Team Fortress 2

Of the Tabletop, and other, lesser varieties.

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Jahoclave
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Re: Team Fortress 2

Postby Jahoclave » Sat Feb 07, 2009 11:02 am UTC

Yeah, for some reason I tend to get really good at healing classes. I dunno why. I guess it's easier to pay attention to targets on your team. I still remember my glory game of being the only medic, and taking my team to victory with an amazing multiperson uber charge cap without dying the entire game. I felt rather badass after that round.

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Re: Team Fortress 2

Postby headprogrammingczar » Sat Feb 07, 2009 3:22 pm UTC

Video or it didn't happen. Also, it seems much easier to do a very good job as medic than as any other class (except maybe engie on Dustbowl stage 3 cap 2).
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Re: Team Fortress 2

Postby Jorpho » Sat Feb 07, 2009 6:26 pm UTC

headprogrammingczar wrote:Also, it seems much easier to do a very good job as medic than as any other class
I agree. I still haven't figured out exactly why I go up so much further in the rankings when I go medic.

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Re: Team Fortress 2

Postby ParanoidDrone » Sat Feb 07, 2009 8:03 pm UTC

It's because a) you get points for healing and b) you get credited with an assist when your patient kills something.
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Re: Team Fortress 2

Postby Joshlyn » Sat Feb 07, 2009 10:41 pm UTC

Are there many people playing this game still? I asked a friend of mine who is more into games and he was recommending me this. But I don't want to play against people who are much more skilled than I am, so before I get the game I wanna know if there are lots of new people playing :)
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Re: Team Fortress 2

Postby Jahoclave » Sat Feb 07, 2009 11:41 pm UTC

I'd say you can find some people to play with. And if you play medic, people will be happy you're there. Also, it's pretty easy to get a handle on and place decently.

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Re: Team Fortress 2

Postby ArchangelShrike » Sat Feb 07, 2009 11:42 pm UTC

There are enough people that are new at the game, and enough servers with people spread out that the skill levels will vary. It's a fun game, and you should get it if you have the chance, but it's just like any other game, there are those that play a lot and those that don't.

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Re: Team Fortress 2

Postby Naurgul » Sun Feb 08, 2009 12:14 pm UTC

Joshlyn wrote:Are there many people playing this game still? I asked a friend of mine who is more into games and he was recommending me this. But I don't want to play against people who are much more skilled than I am, so before I get the game I wanna know if there are lots of new people playing :)


Right now, there are 10074 people playing TF2. The peak for today was 17640 [SteamStats]. I'd say it's enough. :P
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Re: Team Fortress 2

Postby Joshlyn » Sun Feb 08, 2009 12:20 pm UTC

Okies, I will see if I can pick it up from somewhere soon :D
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Re: Team Fortress 2

Postby Toeofdoom » Sun Feb 08, 2009 1:12 pm UTC

It's also the type of shooter that takes something from everything that came before it and gives you something to relate to, as long as you have some experience outside the "realistic" middle ground typical boring assaultrifle-with-grenadelauncher subgenre of shooters. Oh, and then it adds awesome.
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Re: Team Fortress 2

Postby Killy_mcgee » Wed Feb 11, 2009 8:54 pm UTC

Do we have a Server for this? Cause I can't be arsed to go through 39 pages of stuff.
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Re: Team Fortress 2

Postby Naurgul » Wed Feb 11, 2009 9:10 pm UTC

Killy_mcgee wrote:Do we have a Server for this? Cause I can't be arsed to go through 39 pages of stuff.


I think this is what you're looking for.
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Re: Team Fortress 2

Postby Ishindri » Tue Feb 17, 2009 9:47 pm UTC

Aaaaand the first unlockable of the Scout pack has been revealed. Looks great, with a good tradeoff. I think it's a steady sidegrade.

http://www.teamfortress.com/scoutupdate/sandman.htm
http://www.teamfortress.com/scoutupdate/

Update is coming next Tuesday.

Edit: Plus, there might be something for the other classes in all this. See this thread for details: http://forums.steampowered.com/forums/s ... p?t=804248
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Re: Team Fortress 2

Postby Jorpho » Tue Feb 17, 2009 10:20 pm UTC

What, no Excalibat?

(But then, no one remembers Excalibat anymore.)

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Re: Team Fortress 2

Postby benbw » Wed Feb 18, 2009 12:21 am UTC

I really like the idea of this, but I'll have to see how hard it is to aim in game to really judge if it's useful. Stunning ubered people does seem a little too much though.

