Team Fortress 2

Of the Tabletop, and other, lesser varieties.

Moderators: SecondTalon, Moderators General, Prelates

Rakysh
Posts: 1276
Joined: Wed Jun 25, 2008 3:39 pm UTC

Re: Team Fortress 2

Postby Rakysh » Tue Dec 15, 2009 4:32 pm UTC

Yeah, I think the problems with thinking up more ways for a demo to do demo stuff are A) it is hard to think of any good ideas and b) it will either be better or worse than the current weapons, so will be a bit useless.

User avatar
Cynical Idealist
Posts: 1124
Joined: Mon Sep 15, 2008 10:48 pm UTC

Re: Team Fortress 2

Postby Cynical Idealist » Wed Dec 16, 2009 7:11 am UTC

Two bits of news.

1) Update goes live Thursday
2) Free TF2 weekend starts Thursday, when the update goes live!

source
The internet removes the two biggest aids in detecting sarcasm:
1)The tone of voice
2)the assumption that the other person is sane
Elvish Pillager wrote:See? All the problems in our society are caused by violent video games, like FarmVille.

User avatar
aion7
Posts: 1142
Joined: Mon Dec 03, 2007 1:43 am UTC
Location: In a base with which you identify, killing dudes to whose team you belong

Re: Team Fortress 2

Postby aion7 » Wed Dec 16, 2009 7:21 am UTC

The new rocket launcher looks ridiculously OP. More damage, more speed, and minicrits on airborne opponents. The tradeoff: less AoE? Seriously?
Spoiler:
Zeroignite wrote:And you have suddenly become awesome.

joshz wrote:Oh, you so win.

internets++ for aion7.

jerdak wrote:Nothing says hello like a coconut traveling near the speed of light.

Rakysh
Posts: 1276
Joined: Wed Jun 25, 2008 3:39 pm UTC

Re: Team Fortress 2

Postby Rakysh » Wed Dec 16, 2009 7:25 am UTC

Nah, scouts will pwn them, unless they're really really good, in which case it wont make that much of a difference- just have to snipe them, I guess.

User avatar
Toeofdoom
The (Male) Skeleton Guitarist
Posts: 3446
Joined: Wed Jan 10, 2007 10:06 am UTC
Location: Melbourne, Australia
Contact:

Re: Team Fortress 2

Postby Toeofdoom » Wed Dec 16, 2009 7:30 am UTC

Well, it will certainly destroy snipers, really easy target. And heavies. Oh, and other soldiers, probably medics too, sentries are easier to kill... disadvantage will be scouts, spies and good pyros.
Hawknc wrote:Gotta love our political choices here - you can pick the unionised socially conservative party, or the free-market even more socially conservative party. Oh who to vote for…I don't know, I think I'll just flip a coin and hope it explodes and kills me.

Website

User avatar
SoapyHobo
Soap. It's, uhh, not actually that good
Posts: 990
Joined: Mon Apr 02, 2007 9:07 am UTC
Location: Liverpool, England
Contact:

Re: Team Fortress 2

Postby SoapyHobo » Wed Dec 16, 2009 8:05 am UTC

I am liking this update a lot so far. Mmm, faster,stronger rockets.

Potential Engineer update too?
coffee stain and engie on part 3
boot print on part 4
oil stains on part 5
Jack Saladin wrote:Goddamn that's an awesome ****, Soapy. Once they get around to making artificial **** and I replace my crappy original ones, I'm gonna make mine look like that.

The1exile
Posts: 68
Joined: Tue Jul 29, 2008 4:02 pm UTC

Re: Team Fortress 2

Postby The1exile » Wed Dec 16, 2009 8:17 am UTC

Toeofdoom wrote:Well, it will certainly destroy snipers, really easy target. And heavies. Oh, and other soldiers, probably medics too, sentries are easier to kill... disadvantage will be scouts, spies and good pyros.

I think it was probably intended to make it easier to kill heavies, who soldiers have always had a pretty tough time against.
mosc wrote:
Endless Mike wrote:The military wrote custom PS3 software and bought a bunch of them for some very specific application.

A modern warfare lan party, duh.

guyy
Posts: 610
Joined: Tue May 06, 2008 3:02 am UTC

Re: Team Fortress 2

Postby guyy » Wed Dec 16, 2009 12:09 pm UTC

aion7 wrote:The new rocket launcher looks ridiculously OP. More damage, more speed, and minicrits on airborne opponents. The tradeoff: less AoE? Seriously?


