaking of trading, a friend of mine just dumped a shitton of crates on me that I'll never be able to open.
Among these were a #19 and a #21. Anyone here interested?

Also, I finally got a strange DR today. Sakuya pocket watch gooooooo
I'll take the 19 and 21. What do you want for them?
Title: Re: Team Fortress 128
Post by: Agent of the BSoD on July 04, 2012, 12:55:09 AM
On an unrelated note, what HUDS do you guys use? 'm a user of PVHUD myself.
I just use the regular HUD myself. I don't see a need to change it.
Title: Re: Team Fortress 128
Post by: Messiah on July 04, 2012, 12:55:39 AM
KN+Garm3nHUD.
Title: Re: Team Fortress 128
Post by: DX7.EP on July 04, 2012, 01:57:47 AM
Regular HUD here, but sometimes I use a minimal HUD for FF2 if the server has such a plugin.
Title: Re: Team Fortress 128
Post by: Fetch()tirade on July 04, 2012, 02:31:15 AM
I'll take the 19 and 21. What do you want for them?

Sorry mate, I already sold the 21. The 19's still available, though. Spreadsheet price?

On HUDs:
I use the regular one, with the only difference being that the class pictures next to the health display are Touhou-themed.
The charging bars on the right side of the screen are always a bit off of the screen, I don't know how to fix that.
Title: Re: Team Fortress 128
Post by: Yukarin on July 04, 2012, 02:45:47 AM
Once a CommHUD user, now a PVHUD user.

I might switch to other huds till i find a hud that's perfect for me.
Title: Re: Team Fortress 128
Post by: Gpop on July 04, 2012, 03:07:16 AM
...and I still use the default HUD BV
Title: Re: Team Fortress 128
Post by: Freyband on July 04, 2012, 03:31:43 AM
...and I still use the default HUD BV
BV BV
Decided I'd buy a crate 13 and take a shot at white or pink paint (or obvious other). Got paint, but neither one I wanted.  :( Bye key
Title: Re: Team Fortress 128
Post by: yuyukos on July 04, 2012, 03:34:01 AM
...and I still use the default HUD BV
Default HUD bro. It's a little cluttered at times but fine for general usage.

Sorry mate, I already sold the 21. The 19's still available, though. Spreadsheet price?
Sheet's fine. Contact me.
Title: Re: Team Fortress 128
Post by: InfernalExuro on July 04, 2012, 03:46:10 AM
Default hud for me, Never really bothered by what some people consider clutter, honestly. :V
Title: Re: Team Fortress 128
Post by: Barrakketh on July 04, 2012, 04:00:51 AM
PVHUD  ;)
Title: Re: Team Fortress 128
Post by: Alpha on July 04, 2012, 04:27:43 AM
PVHUD  ;)
Har har.

And also I use PVHUD and occasionally community tf2 hud, but mostly just PVHUD.

On a side note, has anyone else seen this? (http://www.youtube.com/watch?v=qXy0aaEnpSI)
Title: Re: Team Fortress 128
Post by: Amraphenson on July 04, 2012, 05:48:21 PM
Haha, just made a spycicle and it is amazing. So many more feint oppurtunities.
Title: Re: Team Fortress 128
Post by: Gc on July 04, 2012, 07:30:01 PM
Got an Allies Extinguished part on my Degreaser ("Phoenix's Tail") (http://tf2b.com/tf2/item/76561198001977225/586995363). That guy is why I don't want a rainblower/S. rainblower.

Also, I still have metal and I'm still looking for nametags and a S. Boston Basher.
Title: Re: Team Fortress 128
Post by: Esoterica on July 05, 2012, 01:03:15 AM
After last night I think I'm starting to like Scout more than Pyro.  It's not surprising since I've always been a sucker for high-mobility glass cannons, but I've gone 3000+ hours of "Pyro main, Scout secondary" so it does surprise me to an extent that I've just suddenly made the change.  Pyro just doesn't have the killing power Scout has and is just way too situational as a whole, even if he is wildly fun.
Title: Re: Team Fortress 128
Post by: DNAbc on July 05, 2012, 07:43:37 AM
Recently imported 5 Scorched Crates, willing to sell them in a bundle for 4 scrap. (Or 1 Scrap each.) Anyone interested?

EDIT: Recently sold one for a normal Phlog and Dueling Minigame X5

[attach=1]
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on July 05, 2012, 01:35:33 PM
I've been working on a Ff2 boss for the past few days now (with EP's help) and he is nearly completed! I may be able to finish him tomorrow, and maybe he'll be included in the meet if it contains ff2.
Title: Re: Team Fortress 128
Post by: Messiah on July 05, 2012, 04:50:37 PM
Dang, does anybody want scorched crates?I've gotten some but have no use for them.
Title: Re: Team Fortress 128
Post by: DNAbc on July 05, 2012, 04:54:01 PM
Dang, does anybody want scorched crates?I've gotten some but have no use for them.

I will gladly accept those.
Title: Re: Team Fortress 128
Post by: Iryan on July 05, 2012, 05:56:13 PM
I got several, too. Is it even possible to get something else out of the ashes?

Also this. (http://www.youtube.com/watch?v=DW7D6r1S6W8&feature=related)
Title: Re: Team Fortress 128
Post by: Gpop on July 05, 2012, 05:58:50 PM
I got several, too. Is it even possible to get something else out of the ashes?
Yeah, you can get random weapons out of it at times (I got a normal rainblower and Baby Blaster out of it before)
Title: Re: Team Fortress 128
Post by: Barrakketh on July 05, 2012, 06:16:48 PM
I got a Lolichop out of a Pile of Ashes.
Title: Re: Team Fortress 128
Post by: Gpop on July 05, 2012, 07:30:52 PM
I got 3 scorched crates up for grabs for either 1 - 2 ash or 1 - 2 scraps each if anyone wants em.
Title: Re: Team Fortress 128
Post by: Messiah on July 05, 2012, 08:41:38 PM
Dropped a hat, a rocket jumper and the scout's new scattergun which I wanted to test. I am satisfied for the week  :)

I will gladly accept those.

Just add me on steam.
Title: Re: Team Fortress 128
Post by: Amraphenson on July 05, 2012, 09:03:03 PM
Drop rate seems really high lately. Got a bunch of ash, a rocket jumper, a sticky jumper, and a bushwacka in the span of one day.
Title: Re: Team Fortress 128
Post by: Gpop on July 05, 2012, 09:32:32 PM
Drop has been really few for me actually =/
Title: Re: Team Fortress 128
Post by: N-Forza on July 05, 2012, 10:18:26 PM
When did the jumpers start dropping?
Title: Re: Team Fortress 128
Post by: Messiah on July 05, 2012, 10:22:40 PM
Ithought it was when they were put on the store, but I am not so sure myself.


Got a birdie for my pirate demo for 3 refined.
Title: Re: Team Fortress 128
Post by: Freyband on July 05, 2012, 10:27:08 PM
Also this. (http://www.youtube.com/watch?v=DW7D6r1S6W8&feature=related)
Had been thinking about linking that one myself, it's great stuff.  :3
As for the drop rate, nothing has dropped for me at all yet  :(
And in case anyone is interested (http://www.tf2outpost.com/trade/2657092)
Title: Re: Team Fortress 128
Post by: Dr.Strafe on July 06, 2012, 02:24:52 AM
I'll give you a Refined for the Shoestring Budget and the Pickelhaube
Title: Re: Team Fortress 128
Post by: N-Forza on July 06, 2012, 03:23:43 AM
After remembering that an African Grey Parrot is called a "youmu" in Japanese, and seeing an convincingly close color scheme for the Demo parrot, I really want one know, especially since I have a Youmu theme going for my Demo anyway.
Title: Re: Team Fortress 128
Post by: Amraphenson on July 06, 2012, 04:17:06 AM
I'll take the diamonback. That's two scrap, right?
Title: Re: Team Fortress 128
Post by: yuyukos on July 06, 2012, 04:30:46 AM
After remembering that an African Grey Parrot is called a "youmu" in Japanese, and seeing an convincingly close color scheme for the Demo parrot, I really want one know, especially since I have a Youmu theme going for my Demo anyway.
I'd part with mine for an appropriate offer.
Title: Re: Team Fortress 128
Post by: DNAbc on July 06, 2012, 04:37:29 AM
Dropped a hat, a rocket jumper and the scout's new scattergun which I wanted to test. I am satisfied for the week  :)

Just add me on steam.

Sorry, but I am a F2P, mind if you do things the other way around? ^^;

http://steamcommunity.com/id/9898981-02

Anyways, thanks for going through all the trouble. I will send you back the loot later.

P.S: I can and will take any Scorched Crates and sell them for you, but please make it quick, as you know, it takes a loooooong time to sell those things.
Title: Re: Team Fortress 128
Post by: Tamer Anode/Cathode on July 06, 2012, 06:19:04 AM
Decided to unbox two crates today, and got a Strange Equalizer and Soldiers Killed part... which were the exact two items I got last time I opened crates.

On the bright side, piles of ash have netted me a Beggar's Bazooka; not sure if I'll use it, but it's certainly a nice piece in my collection. Also have two more Scorched Crates; willing to dump them for scrap since I don't particularly want to shell out for keys.
Title: Re: Team Fortress 128
Post by: Freyband on July 06, 2012, 07:11:21 AM
I'll take the diamonback. That's two scrap, right?
.22 will work. My profile (http://steamcommunity.com/profiles/76561197995243412) if you need it (alternatively just look through some other motker's profiles on steam, names Freyband). I've darkened the diamondback to reserve it for you. All I have left to sell now is the strange equalizer.
Title: Re: Team Fortress 128
Post by: N-Forza on July 06, 2012, 08:41:43 AM
I'd part with mine for an appropriate offer.
Being 3 refined, right? All I have is 1 right now, although if you'd be willing to accept a key instead, I can do that.
Title: Re: Team Fortress 128
Post by: lumber_of_the_beast on July 06, 2012, 09:58:11 AM
Alas, my collection is incomplete once more! Buying any of the new nonreskin weapons for 2 scrap each.

(...did I mention this already?)

EDIT: or I could use all my metal to craft a football helmet, that's cool too
Title: Re: Team Fortress 128
Post by: hyorinryu on July 06, 2012, 03:48:35 PM
Okay, starting to come back to TF2. I'm so bad now :(

Can't play any class to any effectiveness sans medic.
Title: Re: Team Fortress 128
Post by: Gc on July 06, 2012, 06:23:02 PM
Tales of TF2:

Quote
One time I was on Badwater offense. I decided to play medic for once because it had been a while (and because we had no medic)

Gates open. Ok, I'm not dead yet, it's a good start. I find a Heavy, we both go out, uber pop.

Heavy decides it's a good idea to go back in the spawn and wait there until the uber is over. The only other people around me are snipers.

I stopped touching my keyboard and mouse for a good 30 seconds, looking at my screen. Then I ripped my PSU out of my computer, flipped my desk 3 times, threw my screen by the windo--- decided my team didn't need a medic to end up losing anyway and switched class to terribad Scout.

I didn't play medic since that happened.
Title: Re: Team Fortress 128
Post by: hyorinryu on July 06, 2012, 07:53:52 PM
Tales of TF2:

I didn't play medic since that happened.

Have you tried asking people?

When I'm Medic and there are 3 sentries guarding the point, all I have to do is ask for a demoman, and someone is usually happy to oblige.
Title: Re: Team Fortress 128
Post by: Esoterica on July 06, 2012, 09:41:13 PM
I only play Medic if I know someone on the team actually knows how to do their job.

No use in asking for a Soldier or Demoman if you end up getting someone that doesn't know how to play the class or work with a medic.
Title: Re: Team Fortress 128
Post by: Iryan on July 06, 2012, 09:47:33 PM
I tend to use Blut and switch to it during combat at the slightest hint that my partner doesn't know what he is doing. If he -does- know it afterall, then he is going to survive two or three seconds without healing before I switch back, and I will know to rely on him for further situations. If he doesn't, then that is no longer my own problem and I am of more use that way. (I actually like playing battle medic, sue me)

Also, trading scorched crates against any of the new items. I got 5. Make me an offer.

Actually I just want a rainblower.  :derp:
Title: Re: Team Fortress 128
Post by: DX7.EP on July 06, 2012, 09:57:48 PM
I've a spare clean one, feel free to send a trade request!
Title: Re: Team Fortress 128
Post by: Messiah on July 06, 2012, 10:08:03 PM
And I am the one demo who usually asks for medics in vain in the payloads maps when on blue team, so I end up doing sticky jumps and killing snipers with the bottle while in the meantime we lose :V
Title: Re: Team Fortress 128
Post by: Esoterica on July 06, 2012, 10:11:33 PM
I tend to use Blut
whyyyyyyy
Title: Re: Team Fortress 128
Post by: Freyband on July 06, 2012, 10:13:49 PM
Every Source Film Maker video we noted here on the forums was put on the official SFM site. (http://www.sourcefilmmaker.com/)  :o
@ Gamecubic; yeah, I don't medic often either. Guessing this is a recent experience?
Title: Re: Team Fortress 128
Post by: Iryan on July 06, 2012, 10:33:13 PM
whyyyyyyy
I'm talking about the games where I shoot more than I heal. This is of course not applicable when playing with reliable, good players where even during combat whipping out your primary should be the exception.

Though really, even when I know it is not as good most of the time (heck, usually battle medic is not as good as healing medic to begin with, so what the hell  :derp: ), it is fun for me to use it. I don't really need more reason than that, do I?  :V

Also, I totally forgot that there were new Scout items. Also, I have so many dupli- and triplicates of weapons that my backpack is almost full. Though almost one of the 6 pages is taken up only by crates, of pretty much all ages. Teehee.
Title: Re: Team Fortress 128
Post by: Agent of the BSoD on July 07, 2012, 12:41:50 AM
Also, I totally forgot that there were new Scout items. Also, I have so many dupli- and triplicates of weapons that my backpack is almost full. Though almost one of the 6 pages is taken up only by crates, of pretty much all ages. Teehee.
I know that feel bro. :V (looks at own backpack) Least it isn't as bad as that time I had more than 5 of one weapon.
Title: Re: Team Fortress 128
Post by: Amraphenson on July 07, 2012, 01:42:31 AM
Woo. Decided to open a scorched crate; got a birdman of aberdeen. Anyone interested?
Title: Re: Team Fortress 128
Post by: Romantique Tp on July 07, 2012, 02:25:39 AM
How much for it
Title: Re: Team Fortress 128
Post by: Amraphenson on July 07, 2012, 02:53:35 AM
Spreadsheet is telling me 1.5 keys. I'm flexible in that regard though; 'm really not too experienced with this.
Title: Re: Team Fortress 128
Post by: yuyukos on July 07, 2012, 03:28:50 AM
Being 3 refined, right? All I have is 1 right now, although if you'd be willing to accept a key instead, I can do that.
A key is fine. Try and catch me online over the next few days.
Title: Re: Team Fortress 128
Post by: Entropy on July 07, 2012, 04:17:52 AM
Tales of TF2:
I do/see so much stupid crap in tf2 that I need to do one too now. Dunno how to quote like that though.

---
It was a time ago on Badwater. Offense. I was a medic, as I regularly am for my first life, for the free Uber. SCIENCE My philosophy demands that half the team should be. I'd just finished talking my friend into letting me medic him. A hard-won victory.

When the gates opened, we rushed out an inadvisably-long distance, as I often do, before I popped my Uber.

Kunaitotheface killl.
Backstab.
Backstab.
Backstab.
Backstab.
Backstab?

Regrets? That the server had no replays, and that I didn't have a mic.
---

And somehow we ended up taking out 5-6 members of the enemy team. I got 0 achievements for that.  Their medic-heavy seemed to ignore us completely and got stabbed en passant, which may have been the funniest part.

I've had less success on subsequent sniper/engie/spy Ubers ("THIS IS WHY THERE IS NO ACHIEVEMENT FOR UBERING A SNIPER!") . Like 4 kills and one sap total or something. Pubs are cannot think on their feet. They always panic or run at the spawn.  =M

Title: Re: Team Fortress 128
Post by: InfernalExuro on July 07, 2012, 04:30:31 AM
After plenty of trading, here's my final trade stock. (http://www.tf2outpost.com/trade/2693892) MotK prices applicable, of course.  :3
Title: Re: Team Fortress 128
Post by: Dr.Strafe on July 07, 2012, 08:20:48 AM
What would you like for Helmet without a Home, Captain's Cocktails, and the Sight for Sore Eyes? Preference going to the helmet.
Title: Re: Team Fortress 128
Post by: DNAbc on July 07, 2012, 02:50:22 PM
Unboxed a Strange Stickybomb Launcher, doesn't really want it, anyone wanna swap it for a S.Rifle? (1 Reclaimed as sweet.)

EDIT: I would much, much rather prefer a strange Your Eternal Reward, does anyone has one for sale?
Title: Re: Team Fortress 128
Post by: InfernalExuro on July 07, 2012, 03:08:05 PM
What would you like for Helmet without a Home, Captain's Cocktails, and the Sight for Sore Eyes? Preference going to the helmet.
Can go 1.33 ref each for the helmet and cocktails. Thinking 3 ref for the eyes, possibly less. Been getting nothing but lowball offers. :V
Title: Re: Team Fortress 128
Post by: Barrakketh on July 07, 2012, 06:48:00 PM
Been getting nothing but lowball offers. :V
I tend to lowball on practically every offer.  If someone doesn't want to set a price on what they think a given item is worth to them, I'd much rather not trade with them...and if TF2WH were working, I wouldn't even bother with sites like TF2Outpost and their users.

And then there are the douchebags that raise the amount that they want for an item after you start a trade session >:(
Title: Re: Team Fortress 128
Post by: Dr.Strafe on July 07, 2012, 10:03:12 PM
Can go 1.33 ref each for the helmet and cocktails. Thinking 3 ref for the eyes, possibly less. Been getting nothing but lowball offers. :V
Sounds fine. Would a couple of keys suffice plus whatever additional metal it takes to meet your quota? I'll stalk track you down later. :V

And then there are the douchebags that raise the amount that they want for an item after you start a trade session >:(
and that's when I play hardball right back at them. Either they could honor the advertised price,  or close the deal and fuck off. I don't like the ones who advertise something for Reclaimed when they really wanted Refined. (or even keys) There are just some really greedy pricks out there.
Title: Re: Team Fortress 128
Post by: Messiah on July 07, 2012, 11:30:34 PM
Sold a dirty FDU which I got for 1 refined for 3.

Time to buy a Cremator's Cons.
Title: Re: Team Fortress 128
Post by: DNAbc on July 09, 2012, 09:51:16 AM
Asking for someone to swap my Strange Rawket Lawnchair for a Name Tag and Desc. Tag respectively.

EDIT: Swapped it off immediately after posting. :/
Title: Re: Team Fortress 128
Post by: N-Forza on July 09, 2012, 11:49:15 AM
Someone sold me a name tag for a refined and I bought some grey paint from the store so now I finally have a "youmu (http://ja.wikipedia.org/wiki/%E3%83%A8%E3%82%A6%E3%83%A0)" for my Demo.
Title: Re: Team Fortress 128
Post by: Messiah on July 09, 2012, 04:23:53 PM
And tf2wh is back up.

And of course, the new items are either overpriced or underpriced.
Title: Re: Team Fortress 128
Post by: Esifex on July 09, 2012, 07:15:39 PM
So, I haven't gotten any of the newer Pyro weapons since before the Phlogistonator and Manmelter came out, and haven't had the opportunity to play around with them. How do they fare against the average Puff'n'sting Degreaser/Axtinguisher combo? Would the Manmelter or that new bubble gun be worth using and getting used to, or should I stick to my Detonator/shotgun secondaries? Is the Phlog and Rainblower interesting enough with new mechanics to switch out of my Attendant set?
Title: Re: Team Fortress 128
Post by: Amraphenson on July 09, 2012, 07:35:06 PM
Manmelter isn't bad, but the flare/detonator is generally better. Rainblower is pretty much just a normal flamethrower, but with PYROVISION. Phlog is...well, if you don't want to think, and just burn things, there's that. THe lack of airblast is a major disadvantage imo.

scorchshot is absolute bullox, don't bother.
Title: Re: Team Fortress 128
Post by: Iryan on July 09, 2012, 07:51:36 PM
Rainblower is identical to the regular flamethrower, except it a) grants you PYROVISION and b) has an aoe tauntkill. And I -still- want one!  :V
Title: Re: Team Fortress 128
Post by: Esifex on July 09, 2012, 07:52:57 PM
Scorchshot is bubblegun? Something about the longer it flies the further it bounces people around or something?

Also I am sad Cremator's Touch isn't a thing (http://www.youtube.com/watch?v=FfYKHyMvAIQ)
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on July 09, 2012, 07:59:18 PM
So, I haven't gotten any of the newer Pyro weapons since before the Phlogistonator and Manmelter came out, and haven't had the opportunity to play around with them. How do they fare against the average Puff'n'sting Degreaser/Axtinguisher combo? Would the Manmelter or that new bubble gun be worth using and getting used to, or should I stick to my Detonator/shotgun secondaries? Is the Phlog and Rainblower interesting enough with new mechanics to switch out of my Attendant set?

I'd say that the Phlog is a great weapon to ambush with. And I don't know if this is actually what it is or just what I think, it uses twice as much ammo, so it probably dishes out a bit more danage? The big disadvantage with this weapon is the lack of airblasts, so you just really can't W+M1 to everyone and expect it to give you a kill. You'll have to be careful so you won't get rolled so badly from a class like demoman or solly.

The rainblower is pretty much a stock flamer with Pyroland. It dishes out more ammo than the Phlog I noticed, but the damage is pretty much the same. It's basically just a reskin with happy stuff.

I got a spare Phlog on me right now if you wanna give it a try.   
Title: Re: Team Fortress 128
Post by: Esoterica on July 09, 2012, 08:00:09 PM
So, I haven't gotten any of the newer Pyro weapons since before the Phlogistonator and Manmelter came out, and haven't had the opportunity to play around with them. How do they fare against the average Puff'n'sting Degreaser/Axtinguisher combo? Would the Manmelter or that new bubble gun be worth using and getting used to, or should I stick to my Detonator/shotgun secondaries? Is the Phlog and Rainblower interesting enough with new mechanics to switch out of my Attendant set?
As stated, Rainblower's just a reskinned flamethrower with PYROVISION and a (badass) taunt kill.

Phlogistinator's a little weird, it's tough to use against good players but steamrolls low-skill servers (i.e. 35:1 kdr on valve servers).  It trades airblast and lower damage output for a self-heal+self-kritz for every 225 fire damage you do (all fire weapons count for this).  Generally speaking good players will just camp you until Mmmph's animation ends and kill you before you do anything though, so it's probably best to just use for self-healing when roaming.  In general it's not worth giving up airblast for.

Manmelter's...pretty bad.  I guess you could replace the Flare Gun with it in Backburner/Phlog loadouts so you can extinguish teammates, but unless there are Pyros constantly diving into your team it's a straight downgrade from all the other secondaries.

Scorch Shot's also pretty horrible.  15 damage to shove people around...at long range.  At close/mid range the knockback is negligible and at long range it's unpredictable.  It has niche uses like shoving people off the Badlands spire or knocking an ubered medic away from his patient, but you have next to no combat capabilities when using it.
Title: Re: Team Fortress 128
Post by: Amraphenson on July 09, 2012, 08:56:19 PM
You do have a swanky taunt though.
Title: Re: Team Fortress 128
Post by: Gpop on July 09, 2012, 09:16:48 PM
I killed some people at spawn with that taunt before it got patched :V
Title: Re: Team Fortress 128
Post by: Barrakketh on July 10, 2012, 12:10:03 AM
As stated, Rainblower's just a reskinned flamethrower with PYROVISION and a (badass) taunt kill.
The hard part is not using the Degreaser.  The minor damage buff that the other flamethrowers got doesn't feel that great.

And in a weird twist of fate, Flamethrower damage is now back to where it was two years ago :V
Title: Re: Team Fortress 128
Post by: Esoterica on July 10, 2012, 12:25:45 AM
The hard part is not using the Degreaser.  The minor damage buff that the other flamethrowers got doesn't feel that great.
It's a lot more noticeable on servers without damage spread.  I wrote up a thread on it here. (http://forums.steampowered.com/forums/showthread.php?t=2787539)  But yeah, I've actually been occasionally running stock over Degreaser now.

And in a weird twist of fate, Flamethrower damage is now back to where it was two years ago :V
It's still like 5 DPS off or something.

100 * 0.8 * 1.1 * 1.1 = 96.8%
Title: Re: Team Fortress 128
Post by: Barrakketh on July 10, 2012, 01:27:59 AM
It's a lot more noticeable on servers without damage spread.  I wrote up a thread on it here. (http://forums.steampowered.com/forums/showthread.php?t=2787539)  But yeah, I've actually been occasionally running stock over Degreaser now.
Most servers use damage spread, and disabling damage spread makes servers ineligible for quick-play.  I think it's going to be hard for me to go back to slow weapon switches for a small damage boost...but I still traded for a Strange Rainblower anyway :3

Quote
It's still like 5 DPS off or something.

100 * 0.8 * 1.1 * 1.1 = 96.8%
I don't think that is how Valve is handling their math.  The patch notes specifically mention the Backburner and Degreaser damage staying the same as a result of the changes to the base damage.

Current Flamethrower with -10% damage: 138.105 DPS (right about the Degreaser's wiki value of 138.15 DPS).
Current Degreaser (and pre-Pyromania Flamethrower) with +10% damage: 151.965 DPS (less than the Flamethrower's wiki value of 153.45 DPS).

That might explain the DPS difference you see with your math.
Title: Re: Team Fortress 128
Post by: Esoterica on July 10, 2012, 01:37:37 AM
I don't think that is how Valve is handling their math.
Well, there's an easier way to prove this directly:

(http://puu.sh/Hf3U)

Damage was listed as 180 at launch.

EDIT: Which reminds me of a long-standing flamethrower bug that hasn't been addressed.  I doubt they'll fix it now but I may as well e-mail Valve about it just in case.
Title: Re: Team Fortress 128
Post by: Agent of the BSoD on July 10, 2012, 09:51:16 PM
The Pyro is Ronald btw. (http://www.youtube.com/watch?v=1Hc7gVmoMoA) (just needs a little more fire rainbows) :V

Notice what the landscape looks like too. I swear Valve watched this.
Title: Re: Team Fortress 128
Post by: Esoterica on July 10, 2012, 10:58:56 PM
The Pyro is Ronald btw. (http://www.youtube.com/watch?v=1Hc7gVmoMoA) (just needs a little more fire rainbows) :V

Notice what the landscape looks like too. I swear Valve watched this.
Oh my. :V

Also, quoting myself from elsewhere:

Quote
http://www.tf2items.com/id/esoterica
Selling 2 scorched crates, and I suppose assorted regular crates.

