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On June 29 2011 12:58 nemo14 wrote:Show nested quote +On June 29 2011 05:19 Soulish wrote: I dont understand the sniping "charge" function. I couldnt kill anything at all when I just quickscope like i do in soldierfront, but now I just walk around with the scope on pretty much and i headshot everything. It's easy, but a really stupid way to play imo. The entire point of the sniper rifle's charge is to prevent all of the good players from exclusively playing Sniper and insta-killing everyone they meet at any range. The good folks at Valve know that reliable and instantaneous one-shot kills do not engender fun gameplay for the vast majority of players. And yet now we have demo knights that lop off your head and you die instantly. Plus the array of other weapons that move the gameplay to almost exclusively one and two shot kills.
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I played this last night and there was a guy with a fucking sword and shield one shotting practically everybody. Every time I saw him, he would charge like a sc2 zealot and slaughter me in one hit. Granted I'm pretty terrible, but wtf was that because it seemed pretty ridiculous.
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On June 29 2011 12:58 nemo14 wrote:Show nested quote +On June 29 2011 05:19 Soulish wrote: I dont understand the sniping "charge" function. I couldnt kill anything at all when I just quickscope like i do in soldierfront, but now I just walk around with the scope on pretty much and i headshot everything. It's easy, but a really stupid way to play imo. The entire point of the sniper rifle's charge is to prevent all of the good players from exclusively playing Sniper and insta-killing everyone they meet at any range. The good folks at Valve know that reliable and instantaneous one-shot kills do not engender fun gameplay for the vast majority of players.
That doesn't happen in any fps game where snipers can 1 shot kill no matter how competitive. take a look at cs for example.
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It's a lot easier to kill people in CS compared to TF2 so your analogy is completely wrong.
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i love this game and its more fun now with the new players. demo man/medic has never been more fun. if anyone wants some Mann co. crates send me a PM you will need to buy the keys from valve for $2.50 each.
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Anyone who wants to get good at this game, play on mge training servers. It's basically a lot of small 1v1 scenarios from Valve maps and game types. So the Badlands spire is there, first to 20 frags wins. Also, bball, which is almost my favourite part of Team Fortress 2. Airshots (one of the most satisfying types of kills) await.
Also, I've been around with this game for a while, argue something you don't like and I'll explain why you're wrong
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Do retail shops still sell copies of this game? Can I go up to the counter and ask for a free copy of TF2 just for lulz?
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On June 29 2011 13:47 Shrub wrote: And yet now we have demo knights that lop off your head and you die instantly. Plus the array of other weapons that move the gameplay to almost exclusively one and two shot kills.
Almost every weapon in the game that can "one-shot" is a melee weapon. No non-sniper weapon can one-shot a heavy, with the exception of the Caber+Targe...once.
The one exception outside of the Sniper class is the Direct Hit, which can one-shot a 125-HP class at melee range.
I really don't know why you're counting two-shot kills.
On June 29 2011 14:13 proot wrote: I played this last night and there was a guy with a fucking sword and shield one shotting practically everybody. Every time I saw him, he would charge like a sc2 zealot and slaughter me in one hit. Granted I'm pretty terrible, but wtf was that because it seemed pretty ridiculous.
These guys are straightforward once you learn how to juggle them. Which can be done with any explosive weapon or flamethrower. So much for Soldiers, Demomen, and Pyros.
Juggling with the rocket launchers involves aiming at his feet, blasting him into the air, and blowing him away with the shotgun before he hits the ground. Juggling with the pipebomb launcher involves hitting the charging demoman directly, then air-piping him (or strafing away or onto higher ground). Juggling with the Pyro just involve airblasting him, setting him on fire, then hitting him with the Axetinguisher or shotgun or flare. Or just blowing him off a convenient ledge. It's impossible to juggle with either Sticky launcher, but you can ruin his charge if you have bombs down ahead of time.
Scouts should just avoid getting into close range, or weapon heckle them at extreme close range (between the zone where they can melee you, and where charge deals crit damage).
Heavies should have no problems against Demoknights whatsoever.
-Medics and Engineers without a Sentry Gun should pray for a competent team. Apart from that, chargers can be minimized by using other teammates as meatshields or standing on a slight ledge (you can't jump while charging). Learning how to melee helps a lot in this matchup (which is actually fairly even if you can keep him from charging, most notably by standing right next to him).
Spy/Sniper v. Demoknight...well, quite frankly, Sniper v. Demoknight shouldn't happen, and Spy v. Demoknight really depends on who jumps who first.
Probably the biggest thing about fighting Demoknights, with any class, is avoiding flat, nonbroken terrain. Abusing the terrain, if possible, is pretty much a free win versus Demoknight melee.
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On June 29 2011 17:07 acker wrote: These guys are straightforward once you learn how to juggle them. Which can be done with any explosive weapon or flamethrower. So much for Soldiers, Demomen, and Pyros.
Juggling with the rocket launchers involves aiming at his feet, blasting him into the air, and blowing him away with the shotgun before he hits the ground. Juggling with the pipebomb launcher involves hitting the charging demoman directly, then air-piping him (or strafing away or onto higher ground). Juggling with the Pyro just involve airblasting him, setting him on fire, then hitting him with the Axetinguisher or shotgun or flare. Or just blowing him off a convenient ledge. It's impossible to juggle with either Sticky launcher, but you can ruin his charge if you have bombs down ahead of time.
Scouts should just avoid getting into close range, or weapon heckle them at extreme close range (between the zone where they can melee you, and where charge deals crit damage).
Heavies should have no problems against Demoknights whatsoever.
-Medics and Engineers without a Sentry Gun should pray for a competent team. Apart from that, chargers can be minimized by using other teammates as meatshields or standing on a slight ledge (you can't jump while charging). Learning how to melee helps a lot in this matchup (which is actually fairly even if you can keep him from charging, most notably by standing right next to him).
Spy/Sniper v. Demoknight...well, quite frankly, Sniper v. Demoknight shouldn't happen, and Spy v. Demoknight really depends on who jumps who first.
Probably the biggest thing about fighting Demoknights, with any class, is avoiding flat, nonbroken terrain. Abusing the terrain, if possible, is pretty much a free win versus Demoknight melee.
We need more posts like this. I find it hard as a new player to find the basic knowledge (TF2 wiki didn't help a lot)
I'm getting a bit better, I don't play sniper/spy (there are too many of them and they are not that fun) My soldier is my worst (maybe my scout), any tips? How can I use my launcher on long range, because it seems to me my opponents have way too long to change direction.
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Got this 2 days ago, Loving it so far i mostly play Sniper/Spy unlocked a Hunters Bow for my Sniper guy which is always fun. The best feeling is when you get 3 - 5 chain backstabs on people as a spy !
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Taking advantage of all the new players to this game. Just broke my kill record on a single life as spy, 38
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On June 29 2011 17:54 Wesso wrote:
I'm getting a bit better, I don't play sniper/spy (there are too many of them and they are not that fun) My soldier is my worst (maybe my scout), any tips? How can I use my launcher on long range, because it seems to me my opponents have way too long to change direction.
Dealing damage at long range with the Rocket Launcher isn't something to rely on. Rocket Launchers have a ton of damage ramp-up and fall-off; at long range, you'll deal maybe 45 damage per direct hit, which is pretty much free uber for the enemy Medic unless you're spamming a corridor with the help of other explosive spam classes. Or hitting a huge group. Or blowing a Kritzkrieg.
I guess if you want to use one at long range, use the Liberty Launcher for bonus speed and aim for mobs (I don't have a Liberty Launcher, so I'm just guessing on this part, I use the normal RL or the Black Box). Or just empty the entire magazine in a spread pattern where the enemy is most likely to go. Or spam a choke. Don't expect to hit any particular enemy unless it's a Heavy or Sniper or someone who simply doesn't notice you.
Sometimes you can get lucky and spot an enemy heading for a health pack location or something else that's equally important (like, for instance, a suspicious friendly Pyro [aka: idiot enemy Spy] heading directly for another friendly Heavy's back). In these cases, just assume they'll run in a straight line and take a best guess.
The only other targets to semi-seriously engage at long range are Engineer buildings, since damage fall-off doesn't apply to them.
Most of the time, you want to use the Rocket Launcher at medium and short range, where it deals around 80-100+ damage per shot. (yeah, in TF2, Rocket Launchers are short-range weapons) Guessing where the enemy will end up is much easier at this range. Long-range fighting is generally accomplished by Rocket Jumping to a position above the enemy, where short range combat then takes precedent.
Most importantly, almost all combat at all ranges with the Rocket Launcher should be done from a position that's elevated above your target. This makes hitting your target relatively easy (you can just splash the enemy to death), and makes hitting you relatively difficult (the enemy has to hit you directly).
If you want to spam explosives at long range, use Demo pipe bombs, which deal over 100 damage at long range and suffer from no damage fall-off at range. Of course, they don't explode on impact and roll funny...meh.
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Go valve, I've always been amazed at just how much support and additional content they've given tf2 since its relase. Not to mention since f2p the feeling of 'wow I'm doing so much better than before, oh wait it's cause there's a lot of newbies meh still fun.' . To Wesso, don't engage in long range fights as a soldier (there's a reason those rockets are slow, it'd be seriously op otherwise) other than spamming a few rockets before ducking into cover. You really need to use cover as soldier (to reload since it takes ages) and be able to close the distance to a medium-short range when you fight. I'm surprised soldier is your worst class given it's one of the easiest if not easiest class to use. Just avoid fighting at long range if you can, use cover and you should have an easier time
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On June 29 2011 18:12 acker wrote:Show nested quote +On June 29 2011 17:54 Wesso wrote:
I'm getting a bit better, I don't play sniper/spy (there are too many of them and they are not that fun) My soldier is my worst (maybe my scout), any tips? How can I use my launcher on long range, because it seems to me my opponents have way too long to change direction.
Dealing damage at long range with the Rocket Launcher isn't something to rely on. Rocket Launchers have a ton of damage ramp-up and fall-off; at long range, you'll deal maybe 45 damage per direct hit, which is pretty much free uber for the enemy Medic unless you're spamming a corridor with the help of other explosive spam classes. Or hitting a huge group. Or blowing a Kritzkrieg. I guess if you want to use one at long range, use the Liberty Launcher for bonus speed and aim for mobs (I don't have a Liberty Launcher, so I'm just guessing on this part, I use the normal RL or the Black Box). Or just empty the entire magazine in a spread pattern where the enemy is most likely to go. Or spam a choke. Don't expect to hit any particular enemy unless it's a Heavy or Sniper or someone who simply doesn't notice you. Sometimes you can get lucky and spot an enemy heading for a health pack location or something else that's equally important (like, for instance, a suspicious friendly Pyro [aka: idiot enemy Spy] heading directly for another friendly Heavy's back). In these cases, just assume they'll run in a straight line and take a best guess. The only other targets to semi-seriously engage at long range are Engineer buildings, since damage fall-off doesn't apply to them. Most of the time, you want to use the Rocket Launcher at medium and short range, where it deals around 80-100+ damage per shot. (yeah, in TF2, Rocket Launchers are short-range weapons) Guessing where the enemy will end up is much easier at this range. Long-range fighting is generally accomplished by Rocket Jumping to a position above the enemy, where short range combat then takes precedent. Most importantly, almost all combat at all ranges with the Rocket Launcher should be done from a position that's elevated above your target. This makes hitting your target relatively easy (you can just splash the enemy to death), and makes hitting you relatively difficult (the enemy has to hit you directly). If you want to spam explosives at long range, use Demo pipe bombs, which deal over 100 damage at long range and suffer from no damage fall-off at range. Of course, they don't explode on impact and roll funny...meh.
Thanks! This is just what I needed, now I at least know what I'm supposed to do. That makes learning much faster. I mean how is it supposed to be obvious that a rocket launcher is a short/mid range weapon (especially since you get hit by your own explosions on if you are too close)
On June 29 2011 18:12 Renzin wrote:I'm surprised soldier is your worst class given it's one of the easiest if not easiest class to use. Just avoid fighting at long range if you can, use cover and you should have an easier time 
Most likely it's because the other classes can noob abuse easier, without actually being good (they can't hit scouts, they don't know what to do against pyro, let's not even start about engineer,spy and heavy/medic)
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On June 29 2011 18:17 Wesso wrote:Show nested quote +On June 29 2011 18:12 acker wrote:On June 29 2011 17:54 Wesso wrote:
I'm getting a bit better, I don't play sniper/spy (there are too many of them and they are not that fun) My soldier is my worst (maybe my scout), any tips? How can I use my launcher on long range, because it seems to me my opponents have way too long to change direction.
Dealing damage at long range with the Rocket Launcher isn't something to rely on. Rocket Launchers have a ton of damage ramp-up and fall-off; at long range, you'll deal maybe 45 damage per direct hit, which is pretty much free uber for the enemy Medic unless you're spamming a corridor with the help of other explosive spam classes. Or hitting a huge group. Or blowing a Kritzkrieg. I guess if you want to use one at long range, use the Liberty Launcher for bonus speed and aim for mobs (I don't have a Liberty Launcher, so I'm just guessing on this part, I use the normal RL or the Black Box). Or just empty the entire magazine in a spread pattern where the enemy is most likely to go. Or spam a choke. Don't expect to hit any particular enemy unless it's a Heavy or Sniper or someone who simply doesn't notice you. Sometimes you can get lucky and spot an enemy heading for a health pack location or something else that's equally important (like, for instance, a suspicious friendly Pyro [aka: idiot enemy Spy] heading directly for another friendly Heavy's back). In these cases, just assume they'll run in a straight line and take a best guess. The only other targets to semi-seriously engage at long range are Engineer buildings, since damage fall-off doesn't apply to them. Most of the time, you want to use the Rocket Launcher at medium and short range, where it deals around 80-100+ damage per shot. (yeah, in TF2, Rocket Launchers are short-range weapons) Guessing where the enemy will end up is much easier at this range. Long-range fighting is generally accomplished by Rocket Jumping to a position above the enemy, where short range combat then takes precedent. Most importantly, almost all combat at all ranges with the Rocket Launcher should be done from a position that's elevated above your target. This makes hitting your target relatively easy (you can just splash the enemy to death), and makes hitting you relatively difficult (the enemy has to hit you directly). If you want to spam explosives at long range, use Demo pipe bombs, which deal over 100 damage at long range and suffer from no damage fall-off at range. Of course, they don't explode on impact and roll funny...meh. Thanks! This is just what I needed, now I at least know what I'm supposed to do. That makes learning much faster. I mean how is it supposed to be obvious that a rocket launcher is a short/mid range weapon In duel shooters like Quake and Unreal Tournament, rocket launchers are used for kills at a close-mid range. At longer ranges, you used the rocket launcher to zone your enemy out of pickups and such. TF is pretty much built on the foundation of Quake, a lot of Quake duelists find themselves comfortable at competitive play.
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Pffft screw the skill conversation. Can you light 5 people on fire in CS/COD/Quake/etc. and watch them run away in fear as you chase after them? No. <3 TF2, the Most fun FPS I have ever played.
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its okay. i need to play more
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dam.. does the medic is supposed to finish with high score? it's the second time I played medic.. was on dustbowl and I finished with liek +60 points then anyone O.o
Medic seem OP for making mass points lol :D
Will try to go HW tonight and see if I can go on rampage just like I did with soldier last time !
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On June 24 2011 10:54 Marou wrote: I am so sad they didnt made a mac client for this game, i loved team fortress classic back in the days...conc jump all the way http://www.teamfortress.com/freetoplay/ says for windows and mac
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i heard it's full of kiddies now... confirm/deny.
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