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Re: Team Fortress 2

Postby Chuff » Wed Feb 18, 2009 12:47 am UTC

Jorpho wrote:What, no Excalibat?

(But then, no one remembers Excalibat anymore.)

That would be incredible.
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Re: Team Fortress 2

Postby Pizzashark » Wed Feb 18, 2009 6:42 am UTC

benbw wrote:I really like the idea of this, but I'll have to see how hard it is to aim in game to really judge if it's useful. Stunning ubered people does seem a little too much though.


I don't know if they really need to add in another ability to slow or stop uber rushes. Heavies with a good Medic or two can block ubers fairly effectively, and if that doesn't work, a competent Pyro can certainly do the job. We'll have to see how it plays out, but I wouldn't be surprised if such an item was banned from CEVO competitions.
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Re: Team Fortress 2

Postby Jorpho » Wed Feb 18, 2009 3:23 pm UTC

Some Asshole wrote:Heavies with a good Medic or two can block ubers fairly effectively, and if that doesn't work, a competent Pyro can certainly do the job.
Or just Rocket them out of the way.

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Re: Team Fortress 2

Postby EdgarJPublius » Wed Feb 18, 2009 10:40 pm UTC

Personally, I'm not a fan of the new upgrade, having played quite of bit of CoD4 with the easily abusable 'stun grenades'.
While the ability to stun a single player isn't quite as bad as a stun grenade, it still removes control from the player for a short duration, which I'm not a fan of in online shooters.
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Re: Team Fortress 2

Postby Ratio » Wed Feb 18, 2009 11:55 pm UTC

Yeah, I'm not particularly a big fan of the sandman either, it sounds like it'll break the flow, and with most things in TF2, you can overcome anything with skill and stratagy, this can't be overcome with either, especially if you don't know the scout is there.

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Re: Team Fortress 2

Postby Ishindri » Thu Feb 19, 2009 1:24 am UTC

All is well. We are not like the others.

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Re: Team Fortress 2

Postby aaron » Thu Feb 19, 2009 3:43 am UTC

Ishindri wrote:http://www.teamfortress.com/post.php?id=2262

Oh ho ho ho ho ho.


i don't get it :s

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Re: Team Fortress 2

Postby Pizzashark » Thu Feb 19, 2009 7:12 am UTC

Jorpho wrote:
Some Asshole wrote:Heavies with a good Medic or two can block ubers fairly effectively, and if that doesn't work, a competent Pyro can certainly do the job.
Or just Rocket them out of the way.


Yeah, we've got some good soldiers and demos that make me scream obscenities about explosives knockback regularly. I ran over probably three stacked stickymines while uber'd and got launched into high orbit and then the damn sentry gun kept me pinned there. Frustrating but it's always funny to watch.
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Re: Team Fortress 2

Postby Ishindri » Thu Feb 19, 2009 11:17 pm UTC

http://www.teamfortress.com/scoutupdate/energydrink.htm

Well, this is certainly interesting. They did not provide the achievement descriptions this time, only the pictures. I do like the sound of this update.

Also: look closely at the map in the background.
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Re: Team Fortress 2

Postby benbw » Fri Feb 20, 2009 12:43 am UTC

Sandman seems good, as long as close range stun is very short (just enough to get the jump on them). Energy drink also seems like a great option.

Also, judging by that background, I think the new gamemode is some sort of race, maybe a double cart type thing.

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Re: Team Fortress 2

Postby Chuff » Fri Feb 20, 2009 3:21 am UTC

I can't believe they're adding stun. Stunlock in an fps? noooooooooo



I like the "artful dodger" achievement though.
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Re: Team Fortress 2

Postby EdgarJPublius » Fri Feb 20, 2009 6:09 am UTC

on the steam forums, some people are beginning to find... irregularities in the Scout update releases so far, such as missing (r) on the TF2 logo, and the terribleness of the two weapon announcments. And are starting to post speculation that this is because the update will actually be a






SPY update!
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Re: Team Fortress 2

Postby Pizzashark » Fri Feb 20, 2009 6:34 am UTC

Spy and Engineer updates will be the hardest, I think, because there's so many ways you could go about it. Unlike all the other classes, both the Spy and Engineer have more than 3 weapons slots - Engineers also have the Build and Destroy tools, and Spies get the Disguise and Electo-Sapper tools.