 Looking for:
 -Metal
 -Wrap Assassin
 -Unarmed Combat
 -Overdose
 -Perhaps a last charred/roasted item so I can make one last ash pile (or I'd trade the three I have for any of the above as well, since I have a feeling I'll just get another crate anyway)

 1 scrap or weapon per, I guess. Not really sure what the crate market's like.
Title: Re: Team Fortress 128
Post by: Dr.Strafe on July 11, 2012, 01:28:34 AM
I have a spare Overdose that I give to you. I'm not terribly interested in crates :V
Title: Re: Team Fortress 128
Post by: Gc on July 11, 2012, 01:57:54 AM
[...]
 -Overdose

This one is still up for trade (http://tf2b.com/tf2/item/Gamecubic/840794843)
Title: Re: Team Fortress 128
Post by: Gpop on July 11, 2012, 02:14:23 AM
Yeah got one scorched crate to trade, already used money for 4, don't want to spend any more :<
Title: Re: Team Fortress 128
Post by: DX7.EP on July 11, 2012, 02:44:37 AM
Used keys for 3 here and they keep coming. These time-only crates really do emit that feeling.
Title: Re: Team Fortress 128
Post by: Esoterica on July 11, 2012, 03:50:27 AM
This one is still up for trade (http://tf2b.com/tf2/item/Gamecubic/840794843)
Unless you mean for crates I don't think I'm interested in a strange overdose necessarily.  I'm a crossbow medic at heart, I just want an overdose because I don't have one. :V
Title: Re: Team Fortress 128
Post by: Fetch()tirade on July 11, 2012, 04:00:18 AM
shameless plug (http://www.tf2outpost.com/trade/2792552)

I also have a bunch of crates I'm never going to open, including 2 #46s. HOORAY
Title: Re: Team Fortress 128
Post by: yuyukos on July 11, 2012, 04:29:40 AM
Used keys for 3 here and they keep coming. These time-only crates really do emit that feeling.
I know that feeling, these 46s compel me to open them due to that silly line about disappearing after 7/11.

Highlight of the night, kill an enemy pyro 1v1 in a hallway with degreaser, immediately get called a cheater. Clearly my tactic of blocking the exit while enemies walk into my m1 is a terrible cheat and I should be banned. :V
Title: Re: Team Fortress 128
Post by: N-Forza on July 11, 2012, 06:05:12 AM
I don't think you'll be able to get an Unarmed Combat for just a scrap. They still go for a bit more than that, since you can only get them through crafting or drops.
Title: Re: Team Fortress 128
Post by: Edible on July 11, 2012, 05:33:12 PM
Yes! (http://www.youtube.com/watch?v=j_W9WK7JtsM)
Title: Re: Team Fortress 128
Post by: Amraphenson on July 11, 2012, 07:23:26 PM
custom scripts (mostly making the hugeass ambassador not visible while firing) make some things so much easier.
Title: Re: Team Fortress 128
Post by: Barrakketh on July 11, 2012, 09:02:48 PM
custom scripts (mostly making the hugeass ambassador not visible while firing) make some things so much easier.
All of my scripts basically handle mucking around with keybinds and aliases.  For instance, my basic weapon select stuff looks like:

Code: [Select]
bind "1" primary
bind "2" secondary
bind "3" melee

alias vm_state "r_drawviewmodel 0";
alias vm_on "r_drawviewmodel 1; alias vm_state vm_on"
alias vm_off "r_drawviewmodel 0; alias vm_state vm_off"

alias primary "slot1; alias nextwep secondary; alias prevwep melee; vm_off; alias qswitch secondary; fov90"
alias secondary "slot2; alias nextwep melee; alias prevwep primary; vm_off; alias qswitch primary; fov90"
alias melee "slot3; alias nextwep primary; alias prevwep secondary; vm_on; alias qswitch primary; fov90"

mwheelbinds //sets mwheelup and mwheeldown to nextwep/prevwep

alias qswitch secondary

bind "q" qswitch

alias nextwep secondary
alias prevwep melee

Unless I left out something, that sets up my mouse buttons and scrollwheel to use the weapon select aliases I configured, which toggles the viewmodel, sets the FOV (which I set to 75 for a "zoom" effect on the Ambassador, but only on the spy), and sets my quickswitch to toggle between my primary and secondary weapon.  It also makes sure that if I happen to use the scrollwheel that it still follows my preferences.  But when I'm playing medic:

Code: [Select]
alias secondary "slot2; alias nextwep melee; alias prevwep primary; vm_on; alias qswitch primary"
alias melee "slot3; alias nextwep primary; alias prevwep secondary; vm_on; alias qswitch secondary"

bind "g" "+use_action_slot_item"
bind "ALT" "taunt"

Enables viewmodels for my medigun (which helps me remember which one I have selected, especially when the item servers shit their selves) and rebinds my taunt key so it uses my action slot (Meet The Medic taunt).  Rebinds alt to the normal taunt so I can use the Amputator's taunt.

I also use a handy Engineer quick-switch macro.  In autoexec.cfg:

Code: [Select]
alias lastClass "join_class engineer"
alias urgentClassChange "lastClass"
bind BACKSPACE urgentClassChange

In engineer.cfg:

Code: [Select]
alias urgentClassChange "lastClass"
For the other class configs, lines like this:

Code: [Select]
alias lastClass "join_class medic"
alias urgentClassChange "join_class engineer"

Code: [Select]
alias lastClass "join_class heavyweapons"
alias urgentClassChange "join_class engineer"

Long story short, I can hit backspace to switch to engineer (for quickly removing sappers, every second counts) or upgrading teleporters.  Then I hit backspace again to return to my previous class.
Title: Re: Team Fortress 128
Post by: Gc on July 11, 2012, 09:31:10 PM
Oh so we're talking scripts, now?

Code: [Select]
alias "nmeuber" "say_team === ENEMY UBER POPPED ==="
alias "nmekritz" "say_team === ENEMY KRITZ POPPED ==="

alias "+alt" "bind "PGDN" "nmekritz""
alias "-alt" "bind "PGDN" "nmeuber""
bind "PGDN" "nmeuber"
bind "ALT" "+alt"
Tells my team when the enemy team uses an Uber or a Kritz.

PGDN: Uber
Alt+PGDN: Kritz
(Page Down is really useful because it's my mouse's 6th button. I use my mouse's Page Up for my local surf server's teleport command)

Code: [Select]
// Aliases
alias "+flamer" "slot1; +attack"
alias "-flamer" "-attack"

alias "+shotgun" "slot2; +attack"
alias "-shotgun" "-attack"

alias "+axe" "slot3; +attack"
alias "-axe" "-attack"

alias "+airblast" "slot1; +attack2"
alias "-airblast" "-attack2"

// Binds
bind "mouse4" "+airblast"
bind "mouse1" "+flamer"
bind "mouse3" "+shotgun"
bind "mouse2" "+axe"
This is every class-specific config I use, slightly modified to fit my loadout for each class.
No I can't use the Detonator properly with that config. I don't like the Detonator anyway.

Code: [Select]
bind "KP_END" "join_class scout"           // 1
bind "KP_DOWNARROW" "join_class soldier"   // 2
bind "KP_PGDN" "join_class pyro"           // 3
bind "KP_LEFTARROW" "join_class demoman"   // 4
bind "KP_5" "join_class heavyweapons"      // 5
bind "KP_RIGHTARROW" "join_class engineer" // 6
bind "KP_HOME" "join_class medic"          // 7
bind "KP_UPARROW" "join_class sniper"      // 8
bind "KP_PGUP" "join_class spy"            // 9

bind "KP_SLASH" "load_itempreset 0"
bind "KP_MULTIPLY" "load_itempreset 1"
bind "KP_MINUS" "load_itempreset 2"
bind "KP_PLUS" "load_itempreset 3"
So I can use my numpad to select a class and a loadout preset

And then I use a maxgraphics config. Without HDR, antialiasing, gibs and ragdolls.
Title: Re: Team Fortress 128
Post by: Barrakketh on July 11, 2012, 10:35:19 PM
Last night I scored an Infernal Orchestrina for what would come out to about 1 ref 1 rec thanks to an incorrect (perhaps default) price at TF2WH.  Which is probably why they were disappearing before most people could managed to reserve one...I think a user bot was auto-reserving them or something.

I paid 5,950 credits for it, it has since been adjusted to 19,690.  Ka-ching! 
I actually wanted one, I'm not one of those users who were buying them on the cheap to resell elsewhere.
Title: Re: Team Fortress 128
Post by: Esoterica on July 11, 2012, 10:52:07 PM
Scripts, eh?

...well, I actually have barely anything to share here :derp:

Code: [Select]
alias +primary "slot1; viewmodel_fov 90"
alias -primary "viewmodel_fov 0"
alias +secondary "slot2; viewmodel_fov 90"
alias -secondary "viewmodel_fov 0"
alias +melee "slot3; viewmodel_fov 90"

bind 1 +primary
bind 2 +secondary
bind 3 +melee
Hides viewmodels for non-melee weapons.

Code: [Select]
bind mouse4 "voicemenu 2 6"For easy thumbs-up killcams after reflect kills :derp:

Code: [Select]
alias +detjump "+attack; wait 5; slot1"
alias -detjump "-attack;"
bind mouse4 +detjump
Nice script to bypass the increased self-damage when wielding the Detonator, but I haven't had it in active use for awhile since 80% of the servers I'm on don't allow wait commands.
Title: Re: Team Fortress 128
Post by: Amraphenson on July 12, 2012, 12:24:05 AM
've mostly been using Stabby's scripts, myself, since I had the wonderful idea of actually reading the description to his videos. *gasp*
Fiddles around with my HUD, turned off the PVHUD crosshair and used the scripted one.  75POV on Ambassador use, hides it, and 90POV when I bring up my watch, knife, or sapper. Small crosshairs on Spy are really useful.

And my pyromania loot boils down to a Hazmat's Headcase, a Birdman of Aberdeen, and a Business Casual. Keeping the Casual for myself, but the Hazmat's and Birdman are up for grabs at the listed prices on the spreadsheet.
Title: Re: Team Fortress 128
Post by: Messiah on July 12, 2012, 01:04:10 AM
I demand a meet up, with actual gameplay and prismriver concerts should be banned.
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on July 12, 2012, 01:15:38 AM
I demand a meet up, with actual gameplay and prismriver concerts should be banned.

Objection overruled.
Title: Re: Team Fortress 128
Post by: Dr.Strafe on July 12, 2012, 01:39:57 AM
And my pyromania loot boils down to a Hazmat's Headcase, a Birdman of Aberdeen, and a Business Casual. Keeping the Casual for myself, but the Hazmat's and Birdman are up for grabs at the listed prices on the spreadsheet.
I'd like to purchase the Hazmat Headcase if I could. Would a Key suffice? (I used up all of my Refined in other trades..)
Title: Re: Team Fortress 128
Post by: Amraphenson on July 12, 2012, 01:55:00 AM
's cool with me. Just look for nathelis on Steam and add.
Edit: Pleasure doing business. Still got a demo's shoulder bird up.
Title: Re: Team Fortress 128
Post by: Hanged Hourai on July 12, 2012, 02:52:00 AM
Woo trade stuff?

Clean Fancy Fedora and Liquidator Lid for personal use each selling for 1.22  or a key for both.

sold
Title: Re: Team Fortress 128
Post by: Gpop on July 12, 2012, 03:50:16 AM
EDIT: Nvm
Title: Re: Team Fortress 128
Post by: Gc on July 12, 2012, 11:36:24 AM
Randomly tried to craft one hat from my Refined.

I regret nothing. (http://steamcommunity.com/profiles/76561198001977225/screenshot/578961482019062148)
Title: Re: Team Fortress 128
Post by: Messiah on July 12, 2012, 12:49:50 PM
Nice craft. My attempts in crafting always result in piles of hats or a random soldier hat.
Title: Re: Team Fortress 128
Post by: Esifex on July 13, 2012, 07:35:25 AM
Randomly tried to craft one hat from my Refined.

I regret nothing.
 (http://steamcommunity.com/profiles/76561198001977225/screenshot/578961482019062148)

... I want it.
Title: Re: Team Fortress 128
Post by: InfernalExuro on July 13, 2012, 08:08:22 AM
I unleashed all of my pent-up RAEG from getting autobalanced to horribly incompetent teams for the past few nights. (http://cloud.steampowered.com/ugc/920109153790408132/A4FDE603D587C2F921BE8F75119B7898464C1696/) My axe broke the 2000 kill barrier, so I'm pleased.

And on the topic of bad teams, this (I'd plug in headphones around little ones) (http://www.youtube.com/watch?v=AIQifbgR3-Y&feature=g-u-u) is a 100% accurate representation of my reaction to being stuck on said terribad teams. :getdown:
Title: Re: Team Fortress 128
Post by: Esoterica on July 13, 2012, 08:26:08 AM
Randomly bumped into the SPUF Pyro crew on a Valve server today.  My face when.

That was several hours of entertainment.
Title: Re: Team Fortress 128
Post by: DNAbc on July 13, 2012, 09:46:21 AM
>Someone selling S.YER for 2.22 ref
>Puts metal on board
>Scammer replaces Strange with Normal one
>Too tired to notice
>Bullshit.

; ;Dear God what have I done all my metals are gone now.....

I have the rage to smash my screen right now.

EDIT: Have I mentioned? I am F2P, which means I can never, ever trade anymore.  :colonveeplusalpha:

Kill me.
Title: Re: Team Fortress 128
Post by: Romantique Tp on July 13, 2012, 09:00:28 PM
Let's play TFC
Title: Re: Team Fortress 128
Post by: DX7.EP on July 13, 2012, 09:13:00 PM
Hahahahahaha, no, it's such a significant difference from TF2 that it'll feel very unusual for the lot of ya. :V

Though if you so choose to play a TFC-style game, there's the Fortress Forever mod (http://www.fortress-forever.com/) that brings much of the gameplay to Source.
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on July 13, 2012, 09:34:49 PM
>Someone selling S.YER for 2.22 ref
>Puts metal on board
>Scammer replaces Strange with Normal one
>Too tired to notice
>Bullshit.

; ;Dear God what have I done all my metals are gone now.....

I have the rage to smash my screen right now.

EDIT: Have I mentioned? I am F2P, which means I can never, ever trade anymore.  :colonveeplusalpha:

Kill me.

I'll donate my metals to you to help you recover your loss.
Title: Re: Team Fortress 128
Post by: Gpop on July 13, 2012, 10:33:51 PM
 Oh god first ever hat drop for me.

And its a spy hat too!  :getdown:

EDIT: Wow damn phone couldn't read gifs so I had the wrong emote :V
Title: Re: Team Fortress 128
Post by: theshirn on July 13, 2012, 10:34:43 PM
Really?  I've gotten at least half a dozen hat drops. v :V v
Title: Re: Team Fortress 128
Post by: Barrakketh on July 13, 2012, 10:47:23 PM
I think I've gotten around 50 hat drops.  One of the advantages of playing before Valve broke old-style idling (no drop cap, leave TF2 running in an idle server forever and win massive hats).

And I've gotten my second Meet The Medic taunt in about a month.  Sadly no High Five taunt for me.
Title: Re: Team Fortress 128
Post by: Esoterica on July 14, 2012, 12:31:07 AM
I've gotten like six hat drops over 3600 hours.

;_;
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on July 14, 2012, 12:51:57 AM
The last hat that actually dropped for me was a medic's hat, and I gotten rid of it so early

But I keep getting same drops.
Title: Re: Team Fortress 128
Post by: InfernalExuro on July 14, 2012, 01:30:13 AM
I've had less than a dozen drop for me since I started playing, and I was around before hats if that says anything. Valve doesn't take kindly to all of my Gaben jokes.  :V
Title: Re: Team Fortress 128
Post by: Esoterica on July 14, 2012, 01:39:32 AM
I've had less than a dozen drop for me since I started playing, and I was around before hats if that says anything. Valve doesn't take kindly to all of my Gaben jokes.  :V
This is why we can't have nice things.

Same boat on all counts here.
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on July 14, 2012, 01:55:49 AM
Could all the fat jokes led me to bave Three sleeper drops in a row? I dont like that sniper D:
Title: Re: Team Fortress 128
Post by: Messiah on July 14, 2012, 02:02:17 AM
Got an Elli's cap after reading the comments. Guess I will keep it until I get another hat that I don't want to make some crafting.
Title: Re: Team Fortress 128
Post by: DX7.EP on July 14, 2012, 02:03:57 AM
I've had below 10 hats drop over my entire career. In addition when using the 'craft random headgear' recipe I tend to get Sniper stuff. Hilarious.
Title: Re: Team Fortress 128
Post by: Fetch()tirade on July 14, 2012, 02:28:25 AM
The only hat drops I've gotten were engie-related (Safe 'n Sound and Pip-Boy), and I sold both of them. The only really good drop I've gotten recently was a Rocket Jumper (which I'm also trying to sell :V).

And now for something completely unrelated. (http://www.youtube.com/watch?v=bkP_sJty7EY)
Title: Re: Team Fortress 128
Post by: Barrakketh on July 14, 2012, 02:43:00 AM
I'm still saddened by the fact that I found five Prussian Picklehaubes (all before the WAR update), when all I wanted was a Vintage Tyrolean.  Then I eventually found one of those, now in double-vintage goodness.

My very first hat drop was a Tyrant's Helm.  My second (IIRC) was a Scottish Stovepipe (which I remember dropping while playing on Viaduct).  Ah, memories.
Title: Re: Team Fortress 128
Post by: Gpop on July 14, 2012, 03:33:45 AM
And now for something completely unrelated. (http://www.youtube.com/watch?v=bkP_sJty7EY)

That was...beautiful :')
Title: Re: Team Fortress 128
Post by: Freyband on July 14, 2012, 04:45:18 AM
And now for something completely unrelated. (http://www.youtube.com/watch?v=bkP_sJty7EY)
I second Gpop  :')
I want a voice pack so my heavy, scout and soldier can sound like that (complete with taunt kill punch for heavy).
Title: Re: Team Fortress 128
Post by: N-Forza on July 14, 2012, 05:31:04 AM
Anybody still want a Rainblower? I have a spare I'll let go for cheap.
Title: Re: Team Fortress 128
Post by: DNAbc on July 14, 2012, 08:04:38 AM
I will donate some metals.

 :* Please have my babies.

http://steamcommunity.com/id/9898981-02
Title: Re: Team Fortress 128
Post by: Esoterica on July 14, 2012, 09:04:48 AM
Anyone have a Scorch Shot they don't want?  I need it for a 6s loadout.

...then again, waiting until it's cheaper might be a better idea.  Price dropped fast already and everyone considers it a horrible weapon anyway, I could probably get it for a scrap in a week :derp:
Title: Re: Team Fortress 128
Post by: Gpop on July 14, 2012, 05:36:06 PM
Actually, looking at my bag, I got 5 dueling mini-games for trade (1 rec each, as spreadsheet price suggests), all unused, as I don't ever feel like dueling :V

Also trying to decide to trade my Heavy's Dread Knot for either a special needs scout Pugilist's Protector or Copper's Hard Top, since I like those better and they are worth the same it seems
Title: Re: Team Fortress 128
Post by: Messiah on July 14, 2012, 10:45:22 PM
I just need to win more 14x duels to win a new badge, and I don't even know If I have the will to keep dueling.
Title: Re: Team Fortress 128
Post by: Yukarin on July 15, 2012, 01:36:54 AM
Anyone have a Scorch Shot they don't want?  I need it for a 6s loadout.

...then again, waiting until it's cheaper might be a better idea.  Price dropped fast already and everyone considers it a horrible weapon anyway, I could probably get it for a scrap in a week :derp:

If you need it already, I can sell it to you for 1 scrap.
Title: Re: Team Fortress 128
Post by: Esoterica on July 15, 2012, 01:41:40 AM
If you need it already, I can sell it to you for 1 scrap.
I'm down with that.  Added. :V
Title: Re: Team Fortress 128
Post by: Gpop on July 15, 2012, 01:42:16 AM
I decided, I want to trade my dread knot for Copper's Hard Top

Anyone have one willing to trade for it?
Title: Re: Team Fortress 128
Post by: theshirn on July 15, 2012, 02:21:06 AM
Huh.  Went through my stats.

Eight hat drops in 525 hours.
Title: Re: Team Fortress 128
Post by: Esoterica on July 15, 2012, 05:58:21 AM
Quoting myself from elsewhere (Thanks again for the Scorch Shot, ゆかりん):

Quote
http://www.youtube.com/watch?v=MFpe9lRdTQI

Short compilation of several jumps on Gorge, Granary, and Gravelpit.  I'm starting to like it more than the Detonator as a mobility tool, it can still do a lot of the useful jumps with considerably less self-damage (15~20 on all the jumps in the video), though some of them are notably harder.

For what it's worth, max jump height with the Scorch Shot is marginally higher than Scout's double jump.
Title: Re: Team Fortress 128
Post by: Yukarin on July 15, 2012, 12:43:08 PM
Quoting myself from elsewhere (Thanks again for the Scorch Shot, ゆかりん):


Welcome. And you may call me Yukarin.
Title: Re: Team Fortress 128
Post by: Gc on July 15, 2012, 01:40:44 PM
Quoting myself from elsewhere (Thanks again for the Scorch Shot, ゆかりん):
That arrange of Cirno's theme
Title: Re: Team Fortress 128
Post by: Gpop on July 15, 2012, 05:45:07 PM
Actually, nvm, it's a dueling minigame with 5 uses in it.

I'll give it away for 1 ref only (it's supposed to be 1.66, 1 rec each use)
Title: Re: Team Fortress 128
Post by: Messiah on July 15, 2012, 06:56:24 PM
Actually, nvm, it's a dueling minigame with 5 uses in it.

I'll give it away for 1 ref only (it's supposed to be 1.66, 1 rec each use)

I don't know where you saw this but on the spreadsheet is 0.33. And even if we don't follow spreadsheet I've seen many people selling it for 2 scraps-1 reclaimed+scrap.

I bought 5 dueling mini games on tf2wh for a bit less of a reclaimed each, since there was the cheapest place I could find.
Title: Re: Team Fortress 128
Post by: Gpop on July 15, 2012, 07:06:55 PM
I don't know where you saw this but on the spreadsheet is 0.33. And even if we don't follow spreadsheet I've seen many people selling it for 2 scraps-1 reclaimed+scrap.

I bought 5 dueling mini games on tf2wh for a bit less of a reclaimed each, since there was the cheapest place I could find.
I thought it was 1 rec for each use available (aka unused).
Title: Re: Team Fortress 128
Post by: Dr.Strafe on July 15, 2012, 09:05:36 PM
I've bought several Duel Games for one Rec, unused. That said, I'd be interested in buying some of those games off of you, but I think I'm going to stockpile some metal for a while. Lots of recent trades have sapped my reserves.

In other news... I got a Balloonicorn, painted it white, and named it Sparklelord (http://drmcninja.com/archives/comic/15p65/). Has his influence corrupted me? Perhaps so :V
Title: Re: Team Fortress 128
Post by: Gpop on July 15, 2012, 10:12:08 PM
Hmm, well I can go with a rec then, since once again, I don't duel, and any metal is good enough for me :V
Title: Re: Team Fortress 128
Post by: DX7.EP on July 15, 2012, 10:28:12 PM
In other news... I got a Balloonicorn, painted it white, and named it Sparklelord (http://drmcninja.com/archives/comic/15p65/).
Oh dear god, glorious reference. :V
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on July 15, 2012, 10:35:28 PM
False alarm. It's fixed now (with removed particles now, but shouldn't affect my pyro much)

When do you want to get some metals? I can't donate much right now, I can only donate a rec at most for this moment
Title: Re: Team Fortress 128
Post by: DNAbc on July 16, 2012, 06:42:24 AM
Thanks to Kyo Takana's generous donation, I got a Mann Co Key with that reclaimed, and for that, bless your soul.
Title: Re: Team Fortress 128
Post by: Barrakketh on July 16, 2012, 06:02:52 PM
Push! (http://www.youtube.com/watch?v=R3kmf5EYzO0)

Huey Lewis <3
Title: Re: Team Fortress 128
Post by: Hanged Hourai on July 16, 2012, 06:13:18 PM
Well

I got the #87 Quadwrangler for 2 keys 6 ref

Woo
Title: Re: Team Fortress 128
Post by: Hanged Hourai on July 16, 2012, 09:43:27 PM
AAAAAAAAAAAAAAAAAAAAAAAaaaaahahahahaha double post but this is great

Someone who wants my 87



will give gave me #86 1:1

; w ;
Title: Re: Team Fortress 128
Post by: Freyband on July 17, 2012, 11:33:34 PM
Yesterday I bought a double-cross com for 2 keys and a ref. I thought I may have screwed myself in doing so, but minutes ago I found a trade on outpost and sold the thing back off for 2 keys and 12 refined. I... don't even.  :X
Oh, and a mandatory SFM video (http://www.youtube.com/watch?v=LDU1G5GhBfM). Think that the spy wallpaper (http://i.imgur.com/MT0oy.jpg) may be useful for a few responses :colonveeplusalpha: oh right...
Title: Re: Team Fortress 128
Post by: Gpop on July 18, 2012, 02:24:28 AM
Yesterday I bought a double-cross com for 2 keys and a ref. I thought I may have screwed myself in doing so, but minutes ago I found a trade on outpost and sold the thing back off for 2 keys and 12 refined. I... don't even.  :X
Oh, and a mandatory SFM video (http://www.youtube.com/watch?v=LDU1G5GhBfM). Think that the spy wallpaper (http://i.imgur.com/MT0oy.jpg) may be useful for a few responses :colonveeplusalpha: oh right...

Just curious, but where do you go for trades? Still got things I want to trade off myself
Title: Re: Team Fortress 128
Post by: Freyband on July 18, 2012, 05:00:53 AM
http://www.tf2outpost.com/
(PS; Am I the only one seeing everyone with random avatars?) Nevermind :P
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on July 18, 2012, 06:51:13 PM
Does anyone know a good use scorch would have, besides jumps? Does anyone in the thread think it will get a buff soon? (to make it have better uses.)

I'm now going to build a loadout set for Flandre. But I'm looking for a hat currently. Anyone knows how much Waxy Wayfinder is?
Title: Re: Team Fortress 128
Post by: Amraphenson on July 18, 2012, 07:06:58 PM
The fire and forget AoE is apparently useful for spy checks from really far away without thinking, and you can set people on fire from really far away without thought. Which is a thing.
Title: Re: Team Fortress 128
Post by: Gpop on July 18, 2012, 08:13:28 PM
Does anyone know a good use scorch would have, besides jumps? Does anyone in the thread think it will get a buff soon? (to make it have better uses.)

This video explains how it's more useful than most think (http://www.youtube.com/watch?v=kRGCCXBPFBg)
Title: Re: Team Fortress 128
Post by: Esoterica on July 18, 2012, 10:22:17 PM
Does anyone know a good use scorch would have, besides jumps? Does anyone in the thread think it will get a buff soon? (to make it have better uses.)
Honestly if you want to do jumps you should be using the Detonator.  It's the true Pyro mobility tool.  Scorch can still do some nifty jumps, but they're a lot harder to do, and it's more limited in general in terms of mobility.

Scorch Shot's good for applying AoE burn (especially useful with Phlogistinator), knocking back from range (read: blocking ubers from outside airblast range), denying people from standing on elevated points like Gravelpit C or Badlands spire, and if you're really good with it, you can scorch people out of flamethrower range into a wall, airblast them before they can start moving again, effectively allowing for a mid-range axtinguish setup.

It probably will get buffed though, but I'm sure it'll be a month or three before that happens at least.  It's better than the Manmelter, at least.
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on July 18, 2012, 10:43:23 PM
I didn't think that there'd be that difference in use (I never bothered seeing it's explosion range, and thought that it wouldn't do anything to uber.)

