Author Topic: Team Fortress 128  (Read 194521 times)

Gpop

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Re: Team Fortress 128
« Reply #90 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.

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Re: Team Fortress 128
« Reply #91 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.
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Re: Team Fortress 128
« Reply #92 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.
« Last Edit: June 26, 2012, 08:08:45 PM by ロリ陽蜂 Vocal Absurdity »
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Re: Team Fortress 128
« Reply #93 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
« Last Edit: June 26, 2012, 09:07:50 PM by Gamecubic »

Re: Team Fortress 128
« Reply #94 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.

Re: Team Fortress 128
« Reply #95 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

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Re: Team Fortress 128
« Reply #96 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.
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Re: Team Fortress 128
« Reply #97 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.
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Re: Team Fortress 128
« Reply #98 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.
« Last Edit: June 27, 2012, 04:22:56 AM by Alpha »

Amraphenson

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Re: Team Fortress 128
« Reply #99 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?
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Re: Team Fortress 128
« Reply #100 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.

Amraphenson

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Re: Team Fortress 128
« Reply #101 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)
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Re: Team Fortress 128
« Reply #102 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.
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Re: Team Fortress 128
« Reply #103 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.

Amraphenson

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Re: Team Fortress 128
« Reply #104 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.

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.
« Last Edit: June 27, 2012, 08:43:27 AM by Pearl.Amradillo »
Sugoiiii~
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[23:20] <Stuffman> enjoy your personally crafted hell Amra

Re: Team Fortress 128
« Reply #105 on: June 27, 2012, 12:46:21 PM »
In other news, plastic Sandviches being sold at the San Diego Comic-Con. :V

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 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
« Last Edit: June 27, 2012, 03:50:02 PM by Esoterica »

Edible

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Re: Team Fortress 128
« Reply #106 on: June 27, 2012, 06:02:46 PM »
*waits for page to load*

Raikaria

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Re: Team Fortress 128
« Reply #107 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...


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Gpop

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Re: Team Fortress 128
« Reply #108 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

Edible

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Re: Team Fortress 128
« Reply #109 on: June 27, 2012, 06:09:52 PM »
Pyro's on drugs.  All the time.

:D

Gpop

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Re: Team Fortress 128
« Reply #110 on: June 27, 2012, 06:11:30 PM »
PS: How much you wanna bet that "flamethrower" is a new weapon for him? :V

Edible

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Re: Team Fortress 128
« Reply #111 on: June 27, 2012, 06:13:11 PM »
Please oh god yes.

Especially if it shoots rainbows.

Re: Team Fortress 128
« Reply #112 on: June 27, 2012, 06:16:21 PM »
Please oh god yes.

Especially if it shoots rainbows.
Killed enemies turn into floating babbies  :V

Freyband

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Re: Team Fortress 128
« Reply #113 on: June 27, 2012, 06:17:51 PM »
Especially if it shoots rainbows.
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Re: Team Fortress 128
« Reply #114 on: June 27, 2012, 06:27:20 PM »
Best Meet the Team video by far.  No contest.

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Re: Team Fortress 128
« Reply #115 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.
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.

Edible

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Re: Team Fortress 128
« Reply #116 on: June 27, 2012, 06:35:00 PM »
Btw, no day 3 because Valve can't count to 3.


Kyo Tanaka

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Re: Team Fortress 128
« Reply #117 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)

Re: Team Fortress 128
« Reply #118 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.

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Re: Team Fortress 128
« Reply #119 on: June 27, 2012, 06:44:20 PM »
Glorious video. Pyro is deranged after all! :getdown:

Also, oh my god.
Oh wow. :V
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