We'll have to see when it comes out, but it doesn't seem that bad. With a 70% smaller damage-radius, it's almost useless unless you actually hit someone with it (hence its name). The damage increase isn't that high (25%) unless you manage to hit people in midair. The only major improvement is the speed (nearly doubled), which might make it actually feasible to hit people with it without spamming rockets.

User avatar
Toeofdoom
The (Male) Skeleton Guitarist
Posts: 3446
Joined: Wed Jan 10, 2007 10:06 am UTC
Location: Melbourne, Australia
Contact:

Re: Team Fortress 2

Postby Toeofdoom » Wed Dec 16, 2009 12:34 pm UTC

Apparently direct hit speed = huntsman arrow speed, according to someone on another forum. Should be pretty effective if so.
Hawknc wrote:Gotta love our political choices here - you can pick the unionised socially conservative party, or the free-market even more socially conservative party. Oh who to vote for…I don't know, I think I'll just flip a coin and hope it explodes and kills me.

Website

User avatar
Exotria
Posts: 206
Joined: Fri Mar 28, 2008 10:41 pm UTC
Location: MA
Contact:

Re: Team Fortress 2

Postby Exotria » Wed Dec 16, 2009 12:42 pm UTC

In some situations I think it will actually create more rocket spam. Faster rockets are harder to avoid, and there's not much space to dodge on a control point. I'm also interested in watching Pyros adapt to the new timing they'll have to use to reflect them.

Demo update is totally useless for me so far, of course. No point in melee if I can't get to the snipers, which means stickylauncher, which means I need most of my health, which means no sword. Not terribly attached to my grenade launcher, though. There's still hope for a better weapon for that slot. I hope the Demo gets the last unlock, because the Soldier's already gotten a great weapon.
Elvish Pillager wrote:
niolosoiale wrote:So which side of the fence would you say I'm on? Why?

The confusing one. I think you should pick a different fence.

Rakysh
Posts: 1276
Joined: Wed Jun 25, 2008 3:39 pm UTC

Re: Team Fortress 2

Postby Rakysh » Wed Dec 16, 2009 1:09 pm UTC

Demo has still got another weapon to unveil, and the soldier has two.

User avatar
Box Boy
WINNING
Posts: 1356
Joined: Thu Nov 20, 2008 9:33 pm UTC

Re: Team Fortress 2

Postby Box Boy » Wed Dec 16, 2009 2:23 pm UTC

I'm really hoping the Demo gets something to replace the grenade launcher with something that shoots in a straight line and still bounces, but at a reduced damage rate. That'd be awesome.
Signatures are for chumps.

Numzane
Posts: 447
Joined: Thu Mar 20, 2008 1:25 pm UTC
Location: South Africa

Re: Team Fortress 2

Postby Numzane » Wed Dec 16, 2009 3:36 pm UTC

I heard a rumor that he's getting a suicide kinda weapon called 'Scotsman's reserve'. No idea how much truth there is behind that, though the name fits with what can be seen on the crate in the comic.
*Often edits posts as soon as they're posted*

James while John had had had had had had had had had had had a better effect on the teacher.

User avatar
Toeofdoom
The (Male) Skeleton Guitarist
Posts: 3446
Joined: Wed Jan 10, 2007 10:06 am UTC
Location: Melbourne, Australia
Contact:

Re: Team Fortress 2

Postby Toeofdoom » Wed Dec 16, 2009 4:25 pm UTC

I heard of the scotsmans reserve, but as a molotov cocktail... that wasn't in this thread right?
Hawknc wrote:Gotta love our political choices here - you can pick the unionised socially conservative party, or the free-market even more socially conservative party. Oh who to vote for…I don't know, I think I'll just flip a coin and hope it explodes and kills me.

Website

User avatar
KrazyerKate
Posts: 431
Joined: Sat Oct 17, 2009 2:04 pm UTC

Re: Team Fortress 2

Postby KrazyerKate » Wed Dec 16, 2009 5:52 pm UTC

A Molotov would be awesome. I wouldn't mind giving fire to another class besides the pyro.

Robstickle
Posts: 326
Joined: Sat Nov 28, 2009 10:07 am UTC

Re: Team Fortress 2

Postby Robstickle » Wed Dec 16, 2009 6:44 pm UTC

I might start using the soldier again if I manage to get one of these new rocket lauchers.