Does anyone have a spare one of them, or wanting to get rid of one? I'll take one to try out different stuff for it.



Edit: just got one. Now I'm currently on a hunt for waxy wayfinder (when i can afford one)
Title: Re: Team Fortress 128
Post by: DNAbc on July 19, 2012, 03:18:26 AM
http://www.youtube.com/watch?v=cPjvF-WqRuA

Holy cow I want that Scottish Resistance.

BTW, Machina: Fully charged shots deal +150% damage and breaks through walls.
                              Can only fire when scoped in for 10 seconds or longer.
                             Fires Master Spark rounds.

(I so want my Hakkero Rifle.)
Title: Re: Team Fortress 128
Post by: Esoterica on July 19, 2012, 01:24:16 PM
Oh, I overlooked one of the less obvious aspects of the Scorch Shot; it's a great Engineer removal tool.  An engie can't repair a sentry if he can't stand near it.

Example vids (credit to PlusEighteen on SPUF):
http://www.youtube.com/watch?v=DiVUkotL3eU
http://www.youtube.com/watch?v=7PGBM6d40QM

...only thing that bothers me about this is you could kill the engie with two flares just as easily.
Title: Re: Team Fortress 128
Post by: DNAbc on July 19, 2012, 04:22:52 PM
Kyo, if you want your Scorch Shot, I have already netted you one, c'mere and trade once you have time.
Title: Re: Team Fortress 128
Post by: Messiah on July 20, 2012, 12:14:03 AM
Have been playing with the FaN a bit (due ff2 influence) and wow, it's a very good weapon to mess with heavies and to make a combo with the default pistol to take out most of the classes. The problem, of course, is if you miss you are pretty much fucked.
Title: Re: Team Fortress 128
Post by: Freyband on July 20, 2012, 02:11:53 AM
I used to enjoy the fan, but yeah, once you know how to twitch shot and move around like an annoying little bastard, the scatter is much, much better. You tend to end up much less... dead. Oh, and  Shameless advertisment (http://www.tf2outpost.com/trade/3000523)!
Title: Re: Team Fortress 128
Post by: Esifex on July 20, 2012, 06:44:45 AM
You know whats an underrated scout weapon? Fan o' War. Combine that with the Mad Milk, and maybe the Shortstop, and not only are you surprisingly durable but you also support your team very well.
Title: Re: Team Fortress 128
Post by: N-Forza on July 20, 2012, 07:19:55 AM
In the time it takes to hit someone with a Fan o War and meatshot them, you could have meatshotted them twice. Doesn't seem all that worth it.
Title: Re: Team Fortress 128
Post by: Esoterica on July 20, 2012, 08:31:29 AM
Yeah, there isn't a single situation where the Fan o' War is actually better than just straight-up killing the target yourself.  Even with Baby Face's Blaster you're better off doing the dirty work.
Title: Re: Team Fortress 128
Post by: Esifex on July 20, 2012, 09:09:02 AM
I've had a couple of situations where the Fan o' War was actually incredibly helpful. I'm not the best marksman with any of the scatterguns, but the Shortstop seems to give me the best success rate. The Fan helps me when I come around the corner and run into a Heavy/Medic pair; even if I don't manage to get away, the Heavy is marked for the rest of my team to drop. Other times it seems a little extraneous just to land the Fan hit on them when yeah you could just meatshot them, so by all means do so. If you're actually, y'know, Scouting, and off on your own away from your team, no one else will benefit from the minicrits so just shotgun them down. If you're defending or at the front line, the Fan o' War is pretty good to take out key targets.

Also aside from the Sandman it's the only Scout melee weapon that I have that's worth a damn  :(
Title: Re: Team Fortress 128
Post by: Gpop on July 20, 2012, 05:39:58 PM
If you can somehow get close and hit em with the FoW though, you can hit em with your scattergun/FaN at the same distance with the same accuracy and kill them with that extra meat shot.
Title: Re: Team Fortress 128
Post by: Esifex on July 21, 2012, 01:29:17 AM
Yeah but I'm bad and I panic a lot and can't aim for shit :ohdear:
Title: Re: Team Fortress 128
Post by: Amraphenson on July 21, 2012, 01:52:42 AM
I like the wrap assassin and candy cane! They're not bad.
The fish and unarmed combat are also funny.
Title: Re: Team Fortress 128
Post by: Gpop on July 21, 2012, 04:50:59 AM
So I got ALL these crates I want to get rid of for something. For MotK though, I'll give bunches away for mere scrap per bunch (especially those 44's and 45's), because I have NO use for them whatsoever. Who wants em?

http://www.tf2outpost.com/trade/3022892
Title: Re: Team Fortress 128
Post by: Aya Reiko on July 22, 2012, 05:44:29 AM
So I got ALL these crates I want to get rid of for something. For MotK though, I'll give bunches away for mere scrap per bunch (especially those 44's and 45's), because I have NO use for them whatsoever. Who wants em?

http://www.tf2outpost.com/trade/3022892
I'll be interested, lemme see how much scrap I can make.  (Probably a bunch...)
Title: Re: Team Fortress 128
Post by: Esoterica on July 22, 2012, 08:32:37 AM
Had a beautiful moment of silent teamwork and understanding with another Scout today.  Capped Dustbowl 1-2 ourselves against a two-engie nest; the other Scout ran bonked between the sentries while I killed the first engineer/sentry, then I bonked afterward while he took out the other and we capped afterward, all with zero communication :V
Title: Re: Team Fortress 128
Post by: Yukarin on July 22, 2012, 10:22:28 AM
If only I had recorded this game...

Payload. Enemy team had a couple of medics, sollies, demos, and 2 really annoying spies. My team had engies, snipers, spies and pyros. We were getting raped hard.

And so I had to use my worst class: Heavy. (This is a joke--Heavy is my least played class)

Not only did I have a 20+ kill spree and 7 dominations by the end of the round, I killed their medics and effectively stopped their push dead in its tracks. Not to mention I went first place.

I laugh at their spies too, at how much panic I spread throughout them. (I play heavy like I play spy, so I use spy routes.) Nobody from blue team expected a lone heavy to come crashing down the sky and killing them all when they least expected it.
Title: Re: Team Fortress 128
Post by: Esoterica on July 22, 2012, 07:04:09 PM
Speaking of least-played classes

I tried the Widowmaker for the first time yesterday

oh my god

oh my godddddddddddd
Title: Re: Team Fortress 128
Post by: Gpop on July 22, 2012, 07:49:44 PM
I'll be interested, lemme see how much scrap I can make.  (Probably a bunch...)
For my 44 and 45's I'll give em all away for 2 scrap. (1 scrap for a whole series)
Title: Re: Team Fortress 128
Post by: Fetch()tirade on July 22, 2012, 07:51:02 PM
Speaking of least-played classes

I tried the Widowmaker for the first time yesterday

oh my god

oh my godddddddddddd

If only the strange version wasn't worth a shitton....
Title: Re: Team Fortress 128
Post by: Barrakketh on July 23, 2012, 02:50:31 AM
If only the strange version wasn't worth a shitton....
You think that's expensive?  You should see the Strange Kritzkrieg :colonveeplusalpha:
Title: Re: Team Fortress 128
Post by: Esoterica on July 23, 2012, 03:37:55 AM
1.5 buds for Festive Scattergun beats all of that  :colonveeplusalpha:

2 keys for Strange Degreaser is pretty dumb too considering it doesn't even work right.
Title: Re: Team Fortress 128
Post by: Gpop on July 23, 2012, 03:38:25 AM
2 keys for Strange Degreaser is pretty dumb too considering it doesn't even work right.
...and I got mine for only 2 ref :V
Title: Re: Team Fortress 128
Post by: Barrakketh on July 23, 2012, 07:39:19 AM
1.5 buds for Festive Scattergun beats all of that  :colonveeplusalpha:
If you care about kill tracking the Strange Scattergun is far less expensive.  Spending that much on a S.F. Scattergun is stupid just because someone has a hardon for das blinkenlights.
Title: Re: Team Fortress 128
Post by: Gc on July 23, 2012, 10:28:10 PM
That guy just won at Source Filmmaker. (https://www.youtube.com/watch?v=SXTMNGvKf0w)
Title: Re: Team Fortress 128
Post by: Aya Reiko on July 24, 2012, 03:13:16 AM
For my 44 and 45's I'll give em all away for 2 scrap. (1 scrap for a whole series)
Can I get the 43's too for another scrap? 
(So all the 43's, 44's, and 45's for 1 reclaimed?)
Title: Re: Team Fortress 128
Post by: Gpop on July 24, 2012, 03:29:30 AM
Can I get the 43's too for another scrap? 
(So all the 43's, 44's, and 45's for 1 reclaimed?)
Sure thing. I just wanna get rid of my crates :V
Title: Re: Team Fortress 128
Post by: DNAbc on July 24, 2012, 02:32:04 PM
I recently got a Strange Domination Kills part which I want to quicksell, will anyone take it for 2 ref?
Title: Re: Team Fortress 128
Post by: Gc on July 24, 2012, 04:27:33 PM
People being good at deathmatch in competitive games.mp4 (https://www.youtube.com/watch?v=ilP7NNLqiZY)

Them Pyro and Medic plays.
Title: Re: Team Fortress 128
Post by: Esoterica on July 24, 2012, 08:25:47 PM
Oh man that medic play.

I bet he was laughing hard during or after that one. :V
Title: Re: Team Fortress 128
Post by: Romantique Tp on July 25, 2012, 06:47:47 AM
NEVER uncrate, you could get something like this http://steamcommunity.com/id/MasterBigode/screenshot/956139218026125424?tab=public
Title: Re: Team Fortress 128
Post by: Freyband on July 25, 2012, 06:50:00 AM
NEVER uncrate, you could get something like this http://steamcommunity.com/id/MasterBigode/screenshot/956139218026125424?tab=public
Heart broken, arn't you? :P
Title: Re: Team Fortress 128
Post by: Esoterica on July 25, 2012, 07:17:00 AM
NEVER uncrate, you could get something like this http://steamcommunity.com/id/MasterBigode/screenshot/956139218026125424?tab=public
But I want something like that. ):

I want a Strange Medigun first though
Title: Re: Team Fortress 128
Post by: Barrakketh on July 25, 2012, 08:35:20 AM
NEVER uncrate, you could get something like this http://steamcommunity.com/id/MasterBigode/screenshot/956139218026125424?tab=public
That required getting a series #30 crate.  Anything in it is worth several times the value of a key, so opening one of those is a no-brainer.

Unless you're obsessed with getting an unusual, just about any other item found in a normal crate is better acquired through trading.  Just wait a few weeks after the hype dies down and the price is all but guaranteed to be less than the value of a key, and you can get exactly what you want.
Title: Re: Team Fortress 128
Post by: Messiah on July 26, 2012, 05:28:32 PM
Bought a S. Knife for 1 reclaimed, sold it for 1 refined. A step towards getting a fast learner.
Title: Re: Team Fortress 128
Post by: Gc on July 26, 2012, 07:07:48 PM
This is probably the greatest idea ever (http://www.reddit.com/r/truetf2/comments/x795j/whats_your_favorite_underrated_secondary_weapon/c5jtnjl)
Title: Re: Team Fortress 128
Post by: DNAbc on July 27, 2012, 08:19:52 AM
Looking to buy a Fez for 2 ref, anyone selling one?
Title: Re: Team Fortress 128
Post by: Esifex on July 27, 2012, 08:37:41 AM
This is probably the greatest idea ever (http://www.reddit.com/r/truetf2/comments/x795j/whats_your_favorite_underrated_secondary_weapon/c5jtnjl)

Sort of old news, bro (http://www.youtube.com/watch?v=jHAvSGSVWvM).
I've put that kit together, it's a lot of fun.
Title: Re: Team Fortress 128
Post by: Gc on July 27, 2012, 01:17:32 PM
That, I knew. I was more talking about renaming a caber to "THE MISSILE" than the loadout itself.
Title: Re: Team Fortress 128
Post by: Aya Reiko on July 28, 2012, 02:58:42 AM
Nom nom nom'd the crates.  Now I have a few stranges to trade (+ a few more from before)...

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

Will trade for other stranges I don't have.  Me Backpack (http://www.tf2items.com/id/AyaReiko)
Title: Re: Team Fortress 128
Post by: Romantique Tp on July 29, 2012, 04:10:38 AM
Bought a crate 40 http://tf2b.com/tf2/item/MasterBigode/999587083
Title: Re: Team Fortress 128
Post by: Dr.Strafe on July 29, 2012, 07:53:05 AM
Bought a crate 40 http://tf2b.com/tf2/item/MasterBigode/999587083
Awesome find! Are you going to keep the bow or sell it?
Title: Re: Team Fortress 128
Post by: Romantique Tp on July 29, 2012, 07:43:59 PM
I'm probably going to keep it until I need the keys to buy an unusual. Which wont be any time soon because all unusuals I'm interested on are 5 buds+ and I can only afford 2.
Title: Re: Team Fortress 128
Post by: Yukarin on July 30, 2012, 08:08:21 AM
I FINALLY HAVE AN S.ROCKET LAUNCHER

FUCK YES I'VE BEEN WANTING ONE OF THESE
Title: Re: Team Fortress 128
Post by: Messiah on July 30, 2012, 01:35:34 PM
We didn't have a meet up in the vacation. I hate you guys.  :(
Title: Re: Team Fortress 128
Post by: DX7.EP on July 30, 2012, 02:09:32 PM
Gpop and I were planning one this past weekend at Otakon, but my Internet connection was terrible (Win7 not recognizing wifi networks, rather high latency to load pages). He did play some TF2 later, however, with good success.

We both agreed to this weekend, however; post coming shortly.
Title: Re: Team Fortress 128
Post by: Fetch()tirade on July 30, 2012, 02:18:10 PM
why is it so hard to get a sf minigun for 11 keys
why
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on July 30, 2012, 03:43:21 PM
why is it so hard to get a sf minigun for 11 keys
why

Because they dont want to give up sasha.
Title: Re: Team Fortress 128
Post by: Fetch()tirade on July 30, 2012, 06:11:16 PM
Because they dont want to give up sasha.

Somewhere out there, there is a picture of anthropomorphic Sasha wearing nothing but Christmas lights.
Title: Re: Team Fortress 128
Post by: Esifex on July 30, 2012, 08:30:45 PM
Somewhere out there, there is a picture of anthropomorphic Sasha wearing nothing but Christmas lights.

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

... there is no other reason I suggest this. :derp:
Title: Re: Team Fortress 128
Post by: Gpop on August 02, 2012, 03:06:52 AM
As time goes on, I continue to be more and more impressed with videos that come out of SFM (http://www.youtube.com/watch?v=7RYeKYj4vEY)
Title: Re: Team Fortress 128
Post by: yuyukos on August 02, 2012, 04:03:00 AM
As time goes on, I continue to be more and more impressed with videos that come out of SFM (http://www.youtube.com/watch?v=7RYeKYj4vEY)
Wow, that was a great video. :o
Title: Re: Team Fortress 128
Post by: DX7.EP on August 02, 2012, 04:38:26 AM
As time goes on, I continue to be more and more impressed with videos that come out of SFM (http://www.youtube.com/watch?v=7RYeKYj4vEY)
Simply amazing stuff.
Title: Re: Team Fortress 128
Post by: Romantique Tp on August 03, 2012, 12:25:55 AM
New patch is out

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

I got added added by like 20 people at once looking for mad milks and family businesses. It was quite terrifying.
Title: Re: Team Fortress 128
Post by: Amraphenson on August 03, 2012, 12:38:00 AM
Well. So did I.
OH GOD NEW FUCKING SAPPER
ANTI-WATER PYRO AXE
BURNING MINIGUN
Title: Re: Team Fortress 128
Post by: DrCactus on August 03, 2012, 12:49:58 AM
So 4 new weapons? They seem kinda interesting; new Sapper sounds kinda weird though, I guess the degrading would be so that your Sappers could do some lasting "damage", since Engies can easily repair a building back to full health if they remove the Sapper, whilst upgrading requires more resources.

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

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

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

All in all, these weapons seem kinda cool yet strange, though nonetheless they seem unique.
Title: Re: Team Fortress 128
Post by: DrCactus on August 03, 2012, 01:58:33 AM
Also, new Awesomenauts promo items.

http://nazr.in/Ry
http://nazr.in/Rz
http://nazr.in/RA
Title: Re: Team Fortress 128
Post by: Esoterica on August 03, 2012, 02:35:55 AM
Wow Valve, wow.

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

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

I'm mad.
Title: Re: Team Fortress 128
Post by: Gpop on August 03, 2012, 03:06:07 AM
Heavies no longer have to worry about spies.

Meanwhile, new sapper is actually better than you think (http://www.youtube.com/watch?v=epTMkfJpeEU)
Title: Re: Team Fortress 128
Post by: DrCactus on August 03, 2012, 03:18:56 AM
Meanwhile, new sapper is actually better than you think (http://www.youtube.com/watch?v=epTMkfJpeEU)

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

;_;
Title: Re: Team Fortress 128
Post by: Amraphenson on August 03, 2012, 04:05:15 AM
minisentries EVERYWHERE.
Title: Re: Team Fortress 128
Post by: DrCactus on August 03, 2012, 03:51:06 PM
Quote
Bugs

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

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

GG Valve
Title: Re: Team Fortress 128
Post by: Gpop on August 03, 2012, 04:06:48 PM
GG Valve
Spy sapping my hl2.exe
Title: Re: Team Fortress 128
Post by: DrCactus on August 04, 2012, 12:12:42 AM
Quote
Fix server crash bug caused by setting tf_mm_servermode before map command
Increased The Red Tape Recorder's downgrade speed from 1.6 seconds to 3.0 seconds.
Fixed The Huo Long Heatmaker not consuming additional ammo while firing
Fixed building health compounding after being downgraded
Fixed direction arrow showing on teleporter exits
Cleaver is now available in Medieval mode
Fixed missing Lollichop taunt sound
Fixed item conflicts with The Champ Stamp
Fixed item conflicts with The Triad Trinket

Today's recent update.
Title: Re: Team Fortress 128
Post by: Gc on August 04, 2012, 07:04:54 PM
OH GOD IT'S HAPPENING (https://www.youtube.com/watch?v=qq2932W6-Kk)

SFM confirmed for the occidental MMD
Title: Re: Team Fortress 128
Post by: Amraphenson on August 04, 2012, 07:22:30 PM
the scout&sniper with spybelt was scary enough.
this...this is true fear.
Title: Re: Team Fortress 128
Post by: Gc on August 04, 2012, 08:23:44 PM
Context:
Quote
Badlands, pushing towards last.
I'm in lower lobby. Lots of explosions in upper lobby.
Enemy demoman jumps down to lower lobby, probably low-life rushing for the medium health kit.
I manage to twitch-aim, shoot and kill him.

Result:
(http://i.imgur.com/zbhgs.png)

This involved no skill and I did not deserve the kill.
Title: Re: Team Fortress 128
Post by: DNAbc on August 05, 2012, 05:07:43 AM
I finally understand the Gaben theme.
http://www.youtube.com/watch?v=5Bxx271Mdd0

Why haven't I discovered this sooner?
Title: Re: Team Fortress 128
Post by: Molten on August 06, 2012, 03:24:14 PM
I have managed to get my hands one some name and description tags so I'm thinking of Sakuya-fying my Strange Knife but i can't think of any good things to name it. Any suggestions?

Also, i haven't seen any of the new weapons in-game yet. Does anyone know how strong/good they are?
Title: Re: Team Fortress 128
Post by: Dr.Strafe on August 06, 2012, 04:39:27 PM
I have managed to get my hands one some name and description tags so I'm thinking of Sakuya-fying my Strange Knife but i can't think of any good things to name it. Any suggestions?

Also, i haven't seen any of the new weapons in-game yet. Does anyone know how strong/good they are?
On Sakuya-style names, I suggest looking over her spell cards and/or stage themes for some ideas. Touhou wiki is your friend. At one time, I was going to use "Misdirection", "Illusional Misdirection", or "Lunar Clock" for some of my Spy stuff, but found something that fit better. Help yourself to those if you wish.

The only new weapon that I've seen in action is the new Minigun. Yeah, that thing is... interesting. The ring of fire that surrounds the Heavy is wider and stronger than you'd think, and paired with the damage from the gun itself, it is quite deadly. Handy to keep Spies off of him. It's supposed to chew through ammo very quickly, but I have yet to see a Heavy run out of ammo while wielding it.

I haven't seen the new sapper in action, but that video posted earlier along with other testimonies that I've read make it sound quite frustrating to fight against. I even heard that they were thinking of speeding up the time it takes to downgrade buildings. D:
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on August 06, 2012, 04:49:45 PM
The new sapper is a troll tool. Last time I used it I swear it got to level 1 by the time he took it off. It downgrades so fast.  Its useful for taking out nests when going solo.

New minigun does chew up a lot of ammo, and having it revved up will chew ammo so they gotta be careful when to rev it. Probably good with a shotgun if you aren't familiar with locations of ammo and stuff to conserve ammo.

That cleaver is strong, but it's just like milk and jarate, except it has to hit directly. I dont know how much damage it does by itself, but using sandman with it will probably hurt a lot.
Title: Re: Team Fortress 128
Post by: Fetch()tirade on August 06, 2012, 05:53:52 PM
That cleaver is strong, but it's just like milk and jarate, except it has to hit directly. I dont know how much damage it does by itself, but using sandman with it will probably hurt a lot.

The cleaver crits (on stunned targets) for 150, then does bleed damage. Depending on how much damage the ball does, sandman+guillotine has the power to one shot classes with less than 200 health. That is, if you can land both the ball and the cleaver in succession.
Title: Re: Team Fortress 128
Post by: Esoterica on August 06, 2012, 09:40:05 PM
>yfw Cleaver is just a buffed Flare Gun the Scout can use
Title: Re: Team Fortress 128
Post by: DrCactus on August 06, 2012, 09:56:38 PM
I wasn't aware the Flaregun had to be charged after every shot.
Title: Re: Team Fortress 128
Post by: Gc on August 06, 2012, 11:31:52 PM
It does. Only Valve actually made a reload animation for it.
Title: Re: Team Fortress 128
Post by: yuyukos on August 07, 2012, 02:29:11 AM
That is why you can't spam flares by quickswitching off flare guns and back.
Title: Re: Team Fortress 128
Post by: N-Forza on August 07, 2012, 03:44:47 AM
My Strange Knife is called "Another Murder" from one of her attacks in PoFV, but no, you can't have it.
Title: Re: Team Fortress 128
Post by: DNAbc on August 07, 2012, 03:53:15 AM
Why hasn't anyone rated on the fabulously amazing Neon Thingy that makes such an amazing replacement for the Axtinguisher? D:

Shame on you. Shame on you.

Title: Re: Team Fortress 128
Post by: Fetch()tirade on August 07, 2012, 04:23:37 AM
Neon Thingy that makes such an amazing replacement for the Axtinguisher
If this isn't sarcasm, I don't know what is.


Also, "Deflation World" is mine, back off.
Title: Re: Team Fortress 128
Post by: Freyband on August 07, 2012, 04:24:23 AM
Why hasn't anyone rated on the fabulously amazing Neon Thingy that makes such an amazing replacement for the Axtinguisher? D:
Because it's upside is too situational for it's debuffs. On the topic of the new weapons though, is it possible to jump over the heavies fire field without getting lit on fire? I believe I did it multiple times as a scout, so a spy may be able to still backstab without getting lit (need someone to science and confirm though).

Also, can anyone advise some good jump/surf maps?
Title: Re: Team Fortress 128
Post by: DNAbc on August 07, 2012, 04:29:34 AM
Make your own map
Title: Re: Team Fortress 128
Post by: Gc on August 07, 2012, 04:48:49 AM
Also, can anyone advise some good jump/surf maps?
Can't recommend maps by themselves but I can recommend good servers

Jump iT: 64.74.97.15:27015 (Official TF2Jump server)
Jujump iT: 74.91.113.66:27015 (Their "Junior" jump server. Mostly easier jump maps)
Surf iT: 216.52.143.76:27015 (TF2Jump's surf server. Skillsurf, but you know this (http://cloud-2.steampowered.com/ugc/955013950658640610/B50D7FF605E04F5CBF3F64E8812A6C42085A4BAF/) won't happen)

Otherwise Intox Surf #2 if you're into DMsurf / akai_final / legends_lite / toast_redone / egan maps (intox surf #1 is the micspam dmsurf server)
Haven't been on Intox in a while due to permaban for saying that a skillsurf server is better for pure surfing. I still talk to some of their server admins :V
Title: Re: Team Fortress 128
Post by: Molten on August 07, 2012, 09:58:10 AM
I'm thinking of going with "Killing Doll" for my S.Knife, does anyone know a fitting description to use? I was thinking of something along the lines of "Not even time can stop this attack!" or something that has to do with time.

Also, i tried to look up a video of the new Minigun but my Firefox likes to crash my flash player. Funny thing is that it only happened with that video. ::)
Title: Re: Team Fortress 128
Post by: DNAbc on August 07, 2012, 04:25:36 PM
Dude: Teddy Rosbelt for your Familiar Fez
Me: Sorry, I won't do a straight upgrade for you
Dude: If you check spreadsheet, you will see that it is a fair trade
Me: Me heart is two sizes too small to see that it's fair
Dude is offline
Title: Re: Team Fortress 128
Post by: Hanged Hourai on August 07, 2012, 06:28:32 PM
...

Got offered #99 Toss proof towel for my #86 quad.

...

May take this.

edit: especially thinking that new items like the quad drop like a rock once the market gets more saturated with them, I feel better about taking that offer
edit: and taken
Title: Re: Team Fortress 128
Post by: Barrakketh on August 07, 2012, 06:55:39 PM
I caved and bought another Strange Part: Headshots for my Amby.  Those seem to be rising in price.
Title: Re: Team Fortress 128
Post by: Aya Reiko on August 07, 2012, 08:58:24 PM
I have managed to get my hands one some name and description tags so I'm thinking of Sakuya-fying my Strange Knife but i can't think of any good things to name it. Any suggestions?

Also, i haven't seen any of the new weapons in-game yet. Does anyone know how strong/good they are?

Find and rename a strange Dead Ringer to "Luna Dial".
Title: Re: Team Fortress 128
Post by: Gc on August 07, 2012, 10:32:00 PM
On a note related to my last post, I want to play this map so much (https://www.youtube.com/watch?v=i3Mr7yszNdc).



That and/or make a game based entirely around the air-control kind of surf on an engine optimized for surf.

That means
and some other stuff.
Title: Re: Team Fortress 128
Post by: Romantique Tp on August 10, 2012, 06:00:23 AM
Bought this for 1 buds, a white bills and 5 keys http://tf2b.com/tf2/item/MasterBigode/611935977

If valve rereleases these this year I'm going to kill some fat guy.
Title: Re: Team Fortress 128
Post by: Dr.Strafe on August 10, 2012, 06:35:04 AM
Bought this for 1 buds, a white bills and 5 keys http://tf2b.com/tf2/item/MasterBigode/611935977
*BROFIST* Now both of us can heal with style
Title: Re: Team Fortress 128
Post by: Messiah on August 10, 2012, 11:08:32 AM
Back to the poor side of tf2: Got myself a D. Fast Learner painted with that fabulous lime color for 2 keys and bought a Backwards Ballcap. Now I only need to be a good scout player  :derp:

And holy shoot, didn't know it was so lucrative to buy paints from store and sell them to others.
Title: Re: Team Fortress 128
Post by: Freyband on August 10, 2012, 09:36:41 PM
Update today including modifying the Neon Annihilator (now can break sappers like the homewrecker), a new China-town styled KOTH map (Kong-King), and some bug-fixes.
Title: Re: Team Fortress 128
Post by: Gpop on August 10, 2012, 11:25:05 PM
Update today including modifying the Neon Annihilator (now can break sappers like the homewrecker), a new China-town styled KOTH map (Kong-King), and some bug-fixes.
Hey let's all go find a server and play on it right now. How is it?
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on August 10, 2012, 11:47:52 PM
Update today including modifying the Neon Annihilator (now can break sappers like the homewrecker), a new China-town styled KOTH map (Kong-King), and some bug-fixes.

It now breaks sappers?

At least it's more useful now.
Title: Re: Team Fortress 128
Post by: Gpop on August 11, 2012, 12:36:33 AM
Played the new map

I instantly loved it holy shit

But it REALLY caters to scouts and gunslingers. So anyone with either more good scouts or good engies will dominate here. It's because it's all about close quarters too. Pyro are pretty good on it too.

Dunno about Spy yet, but I can imagine it being decent for them as there are A FUCK LOAD of pathways to anywhere. The downside is that a lot of people go back and forth, so it'll be hard to know who'll go where for you to backstab em.
Title: Re: Team Fortress 128
Post by: DrCactus on August 11, 2012, 01:14:56 AM
Fast Learner painted with that fabulous lime color
Ugh. Why.
Lime is such a terrible color.

Anyways. new stuff added yo.
http://www.teamfortress.com/gray/

There is also a small blood splatter on the header of the TF2 website.

New thingy added to Badwater's Skybox
(http://i.imgur.com/7udmI.jpg)

IT BEGINS

EDIT:
It's also in 2fort
(http://www.niggaupload.com/images/tbDq0.png)
Title: Re: Team Fortress 128
Post by: Barrakketh on August 11, 2012, 01:40:45 AM
They are also in doublecross and granary.  It's named skybox_carrier, and there is a file that dictates their coordinates.
Title: Re: Team Fortress 128
Post by: Messiah on August 11, 2012, 02:25:30 AM
Another map that incentives mini-sentry gameplay. Sucks hard when you are trying to enjoy being a scoot.
Title: Re: Team Fortress 128
Post by: Gpop on August 11, 2012, 02:51:58 AM
Another map that incentives mini-sentry gameplay. Sucks hard when you are trying to enjoy being a scoot.
Unless the entire scout team destroys the engie before he ever has a chance to make one :V
Title: Re: Team Fortress 128
Post by: yuyukos on August 11, 2012, 04:10:04 AM
New map is credit to entertainment value. :V
Title: Re: Team Fortress 128
Post by: DrCactus on August 11, 2012, 04:21:36 AM
http://youtu.be/xSSZWV2Uxfs

Welp.
Title: Re: Team Fortress 128
Post by: Gpop on August 11, 2012, 06:01:57 AM
http://youtu.be/xSSZWV2Uxfs

Welp.
Scout OP
Title: Re: Team Fortress 128
Post by: Romantique Tp on August 11, 2012, 09:52:02 PM
http://lab.xpaw.ru/tf2arg-part2/
Title: Re: Team Fortress 128
Post by: DrCactus on August 11, 2012, 10:11:22 PM
http://www.teamfortress.com/mannwill/

Oh snapple
Title: Re: Team Fortress 128
Post by: Aya Reiko on August 13, 2012, 05:33:22 AM
http://www.teamfortress.com/bloodbrothers/

Oh dear...

http://tf2.com/crsk9.jpg
Title: Re: Team Fortress 128
Post by: DNAbc on August 13, 2012, 06:15:03 AM
http://tf2.com/crsk9.jpg

YOU NINJA'D MY POST.


Seriously, we should start stocking on them now, I already have everything save a Vintage hat.
Title: Re: Team Fortress 128
Post by: Aya Reiko on August 13, 2012, 07:01:21 AM
http://tf2.com/crsk9.jpg

YOU NINJA'D MY POST.


Seriously, we should start stocking on them now, I already have everything save a Vintage hat.
It's already done.  Note the first blog entry here: http://www.teamfortress.com/
Title: Re: Team Fortress 128
Post by: DNAbc on August 13, 2012, 03:57:06 PM
[attach=1]
Title: Re: Team Fortress 128
Post by: DX7.EP on August 13, 2012, 04:22:21 PM
:teaspit:

Got back into vanilla TF2 effectively yesterday, still steamrolling pubs like nothing despite little experience on King. Only complaint about that map - it uses Simplified Chinese characters, which doesn't fit its Hong Kong resemblence too well. (unless it was based on Shenzen or something instead, but I don't know)
Title: Re: Team Fortress 128
Post by: InfernalExuro on August 13, 2012, 10:19:44 PM
Picked up a capacitor, though I had to sacrifice all of my expendable trade bait for it. This list had better not be a waste of time, because I have everything needed now.  :V
Title: Re: Team Fortress 128
Post by: Yukarin on August 13, 2012, 10:46:21 PM
[attach=1]

I wish that trader was sarcastic.

WISH
Title: Re: Team Fortress 128
Post by: Barrakketh on August 13, 2012, 11:10:42 PM
[attach=1]
Did you ever find someone sane to trade with?
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on August 13, 2012, 11:55:39 PM
It begins

http://www.youtube.com/watch?v=C4cfo0f88Ug&feature=player_embedded

August 15th. Prepare your anus bodies
Title: Re: Team Fortress 128
Post by: yuyukos on August 14, 2012, 12:16:44 AM
It begins

http://www.youtube.com/watch?v=C4cfo0f88Ug&feature=player_embedded

August 15th. Prepare your anus bodies
All night. Let's do this.
Title: Re: Team Fortress 128
Post by: Gpop on August 14, 2012, 01:29:48 AM
I'm so hyped for this

Though I'm kinda bummed out you can only play up to 6 people at once in this. Would've been awesome if it was 16 vs EVERYONE.

Anyways, when it comes out who wants to join me in the battle for survival against cold hard steeeeel?
Title: Re: Team Fortress 128
Post by: Gc on August 14, 2012, 01:31:19 AM
Oh but of course. Major update while I'm stuck AFK for a full week (missing the first 2 days of school in the process, thanks family :V ) on a stupid kindle.

Enjoy that hype for me, thanks.



(Who the fuck designed the kindle's OSK anyway? Took 30 minutes to type this message)
Title: Re: Team Fortress 128
Post by: DX7.EP on August 14, 2012, 01:55:06 AM
Nice vid, though I think we'll be able to adjust the number of players via cvars or SM plugins in some time.

A bit too many cues from KF and SMNC if you ask me...but hey, this still ought to be fun.
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on August 14, 2012, 02:24:48 AM
Yeah I also thought that player amount can be adjusted. Tf2 is meant to be 24 players, but there are server that goes to 34.

I can't wait to see mods with this mod. Machine vs Saxton Hale. Probably
Title: Re: Team Fortress 128
Post by: Gpop on August 14, 2012, 02:29:44 AM
Yeah I also thought that player amount can be adjusted. Tf2 is meant to be 24 players, but there are server that goes to 34.

I can't wait to see mods with this mod. Machine vs Saxton Hale. Probably
If we can do this then we'll definitely do this when it comes out for our next meet :V
Title: Re: Team Fortress 128
Post by: Dr.Strafe on August 14, 2012, 02:33:42 AM
Obligatory "dude this looks sweet" post.

Dude, this looks pretty fuckin' sweet. I can't wait to give it a shot.
Title: Re: Team Fortress 128
Post by: InfernalExuro on August 14, 2012, 02:51:34 AM
This is going to be incredible. And my Spy is all done up for the occasion! (http://cloud.steampowered.com/ugc/918985880853579459/84AD46C81AFA4A983958D3338EF6F15A6B625042/)  :toot:
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on August 14, 2012, 03:01:34 AM
This is going to be incredible. And my Spy is all done up for the occasion! (http://cloud.steampowered.com/ugc/918985880853579459/84AD46C81AFA4A983958D3338EF6F15A6B625042/)  :toot:

Do robit have spines.
Title: Re: Team Fortress 128
Post by: Aya Reiko on August 14, 2012, 03:39:05 AM
Picked up a capacitor, though I had to sacrifice all of my expendable trade bait for it. This list had better not be a waste of time, because I have everything needed now.  :V
uh...  You did waste all that trade swag.

When all the items on the list were crafted together, the game created a system-wide message alerting everyone to the Blood Brothers comic.

-----

Looking at the enemies list (http://wiki.teamfortress.com/wiki/Mann_vs_Machine), pyros and especially spies are going to be near useless against the robo-horde.  Maybe Pyros may be useful for knockback if they start to get too close.  Standard Engies with a Wrangler and a full nest, otoh, could be invaluable.

Something tells me the best balance will be the 6 shown in the trailer; Medic, Engie, Heavy, Demoman, Soldier, and Scout.  Though the Scout could probably be swapped for a sniper or pyro.
Title: Re: Team Fortress 128
Post by: Dr.Strafe on August 14, 2012, 04:34:19 AM
Yeah, I read that it was a one-time craft or something. If you don't want that Capacitor, Exuro, I'll buy it from ya.
Title: Re: Team Fortress 128
Post by: Freyband on August 14, 2012, 07:18:44 AM
I'm so hyped for this
Anyways, when it comes out who wants to join me in the battle for survival against cold hard steeeeel?
I'll be up for some of this (as long as this new laptop I'm using works). Getting pretty excited for it myself  :3 Two more days...
This is going to be incredible. And my Spy is all done up for the occasion! (http://cloud.steampowered.com/ugc/918985880853579459/84AD46C81AFA4A983958D3338EF6F15A6B625042/)  :toot:
Spies (http://cloud.steampowered.com/ugc/1153173061478112623/9C3065AC1693D264CE67533A77A44502C5BABFA5/). :toot:
Title: Re: Team Fortress 128
Post by: Barrakketh on August 14, 2012, 07:27:32 AM
I traded my capacitor for four keys.  The value has went up a tad.

And I'm about to get a Strange Widowmaker.
Title: Re: Team Fortress 128
Post by: DNAbc on August 14, 2012, 08:24:21 AM
[attach=1]

Your spies are luxurious...


; ;
Title: Re: Team Fortress 128
Post by: Barrakketh on August 14, 2012, 08:43:57 AM
I usually just wear the Noh Mercy.  I think I got rid of my other spy stuff except the Fez (for the set bonus) and my V. Fancy Fedora.
Title: Re: Team Fortress 128
Post by: Yukarin on August 14, 2012, 09:14:23 AM
Am I the only one who has default-look spy here?

Goddamit I think i might have to get myself spy shits.
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on August 14, 2012, 01:17:37 PM
I'll play this mode as a puro even if he is useless. D:

I wanna smack some robots around with my playful stick and rainbows.
Title: Re: Team Fortress 128
Post by: Edible on August 14, 2012, 04:06:48 PM
Catching up on this update.

"For reasons I can't comprehend or explain, the robots run on piles of money."

:getdown: :getdown: :getdown:
Title: Re: Team Fortress 128
Post by: DNAbc on August 14, 2012, 04:08:38 PM
They indeed run on piles of money.

Holy shit I am making profit everywhere buying capacitors for 4 keys 0.66 and selling for 4 keys 1 ref, earned a key and a refined already in an hour.
Title: Re: Team Fortress 128
Post by: yuyukos on August 14, 2012, 10:01:35 PM
I traded my capacitor for four keys.  The value has went up a tad.

And I'm about to get a Strange Widowmaker.
If you didn't get one yet, I'll trade you my s.Widowmaker for 4 keys.
Title: Re: Team Fortress 128
Post by: Barrakketh on August 14, 2012, 11:02:01 PM
If you didn't get one yet, I'll trade you my s.Widowmaker for 4 keys.
Already got one, and four keys is more than what I paid for mine (which was about 3.2 keys).
Title: Re: Team Fortress 128
Post by: N-Forza on August 14, 2012, 11:59:33 PM
I paid a Bill's for mine since that's how much they were when they first came out. :argh:
Title: Re: Team Fortress 128
Post by: Barrakketh on August 15, 2012, 12:58:31 AM
I paid a Bill's for mine since that's how much they were when they first came out. :argh:
Well, you always pay out the ass when items first come out.  For instance, the Red-Tape Recorder was 2 ref.  Now its going for 1.  And I know that eventually I'll either get one as a drop or pay a scrap for it :V
Title: Re: Team Fortress 128
Post by: DNAbc on August 15, 2012, 01:29:20 AM
[attach=1]

You see those four keys and refined? I earned them.

In one day.

Holy $hwicks
Title: Re: Team Fortress 128
Post by: DX7.EP on August 15, 2012, 02:10:34 AM
Day 2 finally!

Info on classes, upgrades, and perks (http://www.teamfortress.com/mvm/mercs/) and a new map! (http://www.teamfortress.com/mvm/coaltown/) Loving the direction this is going; it'll be damn sweet to play.
Title: Re: Team Fortress 128
Post by: Hideki on August 15, 2012, 02:53:09 AM
It begins

http://www.youtube.com/watch?v=C4cfo0f88Ug&feature=player_embedded

August 15th. Prepare your anus bodies
Dammit, I'm going to be in Japan starting this friday with only sporadic computer access.  Sucks
Title: Re: Team Fortress 128
Post by: DNAbc on August 15, 2012, 03:30:16 AM
He traded me,told me about him being a 'steam rep', whatever the hell that is.

[attach=1]
Title: Re: Team Fortress 128
Post by: yuyukos on August 15, 2012, 03:36:57 AM
Where do you find these idiots and why do you waste your time with them. ???
Title: Re: Team Fortress 128
Post by: DNAbc on August 15, 2012, 03:50:21 AM
Comic gold. :V
Title: Re: Team Fortress 128
Post by: Barrakketh on August 15, 2012, 06:21:44 AM
The only "steam rep" is this (http://steamrep.com/).
Title: Re: Team Fortress 128
Post by: DNAbc on August 15, 2012, 07:00:05 AM
I have no idea about those, but I did buy a copy of Portal 2 with that capacitor (bought with 3 keys) and 1.11 ref


Was that a good deal? :3
Title: Re: Team Fortress 128
Post by: Romantique Tp on August 15, 2012, 07:29:49 AM
Oh, trading brings the best out of people.

http://puu.sh/Pa0j
http://puu.sh/ORhJ
http://puu.sh/P0rJ
http://puu.sh/Pi7A
http://puu.sh/PW8i
http://puu.sh/ViwW
Title: Re: Team Fortress 128
Post by: DNAbc on August 15, 2012, 11:05:17 AM
Oh good, my slow-clap processor made it into this site, so we can have that.


*Clap* *Clap* *Clap*
Title: Re: Team Fortress 128
Post by: theshirn on August 15, 2012, 01:28:17 PM
hey man, he just wanted some mustard, can't blame a man for asking
Title: Re: Team Fortress 128
Post by: Agent of the BSoD on August 15, 2012, 11:12:27 PM
So you guys have your flipping carts and your teleporting carts, how about a cart that just gives up hope. (https://www.youtube.com/watch?v=c6b3d-lsgeM)

Also, this. (https://www.youtube.com/watch?v=WhfsvYUIYEg)

EDIT: Day 3 is posted for MvM! (http://www.teamfortress.com/mvm/)
Title: Re: Team Fortress 128
Post by: Amraphenson on August 16, 2012, 12:48:04 AM
I love how the two snipers were the first to notice that.
Title: Re: Team Fortress 128
Post by: Agent of the BSoD on August 16, 2012, 01:03:46 AM
Oh, here's one more cart video just for the heck of it. (https://www.youtube.com/watch?v=RejI7JzwmME)
Title: Re: Team Fortress 128
Post by: Freyband on August 16, 2012, 01:11:44 AM
MvM is live, so strap on your ass-kicking boots and get ready (to wait an hour for it to download...) :p
Title: Re: Team Fortress 128
Post by: yuyukos on August 16, 2012, 01:14:14 AM
Cue, "Game is unavailable" messages.
Title: Re: Team Fortress 128
Post by: Agent of the BSoD on August 16, 2012, 01:16:47 AM
inb4 item server is down :derp:
Title: Re: Team Fortress 128
Post by: DX7.EP on August 16, 2012, 01:19:20 AM
New (formerly test) server's already gotten the update downloading before the changelog broke out. Still downloading, but it should be up before 60% of us get the update on our systems :V

Old server...we'll be phasing that out.
Title: Re: Team Fortress 128
Post by: DNAbc on August 16, 2012, 01:52:33 AM
So I guess another meet is inbound?
Title: Re: Team Fortress 128
Post by: Agent of the BSoD on August 16, 2012, 01:53:43 AM
So I guess another meet is inbound?
We should totally have a meet for MvM sometime soon. That would be awesome.
Title: Re: Team Fortress 128
Post by: Gpop on August 16, 2012, 01:54:29 AM
If we can expand the amount of players to play MvM then yes for sure.

For now...*still dl'ing*
Title: Re: Team Fortress 128
Post by: DX7.EP on August 16, 2012, 02:04:44 AM
Meets?

If we can expand the amount of players to play MvM then yes for sure.

For now...*still dl'ing on both client and server*

I think US/CA Labour Day weekend will be a good time.
Title: Re: Team Fortress 128
Post by: DNAbc on August 16, 2012, 02:16:04 AM
Just wondering, but does anyone want this sweet Tour of Duty Ticket I got?

It's uncraftable, of course, but add me if you DO wanna buy it. :V

http://steamcommunity.com/id/9898981-02/
Title: Re: Team Fortress 128
Post by: DX7.EP on August 16, 2012, 03:47:38 AM
MvM is far too fun. Had too much of a blast playing it (somehow lucked out). :getdown:

I'm working on putting MvM on our old server (while it still lasts) with password to keep it exclusive. Would do it on the new server, but we'll be leaving that as vanilla for the interim.
Title: Re: Team Fortress 128
Post by: Fetch()tirade on August 16, 2012, 04:35:08 AM
I can't connect to any of the servers, not MvM or regular multiplayer. I've tried defragging and validating the cache. And I'm just about out of ideas.
Title: Re: Team Fortress 128
Post by: Gpop on August 16, 2012, 04:47:29 AM
MvM is far too fun. Had too much of a blast playing it (somehow lucked out). :getdown:

I'm working on putting MvM on our old server (while it still lasts) with password to keep it exclusive. Would do it on the new server, but we'll be leaving that as vanilla for the interim.
I think the new server needs the mvm update because it's now considered vanilla...though do they seperate servers to from normal to pure mvm servers for search now?
Title: Re: Team Fortress 128
Post by: Aya Reiko on August 16, 2012, 05:04:07 AM
MvM is far too fun. Had too much of a blast playing it (somehow lucked out). :getdown:

I'm working on putting MvM on our old server (while it still lasts) with password to keep it exclusive. Would do it on the new server, but we'll be leaving that as vanilla for the interim.
And that password is...?
Title: Re: Team Fortress 128
Post by: DX7.EP on August 16, 2012, 05:13:46 AM
And that password is...?
Everything you need. (http://www.shrinemaiden.org/forum/index.php/topic,11689.msg873093.html#msg873093)

I think the new server needs the mvm update because it's now considered vanilla...though do they seperate servers to from normal to pure mvm servers for search now?
The new server was updated but was crashing for a bit because I forgot to update SourceMod too :V

And no, I've seen MvM maps in the regular server list just fine.
Title: Re: Team Fortress 128
Post by: Freyband on August 16, 2012, 06:54:42 AM
two things broken; Styles on items do not always display properly (noticed on my bird and my hero's tail), and if you bring up one of the orange side menus it crashes a server. Votemenu, admin command lists, noisemaker menus, all of em instantly crash a server. MvM is pretty good stuff though. Hope to play more in future (with less broken servers and needing to private servers just to play).
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on August 16, 2012, 10:30:46 AM
T_T

Internet went out the moment I got on the computer...
Title: Re: Team Fortress 128
Post by: Gc on August 16, 2012, 11:11:25 AM
T_T

Internet went out the moment I got on the computer...
At least you have a computer :derp:



Dawn of the 6th day: 48 hours remain - Now missing school :V
Title: Re: Team Fortress 128
Post by: Dr.Strafe on August 16, 2012, 01:07:07 PM
Decided to Mann Up and see what that was about. We got to the Phase 7 (final) and just couldn't keep up. 4 tanks, 4 Deflector Heavies, each with 4 Medics in tow. Tons of Pyros, Demos, Spies, and since I was Engie.. Sentry Busters. We were doing fine until our sixth player left. Apparently, Valve needs to figure out a way to rotate in a new player or something when that happens.

This wasn't as bad as what we had earlier on the MotK server, the endless giant Heavies and Scouts.

but still. SO. MUCH. DAMN. FUN.
Title: Re: Team Fortress 128
Post by: DNAbc on August 16, 2012, 02:51:17 PM
The endless giant hoovies weren't bad, I was killing a decent amount of them as pyro. :/

But hell, sentry busters.
Title: Re: Team Fortress 128
Post by: yuyukos on August 16, 2012, 03:01:56 PM
My major complaint is the inability to form a full party through matchmaking.
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on August 16, 2012, 03:49:07 PM
My complaint is DAT LINE

And servers should only have a maximum players of six during waiting time, so players won't be moved to spec when the game gets full.

I'm disappointed with the lack of movement speed upgrade, but them upgrades makes my scorch shot DEADLY.  %60 firing speed, increased burn damage, max ammo increase, and 100 Hp on kill. Powerful tool against the minors both in damage and harassment.
Title: Re: Team Fortress 128
Post by: Gpop on August 16, 2012, 08:11:46 PM
Spies are actually a lot better than I expected, especially for taking out certain targets like the medics or even giant machines with the sappers (even sentry busters).

Also, Engie so OP :V
Title: Re: Team Fortress 128
Post by: SuccinctAndPunchy on August 16, 2012, 11:04:44 PM
I would like to extend a huge thank you to whoever set the server up with MvM for us because I probably wouldn't have had as much fun with the update if I couldn't get a respite from the monkeyhouse that is random matchmaking.

Cheers man, I had a great time.
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on August 16, 2012, 11:48:45 PM
>"If FF2 returns, we got some new stuff to work with! Such as no backstabs, disponsible sentry, etc.

MvM is a great mode, but it could have been made better. We got such on mann wave 5 because we kept getting overran by them fist of steel giants and scout rushes.
Title: Re: Team Fortress 128
Post by: DX7.EP on August 17, 2012, 12:48:10 AM
I would like to extend a huge thank you to whoever set the server up with MvM for us because I probably wouldn't have had as much fun with the update if I couldn't get a respite from the monkeyhouse that is random matchmaking.
Not a problem :)



Server information update for the weekend and MvM! (http://www.shrinemaiden.org/forum/index.php?topic=11689.msg873093#msg873093)
Title: Re: Team Fortress 128
Post by: DNAbc on August 17, 2012, 02:21:42 PM
I kind of...feel bad about this. But truth is I am getting bored of MvM already, I really feel bad Valve, but it seems my preference over FF2 is unmatched by them bots. :(
Title: Re: Team Fortress 128
Post by: Dr.Strafe on August 17, 2012, 02:39:46 PM
Managed to clear two Mann Up sessions. We would have gotten a third, but our Phlog Pyro abandoned us in the final wave.  :( Regardless, I was playing with a mean group of Aussies. Good stuff.

Each of the final missions is beyond brutal, but that second mission of Decoy is full of pure, liquid FUCK YOU:
3 Tanks
2 Deflector Heavies
26 Medics
Lots of giant (crit) Soldiers and (rapidfire) Demos
Snipers everywhere
and tons of Heavy Mittens that flank you from behind

There was more to the mission, but we couldn't get beyond the second tank with only 5 people. If only there was a way to bring someone in, or have better luck with filling empty slots. I know why this happens and why nobody wants to join games already in progress, but damn. I hate having to abort because someone ragequit.
Title: Re: Team Fortress 128
Post by: Mounting Jaggis on August 17, 2012, 03:30:10 PM
I started playing again to try out MvM, and a really funny glitch happened in the first game. A bot managed to arm the bomb while we focused on the sentry buster and blew up our base, but the wave didn't reset. Our base was destroyed and the bots brought another bomb, and everytime they got near the base they would insta die when they touched our destroyed base so they could never arm the bomb again. Then the tanks came and managed to reach our base and drop the bomb but nothing happens and the wave continues. We pretty much had three tanks sitting at our base doing nothing while we destroyed them and the bots died as soon as they touched our base. Needless to say, we beat MvM on advanced thanks to this glitch. Its pretty fun, but sometimes it gets boring when it sends just 128 normal scouts 3 at a time.
Title: Re: Team Fortress 128
Post by: Messiah on August 17, 2012, 05:28:13 PM
Managed to clear two Mann Up sessions. We would have gotten a third, but our Phlog Pyro abandoned us in the final wave.  :( Regardless, I was playing with a mean group of Aussies. Good stuff.

Each of the final missions is beyond brutal, but that second mission of Decoy is full of pure, liquid FUCK YOU:
3 Tanks
2 Deflector Heavies
26 Medics
Lots of giant (crit) Soldiers and (rapidfire) Demos
Snipers everywhere
and tons of Heavy Mittens that flank you from behind


Cleared that one today with Heavy-engie-medic-soldier-demo-SCOUT, I was the demo.
Pro scout killing demo-knights, snipers and muffin hoovys.

Do you only win those common items with the tickets?If so, I am highly disappointed.
Title: Re: Team Fortress 128
Post by: DX7.EP on August 17, 2012, 05:38:24 PM
Found a way to manually invoke the advanced missions on user-hosted MvM servers (like ours) via cvar adjustment. You want things to be harder, just ask. :V

EDIT: Also configured things so that you can vote to change the mission via the in-game 'Call Vote' button in the main menu. Works on both servers.
Title: Re: Team Fortress 128
Post by: Agent of the BSoD on August 17, 2012, 07:17:51 PM
If only there was a way to bring someone in, or have better luck with filling empty slots. I know why this happens and why nobody wants to join games already in progress, but damn. I hate having to abort because someone ragequit.
This. Or at least there should be a mechanism that if there are fewer people, the missions are easier so you can actually win?
Title: Re: Team Fortress 128
Post by: DX7.EP on August 17, 2012, 08:20:59 PM
I kind of...feel bad about this. But truth is I am getting bored of MvM already, I really feel bad Valve, but it seems my preference over FF2 is unmatched by them bots. :(
From what I hear FF2 is broken for the time being mostly because of the sound cache being much more heavily used for MvM robot sounds while the max cache size remains unchanged.

Or at least there should be a mechanism that if there are fewer people, the missions are easier so you can actually win?
That would be very helpful, yeah. As it stands now the only real assist would be to give players more money, and that involves SM (which not everyone is willing to setup) as well as active staffers to give said money.
Title: Re: Team Fortress 128
Post by: Dr.Strafe on August 17, 2012, 09:43:25 PM
Do you only win those common items with the tickets?If so, I am highly disappointed.
Yeah, I'm not too thrilled about that, myself. After we completed the first mission, we had two players that brought supply tickets. So, everybody got three items for completing the mission. Everybody got only standard junk, except one guy got a Bolted Bushman. Upon completing the second mission, again mostly junk was distributed. Other players got the new sapper and a Dead Cone.. but not me who brought the damn ticket in the first place.

If anything, they need to restructure the prize winning side of it. It sucks to buy a supply ticket and have someone else (with no ticket) get all the good stuff. Although this is a team endeavor, this isn't any less annoying.

I've read that if you complete a full tour (all six missions) then you get a Strange Botkiller weapon. There is a normal one and a gold one of each of those, and I guess chance dictates which one you get. At least that prize seems guaranteed, perhaps without needing the supply ticket. You just need to go through hell first. :V
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on August 18, 2012, 03:17:18 PM
Is Steam down for anyone else? I don't see any maintenance going on, but everyone else seems to be fine.

Nevermind, it was maintenance. And it's back up
Title: Re: Team Fortress 128
Post by: orinrin on August 19, 2012, 07:40:00 AM
http://cloud.steampowered.com/ugc/902097924186869718/86B80B3F860C83A178528CC5F6AEB733925FBF3A/


mvm has silly waves
Title: Re: Team Fortress 128
Post by: DNAbc on August 19, 2012, 08:57:37 AM
Is that even possible?
Title: Re: Team Fortress 128
Post by: Barrakketh on August 19, 2012, 09:26:46 AM
Is that even possible?
Mann Up mode tours have been successfully completed, so I'd have to hazard a yes.  Sentries are silly (and Sentry Busters aren't hard to deal with...plus you can abuse the instant upgrade powerup if you lost a gun).
Title: Re: Team Fortress 128
Post by: Dr.Strafe on August 19, 2012, 02:01:31 PM
Four Mann Up missions complete, and I have yet to win anything new (or even valuable) from the mission drops. Although, I have a modest amount of metal stocked up again..

Yeah, I don't think I'm going to buy any more supply tickets..  :V
Title: Re: Team Fortress 128
Post by: Barrakketh on August 19, 2012, 02:14:15 PM
Four Mann Up missions complete, and I have yet to win anything new (or even valuable) from the mission drops. Although, I have a modest amount of metal stocked up again..

Yeah, I don't think I'm going to buy any more supply tickets..  :V
I believe completing the whole tour guarantees either a botkiller weapon or one of the new miscs...I think its always a botkiller weapon, but I'm not sure.
Title: Re: Team Fortress 128
Post by: Dr.Strafe on August 19, 2012, 02:22:35 PM
Yeah, I know. But it would be nice to get something new along the way. Every time I use a supply ticket, my teammates get the nifty stuff.  :derp:
Title: Re: Team Fortress 128
Post by: DNAbc on August 19, 2012, 02:29:17 PM
Can you have a tour with me? :3
Title: Re: Team Fortress 128
Post by: Messiah on August 19, 2012, 02:53:45 PM
Two missions left to complete a tour.

Got mostly weapons from meet the pyro update and a rocket jumper.


Edit: Finished my tour, got the scattergun. Guess I will try to sell it.
Title: Re: Team Fortress 128
Post by: Gc on August 19, 2012, 08:33:01 PM
HAVE:

WANT:
Title: Re: Team Fortress 128
Post by: Gpop on August 19, 2012, 08:41:56 PM
HAVE:
  • The Anger
  • Fancy Fedora
  • The Business Casual
  • Strange Overdose
  • The Sticky Jumper
  • The Frying Pan
  • Class Token - Soldier
  • Class Token - Medic
  • Decal Tool

WANT:
  • Name Tag (x3)
  • Metal
How much for Anger?
Title: Re: Team Fortress 128
Post by: Gc on August 19, 2012, 09:18:53 PM
Spreadsheet says 1 key, therefore 2.44-2.55 Refined.

Or 1 name tag (1-1.33) and 1 refined.
Title: Re: Team Fortress 128
Post by: Gpop on August 19, 2012, 09:26:00 PM
Spreadsheet says 1 key, therefore 2.44-2.55 Refined.

Or 1 name tag (1-1.33) and 1 refined.
How about a hat (magnificent Mangolian, worth 1.33 - 1.66) and 1 refined?
Title: Re: Team Fortress 128
Post by: Gc on August 19, 2012, 09:35:05 PM
That works.
Title: Re: Team Fortress 128
Post by: lumber_of_the_beast on August 19, 2012, 10:09:33 PM
>enter raffles
>win a S.Machina
>immediately have three people add me to try and buy it
:V

Incidentally, it is for sale. Awesomenauts + Tower Wars on Steam. EDIT: Bought.
Title: Re: Team Fortress 128
Post by: Messiah on August 19, 2012, 10:13:48 PM
Sold the scattergun for a painted bill's. I've seen lot of people asking for 13+ keys for the weapons, but I ended up choosing a low-profit-for-sure business since I spent less than 3 keys for the tickets and got pratically triple of the amount. And I was afraid of the prices going down :V

On other note: renamed my YER to seed of non-identification.
Title: Re: Team Fortress 128
Post by: Gpop on August 20, 2012, 02:23:39 AM
Wow, lucky me

While playing some MvM, kid on the server asks if anyone has a Cleaner's Carbine. I told him I had one, and he offers me to trade for his (dirty) Tyrant's Helm

Let's just say it was an offer I could not refuse (and my Carbine was dirty too) :getdown:
Title: Re: Team Fortress 128
Post by: Hanged Hourai on August 20, 2012, 04:15:33 AM
Well, sold my toss proof towel for 7 keys, which i basically bought for 2 keys 6 ref.

All I need to do now is just convert my ref into keys and I'll be able to buy my pair of buds.
Title: Re: Team Fortress 128
Post by: orinrin on August 20, 2012, 06:50:25 AM
http://cloud-2.steampowered.com/ugc/902097924200964046/179C2638DAF734EE32CEA2B496BCDC4D9825A9F6/ advanced2 lmao


killed the last tank literally at the end of the bomb dropping animation
Title: Re: Team Fortress 128
Post by: Messiah on August 20, 2012, 10:37:07 AM
I blame those goddamn medics man, it's all their fault.
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on August 20, 2012, 11:23:22 AM
Got myself a Professor Speks. Dunno who gave those to me, at least I got a new misc. :3
Title: Re: Team Fortress 128
Post by: SuccinctAndPunchy on August 20, 2012, 11:31:04 AM
http://cloud-2.steampowered.com/ugc/902097924200964046/179C2638DAF734EE32CEA2B496BCDC4D9825A9F6/ advanced2 lmao


killed the last tank literally at the end of the bomb dropping animation

Wat.

The advanced missions look absolutely insane.

I take it though that the increased amount of bots means you get lots of money to upgrade yourself more than would be usually possible? I'm assuming that's the case since the achievements for upgrading your weapon or resistances to the fullest seem literally impossible in Normal mode so I'm assuming Advanced mode would be required for it, thus more moolah.

That still looks ridiculously hard though.
Title: Re: Team Fortress 128
Post by: hyorinryu on August 20, 2012, 03:47:18 PM
I like MvM, but I think it's bullshit how Ubered bots can arm the bomb :(


That was fun playing with you guys, btw. Any of you guys play at a time that works out for east coasters like me?
Title: Re: Team Fortress 128
Post by: DX7.EP on August 20, 2012, 03:52:30 PM
Quite a few of us, including all three of us server staff, are on east coast as well, so it shouldn't be too hard to arrange a match.

Almost forgot:
I think it's bullshit how Spy bots can arm the bomb >:(
Lost at least one round this way. Spy-capping just got a lot more humiliating.

I take it though that the increased amount of bots means you get lots of money to upgrade yourself more than would be usually possible?
You do, at least for Decoy and Coaltown Advanced. Helps a bit, though the times we played it administrative loans from Mann Co. subsidies were really needed to beat the last waves.
Title: Re: Team Fortress 128
Post by: hyorinryu on August 20, 2012, 05:09:36 PM
Quite a few of us, including all three of us server staff, are on east coast as well, so it shouldn't be too hard to arrange a match.

Almost forgot:Lost at least one round this way. Spy-capping just got a lot more humiliating.


Oh, well that's great. Glad to hear it.

Haven't seen any spy capping yet, I just remember when we're on the wave with a several medics, we can't do shit as they ignore us. Perhaps it would have been a good idea to invest in Pyros...
Title: Re: Team Fortress 128
Post by: Barrakketh on August 20, 2012, 07:26:39 PM
I blame those goddamn medics man, it's all their fault.
Sap & stab.
Title: Re: Team Fortress 128
Post by: lumber_of_the_beast on August 20, 2012, 09:51:11 PM
http://cloud-2.steampowered.com/ugc/902097924200964046/179C2638DAF734EE32CEA2B496BCDC4D9825A9F6/ advanced2 lmao


killed the last tank literally at the end of the bomb dropping animation

Oh, hey, I beat that mission earlier today! took the better part of an hour slamming our face against it, but it was soooo worth it for the satisfaction at the end.
Title: Re: Team Fortress 128
Post by: Gpop on August 20, 2012, 09:55:52 PM
Sap & stab.
This.

Honestly, I feel Dead Ringers are amazing in this game mode because they are dumb as hell when you disguise (therefore no need for invisibility since disguising IS your cloak) and if you fail the stab and sap, just pull out the DR to soak up the damage, disguise, and decloak (they don't hear shit as well apparently)
Title: Re: Team Fortress 128
Post by: DX7.EP on August 20, 2012, 10:06:34 PM
Honestly, I feel Dead Ringers are amazing in this game mode
Yes. Very yes.

Especially effective with health regen, I'd add. Only problems are against the tanks, but the rest of the team can focus on those anyway.



Server #1 is no longer MvM, so those wanting to arrange a game will have to use #2 only.
Title: Re: Team Fortress 128
Post by: Entropy on August 20, 2012, 10:32:11 PM
A good friend and I have been tearing through the Mann Ups pretty well- he just finished his second tour and I'm halfway through my third. He's the one with the gold minigun, though... Which someone just bought off him for two buds... But he said he'd share, so no real Paru-ing here... Just a bit of shock...

The way that him and I can seem to make a group with four pubs and consistently win without too many snags makes me suspect a legitimately, pre-round organized team (without on-a-building 100m away heavies) wouldn't have much trouble with all of this. Wave 8/8 on the first Decoy map still scares me a bit, though...

Been buying into this event heavily... I hope people start trading their tickets for keys in better ratio soon...  :V
Title: Re: Team Fortress 128
Post by: Barrakketh on August 20, 2012, 10:37:42 PM
This.

Honestly, I feel Dead Ringers are amazing in this game mode because they are dumb as hell when you disguise (therefore no need for invisibility since disguising IS your cloak) and if you fail the stab and sap, just pull out the DR to soak up the damage, disguise, and decloak (they don't hear shit as well apparently)
The Big Earner is pretty great since you can get back in the action faster.  Armor piercing is good for damage against giants, but attack speed also lets you get some more stabs in before you have to DR and re-disguise (which can also mean more medic picks).

Only problems are against the tanks, but the rest of the team can focus on those anyway.
Especially since you can murder large packs of robots or gimp them (especially giants) by taking out their medics.  If you do that the rest of your team has much less to worry about other than the tank.
Title: Re: Team Fortress 128
Post by: DNAbc on August 21, 2012, 05:56:21 PM
I believe it's myself to blame, but the Saharah Spy has made me basically forget how to properly hit-and-run,resulting in hilarious situations which I sap a giant and hope I will kill him in one go (and get brutally murdered.)


Maybe I should stop using the YER
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on August 21, 2012, 09:36:00 PM
YER is only good if your team doesn't kill all the weaklings right away AND does not have a pyro. They have much faster disguise than the kit, but the only problem are the giants. Just sap then at a spot where he'll get mowed down instead, you murder the little ones. Course, this is more effective with a stock knife, but after you get a backstab or two, bots tend to attack you until you disguise or DR.

Yer is for when you want to backstab bots and quickly redisguise. Any other use for it I dont see happening.

In other news...


Quote
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Fixed matchmaking sending players to out-of-date servers
Fixed the server browser showing an incorrect player count in MvM games
Fixed a crash that could occur on map change if another player was being healed by the dispenser or payload cart
Fixed a rare server crash when firing hitscan weapons
Fixed MvM intro video not playing on some Macs
Fixed the sound precache string table being nearly full in non-MvM games
-This was causing the "error writing string table baseline" and "failed reading message net_SetConVar" errors

Possible fix for FF2? Let's see how this will go.
Title: Re: Team Fortress 128
Post by: Romantique Tp on August 22, 2012, 12:00:07 AM
I wasted a hour of my life playing mann up only to get this shitty hat with a dumb unremarkable level http://tf2b.com/tf2/item/MasterBigode/1051177720
Title: Re: Team Fortress 128
Post by: N-Forza on August 22, 2012, 12:43:46 AM
Don't use the YER in MvM unless you're using it with the Dead Ringer. Even then, you're better off using the Big Earner or something.
Title: Re: Team Fortress 128
Post by: Gpop on August 22, 2012, 01:51:48 AM
I wasted a hour of my life playing mann up only to get this shitty hat with a dumb unremarkable level http://tf2b.com/tf2/item/MasterBigode/1051177720
FFFFF goddamn.

Does Mann Up really increase your chance of getting rare items?
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on August 22, 2012, 01:55:51 AM
How does one do Mann Up? I am interested in rare items.
Title: Re: Team Fortress 128
Post by: Gpop on August 22, 2012, 01:56:44 AM
How does one do Mann Up? I am interested in rare items.
Buy a ticket for $0.99
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on August 22, 2012, 01:58:05 AM
Buy a ticket for $0.99

For one try? And is it tradable?
Title: Re: Team Fortress 128
Post by: Fetch()tirade on August 22, 2012, 02:26:06 AM
For one try? And is it tradable?

The ticket does not get used up until a Mann Up mission has been completed.
And yes, they can be traded.

My only question is this: do you have to buy 6 tickets (or however many the badge requires) to finish a Tour of Duty?
Title: Re: Team Fortress 128
Post by: Dr.Strafe on August 22, 2012, 02:26:58 AM
If you have a ticket, you can keep playing Mann Up until you complete a mission. The ticket is redeemed once you win. And yes, you can trade them, but people seem to be asking for asinine prices for them (multiple keys, etc)
My only question is this: do you have to buy 6 tickets (or however many the badge requires) to finish a Tour of Duty?
Yeah, you will need 6 tickets to complete a Tour. The only catch is that you need to pay attention to which mission you are about to play.  You can select a mission on Coal Town, but be thrown into a mission on Mannworks, you see. If you beat a mission that you have already completed before, you still lose the ticket.
Title: Re: Team Fortress 128
Post by: Gpop on August 22, 2012, 02:47:40 AM
I still want to know if you're more likely to get rare items in Mann Up outside of botkilling items.

Also, Lol spreadsheet drama (http://tf2spreadsheet.blogspot.ca/2012/08/integrity-of-spreadsheet.html)
Title: Re: Team Fortress 128
Post by: Barrakketh on August 22, 2012, 03:36:35 AM
If you beat a mission that you have already completed before, you still lose the ticket.
No, if you're using a Tour of Duty ticket it will only be consumed upon completing a mission that you haven't cleared.

Squad Surplus Vouchers are always used when completing a mission since everyone gets extra drops.
Title: Re: Team Fortress 128
Post by: Romantique Tp on August 22, 2012, 05:04:43 AM
FFFFF goddamn.

Does Mann Up really increase your chance of getting rare items?

I don't think the chance of getting normal rare items is any higher than usual, but MvM update items do drop a lot if you use vouchers.
Title: Re: Team Fortress 128
Post by: DNAbc on August 22, 2012, 07:13:08 AM
And thus my (not so) luxurious Sniper set is completed.

[attach=1]
Title: Re: Team Fortress 128
Post by: Dr.Strafe on August 22, 2012, 07:54:58 AM
No, if you're using a Tour of Duty ticket it will only be consumed upon completing a mission that you haven't cleared.
Then does that mean that you only have one shot at getting a Botkiller weapon? Or does your seventh ticket give you unlimited Mann Ups after completing the Tour?
Title: Re: Team Fortress 128
Post by: Barrakketh on August 22, 2012, 08:09:13 AM
Then does that mean that you only have one shot at getting a Botkiller weapon? Or does your seventh ticket give you unlimited Mann Ups after completing the Tour?
It takes one ticket to complete a mission.  There are six missions in a Tour of Duty, and upon completing a Tour of Duty you get a botkiller weapon, your badge ranks up, and all of the missions are reset so you can clear them again.

You then have to buy more tickets if you want to clear the missions again and get another botkiller weapon.  Total cost to get a botkiller weapon: $5.94.
Title: Re: Team Fortress 128
Post by: Dr.Strafe on August 22, 2012, 08:29:28 AM
...and all of the missions are reset so you can clear them again.
and that was the fact that I was seeking. Thanks
Title: Re: Team Fortress 128
Post by: Fetch()tirade on August 22, 2012, 02:23:58 PM
And thus my (not so) luxurious Sniper set is completed.

[attach=1]

Your sniper rifle has the exact same name as my axtinguisher :V
Title: Re: Team Fortress 128
Post by: N-Forza on August 22, 2012, 02:48:56 PM
Now that the craze has died down a bit, I was finally able to hop into a Mann Up match of Ctrl+Alt+Destruction. There was a bit of trouble from our slightly sketchy Engie, half-Battle Medic, inability to collect cash and Super Scout swarms, but we managed to win in the end. I ran Soldier with the Black Box and Righteous Bison, which helped out a lot when taking on tank and a mass of bots.
Title: Re: Team Fortress 128
Post by: DNAbc on August 22, 2012, 04:10:09 PM
Your sniper rifle has the exact same name as my axtinguisher :V

Sorry mate, being a Mokou fan I couldn't possibly resist naming my Rifle (despite pyro not being my profession...sigh....), I am sorry for all the possible copyright issues and whatsoever.

See you in court.
Title: Re: Team Fortress 128
Post by: Dr.Strafe on August 22, 2012, 04:16:52 PM
Your sniper rifle has the exact same name as my axtinguisher :V
"Honest Man's Death" is also the name of my S. Dead Ringer :V
Title: Re: Team Fortress 128
Post by: DNAbc on August 22, 2012, 05:12:21 PM
Nevermind that set, this is the real one.


[attach=1]



I was trying to go for a...fiery Mokou vibe, until I realize the outback and anger turns blue when I get on BLU team, dammit.

And...yeah, it's a really classic Sniper loadout, really, but I am F2P. >:3
Title: Re: Team Fortress 128
Post by: Messiah on August 22, 2012, 05:34:05 PM
But Mokou related names should be associated with pyro items by obligation.

There aren't enough Reisen references in sniper items.
Title: Re: Team Fortress 128
Post by: Fetch()tirade on August 22, 2012, 06:17:10 PM
But Mokou related names should be associated with pyro items by obligation.

There aren't enough Reisen references in sniper items.

[attach=3]
[attach=4]

(My SMG and Shiv are fairly new, plus I don't play sniper as much as I used to.)

E: holy formatting errors batman
E2: I'm running Chris's FPS Config, so the graphics are totally horrible :V
Title: Re: Team Fortress 128
Post by: DNAbc on August 22, 2012, 06:28:43 PM
I am dying of Paru-Paru right now, you monster. ; ;
Title: Re: Team Fortress 128
Post by: Messiah on August 22, 2012, 08:19:35 PM

I am proud of you.

And Since we are at it:

[attach=1]
And
[attach=2]
Title: Re: Team Fortress 128
Post by: N-Forza on August 23, 2012, 01:33:44 AM
http://cloud-2.steampowered.com/ugc/956137305547030098/FDA2E7CD86AC6F5CE5D50D94362ACF7CD6C01D34/

Translation guide: "(P)Haku, Kon, Roukanken, Myon, Youmu-chan (because "gray parrot" is "youmu" in Japanese)"
Title: Re: Team Fortress 128
Post by: Romantique Tp on August 23, 2012, 01:36:34 AM
I got some random add while I was playing Mann Up today

http://puu.sh/XTN6
http://puu.sh/XTNj
http://puu.sh/XTNA
Title: Re: Team Fortress 128
Post by: Messiah on August 23, 2012, 01:39:52 AM
The trade misadventures of Master Bigode  :V
Title: Re: Team Fortress 128
Post by: Dr.Strafe on August 23, 2012, 02:04:06 AM
In my trade adventures, I've dealt with people that wanted me to give them my rare stuff, but that kid takes the cake. His ultimate offer was $5 or 4 keys for a S Kritz? Really? What a ponce. :V
Title: Re: Team Fortress 128
Post by: Gpop on August 23, 2012, 03:02:03 AM
I got some random add while I was playing Mann Up today

http://puu.sh/XTN6
http://puu.sh/XTNj
http://puu.sh/XTNA
I did a fun google search on him, oh boy his twitter is just as funny, especially with his beggings with Zombie Studios :V (https://twitter.com/eissagt00)
Title: Re: Team Fortress 128
Post by: DNAbc on August 23, 2012, 05:37:04 AM
I blame Koishi. Screwing with kids' greed is never good. :(
Title: Re: Team Fortress 128
Post by: Aya Reiko on August 23, 2012, 05:57:02 AM
Mann Up mode is seriously annoying me.  I've yet to finish one mission due to ragequitters and dropouts.
Title: Re: Team Fortress 128
Post by: Dr.Strafe on August 23, 2012, 12:20:43 PM
Managed to finally clear a full Tour and got my hands on a Strange Botkiller Rocket Launcher. Time to start my second tour.

Mann Up mode is seriously annoying me.  I've yet to finish one mission due to ragequitters and dropouts.
Yes, this is very irritating. Nothing like getting to the end only to have people drop out due to time, rage, or connection issues.
Title: Re: Team Fortress 128
Post by: Molten on August 23, 2012, 01:52:01 PM
I'm one mission away from completing my first tour, but the computer that I'm on atm can't handle MvM for some reason. Though i wish i get a Wernch when i finally can complete it.
Title: Re: Team Fortress 128
Post by: DNAbc on August 23, 2012, 05:01:24 PM
[attach=1]

I feel sorry for him.
Title: Re: Team Fortress 128
Post by: DrCactus on August 23, 2012, 07:13:47 PM
http://tf2b.com/tf2/item/zaezae64/1049252177

I'm sorry.
Title: Re: Team Fortress 128
Post by: Barrakketh on August 24, 2012, 02:57:28 AM
http://tf2b.com/tf2/item/zaezae64/1049252177

I'm sorry.
The name?

Here is my newest acquisition: http://tf2b.com/tf2/item/Barrakketh/761964916
Title: Re: Team Fortress 128
Post by: yuyukos on August 24, 2012, 03:19:34 AM
Hooray, free hats :V
Also damn those MvM with 2x Tank 9x Crit Soldier 9x Heavy and Uber Medics. 2 hours of attempts alone ._.
Title: Re: Team Fortress 128
Post by: DrCactus on August 24, 2012, 03:20:15 AM
The name?
Yes. It was level 9 so I couldn't resist.

Hooray, free hats :V
Also damn those MvM with 2x Tank 9x Crit Soldier 9x Heavy and Uber Medics. 2 hours of attempts alone ._.
My friend and I finally finished it. It was brutal.
Title: Re: Team Fortress 128
Post by: Messiah on August 25, 2012, 03:04:22 AM
Selling a backwards ballcap for a key, if anyone is interested.
Title: Re: Team Fortress 128
Post by: Aya Reiko on August 25, 2012, 03:49:07 AM
I really should've screencapped the spybot-disguised-as-engie I sapped.  It was facing me and I had my revolver drawn, as if I was saying "any last words?"
Title: Re: Team Fortress 128
Post by: yuyukos on August 25, 2012, 12:59:09 PM
I did not realize before now that the space with the picture of your class was another actual tab for upgrades.  :derp:
2 Missions down, 4 to go. Feel free to message me on Steam if anyone wants to form a MvM Party.
Title: Re: Team Fortress 128
Post by: Messiah on August 25, 2012, 02:44:00 PM
Sold a dirty TC labelled as gift for a purity fist and a brown bomber. Time to buy some name tags and name my pyro items after some of Utsuho's spellcards.
Title: Re: Team Fortress 128
Post by: DNAbc on August 25, 2012, 03:57:53 PM
[attach=1]

.....I question his age.

(I don't have an IPad)
Title: Re: Team Fortress 128
Post by: DNAbc on August 25, 2012, 06:05:17 PM
[attachmini=1]
[attachmini=2]
[attachmini=3]

Third link contains vulgar language. :D


And yes, I am starting to wonder how did all these crazy people come and trade with me.
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on August 25, 2012, 06:38:04 PM
You're F2P and you have all these good items.

They just want the free items.
Title: Re: Team Fortress 128
Post by: Gpop on August 25, 2012, 10:30:05 PM
Oh god I finally beat a jump map (http://steamcommunity.com/id/gpop/screenshot/920113049640195520/?)

(it's jump_adventure btw)
Title: Re: Team Fortress 128
Post by: Messiah on August 25, 2012, 10:38:37 PM
Congratz. I usually get stuck at the third/fourth level in every map. Sucks to suck, man.
Title: Re: Team Fortress 128
Post by: N-Forza on August 26, 2012, 12:48:28 AM
I thought you couldn't trade if you were F2P. Or is that a joke I failed to pick up on?
Title: Re: Team Fortress 128
Post by: Gpop on August 26, 2012, 12:55:28 AM
I thought you couldn't trade if you were F2P. Or is that a joke I failed to pick up on?
I think it's like the friend system, since you can trade in other games as well. Just as long as you made a purchase in steam in general
Title: Re: Team Fortress 128
Post by: Yukarin on August 26, 2012, 01:02:44 AM
Oh god I finally beat a jump map (http://steamcommunity.com/id/gpop/screenshot/920113049640195520/?)

(it's jump_adventure btw)

only jump map ive ever beaten is rckteer
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on August 26, 2012, 01:05:16 AM
Can't beat any maps. 3:

F2P can trade, I think only if invited though.
Title: Re: Team Fortress 128
Post by: DNAbc on August 26, 2012, 05:49:24 AM
F2Ps can indeed engage in a trade, however, TF2 items remain untradable, meaning they can only accept premium items and trade said premium items.

Truth is, I begged, when I got a few weapons and Scorched Crates (from people who have a ton of them), and I resell them to buyers, and as I slowly gain more money, I can make bigger investments and earn more, I dealt with tools, popular hats/miscs (Familiar Fez, Last Breath, Team Captain...etc) and basically trade 24/7 a day.

GPop got it mostly right, save for one part, my Steam account is upgraded after I bought Portal 2 with a few keys, so I didn't actually buy games, but got games for free. :3

Title: Re: Team Fortress 128
Post by: yuyukos on August 27, 2012, 03:15:44 AM
Selling a Silver Strange Botkiller Scattergun. :V
Title: Re: Team Fortress 128
Post by: DNAbc on August 27, 2012, 03:53:42 AM
Being the nice person I am, selling 5 ToD tickets for 1.66 ea. :V

Only doing zis price if you buy all 5. :V
Title: Re: Team Fortress 128
Post by: N-Forza on August 27, 2012, 04:15:53 AM
Completed first tour last night, got a regular botkiller minigun, flipped it for a regular botkiller rocket launcher. Since I actually play soldier, this works out a lot better. Medigun wouldn't have been bad either but I already have mine named.
Title: Re: Team Fortress 128
Post by: Aya Reiko on August 27, 2012, 07:17:01 AM
Half way through my first tour.  Just got this (http://wiki.teamfortress.com/wiki/Robot_Running_Man).

We also discovered a good way to get through this, or at least the endurance mission.  5 Heavies, one Engie.  Dispenser placed in a well protected spot near all the heavies at a bottleneck.  The sentry placed somewhere inconvienient for sentry busters.
Title: Re: Team Fortress 128
Post by: Dr.Strafe on August 27, 2012, 07:26:41 AM
Nice finds, you guys that have finished Tours of Duty. If you want to continue Manning Up, look me up sometime. I'm always willing to go kill some robots :3

The sentry placed somewhere inconvienient for sentry busters.
Yeah, we had an Engie on that particular mission that did just that. There is a broken stairway and ledge on the front side of one of the buildings in which he camped with his sentry. The busters would spawn, and instantly blow up before jumping down onto the playing field. :V He held his own up there rather well, but the Rapid Fire Soldier giants completely wrecked him..
Title: Re: Team Fortress 128
Post by: Yukarin on August 27, 2012, 09:17:50 AM
I love how whenever I go in a huge kill spree with spy they start hunting me like hell man.

I don't mind. They don't know i can cornerstab anyway so yeah. :V
Title: Re: Team Fortress 128
Post by: Barrakketh on August 27, 2012, 12:29:58 PM
I love how whenever I go in a huge kill spree with spy they start hunting me like hell man.
I hunt spies regardless.  Especially DR spies...I know when you've feigned, and always treat you as though you lived.
Title: Re: Team Fortress 128
Post by: Yukarin on August 27, 2012, 12:56:26 PM
always treat you as though you lived

imo that should always be the case for every spy, regardless of what watch

but it's nice when people chase me. That tells me that their focused on me, and not my team, and as such I'm indirectly helping them.
Title: Re: Team Fortress 128
Post by: Romantique Tp on August 27, 2012, 06:53:42 PM
Raffling a s.Huntsman -> http://tf2r.com/kgzc97r.html

Consider yourselves part of the exceptions.
Title: Re: Team Fortress 128
Post by: Dr.Strafe on August 27, 2012, 11:49:51 PM
Raffling away a S Huntsman? You have my respect, Bigode. It's a shame that you'd have to deal with all of the begging kids for it, though..
Title: Re: Team Fortress 128
Post by: DNAbc on August 28, 2012, 01:32:44 AM
That's very nice of you, Bigode, personally I must admit I can't do something so noble like you did willingly.


P.S: Ungrateful little fucks part hell yeah
Title: Re: Team Fortress 128
Post by: Yukarin on August 28, 2012, 04:09:04 AM
>raffle
>s.huntsman

>insta-join

EDIT there's a guy named WascallyRascal that wants you to 1:1 that s.huntsman for s.sniper rifle.

Seems legit.
Title: Re: Team Fortress 128
Post by: Chaore on August 28, 2012, 05:01:16 AM
i for one support bigode's generosity and raffleness and may just be saying this because I'm throwing my hat in :v
Title: Re: Team Fortress 128
Post by: Messiah on August 28, 2012, 04:05:21 PM
http://youtu.be/mHOZP3XHsVA

How didn't anybody link this before? I fucking love SFM.
Title: Re: Team Fortress 128
Post by: Hanged Hourai on August 29, 2012, 04:13:07 AM
~Hourai's special deals~

Reduced prices for you guys for personal use, not for resell

Black Essential Accessories for 7 keys sold for 8 right after posting sorryyyyyyyyy
Clean Texas Half Pants for 1.5 keys
Description Tag for .66 ref
Dirty Modest Pile of Hat for .22 ref (only for the hatless or f2p who do not have a hat for more than 3 classes, gibuses and HHH and the like dont count)
Purple Painted Ghastlierest Gibus  for .44 (see above)
----------------------------------------------------------------------------------------------
And I shall also be giving away a dirty Killer Exclusive to some lucky duck here in the forums. Only stipulation is the one mentioned above, for the hatless or f2p for personal use. Say so here or notify me on steam if you want to throw your... hat in the ring. dohohohohoh i am so sorry
I'll draw the names when I feel enough time has passed or enough people have entered or some mix. Which is to say idk yet.

http://steamcommunity.com/profiles/76561198051442784/ (http://steamcommunity.com/profiles/76561198051442784/) Profile
Title: Re: Team Fortress 128
Post by: DNAbc on August 29, 2012, 04:28:20 AM
I WILL JOIN THE RAFFLE.

Oh, and damn I just bought assassin's creed with my keys.

I am qualified for your dirty modest, I am F2P, I don't have a hat for more than 3 classes. :D
Title: Re: Team Fortress 128
Post by: Hanged Hourai on August 29, 2012, 04:44:29 AM
And in other news, botkiller s scatter bought for 3 keys, which is hardly more than the general market price for normal s scatters. V:
Title: Re: Team Fortress 128
Post by: DrCactus on August 29, 2012, 05:11:54 AM
Brain Slug + Bootie time = Team Captain

http://cloud.steampowered.com/ugc/541810681022997424/8F6571EB0BC53D0584EED8E96A3A5F3A7FFC44B0/
Awww year
Title: Re: Team Fortress 128
Post by: Barrakketh on August 29, 2012, 05:45:09 AM
And in other news, botkiller s scatter bought for 3 keys, which is hardly more than the general market price for normal s scatters. V:
Well, Botkiller weapons aren't exactly hard to get so long as you're playing with a group of people that understand how MvM works.  And they can probably trade those three keys for more tickets to get another chance at one they want.

I would trade almost every botkiller weapon away for the normal strange equivalent if I didn't already have one for the classes I care about (heavy is boring).    The only one I think looks kinda cool is the gold botkiller wrench.
Title: Re: Team Fortress 128
Post by: Hanged Hourai on August 29, 2012, 05:54:56 AM
Well, Botkiller weapons aren't exactly hard to get so long as you're playing with a group of people that understand how MvM works.  And they can probably trade those three keys for more tickets to get another chance at one they want.

Oh yeah, definitely. It was just that I've been looking for a s scatter for a little while and I figured why not pay a bit more for the botkiller variant. I'm not huge on Mann Up mode so I wasn't looking to go through the tours and earn one myself.
Title: Re: Team Fortress 128
Post by: Barrakketh on August 29, 2012, 06:03:09 AM
I still haven't played a single round of MvM, let alone Mann Up mode.

And Valve kinda pissed me off by not only requiring tickets for Mann Up mode, but friends/server regulars were (and to some extent, are) doing lots of Mann Up missions.  So I'm stuck with servers that die early now (people going off to play MvM), and having to pay to play with friends. I don't really care about the rewards because I think most of them are dumb :3
Title: Re: Team Fortress 128
Post by: Gpop on August 29, 2012, 07:35:28 AM
I still haven't played a single round of MvM, let alone Mann Up mode.

And Valve kinda pissed me off by not only requiring tickets for Mann Up mode, but friends/server regulars were (and to some extent, are) doing lots of Mann Up missions.  So I'm stuck with servers that die early now (people going off to play MvM), and having to pay to play with friends. I don't really care about the rewards because I think most of them are dumb :3
don't worry, the only times I ever play MvM is either when we randomly gather at the motk server for it or when someone on my friend's list luckily have one spot available to fill in for MvM
Title: Re: Team Fortress 128
Post by: theshirn on August 29, 2012, 01:23:10 PM
~Hourai's special deals~

Reduced prices for you guys for personal use, not for resell

Black Essential Accessories for 7 keys sold for 8 right after posting sorryyyyyyyyy
Clean Texas Half Pants for 1.5 keys
Description Tag for .66 ref
Dirty Modest Pile of Hat for .22 ref (only for the hatless or f2p who do not have a hat for more than 3 classes, gibuses and HHH and the like dont count)
Purple Painted Ghastlierest Gibus  for .44 (see above)
----------------------------------------------------------------------------------------------
And I shall also be giving away a dirty Killer Exclusive to some lucky duck here in the forums. Only stipulation is the one mentioned above, for the hatless or f2p for personal use. Say so here or notify me on steam if you want to throw your... hat in the ring. dohohohohoh i am so sorry
I'll draw the names when I feel enough time has passed or enough people have entered or some mix. Which is to say idk yet.

http://steamcommunity.com/profiles/76561198051442784/ (http://steamcommunity.com/profiles/76561198051442784/) Profile
I'd like that tag.
Title: Re: Team Fortress 128
Post by: Messiah on August 30, 2012, 05:23:13 PM
Have been praticing RJ and market gardernering recently, and gotta say that I suck a lot at it, but holy mother it brings back the fun of when I was still starting tf2 and learning new ways of killing people and making it funnier. It's quite compensating to see your enemy going down right before your land.

Title: Re: Team Fortress 128
Post by: Romantique Tp on September 03, 2012, 06:33:48 PM
The strange huntsman raffle ended in non-delivery due to the winner not meeting the rep requirement (I gave him 3 keys though), so I decided to re-raffle it along with some extras.

http://tf2r.com/keiy6w2.html

Again, you're all free to enter without raffling anything.
Title: Re: Team Fortress 128
Post by: Gpop on September 03, 2012, 06:46:01 PM
That strange sapper, going for that.
Title: Re: Team Fortress 128
Post by: Chaore on September 03, 2012, 09:43:38 PM
oh holy hell lets do this
Title: Re: Team Fortress 128
Post by: Dr.Strafe on September 04, 2012, 12:07:56 AM
Now you're raffling off all of the Crate 40 goodies? My God, you're too generous. Tell me, how do you obtain these items and why do you wish to give these expensive things away? Is there any incentive for doing this whatsoever?!

Don't tell me that one day you plan on raffling off Unusual hats... :V
Title: Re: Team Fortress 128
Post by: Barrakketh on September 04, 2012, 01:08:19 AM
That strange sapper, going for that.
Ditto!

As always, keeping my expectations low (much like the odds!) because I have terrible luck.
Title: Re: Team Fortress 128
Post by: DNAbc on September 04, 2012, 02:44:15 AM
......I am speechless once again, good job, Bigode.
Title: Re: Team Fortress 128
Post by: Gpop on September 04, 2012, 02:52:41 AM
Anyways guys I'm currently trading away my HazMat Headcase (http://www.tf2outpost.com/trade/4089451), for you guys it's dropped down to 1.66 ref or the Texas Ten Gallon hat, because that is the hat I'm looking for so my Engie can finally have one :V
Title: Re: Team Fortress 128
Post by: DrCactus on September 04, 2012, 03:28:38 AM
I joined the raffle, but noticed right after, it said 350 rep required. So I left.

;___;
Title: Re: Team Fortress 128
Post by: Gpop on September 04, 2012, 03:34:43 AM
I joined the raffle, but noticed right after, it said 350 rep required. So I left.

;___;
he said people here are the exception.
Title: Re: Team Fortress 128
Post by: DrCactus on September 04, 2012, 03:45:32 AM
he said people here are the exception.
Oh. Well I can't Re-enter now.
Eh, I probably wouldn't have won anything anyways :V
;__;

Oh yeah, I ran into Aya Reiko in a random Mann up pub. was preaty neato
Title: Re: Team Fortress 128
Post by: DrCactus on September 04, 2012, 11:42:08 PM
I was playing Mann up. How does this happen?
http://cloud.steampowered.com/ugc/540685955992491437/F06A6D1FEE81F63B5BDFFFABF6EE7AFDD0269781/
Title: Re: Team Fortress 128
Post by: Hanged Hourai on September 05, 2012, 12:15:57 AM
I was playing Mann up. How does this happen?
http://cloud.steampowered.com/ugc/540685955992491437/F06A6D1FEE81F63B5BDFFFABF6EE7AFDD0269781/

related
http://steamcommunity.com/sharedfiles/filedetails/?id=91635900 (http://steamcommunity.com/sharedfiles/filedetails/?id=91635900)
Title: Re: Team Fortress 128
Post by: Freyband on September 05, 2012, 01:09:18 AM
I was playing Mann up. How does this happen?
http://cloud.steampowered.com/ugc/540685955992491437/F06A6D1FEE81F63B5BDFFFABF6EE7AFDD0269781/
Might be serverside plugin (I frequent a server that already has a plugin letting you become a robot or even sentry buster), but is more likely just one of those random graphics bugs that pops up (like hourai's).
Oh right and mandatory post about new update (one new crate only containing the robro according to the wiki :V).
Title: Re: Team Fortress 128
Post by: Gpop on September 05, 2012, 01:17:31 AM
I wonder how randomizer on MvM would work...
Title: Re: Team Fortress 128
Post by: DX7.EP on September 05, 2012, 01:21:50 AM
There are plugins for letting RED use robot skins, but it's probably a glitch in the case of Hourai's (as that is presumably on our server).

TF2 servers are being updated, please watch warmly....

I wonder how randomizer on MvM would work...
I thought the same, and it'll probably run horribly. Also know that one cannot upgrade weapons for different classes (tried with Heavy and Black Rose).
Title: Re: Team Fortress 128
Post by: Aya Reiko on September 05, 2012, 05:57:43 AM
Random factoid of the moment:

Bee Cave, Texas, the Engineer's hometown, in fact is a real place.  Population: A little under 4K.  Median income: $100K.
Title: Re: Team Fortress 128
Post by: N-Forza on September 05, 2012, 06:37:47 AM
The crate with the RoBro probably has a bunch of stuff they haven't put into the game yet. I imagine they will by the time the keys for it go on sale.

Kind of want the Guile hair.

Also, does anyone have a set of Burning Bongos they'd be willing to part with?
Title: Re: Team Fortress 128
Post by: DrCactus on September 05, 2012, 04:56:02 PM
Might be serverside plugin

There are plugins for letting RED use robot skins

I was playing Mann up.
AKA Valve server. I'm already aware of the robot plugins and have them on my own MVM server.
Title: Re: Team Fortress 128
Post by: Gc on September 05, 2012, 07:42:58 PM
Not exactly TF2, but related in some ways.

Quote from: Me on IRC
<Youmucubic> I have found a new meaning to my life
<Youmucubic> Youmu -> half ghost -> half dead -> HλLF LIFE
<Youmucubic> That means I am HλLF LIFE?
Title: Re: Team Fortress 128
Post by: DX7.EP on September 05, 2012, 08:44:55 PM
:getdown:

Careful about the server populations; someone might take notice at this and declare a Code Red (http://www.youtube.com/watch?v=b6DIWqh6JUQ&t=41s). :V
Title: Re: Team Fortress 128
Post by: Aya Reiko on September 05, 2012, 10:48:58 PM
Just thought of this... But the Secret Diary didn't play any major role in either Pyromania or MvM.

I wonder what unlocks it...
Title: Re: Team Fortress 128
Post by: DrCactus on September 06, 2012, 12:01:52 AM
Just thought of this... But the Secret Diary didn't play any major role in either Pyromania or MvM.

I wonder what unlocks it...

if it does they better make it drop again.
Otherwise nothing but hoarders going "WTS: DIARY FOR 5 HOUWARS"
Title: Re: Team Fortress 128
Post by: Fetch()tirade on September 06, 2012, 04:08:14 AM
Quote from: update
strange force-a-nature

Time to hate every scout ever. At least the tomislav finally came out, I was looking forward to that one before I got my strange mini.
Title: Re: Team Fortress 128
Post by: DNAbc on September 06, 2012, 04:03:32 PM
Darkninja's selling a Backwards Ballcap painted Operator's, Darkninja wants 3 refined for the ballcap.
Title: Re: Team Fortress 128
Post by: Gpop on September 06, 2012, 04:59:54 PM
So I saw this idea and think this guy may be onto something
Quote
When I first saw the new loadout slot for the Sapper, I was hoping for some sort of converter device - one that changes the team of the sapped building. It would have half of the health and twice the sap time for balance. Can you imagine the havoc you could wreak by turning a team's own sentry nest against them?
Title: Re: Team Fortress 128
Post by: Yukarin on September 06, 2012, 10:31:22 PM
>sapper that converts buildings

engi nests beware
Title: Re: Team Fortress 128
Post by: Hanged Hourai on September 06, 2012, 10:51:24 PM
please please please let the medi mask be useable with the beak

plz

i dont even care if it clips horribly
Title: Re: Team Fortress 128
Post by: N-Forza on September 06, 2012, 11:46:43 PM
Every time you come up with a new idea for a weapon, consider how fun/fair it would be to be on the receiving end.
Title: Re: Team Fortress 128
Post by: Gc on September 07, 2012, 12:07:07 AM
Every time you come up with a new idea for a weapon, consider how fun/fair it would be to be on the receiving end.
Counterarguments: Mini-sentries. Air blast. Pomson pre-nerf.
Title: Re: Team Fortress 128
Post by: Gpop on September 07, 2012, 12:16:37 AM
Counterarguments: Mini-sentries. Air blast. Pomson pre-nerf, Enforcer
Title: Re: Team Fortress 128
Post by: Hanged Hourai on September 07, 2012, 01:50:31 AM
please please please let the medi mask be useable with the beak

plz

i dont even care if it clips horribly

aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa

;__;
Title: Re: Team Fortress 128
Post by: Messiah on September 07, 2012, 02:01:11 AM
Quote
Fixed The Escape Plan not using the same taunt as The Equalizer

I don't remember which had the suicide taunt, now both of them have it or no more kamikaze soldier?
Title: Re: Team Fortress 128
Post by: DrCactus on September 07, 2012, 02:28:21 AM
I don't remember which had the suicide taunt, now both of them have it or no more kamikaze soldier?

They both have it now.

Counterarguments: Mini-sentries. Air blast. Pomson pre-nerf.
Mini sentries are easy to deal with. Especially with a homewrecker Pyro.
If you're airblast spammed it's your fault for letting a pyro get close to you (if he ambushed you, it's your fault for not checking your flank)
Pomson was nerfed. So. uh. yeah.

The thing with a sapper that changes the building's team would be too strong. It would also be the much better option to the stock sapper. I mean think about it. A sentry could do so much damage to the other team if it changed teams. and the only way to fix it, is to destroy the sentry. There would be absolutely no reason to use the stock sapper over this new sapper.
And it would be pretty easy to grief with it.



also new items are really awesome. but if you ask me Engie should have gotten a puppy instead of a kitten. he seems like more of a dog person.
Title: Re: Team Fortress 128
Post by: DrCactus on September 07, 2012, 02:39:32 AM
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa

;__;

Just use the quick switch loadout glitch.
enable loadout quick switch in the keyboard options.
press 5 or 6 (forget which one) replace your current misc with the beak while you have the mask equipped.
Bam. you are no wearing both.


god damnit this wasn't meant to be a separate post. I'm sorry
Title: Re: Team Fortress 128
Post by: Amraphenson on September 07, 2012, 06:45:24 AM
I always played around with the idea of a super slow sapper that builds up a charge as it saps; breaking it causes explosive reaction. Dunno how the math would work out, but it would probably have 3 or 4 seconds before it can actually start exploding.
Title: Re: Team Fortress 128
Post by: Freyband on September 07, 2012, 08:59:07 AM
Bought myself a Card Hat so I'm selling my old Cosa Nostra for 1.66. I'm also needing to buy a can of deep commitment to purple paint to use on the new hat.
On the subject of guns that arn't fun to fight; new crate has a strange version of the Scout herpderp gun. Only issue I have with minis is that they turn faster which means they were pretty much designed for killing scouts.
Title: Re: Team Fortress 128
Post by: Messiah on September 07, 2012, 02:34:19 PM
http://youtu.be/wSuR7tB6X3s

dat Gibus spah.
Title: Re: Team Fortress 128
Post by: DNAbc on September 07, 2012, 03:14:39 PM
Recently got myself a dirty Deus, a Strange Black Box, a bunch of craftable weapons.

FOR A STRANGE JARATE.

:3
Title: Re: Team Fortress 128
Post by: Hanged Hourai on September 07, 2012, 07:10:06 PM
what have i done

i've created a monster


(http://i.imgur.com/Fxxgi.jpg)

S&M gag medic

edit: more pics for great justice and masochism
(http://i.imgur.com/PbAHC.jpg)(http://i.imgur.com/pwoU2.jpg)
he is going to saw through yo- 
no i am not going to finish that thought aaaaaaaaaaaaaaaaaaaaaaaaaaaa
Title: Re: Team Fortress 128
Post by: Alpha on September 07, 2012, 08:59:29 PM
what have i done

i've created a monster


-snip

S&M gag medic

edit: more pics for great justice and masochism
-snippity snip-
he is going to saw through yo- 
no i am not going to finish that thought aaaaaaaaaaaaaaaaaaaaaaaaaaaa
Needs more disciplinary action.
Title: Re: Team Fortress 128
Post by: Messiah on September 07, 2012, 09:46:08 PM

he is going to saw through yo- 
no i am not going to finish that thought aaaaaaaaaaaaaaaaaaaaaaaaaaaa

through your MEDIC!
Title: Re: Team Fortress 128
Post by: DrCactus on September 07, 2012, 10:22:44 PM
(http://www.niggaupload.com/images/mKAue.png)

Hooray for generous friends

(http://www.niggaupload.com/images/bGhE0.png)

All I need now is a quadwrangler
Title: Re: Team Fortress 128
Post by: Romantique Tp on September 10, 2012, 05:55:51 AM
Now you're raffling off all of the Crate 40 goodies? My God, you're too generous. Tell me, how do you obtain these items and why do you wish to give these expensive things away? Is there any incentive for doing this whatsoever?!

It's mostly luck. If you go to random servers you can find great offers by just letting people know you're interested on trading, like for example I got an uncraftable lvl 69 Champ Stamp for a rec because I was lucky enough to get in a server where someone was doing mass hat crafting with metal. (I later sold it for about 3 keys)

I bought all my salvaged crates for less than 5 keys, except for the one I raffled with the stranges as with was a last minute decision.

As for incentives, I have no real reason to trade anymore, but if I can use my trading skills to make someone happy, I'll use them.

Quote
Don't tell me that one day you plan on raffling off Unusual hats... :V

I plan to raffle an unusual that's worth at least 5 buds soon. I believe an 8 bud+ unusual is a realistic goal.



btw Aya Reiko check your PMsssssssss
Title: Re: Team Fortress 128
Post by: DNAbc on September 12, 2012, 08:58:25 AM
[attach=1]

Title: Re: Team Fortress 128
Post by: DNAbc on September 13, 2012, 04:35:16 PM
Darkninjaabc's Shameless Ad

Upgrading my UC Champ Stamp to clean one! Your offer!

Ellis, Paper Hat and Superfan for 1.11 and a weapon EA!

Want to nab your keys at 5 refined for 2!!

Title: Re: Team Fortress 128
Post by: yuyukos on September 14, 2012, 12:22:26 AM
Selling some Fall Crate stuff:

2x Soviet Gentleman
1x Hat of Cards
1x Track Terrorizer
1x Pyrotechnic Tote
1x Bearded Bombadier
1x Medi Mask
1x RoBro 3000
Title: Re: Team Fortress 128
Post by: Hanged Hourai on September 14, 2012, 12:51:25 AM
On the subject of hat fortress, I cinched an auction today.
#10 Hat of Cards for 18 keys
It had a few retracted 20 key offers and even a steaming counterfeit billycock.

Now on to something tf2 related, headphones and mic problem is fixed, which means actual communication from me now :OOOOOOO if i feel like it
Title: Re: Team Fortress 128
Post by: Dr.Strafe on September 14, 2012, 02:46:24 AM
How much for the Robro 3000?
Title: Re: Team Fortress 128
Post by: Molten on September 14, 2012, 07:23:57 AM
Behold, my Engineer loadout (http://i.imgur.com/Hw5y4.jpg) has somewhat improved!

I also have new items to get rid of, so I'm selling: Strange Rainblower Medi-Mask, Strange Fists, Strange Southern Hospitality and a Strange Wrench (It has served me well, Strafe).
And what is it with people om trading server nowadays I have tried to sell my Rainblower but people keep wanting to pay with things way under it's price. Silly TF2 traders.
Title: Re: Team Fortress 128
Post by: Dr.Strafe on September 14, 2012, 08:39:23 AM
Shady. I will buy that Knife off of you after all.  :3
Title: Re: Team Fortress 128
Post by: Hanged Hourai on September 14, 2012, 03:32:59 PM
Gotta love collectorssssssssssssssssss

Someone wants to give me #4 hats of cards 1:1 with the #10 i won in auction.

eeeeeeeeeeeeeeeeeeee I'll be doing this as soon as the person with the hat is available to trade me
Title: Re: Team Fortress 128
Post by: yuyukos on September 15, 2012, 02:12:09 AM
How much for the Robro 3000?
6 keys or equivalent metal.
Title: Re: Team Fortress 128
Post by: Chaore on September 15, 2012, 03:36:24 AM
ssssso WHO WANTS THIS FALL CRATE I HAVE LAYING AROUND :V
Title: Re: Team Fortress 128
Post by: DNAbc on September 15, 2012, 03:32:00 PM
MMMMMEEEEEEEEEEEE! :V
Title: Re: Team Fortress 128
Post by: Gc on September 15, 2012, 05:10:32 PM
https://www.youtube.com/watch?feature=player_detailpage&v=v30L7L35VOw#t=173s

Pure MLG pro leet sniper 420 skill right there.

He was too busy nailing all the headshots, winning all the MLG comps and getting all the girls to notice the medkit.
Title: Re: Team Fortress 128
Post by: Gpop on September 15, 2012, 05:54:48 PM
https://www.youtube.com/watch?feature=player_detailpage&v=v30L7L35VOw#t=173s

Pure MLG pro leet sniper 420 skill right there.

He was too busy nailing all the headshots, winning all the MLG comps and getting all the girls to notice the medkit.
Man those opportunities are much more important than healing yourself. Come on, you gotta be less selfish about yourself and work for your team obviously :V :V
Title: Re: Team Fortress 128
Post by: Chaore on September 16, 2012, 04:02:54 AM
MMMMMEEEEEEEEEEEE! :V
WELP YOU GOT 4 DAYS TO FLAG ME DOWN THEN :V
Title: Re: Team Fortress 128
Post by: DNAbc on September 16, 2012, 02:57:01 PM
WELP YOU GOT 4 DAYS TO FLAG ME DOWN THEN :V

I WILL TRY MY BEST, BUT IN CASE I FAILED I MIGHT NEED YOU TO ADD ME.

-One second later-

I tried.
Title: Re: Team Fortress 128
Post by: Agent of the BSoD on September 16, 2012, 05:29:37 PM
Them giant fist heavies are gonna lose.

http://steamcommunity.com/sharedfiles/filedetails/?id=93424446
Title: Re: Team Fortress 128
Post by: Fetch()tirade on September 17, 2012, 01:29:29 AM
Selling my beloved strange stock rifle (http://tf2b.com/tf2/item/flashtirade/840808958) for the same price I paid for it: 1 ref.
Obviously, this discount applies to you fine folk here only.

Also selling 2 fall crates for a scrap each because I hate crates with a passion.
Title: Re: Team Fortress 128
Post by: Molten on September 17, 2012, 05:37:59 AM
I might be interested in that Rifle then. I have kinda wanted to get back into playing Sniper again.
Title: Re: Team Fortress 128
Post by: Barrakketh on September 17, 2012, 07:38:16 AM
I have two fall crates I'm giving away if anyone wants them.
Title: Re: Team Fortress 128
Post by: Hanged Hourai on September 18, 2012, 12:57:52 AM
Ahem.

I bought Hat of Cards #10, then traded it 1:1 with the #4 right after.
I have now described it, making me the most legitimate owner of this name in TF2.

http://steamcommunity.com/sharedfiles/filedetails/?id=97150847 (http://steamcommunity.com/sharedfiles/filedetails/?id=97150847)
Everyone else go home.
Title: Re: Team Fortress 128
Post by: Messiah on September 18, 2012, 01:23:45 AM
More like, a kind of four.  :colonveeplusalpha:
Title: Re: Team Fortress 128
Post by: Fetch()tirade on September 18, 2012, 02:20:17 AM
whoops forgot to check this thread

I might be interested in that Rifle then. I have kinda wanted to get back into playing Sniper again.

I still have it, if you're still interested.
Title: Re: Team Fortress 128
Post by: Molten on September 18, 2012, 04:05:18 PM
whoops forgot to check this thread

I still have it, if you're still interested.
The Rifle is working like a charm. During my first play session with it, i managed to get 70 kills, on a matchmade server. Sniper motivation 1000%
Title: Re: Team Fortress 128
Post by: Fetch()tirade on September 18, 2012, 04:57:31 PM
The Rifle is working like a charm. During my first play session with it, i managed to get 70 kills, on a matchmade server. Sniper motivation 1000%

Glad to know you're a better shot than me. :V
Title: Re: Team Fortress 128
Post by: Swiftwater on September 20, 2012, 01:37:34 PM
Gotta love 10x servers.
Title: Re: Team Fortress 128
Post by: Gc on September 20, 2012, 11:17:21 PM
Gotta love 10x servers.
10x best map all time since birth of universe and beyond.

Almost as good as Java.

It's amazing how people like to shit on their keyboards, compile the result and call it a day.
It's even more amazing how people like to use the pieces of shit that come out of such a development process.
Title: Re: Team Fortress 128
Post by: DrCactus on September 21, 2012, 05:16:40 AM
http://store.steampowered.com/app/55300/

Pretty spiffy new promo items.
Too bad the game is $60.

Looks like I'll be waiting till 2013 to be getting that new fancy medic hat
Title: Re: Team Fortress 128
Post by: Gpop on September 23, 2012, 03:04:59 AM
So remember when we tried to be rj_rocketeer with quick-fix medic...? (http://steamcommunity.com/sharedfiles/filedetails/?id=98120414&insideModal=1)
Title: Re: Team Fortress 128
Post by: DNAbc on September 23, 2012, 06:39:39 AM
So....I finally got 10 keys! :V

Any of you selling a white bills? :V
Title: Re: Team Fortress 128
Post by: Romantique Tp on October 04, 2012, 04:25:37 AM
hi

do any of you play tf2
Title: Re: Team Fortress 128
Post by: Gpop on October 04, 2012, 04:28:03 AM
hi

do any of you play tf2
see the server thread for it :V
Title: Re: Team Fortress 128
Post by: DX7.EP on October 04, 2012, 07:24:10 AM
You mean TEAM Fortress 2?

I thought this game was called TRADE Fortress 2, Idle Fortress 2, Hat Fortress 2, Team Forklift 2, Robot Fortress 2, Teu Fort 2, or some variation of that.
Title: Re: Team Fortress 128
Post by: DNAbc on October 04, 2012, 09:58:31 AM
hi

do any of you play tf2

why why yes i do

Title: Re: Team Fortress 128
Post by: yuyukos on October 04, 2012, 10:16:24 AM
hi

do any of you play tf2
I play this war-themed hat simulator, it's pretty old though so you've probably never heard of it. /hipster.
Title: Re: Team Fortress 128
Post by: Yukarin on October 04, 2012, 12:55:08 PM
I play game called sniper fortress 2 and 2fort fortress 2
Title: Re: Team Fortress 128
Post by: Gc on October 04, 2012, 02:54:34 PM
hi

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

Planetside 2 is really fun.

Edit: Except when you're the only one online in your faction in your server and you're stuck defending against 3 squads of 12 people. Alone.
See avatar on the left of this post for more thoughts.
Title: Re: Team Fortress 128
Post by: Aya Reiko on October 07, 2012, 07:31:46 AM
For some reason, I got 2 each of the Medic and Spy outfits from the recent Total War promotion in Genuine quality about a week ago.  Unfortunately, neither are tradable (for now).
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on October 07, 2012, 11:25:28 AM
For some reason, I got 2 each of the Medic and Spy outfits from the recent Total War promotion in Genuine quality about a week ago.  Unfortunately, neither are tradable (for now).

Can I have a pair in that case? :D
Title: Re: Team Fortress 128
Post by: N-Forza on October 07, 2012, 11:52:03 AM
Yeah, I hope that brings down the price of the Spy coat.

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

UC Prussian Pickelhaube
UC Professional's Panama
UC Football Helmet
Strange Scotsman Skullcutter
Vintage Razorback
Title: Re: Team Fortress 128
Post by: Gpop on October 08, 2012, 02:40:56 PM
Giveaway of some of my BP, mostly are sweets which I have no use for.

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

So like...can I have Prussian Pickelhaube if it's just a giveaway then? :V
Title: Re: Team Fortress 128
Post by: DNAbc on October 08, 2012, 02:43:39 PM
Sure, why not. :V
Title: Re: Team Fortress 128
Post by: Fetch()tirade on October 08, 2012, 04:04:14 PM
There's just not a whole lot of reason to use the stock flamethrowers or melee, the others are often times just straight upgrades.

I use the stock strange because the degreaser's like 2 keys now. Also, the longer afterburn has gotten me plenty of kills. The fireaxe is pretty bad though, the pyro is already a close-combat class. Hell even the Third Degree is better because of the taunt sfx (the medigun-beam thing is basically useless).
As far as the stock shotgun goes, it's an all-purpose weapon at close and mid-range. Especially in those derpy pyro v. pyro fights.
Title: Re: Team Fortress 128
Post by: DX7.EP on October 08, 2012, 04:31:19 PM
There's no reason to use stock Pyro and Medic melee unless that's the only thing you have (not even the Strange variants unless bragging rights are involved).

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

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

I've seen pyros W+M1 with the Degreaser. I have no words for them.
Title: Re: Team Fortress 128
Post by: Dr.Strafe on October 08, 2012, 11:36:43 PM
I like the default flamethrower occasionally. Yes, my main one is the Degreaser, but I like that extra fire damage on my SF Flamer every now and then. It's just tough to go back to normal weapon switching speed after you get used to the Degreaser's rapid switch. But I still like it better than the Backburner or the Phlog.  The default Fire Axe is.... bleh. Even with the stock flamer, the Axtinguisher can still shine properly.. just slightly slower. I never really had high expectations for the Third Degree, but I've seen it decimate Medic clusters on MvM, so I'll give it props there. :V
Title: Re: Team Fortress 128
Post by: Barrakketh on October 09, 2012, 06:29:49 AM
I've seen pyros W+M1 with the Degreaser. I have no words for them.
So?  Sometimes I decide to W+M1 with the Degreaser.  And it works just as well as the old flamethrower before the latter got that pitiful 10% buff.
Title: Re: Team Fortress 128
Post by: N-Forza on October 09, 2012, 07:57:24 AM
Anybody want a Scouts Killed part? I have one I can let go for a refined or so.
Title: Re: Team Fortress 128
Post by: Yukarin on October 09, 2012, 11:31:52 AM
Because I'm bored and had nothing to do I decided to convert some tf2 prices to scrap.

1 bud is 576 scrap.

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

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

I am bored.
Title: Re: Team Fortress 128
Post by: Messiah on October 09, 2012, 02:11:19 PM
I hate every kind of poop, but I guess even there there are some exceptions:

http://youtu.be/8LjFaZ4vzbY

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


(http://i45.tinypic.com/15pmjir.png)

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


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

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

http://youtu.be/8LjFaZ4vzbY

Laughed a lot.

how could you hate every kind of YTP? :(

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

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

I'm pretty much going to RAEG through the Expert tour and then begin thinking about retiring from MvM. I don't need 8 versions of the same bloody stock weapons for each class. :V
Title: Re: Team Fortress 128
Post by: DNAbc on October 12, 2012, 09:47:14 AM
Strafe, if you ever find some other people who also want to take a crack at Expert missions, I shall gladly blow some heads for you.
Title: Re: Team Fortress 128
Post by: Hanged Hourai on October 15, 2012, 07:17:16 PM
Due to how amish I am with basically any kind of scripting, I gotta ask for more clarification now.

I have these scripts that I want to use for all classes (key bindings and the null movement script etc.) but I don't know how or where to bloody put them.
Do I copy and paste each script into the class config files? Or does it have to do with this mystical autoexec file that I have no idea how to use properly?
Title: Re: Team Fortress 128
Post by: Gpop on October 15, 2012, 11:00:33 PM
So guys

We're totally getting this map for our server (http://www.youtube.com/watch?v=5uET3tQ7ytU&feature=g-u-u)
Title: Re: Team Fortress 128
Post by: Dr.Strafe on October 15, 2012, 11:22:27 PM
Due to how amish I am with basically any kind of scripting, I gotta ask for more clarification now.

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

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

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

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

Sorry if this description is confusing. Good luck.
Title: Re: Team Fortress 128
Post by: DX7.EP on October 15, 2012, 11:27:26 PM
So guys

We're totally getting this map for our server (http://www.youtube.com/watch?v=5uET3tQ7ytU&feature=g-u-u)
I can confirm that to be happening, only because the train demands more sacrifices. >:D

Adding the other two KOTH contest winner maps too (Arctic and Flake).

We'll be playing them on the upcoming Scream Fortress meet.
Title: Re: Team Fortress 128
Post by: yuyukos on October 16, 2012, 01:42:34 AM
>New crate has s.Homewrecker

Will buy everyone's Crate 49s. :V :V :V
Title: Re: Team Fortress 128
Post by: Messiah on October 16, 2012, 03:14:10 AM
I like this koth map with the train. It's like "WE KNOW THAT YOU LIKE TO BE IN THOSE RAILS, SO HERE, HAVE A TRAIN".
Title: Re: Team Fortress 128
Post by: Barrakketh on October 16, 2012, 08:15:59 AM
I like this koth map with the train. It's like "WE KNOW THAT YOU LIKE TO BE IN THOSE RAILS, SO HERE, HAVE A TRAIN".
Is it koth_trainsawlaser?  Of course, that one doesn't really need rails.
Title: Re: Team Fortress 128
Post by: DX7.EP on October 17, 2012, 02:34:45 AM
Is it koth_trainsawlaser?  Of course, that one doesn't really need rails.
Damnit Yukari, you and your TF2 map designs! :V

We already have the similar koth_windmilltrainsaw for that kind of insanity. :V
Title: Re: Team Fortress 128
Post by: Messiah on October 20, 2012, 01:24:22 AM
They better leave the ring price as it is now if they want to profit on it. Messages everywhere
Title: Re: Team Fortress 128
Post by: N-Forza on October 20, 2012, 01:32:36 AM
They've probably already made way more money than they should have off of it, but leaving it as it is will encourage more to buy it, yeah.
Title: Re: Team Fortress 128
Post by: DX7.EP on October 25, 2012, 12:26:21 AM
Scream Fortress incoming!

New comic. (http://www.teamfortress.com/doommates/) And possibly the boss this year.
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on October 25, 2012, 12:30:18 AM
Now we have the intel. What we need now is a way to defeat ghosts.
Title: Re: Team Fortress 128
Post by: Gpop on October 25, 2012, 12:40:18 AM
Scream Fortress incoming!

New comic. (http://www.teamfortress.com/doommates/) And possibly the boss this year.
that ending, I laughed so hard at it.

Also
Quote
If you kill me now, I'll only come back stronger!

I'm sure this hints on something.
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on October 25, 2012, 12:42:21 AM
Respawning in real life?
Title: Re: Team Fortress 128
Post by: Gpop on October 25, 2012, 12:45:24 AM
Also, hidden page (http://www.teamfortress.com/wizardcon/)

From what it seems it's a MvM Scream fortress this time, since it's referencing it in the newspaper, so we're going against his minions most likely (with the last wave being against himself)
Title: Re: Team Fortress 128
Post by: DX7.EP on October 25, 2012, 02:39:49 AM
Considering the contents of the ripped corner, it definitely seems like MVM stuff so that could be likely...interesting.
Title: Re: Team Fortress 128
Post by: Gpop on October 25, 2012, 02:45:12 AM
In that case, I would say the pills would make you stronger every time you are killed by his minions.
Title: Re: Team Fortress 128
Post by: Aya Reiko on October 25, 2012, 03:14:03 AM
In that case, I would say the pills would make you stronger every time you are killed by his minions.
That, or the raccoons.
Title: Re: Team Fortress 128
Post by: yuyukos on October 25, 2012, 03:28:20 AM
Noooo, Grand Prix this weekend  :ohdear:. MvM(erasmus) sounds fun, hope to get some games in when I get back.
Title: Re: Team Fortress 128
Post by: DX7.EP on October 25, 2012, 03:31:59 AM
We'll likely hold official meets next weekend if the festivities are still on by then.
Title: Re: Team Fortress 128
Post by: Gpop on October 26, 2012, 04:32:34 AM
Scream Fortress details revealed! (http://www.teamfortress.com/blizzbobarrabas/)

AKA Zombie Fortress 2. Or Left 4 Fortress 2
Title: Re: Team Fortress 128
Post by: theshirn on October 26, 2012, 04:36:26 AM
Wow, I am supremely out of practice.

Still topping the scoreboard more often than not, but agh, terrible.  My Spy is sad and my Engineer awful.
Title: Re: Team Fortress 128
Post by: Aya Reiko on October 26, 2012, 04:58:51 AM
Scream Fortress details revealed! (http://www.teamfortress.com/blizzbobarrabas/)

AKA Zombie Fortress 2. Or Left 4 Fortress 2
Actually, 2 maps:  A KOTH one (with you vs Meramus) and a MvZ one.
Title: Re: Team Fortress 128
Post by: DX7.EP on October 26, 2012, 04:59:30 AM
Or Left 4 Tress 2 Fort.
FTFY? :V
Just came out of a KF session and would also say it would be Killing Fortress at this point. Cue even more DOSH and LOADSAMONEY jokes :P

Zombies. Of course it had to be those. Merasmus boss fight should be fun at least.

Now if you'll excuse me I have a meet to announce, a server to prepare,
and a Merasmus-spawning plugin to install
. :V

EDIT: Posted initial meet information! (http://www.shrinemaiden.org/forum/index.php?topic=11689.msg903731#msg903731)
Title: Re: Team Fortress 128
Post by: Freyband on October 27, 2012, 12:02:10 AM
Dear god... all them items (http://wiki.teamfortress.com/wiki/October_26,_2012_Patch)...
And a new unusual effect, "stormy knives." Can guess what most of us would name a hat with that effect! :V
EDIT:
Day one is over and it's been pretty fun (except the whole 'things breaking' part). Merasmus is pretty fun the first few fights, but gets kinda stale after a certain point. Hope the MvM map is good though (I've heard it's really really hard at least, and that's promising at least).
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on October 27, 2012, 12:47:59 AM
>Sir Hootsalot

Time to get.
Title: Re: Team Fortress 128
Post by: Gc on October 27, 2012, 10:52:56 AM
So I decided to start TF2 up again after not starting a Source engine game for over a month.

Holy crap why do I have trouble crouch-jumping when I'm still able to pogo with rocket jumps :V

RIP configs: 3 button mouse with bad tracking instead of 7 button mouse with perfect tracking
Title: Re: Team Fortress 128
Post by: Fetch()tirade on October 27, 2012, 03:05:12 PM
Anyone know what the Halloween spells that go on weapons do? I put an Exorcism on my stickybomb launcher, I have yet to see anything special.
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on October 27, 2012, 05:58:41 PM
No idea what exocism on Sticky does.

Any ideas why I'm not getting any valuable loot? I need them voodoos.

Also, are spells also coming from random drops?
Title: Re: Team Fortress 128
Post by: Gpop on October 27, 2012, 08:21:30 PM
So guys, if you're having trouble finding a good Halloween server full of dick players killing everyone while everyone else was working together to kill him, then this server is amazing because it allows immortality for everyone so no one can ever kill each other (and sentries don't attack you, it reads everyone on the same team)

85.25.118.9:1341
Title: Re: Team Fortress 128
Post by: Agent of the BSoD on October 27, 2012, 08:43:00 PM
Best drops ever, all in one sitting. Got a Salvaged Crate (#40) AND Meet the Medic Taunt.

My mind is still blown.
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on October 27, 2012, 09:19:30 PM
So guys, if you're having trouble finding a good Halloween server full of dick players killing everyone while everyone else was working together to kill him, then this server is amazing because it allows immortality for everyone so no one can ever kill each other (and sentries don't attack you, it reads everyone on the same team)

85.25.118.9:1341

I'll play when I can. :3

Is there any reward or achievements for killing him?
Title: Re: Team Fortress 128
Post by: Gpop on October 27, 2012, 09:43:58 PM
I'll play when I can. :3

Is there any reward or achievements for killing him?
A new hat and achievement :P
Title: Re: Team Fortress 128
Post by: Yukarin on October 28, 2012, 02:19:56 AM
A new hat

new gibus
Title: Re: Team Fortress 128
Post by: Barrakketh on October 28, 2012, 10:35:04 PM
Best drops ever, all in one sitting. Got a Salvaged Crate (#40) AND Meet the Medic Taunt.

My mind is still blown.
Lucky on the first one.

I've had two Meet the Medic taunts drop (and already had one), so I was pleased to see that my first drop after the update was Taunt: The High Five.
Title: Re: Team Fortress 128
Post by: Agent of the BSoD on October 29, 2012, 04:28:44 AM
so I was pleased to see that my first drop after the update was Taunt: The High Five.
Oh man I want that one more. :\ Oh well, I'll get one sometime, one way or another.
Title: Re: Team Fortress 128
Post by: KLH on October 30, 2012, 11:10:31 PM
3 button mouse with bad tracking
welcome to my life

though my bad mouse is due more to my laziness of not making the effort to just order a damn new mouse (and the rest of my computer parts) already


[Halloween servers] full of dick players killing everyone while everyone else was working together to kill him
hah, got tired of this quickly

Freyband was there IIRC
Title: Re: Team Fortress 128
Post by: Freyband on October 31, 2012, 09:00:56 PM
I was around too. That guy was a jerk. :\
I was a jerk or do you mean "that guy?" (If I was a jerk, sorry  :derp:)
And when it comes to the peaceful Merasmus fights, I typically find myself just going scout or spy so I can damage Merasmus and hunt down people being pricks. While snipers might do decent damage, the derp scoots and W+M1's that are PvP seem to dive straight for you. :<
Title: Re: Team Fortress 128
Post by: DX7.EP on November 01, 2012, 10:08:15 PM
Willing to exchange a Haunted Voodoo Medic Soul and a regular Voodoo Spy Soul for quality equivalents for other classes.

Alternatively, I'll sell them for 1 ref and a rec respectively.
Title: Re: Team Fortress 128
Post by: Dr.Strafe on November 01, 2012, 10:18:55 PM
I'll buy the Haunted Medic Soul off of you. I have plenty of metal. :3

On that note, I cracked open a few Eerie Crates and got two sets of Haunted "fairy wings" for Heavy. I'll offer the spare set to anyone that is interested. I'm not picky about the price.
Title: Re: Team Fortress 128
Post by: Amraphenson on November 01, 2012, 11:18:55 PM
I was a jerk or do you mean "that guy?" (If I was a jerk, sorry  :derp:)

There was a scout around that just didn't listen to us when we were all serious about killing him.
Title: Re: Team Fortress 128
Post by: Aya Reiko on November 02, 2012, 05:28:33 AM
Have: Scout and Medic souls

Want: Soldier, Heavy, Engy, or Demo souls.
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on November 02, 2012, 11:16:27 AM
I have a normal Heavy soul. Trade that for your scoot?

Also, I'm trading a sniper soul for any other soul I do not have.
Title: Re: Team Fortress 128
Post by: Agent of the BSoD on November 02, 2012, 11:29:23 PM
I've got 3 Eerie Crates that I don't want. (possibly more in the future, don't feel like opening these) Anybody want them? I don't even care if you give anything in return, I just don't want them. :V
Title: Re: Team Fortress 128
Post by: KLH on November 02, 2012, 11:44:26 PM
Buying Haunted Sniper Soul, selling Voodoo-Cursed Pyro, Spy, and Medic Souls.
Also buying a Desert Marauder and selling a clean (random drop, I hope I'm getting these terms right) Triboniophorus Tyrannus. I don't need a Pyro hat :V


And damn, the Halloween Lakeside map really slows down my laptop. I really need to get my new computer built already.


As for sniping, I'm starting to pick it back up again in vanilla TF2. Playing VSH/FF2 has done wonders for my no-scoping and evasion skills, but these are obviously not always applicable to vanilla gameplay, particularly when battling pro snipers, hehe.
Unfortunately, finding a good place (i.e. a server with large, long-range open maps) to really hone my sniping skills is quite difficult outside of dedicated sniper servers, where I would probably get raped before I even have a chance to spot the enemy.
Title: Re: Team Fortress 128
Post by: yuyukos on November 03, 2012, 02:16:15 AM
I have an extra Engi soul, willing to trade for Medic/Pyro soul.
Title: Re: Team Fortress 128
Post by: Messiah on November 05, 2012, 12:39:57 AM
http://youtu.be/ikL2bz_BTUQ

Watch this. Holy shiet. When you think there can't be any more badassery in this videos, someone comes to prove you wrong.
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on November 05, 2012, 01:46:35 AM
Medic carries Heavy and badassery occurs.
Title: Re: Team Fortress 128
Post by: Amraphenson on November 05, 2012, 03:09:47 AM
I think my nutbladder just evolved into a manbladder.
Title: Re: Team Fortress 128
Post by: yuyukos on November 05, 2012, 05:20:26 AM
I lost it on part 2. :V :V
Title: Re: Team Fortress 128
Post by: Agent of the BSoD on November 05, 2012, 05:25:15 AM
I lost it on part 2. :V :V
Was quite hilarious, yes. :getdown:
Title: Re: Team Fortress 128
Post by: DX7.EP on November 05, 2012, 05:55:08 AM
Hilarious videos. :V Only was missing some ORAORAORAORA or ATATATA action :P
Title: Re: Team Fortress 128
Post by: Agent of the BSoD on November 05, 2012, 09:39:50 PM
http://www.youtube.com/watch?feature=player_embedded&v=KRB4w1256h4

'Nuff said
Title: Re: Team Fortress 128
Post by: Tamer Anode/Cathode on November 05, 2012, 11:04:28 PM
Today I witnessed a miracle; a pubbie server actually beating Merasmus not just once, but multiple times (It helped that they were votekicking the people that were shanking players during the actual fight.)

So I wound up with a spare Medic Soul so far, figure I might as well trade it off for something; also have a Sniper Soul available. Willing to trade for a Pyro Soul or whatever metal you're willing to part with.
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on November 05, 2012, 11:12:16 PM
I'm trading two souls, a sniper and a heavy soul for another soul I do not have.
Title: Re: Team Fortress 128
Post by: Freyband on November 05, 2012, 11:50:02 PM
Managed to beat that nightmare MvM map on my second playthrough of it. Hope they keep it up year round, that's a fun one (also hope they make other challenging and interesting maps like that for other events).
As for trade fortress talk, I have two spare engineer souls, a sniper soul, and a demoman soul that I'll give to any of you (yup, free). Also looking to sell a Haunted Zipperface for a ref, if any of you are interested.
Only have an engineer soul left now, still free to any of you.
Title: Re: Team Fortress 128
Post by: Dr.Strafe on November 06, 2012, 12:05:01 AM
I got quite the bounty after playing on a Halloween server yesterday. My Merasmus curse is still plaguing me, but I managed to get a lot of goodies in the meantime. I'm looking for a Pyro soul and a Heavy soul to complete my collection. I can offer up my spare souls to anyone who is interested: Demo, Spy, 2 Medics (1 Haunted, 1 not), 1 Haunted Fairy Wings, and 1 Coffin Kit.

All of my stuff that is available to trade is on Page 2 of my backpack for your perusing pleasure. (It's getting to the point where there's too much crap to list) :V
Title: Re: Team Fortress 128
Post by: Gpop on November 06, 2012, 05:32:45 AM
So I got a Voodoo-cursed Sniper Soul. Willing to trade it for the Scout soul :V
Title: Re: Team Fortress 128
Post by: DX7.EP on November 06, 2012, 06:03:59 AM
@Gpop: Have Scout soul (normal), can trade.

@Strafe: Going by your last post, I assume we do not need to trade the H. Medic soul anymore?
Title: Re: Team Fortress 128
Post by: Gpop on November 06, 2012, 06:13:00 AM
@Gpop: Have Scout soul (normal), can trade.

@Strafe: Going by your last post, I assume we do not need to trade the H. Medic soul anymore?
I'm alright with that.
Title: Re: Team Fortress 128
Post by: DX7.EP on November 06, 2012, 06:15:43 AM
Okay then. I can trade now (or within about 15 minutes or so before heading off), so we don't forget about it later on. :V
Title: Re: Team Fortress 128
Post by: Gpop on November 06, 2012, 01:09:01 PM
Okay then. I can trade now (or within about 15 minutes or so before heading off), so we don't forget about it later on. :V
I was on my phone when I posted that so I couldn't trade. Sorry :V
Title: Re: Team Fortress 128
Post by: DNAbc on November 06, 2012, 01:34:37 PM
I have two spare engineer souls, a sniper soul, and a demoman soul that I'll give to any of you (yup, free). Also looking to sell a Haunted Zipperface for a ref, if any of you are interested.

Could you be so kind to spare me a Sniper Soul?
Title: Re: Team Fortress 128
Post by: Dr.Strafe on November 06, 2012, 02:23:51 PM
@Strafe: Going by your last post, I assume we do not need to trade the H. Medic soul anymore?
Correct. Once I managed to obtain one, two more followed. That and... uh... I kinda used my metal with other trades.. :V

That crap spends way too quickly at times.
Title: Re: Team Fortress 128
Post by: Amraphenson on November 06, 2012, 09:27:09 PM
Matador stabs are hard. On that note, any spy souls around?
Title: Re: Team Fortress 128
Post by: yuyukos on November 06, 2012, 10:03:37 PM
Matador stabs are hard. On that note, any spy souls around?
I can trade you a normal spy soul.
Title: Re: Team Fortress 128
Post by: Amraphenson on November 08, 2012, 01:04:26 AM
Looking around for a strange amby, btw. Got its worth in metal, amongst other things.
Title: Re: Team Fortress 128
Post by: Tamer Anode/Cathode on November 08, 2012, 08:48:36 PM
So I feel I'm done with the Halloween event. It was certainly fun while it was around.

My total haul:

Heavy Soul
Medic Soul (1 regular, 1 Haunted)
Pyro Soul
Legend of Bugfoot
2 Sniper Souls
Grand Duchess Fairy Wings (1 regular, 1 Haunted)
Haunted Dead Little Buddy
Bombomnomicon
Monoculus
Headless Horsemann's Head
Skull Island Topper (Lv1)
Title: Re: Team Fortress 128
Post by: Freyband on November 09, 2012, 07:06:41 AM
Earlier today equiping the skullbat removed my melee weapon. This bug going on for anyone else (might've just been the server not having holiday stuff anymore, but...)?
Title: Re: Team Fortress 128
Post by: Agent of the BSoD on November 09, 2012, 06:54:16 PM
Earlier today equiping the skullbat removed my melee weapon. This bug going on for anyone else (might've just been the server not having holiday stuff anymore, but...)?
I had a glitch similar to that last night. I put a spell on the Holiday Punch, which I had equipped, and then for some reason, the game thought I had no melee. Switching out my HP to another melee then back seemed to solve it. I don't have the Bat Outta Hell myself so I wouldn't be able to test anything.

And as for what I was able to get this year, pretty much everything. I got all of the masks (Saxton Hale Mask get!) and every soul, including Haunted Heavy and Sniper. Took too darn long to get that Scout soul though. :V I still have some spares if anyone wants any. (spare Engie, Spy, Medic and Sniper souls, not haunted, and a Sniper mask)
Title: Re: Team Fortress 128
Post by: Gc on November 11, 2012, 05:48:06 AM
So you remember when people complain about unfair hitboxes for backstabs? (http://steamcommunity.com/sharedfiles/filedetails/?id=107735619)

More footage. (http://steamcommunity.com/sharedfiles/filedetails/?id=107736252)

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

EDIT: I must add that we were both standing still for several seconds before taking the screenshots. This is the actual backstab range.
Title: Re: Team Fortress 128
Post by: Amraphenson on November 11, 2012, 06:23:02 AM
I was going to say something about client vs server, but your ping is pretty good so no clue there.
Title: Re: Team Fortress 128
Post by: KLH on November 13, 2012, 05:12:48 AM
Had some fun sniping yesterday after finding a nice place to practice. Raped kids, some got pissed off, had a couple of them accuse me of aimbotting, lol.
Guess I might be ready to go back to No Heroes Orange X3 (well, hopefully - I haven't had any other real practice and yesterday was one of those rare lucid moments, so I'm still not sure how well I would do).


So you remember when people complain about unfair hitboxes for backstabs? (http://steamcommunity.com/sharedfiles/filedetails/?id=107735619)
This = Letty's hitbox ? Raizing hitboxes
Title: Re: Team Fortress 128
Post by: Aya Reiko on November 13, 2012, 04:44:06 PM
Let's see...

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

I also have 2 Haunted Spooky Sleeves up for trade.
Title: Re: Team Fortress 128
Post by: Messiah on November 14, 2012, 11:15:06 PM
https://www.youtube.com/watch?v=3m5oiPFOpDE

Aya is always watching you.
Title: Re: Team Fortress 128
Post by: Gc on November 15, 2012, 03:39:31 AM
Most of you don't care about this, but this stage is totally awesome. (http://steamcommunity.com/sharedfiles/filedetails/?id=108333469)

But still screenshots don't really do it justice. You have to see it move (https://www.youtube.com/watch?feature=player_detailpage&v=-dip39pTNLk#t=73s) to understand why it's amazing.
Title: Re: Team Fortress 128
Post by: DX7.EP on November 16, 2012, 07:33:54 AM
Played a bit of pub MVM on Decoy as Scoot, testing the Scatter-Milk-Fan loadout. Extremely effective I must say.

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

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

I just wish I wasn't so poor that I don't even play Mann Up
Title: Re: Team Fortress 128
Post by: Chaore on November 16, 2012, 05:03:02 PM
I suckered myself into buying some mann up tickets so i could trade for some stranges :V

I just only have 3, and nottt sure I want to try pub expert.
Title: Re: Team Fortress 128
Post by: DX7.EP on November 16, 2012, 06:07:01 PM
The last wave of money generally never matters as much unless you're trying to go for a perfect score.
We were trying to do that. :V

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

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

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

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

Perhaps it's permanent, only on holidays?

That, or Valve didn't do something right.
Title: Re: Team Fortress 128
Post by: DX7.EP on November 22, 2012, 10:15:15 AM
/me loads up TF2 to quickly craft scrap

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

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

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

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

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

As per Shady's suggestion, I guess I'll just hold onto it until it no longer drops. I might get an Earbuds or something for it in the future. Who knows.
Title: Re: Team Fortress 128
Post by: Agent of the BSoD on November 23, 2012, 12:36:59 AM
I plan on opening mine one day, and pray that a Sapper comes out. I'll probably get the Holiday Punch or something instead. :V
Title: Re: Team Fortress 128
Post by: Gpop on December 04, 2012, 06:20:27 PM
Oh god

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

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

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

totally doing this in our next meet.
Title: Re: Team Fortress 128
Post by: DX7.EP on December 04, 2012, 06:30:52 PM
We can do a 10-player version of this. Would be glad to try this as well as Highlander (and one spare) MVM. :V

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

Also will add more MVM and custom maps to the rotation.
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on December 04, 2012, 10:27:21 PM
Will it be possible to make it where Blu and Red are together on the red team? like how it went in the trailer.
Title: Re: Team Fortress 128
Post by: Gpop on December 04, 2012, 10:57:03 PM
Will it be possible to make it where Blu and Red are together on the red team? like how it went in the trailer.
Most likely not as it was programmed that the robots were in Blu and you're in Red.
Title: Re: Team Fortress 128
Post by: Freyband on December 05, 2012, 12:28:19 AM
Most likely not as it was programmed that the robots were in Blu and you're in Red.
I don't think it'd be too hard to reverse (unless it were spawning you up by the carriers and them down in the upgrade shacks). As for actual players to be Red/Blu/whatever while making bots grey, a plugin could possibly do it. None exist yet though.
Title: Re: Team Fortress 128
Post by: Gpop on December 05, 2012, 02:58:25 AM
I don't think it'd be too hard to reverse (unless it were spawning you up by the carriers and them down in the upgrade shacks). As for actual players to be Red/Blu/whatever while making bots grey, a plugin could possibly do it. None exist yet though.
Yeah I assumed he meant both Red/Blu players together fighting bots, not just all Red or all Blu. A plugin is more likely to do so (to put em in Gray, Green, rainbow, whatever) but the problem is both Red and Blu also attacking each other, which will require another plugin to avoid ONLY Red/Blu teams attacking each other, while still being able to attack Gray.
Title: Re: Team Fortress 128
Post by: DX7.EP on December 05, 2012, 04:33:49 AM
Hm, fairly large (~153MB) update today...
Quote
Updated to support Big Picture mode
Oh hey, we can now Trade Fortress with controllers even more effectively than before! XD
EDIT: Though the controller support is still not as mature as, say, CS:GO :V
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on December 05, 2012, 01:34:04 PM
Yeah I assumed he meant both Red/Blu players together fighting bots, not just all Red or all Blu. A plugin is more likely to do so (to put em in Gray, Green, rainbow, whatever) but the problem is both Red and Blu also attacking each other, which will require another plugin to avoid ONLY Red/Blu teams attacking each other, while still being able to attack Gray.

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

Just disable friendly fire altogether, or add it to make the game more challenging if the bots won't be applied to friendly fire (assuming that's possible in the first place!)
Title: Re: Team Fortress 128
Post by: DX7.EP on December 05, 2012, 04:21:01 PM
The way you put it is most likely impossible. There's only two fighting teams programmed into the game - with those taken by human players, you want the bots to be in spec? :P

However, what is theoretically possible is to have several RED members switch their skins to the BLU ones via some plugin. Unlikely to happen though since that breaks vanilla mode.
Title: Re: Team Fortress 128
Post by: Agent of the BSoD on December 05, 2012, 08:43:24 PM
Yeah, I remember seeing a video before where they had some classes use blu skins while others used red, just to match the trailer. I forget what the bots looked like. I believe it was just a simple image name switch or something.
Title: Re: Team Fortress 128
Post by: Gpop on December 06, 2012, 01:41:50 AM
If anything, I would assume you can have a plugin command where you can switch skin to Blu just as if you want to switch to the robot skin. Only the skin will change, but the game is still programmed with you on the "Red" team
Title: Re: Team Fortress 128
Post by: Freyband on December 11, 2012, 05:25:54 PM
Anyone want to make some predictions as to what will be added come this winter season? Weapons, unusuals, festive gunboats (http://steamcommunity.com/sharedfiles/filedetails/?id=112083058&searchtext=festive)?
Title: Re: Team Fortress 128
Post by: DX7.EP on December 11, 2012, 07:05:36 PM
Speculation GO!
 - Festive Botkiller weps and a North Pole-based MVM map (Spy-Cicles everywhere~)
 - Ol' Nick's Spirit as a Merasmus reskin for the holiday, or even as a new boss entirely. Complete with new lines!
 - Another year of freebies on Christmas - and I bet it'll be Tours of Duty for some reason
 - A surge in popularity of the All-Father and Kringle Collection
 - Another break in core plugins
 - 500+ new bugs in the engine
 - No nerfs to OP minis, or buffs to currently useless weps (Winger, FB)
 - More Dr. Grordbort items

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

However, they will probably be doing the Festives again. Either re-releasing last year's set, or coming out with an entirely new set of Strange Festives designed to piss me off. :V (I spent the better part of this last year obtaining (almost) all of the Stranges, and the SFs weren't exactly cheap when I acquired them. If they bring back the old set, then my collection loses value. If they do a new wave of SFs, like those Gunboats, then I quit my collecting altogether. Contrary to popular belief, I liked having money. :derp:)
Title: Re: Team Fortress 128
Post by: yuyukos on December 12, 2012, 04:05:40 AM
Strange Phlogistinator or Pomson 6k, all of my money.
Title: Re: Team Fortress 128
Post by: DX7.EP on December 12, 2012, 07:13:15 PM
Trade Fortress, meet the Steam Community Market beta! (http://www.teamfortress.com/post.php?id=9567) Now supporting a market where anyone can buy or sell things for real Steam Wallet currency. The beta is TF2-only and is limited to consumable items.

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

EDIT: Forgot to note that since US Thanksgiving, cosmetic items bought from the store no longer have the dirty marker, meaning they can now be crafted however. Plus the prices for them seem to have increased, at least according to Kona's vid (http://www.youtube.com/watch?v=Z-mhKxYTDT8) on this.
Title: Re: Team Fortress 128
Post by: Messiah on December 12, 2012, 09:58:04 PM
Thanks for showing me that, I wouldn't have noticed it.

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

I can buy all of them for 5 in this place.
Title: Re: Team Fortress 128
Post by: DX7.EP on December 13, 2012, 04:28:31 AM
TF2 Comm Mart within 9 1/2 hours of the system being announced on TF2 group:

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

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

[attach=2]

...:getdown: :colonveeplusalpha: :teaspit:
Title: Re: Team Fortress 128
Post by: yuyukos on December 15, 2012, 04:42:02 AM
Clearing some bp space, prices are from spreadsheet.

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

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

the outback intellectual - 2-2.5 keys

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

voodoo-cursed demoman soul - 0.11 ref

voodoo-cursed medic soul - 0.11 ref

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

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

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

the idea tube - 1.66 ref
the pocket purrer - 1.66 ref
voodoo-cursed engineer soul - 0.11 ref
Title: Re: Team Fortress 128
Post by: DX7.EP on December 20, 2012, 06:10:33 AM
http://www.teamfortress.com/mechaupdate/

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

We'll definitely be playing the new MVM map a fair bit on the upcoming Smissmas meet.
Title: Re: Team Fortress 128
Post by: Freyband on December 20, 2012, 07:08:19 AM
Oh hey, festive axetinguisher, buff banner, fish, ambassador, frontier justice, ubersaw, and hunstman in one of the pics. So looks like last years festives probably arn't coming back out :p
Also three new weapons, including a grenade launcher and a medigun... I'm sufficiently hyped.
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on December 20, 2012, 11:35:39 AM
>Hats.

>All your ha


All your hats are belong to us!
Title: Re: Team Fortress 128
Post by: Messiah on December 20, 2012, 01:19:32 PM
Those goddamn robots hurt archimedes.
Title: Re: Team Fortress 128
Post by: yuyukos on December 20, 2012, 03:14:39 PM
Will buy Nice/Naughty Crates, message me on Steam.
I'm more interested in the new MvM and new weapons than this set of Festives to be honest.
Title: Re: Team Fortress 128
Post by: Gpop on December 20, 2012, 05:49:25 PM
The one time I'm actually TRYING to get crate drops, I'm getting nothing at all

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

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

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

Of these, I think the Engineer shotgun and the Medi Gun are quite strong.
Title: Re: Team Fortress 128
Post by: DX7.EP on December 21, 2012, 12:19:50 AM
Weps sound interesting to try out.
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on December 21, 2012, 12:31:35 AM
Does the cannon do more damage on impact, or only push on impact?

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

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

Also selling Festive Buff Banner and Festive Ubersaw
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on December 21, 2012, 01:04:07 AM
Your Ubercharge is now broken into 4 pieces, each activatable independent of each other. There are 3 damage types to choose from: Bullet, Explosive, Fire. When you activate a charge, you get 75% damage resist and 25% incoming damage as heal of the currently active type.

Also selling Festive Buff Banner and Festive Ubersaw

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

What happens if you use both the Rescue Ranger AND the Eureka Effect? Can you still pick up your buildings?
Title: Re: Team Fortress 128
Post by: Agent of the BSoD on December 21, 2012, 08:00:12 AM
Actually I was thinking

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

On the note of glitches, there seems to be one annoying one where a medigun's beam becomes invisible after a second. Probably an issue with DX8 I guess.
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on December 21, 2012, 12:27:09 PM
I wouldn't see why you wouldn't be able to. (besides some strange glitch) So now the Eureka Effect is actually useful. :V

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

I would love this glitch to happen, since that medibeam slows my game.
Title: Re: Team Fortress 128
Post by: N-Forza on December 21, 2012, 03:12:12 PM
I have the new Medic coat, but I really really want the kilt, so hit me up if you want to trade.
Title: Re: Team Fortress 128
Post by: Gc on December 21, 2012, 03:15:51 PM
On the note of glitches, there seems to be one annoying one where a medigun's beam becomes invisible after a second. Probably an issue with DX8 I guess.

Happens even with Chris' MaxQuality config, it's definitely not a DX8 problem.
Title: Re: Team Fortress 128
Post by: Raikaria on December 21, 2012, 03:53:45 PM
New Weapons:

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

So hilariously useless.

Unless you get a 2 second airtime pill that blows up in someone's face, you're sending out easily evaded rollers that deal 50% damage...

What use does this possibly have over the stock?

We finally get a Demoman weapon and it's even more of a downgrade than the L+L
Title: Re: Team Fortress 128
Post by: yuyukos on December 21, 2012, 05:45:50 PM
I tried the Rescue Ranger and Vaccinator a bit last night, I didn't have any spare L&Ls to craft a Loose Cannon.
Regarding the Rescue Ranger (bonus points for alliteration :V), opinions on the server I was on varied a bit. Personally, I thought it was very useful, but not overpowered. The shotgun has a 4/16 clip, which is pretty small. The main knock on it was that the shots can't remove sappers, which is the main threat to an Engineer's buildings. The ability to remote pickup and repair at range were both good for saving buildings on the move. The self mark of death on pickup wasn't much of a hindrance.
For the Vaccinator, most people liked it. The 10% damage resist on selected damage type while healing is definitely the best part, but the Uber effect pales compared to the regular Ubercharge or Kritz. I had to mind the duration of each section of charge carefully, as having 4 pieces played a bit different than having 1 longer charge.
Title: Re: Team Fortress 128
Post by: Agent of the BSoD on December 21, 2012, 11:08:16 PM
The Loose Cannon loses power once it hits a surface. Someone in a server I was in yesterday thought it'd be a good idea to prime it for a second, then launch it so it explodes while still airborne in someone's face so it will still deal good damage.
Title: Re: Team Fortress 128
Post by: Amraphenson on December 21, 2012, 11:26:01 PM
The idea is to charge it so that it not only does impact damage, but explosion damage immediately after for about *2 damage in total.
Title: Re: Team Fortress 128
Post by: Gc on December 21, 2012, 11:41:23 PM
Trade offer moved there (http://www.reddit.com/r/tf2trade/comments/159doj/)
Title: Re: Team Fortress 128
Post by: Barrakketh on December 22, 2012, 02:22:29 AM
The Loose Cannon loses power once it hits a surface. Someone in a server I was in yesterday thought it'd be a good idea to prime it for a second, then launch it so it explodes while still airborne in someone's face so it will still deal good damage.
The knockback is also pretty strong (much better than the Scorch Shot).  It also gives demoknights a reliable grenade jump from overcharging it like the Beggar's Bazooka, which can lead to some funny jump + charge shenanigans.

Besides, we have pirate hats, parrots, and peg legs.  You know good and damned well we've been needing a cannon.
Title: Re: Team Fortress 128
Post by: Gpop on December 22, 2012, 03:07:09 AM
Man the Winter Wonderland Wrap looks amazing, I'll probably try to go for that.

Finally got 2 naughty crates, I'll probably open em soon though :V
Title: Re: Team Fortress 128
Post by: Gc on December 22, 2012, 05:00:33 PM
Just uncrated myself a nice little Strange Festive Ambassador but I never play spy... Let's see how much they're worth!

http://backpack.tf/vote/id/50d59310ba2536040900006b
:teaspit: (http://backpack.tf/vote/id/50d59310ba2536040900006b)
Title: Re: Team Fortress 128
Post by: Yukarin on December 23, 2012, 11:22:14 AM
Jesus fucking christ you do not know how much I'd want a strange festive axtinguisher right now.
Title: Re: Team Fortress 128
Post by: Gpop on December 23, 2012, 03:25:26 PM
Jesus fucking christ you do not know how much I'd want a strange festive axtinguisher right now.
Man I'd totally go for that and that strange festive Ambassador but no refined or keys or anything atm x.x

So all I can do is hope.
Title: Re: Team Fortress 128
Post by: Gpop on December 24, 2012, 12:25:38 AM
Oh god guys double post because I did it

I uncrated the best thing ever

STRANGE

FESTIVE

AXETINGUISHER

:getdown:
Title: Re: Team Fortress 128
Post by: Agent of the BSoD on December 24, 2012, 12:57:52 AM
Oh god guys double post because I did it

I uncrated the best thing ever

STRANGE

FESTIVE

AXETINGUISHER

:getdown:
HECK YES! :toot:

I've got 3 naughty crates myself so far (no nice ones yet but I don't care about those :V) so maybe I'll get something good there, if I decide to open them.
Title: Re: Team Fortress 128
Post by: Gc on December 27, 2012, 11:05:56 PM
So the Strange Festive Ambassador price has fallen down to a more reasonable 6-8 keys.

Still looking to trade mine.

I could do this thing where you don't pay the whole price but then I bug you until you finish paying (8 keys)
That or one time 6 keys for anyone from MotK. 7 keys outside MotK.
Title: Re: Team Fortress 128
Post by: Dr.Strafe on December 28, 2012, 12:36:29 AM
So the Strange Festive Ambassador price has fallen down to a more reasonable 6-8 keys.

Still looking to trade mine.
Sure, I'll buy that off of you. I'll track you down on Steam sometime soon.
shut up, Shady
:V
Title: Re: Team Fortress 128
Post by: Gpop on December 28, 2012, 07:01:18 PM
Since it's still the winter event, the prices are pretty low but once it's over give it time and the prices will skyrocket like last year's strange festive weapons
Title: Re: Team Fortress 128
Post by: KLH on January 02, 2013, 01:19:18 AM
this is how you make TF2 replays as a Scout (http://www.youtube.com/watch?v=CaTNnjapccw&t=0m24s)
Title: Re: Team Fortress 128
Post by: yuyukos on January 02, 2013, 01:38:05 AM
this is how you make TF2 replays as a Scout (http://www.youtube.com/watch?v=CaTNnjapccw&t=0m24s)
oh god mah ears :ohdear:
I also managed to uncrate a strange festive Axtinquisher (20 crates  :ohdear:), won't make a mistake like I did with last year's sf Minigun and sell it early.
Title: Re: Team Fortress 128
Post by: Agent of the BSoD on January 03, 2013, 01:09:01 AM
Anyone want some naughty crates before they expire? I've got 6, but I plan on opening at most two of them, so I've got 4 crates to get rid of before they vanish.

Not really sure on prices for them, if they even really require any.

EDIT: You know, it's funny that I never got any nice crates this time. Got some last year however.
Title: Re: Team Fortress 128
Post by: Gpop on January 03, 2013, 03:35:20 AM
I'll be glad to take em if it's free :V
Title: Re: Team Fortress 128
Post by: Agent of the BSoD on January 03, 2013, 06:43:32 AM
I'll be glad to take em if it's free :V
Well apparently the price for them is a rec each. I suppose a good deal would be a ref for all 4. (basically the last one is free just cause more than a ref for crates is kinda too much IMO) I might be willing to just give them away for free (or maybe a few scrap, I don't really care)

EDIT: Hey, finally dropped my first nice crate. Took long enough. (I don't care about those though :V)
Title: Re: Team Fortress 128
Post by: Yukarin on January 06, 2013, 03:11:06 AM
So guys I beat Adventure. :V (http://cloud.steampowered.com/ugc/559837033842790435/043901F88EF864F2E358D549D38E2BD822B4B58B/)
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on January 06, 2013, 04:33:05 AM
So guys I beat Adventure. :V (http://cloud.steampowered.com/ugc/559837033842790435/043901F88EF864F2E358D549D38E2BD822B4B58B/)
omg 198 fps. ;a;
Title: Re: Team Fortress 128
Post by: Gpop on January 06, 2013, 05:53:42 AM
So guys I beat Adventure. :V (http://cloud.steampowered.com/ugc/559837033842790435/043901F88EF864F2E358D549D38E2BD822B4B58B/)
Congrats bro. It really feels like an accomplishment beating a map like that, it's still a fun map despite how many consider it easy.
Title: Re: Team Fortress 128
Post by: Yukarin on January 06, 2013, 06:38:08 AM
omg 198 fps. ;a;

Standard fps average to me is 150-250.

I have a good computer, that's all.
Title: Re: Team Fortress 128
Post by: Gpop on January 06, 2013, 07:37:22 AM
Alright so let's see, from the whole festive crates I got

Strange Festive Axetinguisher
Strange Festive Holy Mackerel
Cut Throat Concierge

And a WHOLE load of normal festive weapons

Gonna keep the festive weapons around a bit until the prices go up a bit (when they start becoming worth a key or two, even though I might have to wait a whole year for that :V)
Title: Re: Team Fortress 128
Post by: InfernalExuro on January 06, 2013, 07:52:31 AM
You should totally trade me that s. f. axe for a s. f. ambassador. :V
Title: Re: Team Fortress 128
Post by: Freyband on January 07, 2013, 03:11:57 AM
I managed to get an SF Grenade Launcher (through trading), but all 3 crates I tried yielded normal festive weapons, and trading has left me with no keys. So now I get to wait till these normal festives are worth anything I guess. :V
Title: Re: Team Fortress 128
Post by: DX7.EP on January 07, 2013, 08:04:48 AM
Got a F. Axtinguisher (traded to Yukarin), F. Mackerel (from Alpha as he unboxed a second), and F. Banner. Lousy, but not big surprise and I don't really mind all that much.

Could have unboxed a few more I had, but I was too busy to do so. :V



A class loadout and map guide for Expert MVM missions. (http://www.pcgamer.com/2013/01/05/team-fortress-2-guide-how-to-tackle-mann-vs-machines-expert-mode/) Also read the comments for an alternate Spy method that works very well too.
Title: Re: Team Fortress 128
Post by: Amraphenson on January 07, 2013, 08:58:17 AM
Agreeing with the second post on sniper; Hitman's is really the best rifle for it so long as you're even vaguely competent with headshots on straight line moving targets. Headshot a big-bot with one and you'll clear anyone around him if you have explosive, and focus just means hurt time repeatedly.
Title: Re: Team Fortress 128
Post by: TAKE IT CACODEMON!! on January 08, 2013, 03:10:31 AM
Do we have a Steam group? I've had the worst experience with MVM pubbies, so.
Title: Re: Team Fortress 128
Post by: DX7.EP on January 08, 2013, 06:25:57 PM
There is the Shrinemaiden group (http://steamcommunity.com/groups/shrinemaiden), but for server organisation and group meeting purposes we use each others' Friends lists instead.
Title: Re: Team Fortress 128
Post by: Gc on January 10, 2013, 10:00:41 PM
I can feel the Mannconomy crying. (http://www.teamfortress.com/post.php?id=9714)

Old hats will now be more valuable because ★★★★LIMITED ★★★★ ITEMS★★★★
Title: Re: Team Fortress 128
Post by: DX7.EP on January 10, 2013, 10:48:47 PM
Read about this, and...wow, this is quite ridiculous. Festives and stuff make some sense, but these? Preposterous.

But for now I say "grab 'em while you can, lads!" with the silly Killing Floor voice. :V
Title: Re: Team Fortress 128
Post by: Freyband on January 10, 2013, 11:02:34 PM
There's already over 50k of these hats, and you can still unbox them from old crates. I really doubt they'll hold as being very high, but you can bet a lot of people will try using it as a selling point (since they're now technically promo). The unusual market with them is also probably going to turn into a field day, but that's not going to matter to most of us. Wonder what other items they'll be doing this with in future... (Force-a-natyres no longer drop! 1 budz 4 my vntgae!!! Qck sll!)  :V
Title: Re: Team Fortress 128
Post by: Amraphenson on January 10, 2013, 11:28:02 PM
But I like my fedora!
Title: Re: Team Fortress 128
Post by: yuyukos on January 11, 2013, 01:33:41 AM
Vintage Soldier's Stash, all of your moneys. :V
Title: Re: Team Fortress 128
Post by: Kyo Tanaka on January 11, 2013, 01:46:48 AM
Now I know why my old dirty football helmet smelled so bad... and had a rather nasty bite on it. D:
Title: Re: Team Fortress 128
Post by: Gpop on January 11, 2013, 02:26:31 AM
Man that sucks, but besides the afro, none of the hats are really hats I want.
Title: Re: Team Fortress 128
Post by: N-Forza on January 11, 2013, 02:44:12 AM
I owned the Stash, Fro, Helmet and Fedora all at one point. Traded them away a while ago. Welp.

I just wish they were discontinuing the Engineer's Cap instead to bump up the value of my Unusual one. I want a Ghosts Demo Unusual. :V
Title: Re: Team Fortress 128
Post by: InfernalExuro on January 11, 2013, 03:00:12 AM
The only one that will really spike on the unusual market is the Soldier's Stash, and possibly the Fedora/Batter's. The unusual market really isn't driven by number of hats - there's some like the Eerie Fire Prancer's Pride that only have 2 in existence, yet are worth about as much as a decen hat with an effect that's considered to be lower value. The Stash is popular because it shows off more of the effect, as well as the fact that it's a Soldier unusual. The other two are considered decent hats/have lots of room for the effect.
Title: Re: Team Fortress 128
Post by: DX7.EP on January 11, 2013, 03:37:58 AM
Interesting perspective on that.

Have a clean Fedora, Batter's Helm, and Mining Light as well as dirty Football Helm. I might go and get the others to finish off that group.

...oh my, we're past 1000 posts eh? I reckon it's locking time.
EDIT: Onwards to the next iteration of TF2 thread! (http://www.shrinemaiden.org/forum/index.php/topic,14098.new.html)