Author Topic: Team Fortress 64  (Read 223233 times)

Re: Team Fortress 64
« Reply #840 on: May 18, 2012, 01:39:49 AM »
Good thing I'm still totally oblivious to it :V

Re: Team Fortress 64
« Reply #841 on: May 18, 2012, 01:43:53 AM »
You really want to piss some people off? Reintroduce the Earbuds or Bill's Hat in a crate. That or bring back some of those more rare Stranges, like the Machina or the Strange Festives. :V

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Re: Team Fortress 64
« Reply #842 on: May 18, 2012, 02:10:23 AM »
You really want to piss some people off? Reintroduce the Earbuds or Bill's Hat in a crate. That or bring back some of those more rare Stranges, like the Machina or the Strange Festives. :V

Crate 46
- Scattergun
- Scattergun
- Scattergun
- Random-ass Strange Part
- Random-ass Strange Part
- Hat of Undeniable Wealth and Respect
- Holiday Headcase

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Re: Team Fortress 64
« Reply #843 on: May 18, 2012, 03:46:20 AM »
Crate 46
Crate 47; Huntsman, Gunslinger, Kritzkreig, Black paint, White Paint, Earbuds, Max Head

On the news of the R/G Launchers I really wanted both of those stranges so I myself am rather happy that they're back. Kinda bites for those who bought them at high prices but I suppose this is kind of what we should expect to happen for stock and basic weapons.
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Re: Team Fortress 64
« Reply #844 on: May 18, 2012, 03:58:50 AM »
Glad I sold my s.RL for a bunch of metal/keys before. Maybe if I can proc a few crate drops I'll open one.
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Re: Team Fortress 64
« Reply #845 on: May 18, 2012, 04:19:24 AM »
On the news of the R/G Launchers I really wanted both of those stranges so I myself am rather happy that they're back. Kinda bites for those who bought them at high prices but I suppose this is kind of what we should expect to happen for stock and basic weapons.
I bought my strange rocket launcher when they first came out for one refined.

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

You really want to piss some people off? Reintroduce the Earbuds or Bill's Hat in a crate. That or bring back some of those more rare Stranges, like the Machina or the Strange Festives. :V
That's a terrible idea and you should feel ashamed of yourself for even mentioning it. The promo market is completely screwed as is.

Re: Team Fortress 64
« Reply #846 on: May 18, 2012, 04:27:59 AM »
That's a terrible idea and you should feel ashamed of yourself for even mentioning it.
Nope.avi :V

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

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

and of course, new Strange Parts. Before long, you'll be able to snag that "Medics Killed" Part, Exuro. :V
« Last Edit: May 18, 2012, 05:29:52 AM by Dr.Strafe »

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Re: Team Fortress 64
« Reply #847 on: May 18, 2012, 07:32:56 AM »
Actually, I love murdering Soldiers with the axe. Lemme know if anyone get their hands on the Soldiers Killed part. :V
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Re: Team Fortress 64
« Reply #848 on: May 18, 2012, 09:36:15 AM »
The Kunai's just so fun to use. Getting cornerstabs with it is just so much more rewarding, especially with oblivious pyros.

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


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Re: Team Fortress 64
« Reply #849 on: May 18, 2012, 11:08:46 AM »
The Kunai's just so fun to use. Getting cornerstabs with it is just so much more rewarding, especially with oblivious pyros.

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

Mind teaching me how to cornerstab? D:

Re: Team Fortress 64
« Reply #850 on: May 18, 2012, 11:39:06 AM »
Mind teaching me how to cornerstab? D:

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

There's also a jukestab, which is cornerstabbing without a corner. Same thing applies, but you need to make your enemy believe that you're going in the direction you went, then it's just strafing in the opposite direction and hitting M1 once you get to his side. I can't really teach you that; you need to try it out yourself to get the feel for it.


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Re: Team Fortress 64
« Reply #851 on: May 18, 2012, 11:57:33 AM »
Finally a S. Persian. Now Give me the splendid screen as well :V
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Re: Team Fortress 64
« Reply #852 on: May 18, 2012, 12:55:48 PM »
Anybody want a S. Direct Hit?

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Re: Team Fortress 64
« Reply #853 on: May 19, 2012, 12:28:54 AM »
Also for tutorials, AcesGamer's starter turorials (and his advanced ones) are a decent way to learn good loadouts and tactics for all classes, for both newcomers and experienced veterans.

Actually, I love murdering Soldiers with the axe. Lemme know if anyone get their hands on the Soldiers Killed part. :V
I want a Pyros Killed for my Equalizer now. :V
« Last Edit: May 19, 2012, 12:40:46 AM by 巫女パン Trade Shrine »
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Re: Team Fortress 64
« Reply #854 on: May 19, 2012, 03:04:10 AM »
And as for that list of specialisation I noted earlier, I might as well make an early version now:
You can put me in under Spy, Demoman, Engie, and Axetinguisher Pyro, maybe Soldier, though I'm still not that great at it, but I'm not the worst!