User avatar
Jahoclave
sourmilk's moderator
Posts: 4790
Joined: Thu Oct 25, 2007 8:34 pm UTC
Contact:

Re: Team Fortress 2

Postby Jahoclave » Wed Dec 16, 2009 9:54 pm UTC

SoapyHobo wrote:I am liking this update a lot so far. Mmm, faster,stronger rockets.

Potential Engineer update too?
coffee stain and engie on part 3
boot print on part 4
oil stains on part 5


All I know, is I'd actually like an effective method of moving stickies away from my shit other than trying to hit them with the shotgun. A can of compressed air, something. Shit, I should be able to kick them away for all it's worth.

User avatar
KrazyerKate
Posts: 431
Joined: Sat Oct 17, 2009 2:04 pm UTC

Re: Team Fortress 2

Postby KrazyerKate » Wed Dec 16, 2009 10:09 pm UTC

A sticky basket?

User avatar
Jahoclave
sourmilk's moderator
Posts: 4790
Joined: Thu Oct 25, 2007 8:34 pm UTC
Contact:

Re: Team Fortress 2

Postby Jahoclave » Thu Dec 17, 2009 1:50 am UTC

KrazyerKate wrote:A sticky basket?

I can just imagine the achievements on that one.

Collect the stickies, attach to enemy, or feed into tier four sentry for extra kaboom!

Of Negligible Mass
Posts: 123
Joined: Tue Dec 11, 2007 3:31 pm UTC
Location: Merrie Olde Englande

Re: Team Fortress 2

Postby Of Negligible Mass » Thu Dec 17, 2009 2:10 am UTC

I. Want. That. Launcher. Now.


Anyone else think they missed a trick by not calling it the Uncle S.A.M. ?
Don't like it?

... Neither did I

User avatar
Jahoclave
sourmilk's moderator
Posts: 4790
Joined: Thu Oct 25, 2007 8:34 pm UTC
Contact:

Re: Team Fortress 2

Postby Jahoclave » Thu Dec 17, 2009 6:19 am UTC

Of Negligible Mass wrote:I. Want. That. Launcher. Now.


Anyone else think they missed a trick by not calling it the Uncle S.A.M. ?

Not really. I mean, for America, yeah great, but they're selling this game to other countries as well and Americentric naming conventions might not play all that well.

User avatar
SoapyHobo
Soap. It's, uhh, not actually that good
Posts: 990
Joined: Mon Apr 02, 2007 9:07 am UTC
Location: Liverpool, England
Contact:

Re: Team Fortress 2

Postby SoapyHobo » Thu Dec 17, 2009 8:03 am UTC

Looks like the soldier's getting a suicide kill taunt with the pickaxe:
Valve, emailing the guy who came up with the weapon wrote:This weapon also has the Soldier's associated kill taunt. When you taunt with the Equalizer he will toss the weapon aside, remove one of his chest grenades, and blow himself and any enemies nearby sky high. (The taunt anim plays at a slow speed like other kill taunts, so it isn't trivial to pull it off. The damage radius is very tight as well.)
Jack Saladin wrote:Goddamn that's an awesome ****, Soapy. Once they get around to making artificial **** and I replace my crappy original ones, I'm gonna make mine look like that.

Awia
Posts: 1182
Joined: Fri Jun 08, 2007 7:57 pm UTC
Location: Britland!

Re: Team Fortress 2

Postby Awia » Thu Dec 17, 2009 8:41 am UTC

There's an achievement for killing people with a grenade too.
Francis wrote:Look on the bright side, if you all die I'll still be handsome

User avatar
folkhero
Posts: 1775
Joined: Fri Aug 01, 2008 3:34 am UTC

Re: Team Fortress 2

Postby folkhero » Thu Dec 17, 2009 9:14 am UTC

Jahoclave wrote:
Of Negligible Mass wrote:I. Want. That. Launcher. Now.


Anyone else think they missed a trick by not calling it the Uncle S.A.M. ?

Not really. I mean, for America, yeah great, but they're selling this game to other countries as well and Americentric naming conventions might not play all that well.

But the soldier is one of the classes of American nationality. They've used a class's nationality to name their equipment for other classes (the K.G.B. and now the Scottish Resistance) so I don't know why they wouldn't do something similar for the insanely patriotic American soldier.
To all law enforcement entities, this is not an admission of guilt...

Of Negligible Mass
Posts: 123
Joined: Tue Dec 11, 2007 3:31 pm UTC
Location: Merrie Olde Englande

Re: Team Fortress 2

Postby Of Negligible Mass » Thu Dec 17, 2009 3:47 pm UTC

folkhero wrote:
Jahoclave wrote:
Of Negligible Mass wrote:I. Want. That. Launcher. Now.


Anyone else think they missed a trick by not calling it the Uncle S.A.M. ?

Not really. I mean, for America, yeah great, but they're selling this game to other countries as well and Americentric naming conventions might not play all that well.

But the soldier is one of the classes of American nationality. They've used a class's nationality to name their equipment for other classes (the K.G.B. and now the Scottish Resistance) so I don't know why they wouldn't do something similar for the insanely patriotic American soldier.

Yeah. This...
Don't like it?

... Neither did I

User avatar
Box Boy
WINNING
Posts: 1356
Joined: Thu Nov 20, 2008 9:33 pm UTC

Re: Team Fortress 2

Postby Box Boy » Thu Dec 17, 2009 10:25 pm UTC

Signatures are for chumps.

User avatar
KrazyerKate
Posts: 431
Joined: Sat Oct 17, 2009 2:04 pm UTC

Re: Team Fortress 2

Postby KrazyerKate » Thu Dec 17, 2009 10:59 pm UTC

I'm fairly certain that that's the only female model they have at the moment.

I mean, HEAVY IS PYRO'S LOVER!

Greatgreen
Posts: 35
Joined: Mon Dec 07, 2009 5:35 am UTC

Re: Team Fortress 2

Postby Greatgreen » Thu Dec 17, 2009 11:06 pm UTC

I'm not a big fan of Soldier, but the Direct Hit is going to bring back some Quake game for me. Bring on the reflex shots!

User avatar
folkhero
Posts: 1775
Joined: Fri Aug 01, 2008 3:34 am UTC

Re: Team Fortress 2

Postby folkhero » Fri Dec 18, 2009 1:31 am UTC

Soldiers win! and get something useful to boot:
http://www.teamfortress.com/war/victory/
To all law enforcement entities, this is not an admission of guilt...

User avatar
headprogrammingczar
Posts: 3072
Joined: Mon Oct 22, 2007 5:28 pm UTC
Location: Beaming you up

Re: Team Fortress 2

Postby headprogrammingczar » Fri Dec 18, 2009 1:45 am UTC

The new map style is all kinds of badass.
<quintopia> You're not crazy. you're the goddamn headprogrammingspock!
<Weeks> You're the goddamn headprogrammingspock!
<Cheese> I love you

User avatar
psion
Posts: 1089
Joined: Wed Apr 01, 2009 5:33 am UTC

Re: Team Fortress 2

Postby psion » Fri Dec 18, 2009 1:50 am UTC

Jahoclave wrote:
Of Negligible Mass wrote:I. Want. That. Launcher. Now.
Anyone else think they missed a trick by not calling it the Uncle S.A.M. ?

Not really. I mean, for America, yeah great, but they're selling this game to other countries as well and Americentric naming conventions might not play all that well.

They just said Abraham Lincoln died from rocket jumping...

'The Direct Hit' is probably the worst name for a gun yet, though with the special item I think S.A.M. would be an inaccurate representation (though still a far better name).

Cp_gorge reminds me of the old TFC 2fort.
Last edited by psion on Fri Dec 18, 2009 1:54 am UTC, edited 1 time in total.

guyy
Posts: 610
Joined: Tue May 06, 2008 3:02 am UTC

Re: Team Fortress 2

Postby guyy » Fri Dec 18, 2009 1:52 am UTC

Besides the obvious updates, there are, as always, some stealth changes:

Spoiler:
Spy

Now pretends to be carrying the weapons & wearables of the target he's disguised as

Moved the Spy's camera-beard to the Misc loadout slot so he can equip it with a hat



Scout

The Sandman now only stuns on a max range hit (when you hear the cheering)

All shorter hits now force the enemy into the thirdperson fleeing state (also removed the damage reduction on them)


Minor changes

Added new options to the Multiplayer->Advanced dialog:

Combat text, which displays damage amounts you do to enemies.

Medic auto caller, which automatically shows you nearby friends at low health.

Heal target marker, which better highlights the target your medigun is locked onto.

Alternative Spy disguise menu, which lets you choose disguises using just the 1-3 keys.

Fixed being able to affect friendly pipes with airblast (they would unstick)

Added recharge sound to abilities with a recharge bar

Fixed attachable wearables not staying on ragdolls

Players no longer see the wearables that are a part of a friendly spy's disguise, fixing various graphical glitches

Added jiggle bones for Pyro's chicken hat

Added 2 new game startup songs


Community Mapmaker requests

Implemented InputSetSetupTime() for team_round_timer (was in the .fgd but never implemented)

Added "SetDispenserLevel" input to cart dispenser (1, 2, or 3)


Bearded and be-Gibused Spies, ahoy!