Changes to the Engineer's weapons probably won't really be that great, since Engineers speed the majority of their time building stuff and repairing stuff. It'll be somewhat similar for Spies.

The Energy Drink sounds like something useful for Scouts, since the Pistol has always been a little "meh" for them.
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Re: Team Fortress 2

Postby Jorpho » Fri Feb 20, 2009 5:13 pm UTC

The Scattergun is rather useless beyond short range, no? (At least, it seems that way sometimes.)

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Re: Team Fortress 2

Postby Ishindri » Fri Feb 20, 2009 5:58 pm UTC

I think so, personally. You're probably better off using the pistol even just at mid-range. Although Bonk sounds awesome, I'm going to have to wait to see if it's a worthy tradeoff.
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Re: Team Fortress 2

Postby ArchangelShrike » Fri Feb 20, 2009 6:30 pm UTC

If Bonk! is sufficiently balanced (unable to cap, vulnerable to explosions/fire), it should be fine. It seems that you can dodge bullets while under it's effect (Miss! Miss! Miss!) which makes it overpowered for the short term the effect is on. It remains to be seen how long the buff is, how long the debuff is, cooldown/reloads, etc.

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Re: Team Fortress 2

Postby aaron » Fri Feb 20, 2009 6:40 pm UTC

ArchangelShrike wrote:If Bonk! is sufficiently balanced (unable to cap, vulnerable to explosions/fire), it should be fine. It seems that you can dodge bullets while under it's effect (Miss! Miss! Miss!) which makes it overpowered for the short term the effect is on. It remains to be seen how long the buff is, how long the debuff is, cooldown/reloads, etc.


yeah my friend and i are thinking that you can dodge bullets but you can still be hit by rockets/stickies/canisters/fire. otherwise, goddamn. it's looking to be an effective heavy counter.

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Re: Team Fortress 2

Postby Ratio » Fri Feb 20, 2009 7:58 pm UTC

If you go to the load-out for some of the classes we haven't had updates for, you may see something interesting.......


e.g.: the spy only has 2 weapons recognised by the loadout as weapons, the knife and the revolver, so, only two new weapons for the update? Compensate with other new stuff?

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Re: Team Fortress 2

Postby headprogrammingczar » Fri Feb 20, 2009 11:55 pm UTC

If you read the fine print on Bonk!, it says that after the effect is over, you move hella slow for a few seconds.
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Re: Team Fortress 2

Postby Ratio » Sat Feb 21, 2009 12:03 am UTC

Hm, a new look for maps? Interesting.

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Re: Team Fortress 2

Postby Amnesiasoft » Sat Feb 21, 2009 12:03 am UTC

Classes with the ability to ascend rapidly (Soldiers, Demomen, and Scouts using the new scattergun unlockable ) have lots of options for traversing the arenas.

Hohoho?

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Re: Team Fortress 2

Postby benbw » Sat Feb 21, 2009 12:46 am UTC

i'm thinking that the scattergun replacement will give an effect similar to a rocket jump, probably with another added feature.

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Re: Team Fortress 2

Postby LuNatic » Sat Feb 21, 2009 2:10 am UTC

Some Asshole wrote:Spy and Engineer updates will be the hardest, I think, because there's so many ways you could go about it. Unlike all the other classes, both the Spy and Engineer have more than 3 weapons slots - Engineers also have the Build and Destroy tools, and Spies get the Disguise and Electo-Sapper tools.

Changes to the Engineer's weapons probably won't really be that great, since Engineers speed the majority of their time building stuff and repairing stuff. It'll be somewhat similar for Spies.

The Energy Drink sounds like something useful for Scouts, since the Pistol has always been a little "meh" for them.


I'd like an option in the advanced settings that removes disguise, build and destroy from the next/previous weapon toggles(i.e. the scroll wheel) cant count the number of times I've died trying to flick through to an actual weapon and got the build/destroy screens instead.
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Re: Team Fortress 2

Postby ArchangelShrike » Sat Feb 21, 2009 2:21 am UTC

Caught Napping: Kill 50 enemies from behind with the Force-A-Nature.


It would seem the scattergun is called Force-A-Nature, if you didn't know already.

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Re: Team Fortress 2

Postby benbw » Sat Feb 21, 2009 3:59 am UTC

Huh, last time I looked they hadn't listed the requirements for the achievements.

I guess Force-A-Nature has a knockback ability that can be used to jump higher. Seems like it does a good job of covering some of the Sandman's drawbacks.


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