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Re: Team Fortress 64
« Reply #855 on: May 19, 2012, 04:23:18 AM »
Added ya though I'm not 100% sure if your Pyro is shotty or RS.

Also added Demoknight and non-Puff & Sting Pyro as categories, along with a Huntsman section for Sniper. All are empty ATM.
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Re: Team Fortress 64
« Reply #856 on: May 19, 2012, 04:33:46 AM »
Also for tutorials, AcesGamer's starter turorials (and his advanced ones) are a decent way to learn good loadouts and tactics for all classes, for both newcomers and experienced veterans.
I want a Pyros Killed for my Equalizer now. :V
I myself haven't watched these, but in addition to those videos, the TF2 wiki has a section dedicated to the roles of the 9 classes in a competitive environment, located here. It's a good idea to learn what you should be doing before you learn how to do it.

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Re: Team Fortress 64
« Reply #857 on: May 19, 2012, 06:10:17 AM »
Also might want to look into Rocketjumping/airstrafe tutorials (I've seen a few people who might want this)
Part 1; basics
Part 2; air strafing , duck tapping, and basic wall/object jumps
Part 2.5; Boost jumps (wall hugging/climbing, and ground boosting)
There's probably a few other tricks to look into but I hope that some of these help a few of you. Knowing how to rocket jump is mostly what actually got me to start playing soldier again.
« Last Edit: May 19, 2012, 04:31:27 PM by Zeroxes »
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Re: Team Fortress 64
« Reply #858 on: May 19, 2012, 10:55:06 PM »
There's probably a few other tricks to look into but I hope that some of these help a few of you. Knowing how to rocket jump is mostly what actually got me to start playing soldier again.
And yet you still complain about soldiers

I've seen that tutorial before, it's actually what helped me learn rocket jumping way back when I was just starting to play Soldier. Good stuff.

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Re: Team Fortress 64
« Reply #859 on: May 20, 2012, 01:40:10 AM »
Played on a 24/7 FF2 server I'm a regular at, and was delighted to see it have my own Gaben and Rocket, among other bosses. Got quite a bunch of questions and feedback from players there as well. :D

It's a good indicator that custom FF2 servers are finally becoming the norm. :3
« Last Edit: May 20, 2012, 01:46:04 AM by 巫女パン Trade Shrine »
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Re: Team Fortress 64
« Reply #860 on: May 20, 2012, 03:31:07 AM »
Played on a 24/7 FF2 server I'm a regular at, and was delighted to see it have my own Gaben and Rocket, among other bosses. Got quite a bunch of questions and feedback from players there as well. :D

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

...what about Koishi? :V :V :V

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Re: Team Fortress 64
« Reply #861 on: May 20, 2012, 04:07:23 AM »
The server ATM doesn't have Aya or Koishi, for somewhat understandable reasons (possible marginalisation of playerbase).

Moreover Koishi is so broken at her current state (that cloak especially) that an update seems necessary.
« Last Edit: May 20, 2012, 04:10:10 AM by 巫女パン Trade Shrine »
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Re: Team Fortress 64
« Reply #862 on: May 20, 2012, 04:10:05 AM »
The server ATM doesn't have Aya or Koishi, for somewhat understandable reasons (possible marginalisation of playerbase, which is the case with pony material from my observations).

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

But but

:<

Re: Team Fortress 64
« Reply #863 on: May 20, 2012, 04:11:18 AM »
But but

:<
Everyone you play gets nerfed >: V

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Re: Team Fortress 64
« Reply #864 on: May 20, 2012, 04:25:54 AM »
But but

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

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

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

Aya suffers from similar problems with her Melee weapon.

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

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

Mokou is almost ready, on another note.
« Last Edit: May 21, 2012, 02:32:29 AM by 巫女パン Trade Shrine »
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Re: Team Fortress 64
« Reply #865 on: May 21, 2012, 02:21:07 AM »
As for her weapon, I still usually kill weaker classes in one hit before bleeding applies....too much damage. To counter the cloak nerf I may add the Spy-Cicle extinguish effect, with the melting and cool down as well.

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

AGAIN?

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Re: Team Fortress 64
« Reply #866 on: May 21, 2012, 02:30:29 AM »
Yes. AGAIN.

Melee damage isn't the only issue I have with her at this current time, BTW.
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Re: Team Fortress 64
« Reply #867 on: May 21, 2012, 08:43:18 AM »
Next episode: AYA GETS CUT FROM THE ROSTER ENTIRELY :V

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Re: Team Fortress 64
« Reply #868 on: May 21, 2012, 03:02:51 PM »
That's not going to happen for the foreseeable future :P
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Re: Team Fortress 64
« Reply #869 on: May 21, 2012, 04:21:22 PM »
Next episode: AYA GETS CUT FROM THE ROSTER ENTIRELY :V
Even Soku didn't do that  :ohdear: