Author Topic: Team Fortress 128  (Read 193150 times)

N-Forza

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Re: Team Fortress 128
« Reply #60 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?

DX7.EP

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Re: Team Fortress 128
« Reply #61 on: June 25, 2012, 03:40:30 PM »
C:DOS> ayayaya.mid
Bad command or file name

C:>_

Kyo Tanaka

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Re: Team Fortress 128
« Reply #62 on: June 25, 2012, 03:57:51 PM »
UPDATE PAGES, LET'S DO THIS :getdown:

New game mode? OH YES.

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

I'll try it out though.

DNAbc

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Re: Team Fortress 128
« Reply #63 on: June 25, 2012, 04:09:26 PM »
You guys got wind of it too? NEW DOOMSDAY UPDATE! :D
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Re: Team Fortress 128
« Reply #64 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)
C:DOS> ayayaya.mid
Bad command or file name

C:>_

Gpop

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Re: Team Fortress 128
« Reply #65 on: June 25, 2012, 06:57:07 PM »
As well try the new weapons and Pyro rush

Messiah

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Re: Team Fortress 128
« Reply #66 on: June 25, 2012, 07:23:45 PM »
My body will be ready.
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InfernalExuro

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Re: Team Fortress 128
« Reply #67 on: June 25, 2012, 08:13:30 PM »
You know that I always approve of Pyro rush.  :3
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yuyukos

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Re: Team Fortress 128
« Reply #68 on: June 26, 2012, 12:07:32 AM »
Pyro here, reporting for mmf duty. :V
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Re: Team Fortress 128
« Reply #69 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.

Kyo Tanaka

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Re: Team Fortress 128
« Reply #70 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

Wisp

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Re: Team Fortress 128
« Reply #71 on: June 26, 2012, 12:27:39 AM »
A very, very sad time is coming for the Demomen.
They think I'll think that they'll do (A) so they'll do (B) because I wouldn't think they'd think of that but then because they might think I know what they're thinking they'll do (A) after all because I wouldn't think they'd think that way.

Re: Team Fortress 128
« Reply #72 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.

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Re: Team Fortress 128
« Reply #73 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.
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Re: Team Fortress 128
« Reply #74 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). 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
« Last Edit: June 26, 2012, 02:22:08 AM by ロリ陽蜂 Vocal Absurdity »
C:DOS> ayayaya.mid
Bad command or file name

C:>_

Re: Team Fortress 128
« Reply #75 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.

Wisp

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Re: Team Fortress 128
« Reply #76 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.
They think I'll think that they'll do (A) so they'll do (B) because I wouldn't think they'd think of that but then because they might think I know what they're thinking they'll do (A) after all because I wouldn't think they'd think that way.

DX7.EP

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Re: Team Fortress 128
« Reply #77 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.
« Last Edit: June 26, 2012, 04:47:24 PM by ロリ陽蜂 Vocal Absurdity »
C:DOS> ayayaya.mid
Bad command or file name

C:>_

Gc

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Re: Team Fortress 128
« Reply #78 on: June 26, 2012, 05:09:22 PM »
Looking for nametags.
Have refined metal.

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up for trade
« Last Edit: June 26, 2012, 05:16:32 PM by Gamecubic »

DX7.EP

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Re: Team Fortress 128
« Reply #79 on: June 26, 2012, 06:10:54 PM »
I'll definitely go for the Shortstop - somewhere around 0.66-0.88 ref seems appropriate.
C:DOS> ayayaya.mid
Bad command or file name

C:>_

Gpop

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Re: Team Fortress 128
« Reply #80 on: June 26, 2012, 06:14:12 PM »
Hmm how much for strange Southern Hospitality?

Molten

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Re: Team Fortress 128
« Reply #81 on: June 26, 2012, 06:42:33 PM »
Some new weapons

That Rocket launcher seems somewhat fun to use.

Gpop

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Re: Team Fortress 128
« Reply #82 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.

InfernalExuro

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Re: Team Fortress 128
« Reply #83 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.
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Edible

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Re: Team Fortress 128
« Reply #84 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.

Gpop

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Re: Team Fortress 128
« Reply #85 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

Gc

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Re: Team Fortress 128
« Reply #86 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.

Shady_Ghost

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Re: Team Fortress 128
« Reply #87 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.
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Gpop

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Re: Team Fortress 128
« Reply #88 on: June 26, 2012, 07:19:56 PM »
In all honesty, Sniper got the best end of the deal, I mean look at them.

Re: Team Fortress 128
« Reply #89 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.