The Mighty Thesaurus
In your library, eating your students
Posts: 4399
Joined: Wed Apr 11, 2007 7:47 am UTC
Location: The Daily Bugle

Re: Team Fortress 2

Postby The Mighty Thesaurus » Fri Dec 18, 2009 3:13 am UTC

LE4dGOLEM wrote:your ability to tell things from things remains one of your skills.
Weeks wrote:Not only can you tell things from things, you can recognize when a thing is a thing

Ceterum censeo Carthaginem esse delendam

User avatar
folkhero
Posts: 1775
Joined: Fri Aug 01, 2008 3:34 am UTC

Re: Team Fortress 2

Postby folkhero » Fri Dec 18, 2009 4:06 am UTC

headprogrammingczar wrote:The new map style is all kinds of badass.

The new maps look gorges.
To all law enforcement entities, this is not an admission of guilt...

User avatar
psion
Posts: 1089
Joined: Wed Apr 01, 2009 5:33 am UTC

Re: Team Fortress 2

Postby psion » Fri Dec 18, 2009 4:26 am UTC

Well, I've got most of the new items. I can see why they called it The Direct Hit now, it has almost no explosion radius.

edits: got the rest of them, the eyelander+targin is too fun to notice how balanced it is
Last edited by psion on Fri Dec 18, 2009 6:24 am UTC, edited 1 time in total.

User avatar
folkhero
Posts: 1775
Joined: Fri Aug 01, 2008 3:34 am UTC

Re: Team Fortress 2

Postby folkhero » Fri Dec 18, 2009 4:30 am UTC

hmm... my game just crashed, I'm guessing it was a bug hiding in that update
To all law enforcement entities, this is not an admission of guilt...

User avatar
Toeofdoom
The (Male) Skeleton Guitarist
Posts: 3446
Joined: Wed Jan 10, 2007 10:06 am UTC
Location: Melbourne, Australia
Contact:

Re: Team Fortress 2

Postby Toeofdoom » Fri Dec 18, 2009 11:22 am UTC

I thought valve had learned something. Along the lines of "Stop being fucking terrible". Clearly I was wrong.

It seems crafting requires 81 spare items to create a random hat, or 112 if you want to specify a class. To create a weapon, you need to have 4 items from that class already. Have fun idling, everyone.
Hawknc wrote:Gotta love our political choices here - you can pick the unionised socially conservative party, or the free-market even more socially conservative party. Oh who to vote for…I don't know, I think I'll just flip a coin and hope it explodes and kills me.

Website

m42a
Posts: 42
Joined: Fri Aug 01, 2008 6:24 am UTC
Location: These fora

Re: Team Fortress 2

Postby m42a » Fri Dec 18, 2009 5:07 pm UTC

Also, they added bots. Start a koth map and type tf_bot_add into the console several times. There's no communication since they're bots and they don't get any unlockables, but they're better than a lot of pub teams. The medics heal everyone and the pyros are absurdly good at airblasting.
Please reference comic numbers in the text of your post, not just the links. Hyperlinks are not searchable.

Rakysh
Posts: 1276
Joined: Wed Jun 25, 2008 3:39 pm UTC

Re: Team Fortress 2

Postby Rakysh » Fri Dec 18, 2009 5:18 pm UTC

They're a test run, I think. Also, most of the mod maps are a bit broken... I saw a heavy wandering round with a sniper rifle..

User avatar
Cynical Idealist
Posts: 1124
Joined: Mon Sep 15, 2008 10:48 pm UTC

Re: Team Fortress 2

Postby Cynical Idealist » Fri Dec 18, 2009 5:22 pm UTC

Toeofdoom wrote:I thought valve had learned something. Along the lines of "Stop being fucking terrible". Clearly I was wrong.

It seems crafting requires 81 spare items to create a random hat, or 112 if you want to specify a class. To create a weapon, you need to have 4 items from that class already. Have fun idling, everyone.

If you have some hats that you don't want, you can craft 2 hats into a new random hat.
The internet removes the two biggest aids in detecting sarcasm:
1)The tone of voice
2)the assumption that the other person is sane
Elvish Pillager wrote:See? All the problems in our society are caused by violent video games, like FarmVille.


Return to “Gaming”

Who is online

Users browsing this forum: Google [Bot] and 10 guests