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Team Fortress 2


Kizzi

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[quote name='TAG' timestamp='1294164654' post='4911282']
1) Other than any bugs, I think the game is more or less fine. Mostly whining. Though bug fixes and kill icons would be nice. ;)
2) I <3 Ullapool Caber. And Brass Beast. But mostly the Caber.
3) Yes. Send me steam ID via PM, pl0x.
[/quote]
1) Bleh. There are some things that really annoy me; Right now I don't feel like listing them all, so I'm just going to say CAPTURE CRITS ARGH!
2) Caber is pretty awesome though it does piss me off when people just spam it. Brass beast is kinda useless IMO, I don't really see why people use it.
3) My steam ID is indivicivet I don't have the time to PM it :)

[quote name='Scanty&Kneesocks' timestamp='1294178543' post='4911742']
This; -.- I must have some secret OCD hiding but seeing those icons not matching my death REALLY bothers me.
[/quote]
KILL ICONS WHAM

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[quote name='Lance Corporal Atlas' timestamp='1294528279' post='4921172']
Valve really needs to optimize the engine and balance the game.
[/quote]
Balance, yeah. Engine optimization? All I can think of is the missing LOD models and the way certain attacks work under lag (knife and flamethrower come to mind).
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[quote name='Kizzi' timestamp='1294541987' post='4921718']
Balance, yeah. Engine optimization? All I can think of is the missing LOD models and the way certain attacks work under lag (knife and flamethrower come to mind).
[/quote]

Oh yeah. LOD models would be REAAAAAAAALLY nice. :D

[quote name='Scanty&Kneesocks' timestamp='1294542236' post='4921729']
I know I was so surprised, it made me happy and it was funny to see it.
[/quote]

But NOW. We're stuck with the NEVERENDING KRIIIIIIIIIIITZKRIIIIIIIIIIIIIIIIEG (basically, the sound for the crits from the kritzkrieg never goes away)

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[quote name='Kizzi' timestamp='1294541987' post='4921718']
Balance, yeah. Engine optimization? All I can think of is the missing LOD models and the way certain attacks work under lag (knife and flamethrower come to mind).
[/quote]
Hasn't really happened to me, but lots of people that supposedly have the proper settings to run TF2 have been unable to.
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[quote name='Lance Corporal Atlas' timestamp='1294591962' post='4922906']
Hasn't really happened to me, but lots of people that supposedly have the proper settings to run TF2 have been unable to.
[/quote]
I [i]think[/i] that's primarily due to the lack of LOD models, though I'm not sure about that.
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[quote name='Scanty&Kneesocks' timestamp='1294874658' post='4930837']
Yeah didn't find this out at time of writing so that was annoying, thankfully they fixed it.
[/quote]

Yeah. It was annoying as hell to whip out an uber with the kritzkrieg only to hear BZZZZZZZZZZZZZZZZZT constantly.
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[quote name='PikaPerson01' timestamp='1295288684' post='4941045']
I change up who I main all the time. >_>

Used to main Pyro, like a newb boss. Then I mained Engineer and Medic. Now I kind of like Demoman and Spy.
[/quote]

So wait, you stick with one or two particulars at a time, or do you just play everyone?
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I usually switch up who I main, typically depending on what the team needs, what the map is, and what's currently going on. If we're down to our last control point, I'll main Demoman and plant a bunch of stickies on our last point. If it's Payload and there's a load of sentries ahead, I'll play the Spy. If there's a lot of spies on the opponent's team, or the map has a lot of corners and hiding places, I'll be a Pyro. If it's an attack and defend Control Points thing, and we're defending, either Demoman or Engineer. If Control Points attack, typically Medic. Also, it depends on who else is on the team. If we have 3x Medics, adding a fourth won't help. Etc etc.

... I'm terribad with the Scout and Sniper, and I can't rocket jump with the Soldier. >_> Heavies okay, but I don't like slow classes, and the Scout is really fragile/I suck at playing.

Assuming all of the above is taken out of the equation, If I had to rank them in order from "most perferred" to "least" it would be: Demo, Soldier, Pyro, Spy, Engineer, Medic, Heavy, Scout, Sniper.

So like, yeah. o_o

On an unrelated note, how do you trade? >_>

And how do you craft? >_>
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The most obvious, you may have noticed one of the screens and video posted, is the visual style. Even after being absorbed per hour probably too much play in the beta in recent weeks, we are always surprised by the artwork, both in how it looks and how it is encouraged.It's a game after all and the most important factor is how he plays and if he is entertaining. It is interesting to see both Team Fortress 2, which has been in development on and off for about seven years, each class has a very clearly defined and the means to ensure they get good results. The only limiting factor is, of course, the effectiveness of your team meshes together.
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[quote name='PikaPerson01' timestamp='1295311192' post='4941896']
I usually switch up who I main, typically depending on what the team needs, what the map is, and what's currently going on. If we're down to our last control point, I'll main Demoman and plant a bunch of stickies on our last point. If it's Payload and there's a load of sentries ahead, I'll play the Spy. If there's a lot of spies on the opponent's team, or the map has a lot of corners and hiding places, I'll be a Pyro. If it's an attack and defend Control Points thing, and we're defending, either Demoman or Engineer. If Control Points attack, typically Medic. Also, it depends on who else is on the team. If we have 3x Medics, adding a fourth won't help. Etc etc.

... I'm terribad with the Scout and Sniper, and I can't rocket jump with the Soldier. >_> Heavies okay, but I don't like slow classes, and the Scout is really fragile/I suck at playing.

Assuming all of the above is taken out of the equation, If I had to rank them in order from "most perferred" to "least" it would be: Demo, Soldier, Pyro, Spy, Engineer, Medic, Heavy, Scout, Sniper.

So like, yeah. o_o

On an unrelated note, how do you trade? >_>

And how do you craft? >_>
[/quote]
So you basically adapt with whatever the situation calls for, eh? Sounds good.

*You trade and craft in the backpack menu, which is right underneath the "find servers" button
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[quote]
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
Updated the Linux srcds_run script
Added warning message for people running the server as root
Changed the working directory to the game tree before executing the dedicated server
Updated the existing localization files
Added Czech, Hungarian, Romanian and Turkish localization files

Team Fortress 2
Updated several models with optimizations and new LODs.
Updated the default TF2 crosshairs to use the RGB and scale settings in the Options->Multiplayer dialog like custom crosshairs do.
Added a glow effect to the team intelligence entities when they’re not being carried.
Added a timer to indicate how much time is left before the gate closes in DeGroot Keep.
Added a new plate model to be used when a Heavy throws the Buffalo Steak Sandvich to heal teammates.
Added a note in the trading dialog to let you know when your trading partner is typing.
Added a new Valve map CP_5Gorge.
Fixed the Mad Milk effect not being washed off when a player goes underwater.
Fixed being able to attack teammates using pumpkin bombs and arrows fired by the Huntsman or the Crusader's Crossbow.
Fixed switching to the melee weapon instead of using the lastweapon setting after drinking Crit-a-Cola.
Fixed not seeing the critboost effect on the Scout's Shortstop.
Fixed the Sniper Rifle and SMG view models having Red skins while on the Blue team.
Fixed the Engineer PDA view models (build/destroy) having Red skins while on the Blue team.
Fixed the mini-sentry HUD not playing the alert sound when the sentry is sapped or low on ammo.
Updated the community map CP_Yukon.
Central CP moved up to bridge.
Bridge widened.
Several sticky exploits patched.
Flat bridge added onto CP1's pipes.[/quote]

YAY! LOD'S!
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  • 2 weeks later...
Bumping with a pretty cool console command:

cl_showbackpackrarities 1
(or cl_backpackshowrarities 1, or possibly something else, but it's not hard to find)

It gives you colours based on rarities, which I think is pretty cool. Put it in an autoexec.cfg script so it'll execute every time you run TF2 and then you can have a SUPER SHINY BACKPACK.
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[quote name='TAG' timestamp='1296269404' post='4969787']
I don't quite follow. Can you show an example of what you mean?
[/quote]
For each icon in your backpack, it will give it a different coloured background and outline depending on what the rarity of the item is, e.g. unique, vintage, unusual, community, etc.
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  • 4 months later...
I'm horrible at the game but I still find it to be a lot of fun. Just wish I had more time to get good at it. O well, I might just need to buy the game.

WARNING THE FOLLOWING VIDEO HAS SCENES OF AWESOME OF THE HIGHEST CALIBER. LITTLE KIDS SHOULD NOT WATCH. YOU HAVE BEEN WARNED
http://www.youtube.com/watch?v=36lSzUMBJnc&feature=feedu
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