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[TF2] Let's Play~!!!!! - Page 52

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KarlKaliente
Profile Joined March 2012
United States434 Posts
May 13 2013 22:06 GMT
#1021
On May 01 2013 21:34 LordWeird wrote:
Looking for TLers to play TF2 with


Add me on steam www.steamcommunity.com/id/carl

I've recently retired after 5 years of 6v6, looking to enjoy the simpler pleasures in life that is pubbing
UMS > Melee
DropBear
Profile Blog Joined January 2011
Australia4400 Posts
May 17 2013 20:41 GMT
#1022
New update

http://www.teamfortress.com/roboticboogaloo/

Basically seems like its just a whole bunch of new hats.

Sucker for nostalgia
AcidReniX
Profile Joined January 2008
United Kingdom66 Posts
Last Edited: 2013-06-27 18:28:23
June 27 2013 18:27 GMT
#1023
If anyone is interested in watching competitive TF2, check out:

http://arxandbeta.com
http://twitch.tv/vanillatv

We will be commentating a game tonight in about 45 minutes from this post (on the VanillaTV channel). Just figured this post would be the best place to put it .

Comp TF2 is my second love, right behind Starcraft
wasd
Hulter
Profile Joined December 2012
New Zealand6 Posts
July 03 2013 02:43 GMT
#1024
Comp Tf2? So how do you deal with half the game being abysmally broken? Do you ban pyros, engineers and pyros alltogether?
AC3
Profile Joined April 2006
Canada337 Posts
July 03 2013 03:12 GMT
#1025
On July 03 2013 11:43 Hulter wrote:
Comp Tf2? So how do you deal with half the game being abysmally broken? Do you ban pyros, engineers and pyros alltogether?

I'm not an expert on comp TF2, but in short yes, there are restrictions on classes and weapons.

Quick search found the rules for the tournament linked to above http://etf2l.org/rules/season-15-rules/
"The idea is to try to give all of the information to help others to judge the value of your contribution; not just the information that leads to judgment in one particular direction or another" -- Richard Feynman
KarlKaliente
Profile Joined March 2012
United States434 Posts
Last Edited: 2013-07-03 14:11:07
July 03 2013 14:01 GMT
#1026
On July 03 2013 11:43 Hulter wrote:
Comp Tf2? So how do you deal with half the game being abysmally broken? Do you ban pyros, engineers and pyros alltogether?


There are class limits to restrict the over powered classes (medic and demo), and the classes that make gameplay boring (heavy and engy). Only one of each are allowed. All other classes you are allowed up to two of (in 6v6). The typical lineup is one demo, one med, two scouts, and two soldiers. There is also a 9v9 format (highlander), where each team must use one of each class.

Ironically pyro and engy are probably the two least used classes in 6v6 due to their ineffectiveness. They are very immobile, and they have a relatively low damage output. There are occasions where they are used but 9 times out of 10 a soldier or scout is a better choice.

edit: Hi Arx!
UMS > Melee
karazax
Profile Joined May 2010
United States3737 Posts
July 11 2013 02:54 GMT
#1027
Huge update fixed a bunch of map exploits and changed a bunch of items, including removing all set bonuses, and buffed and nerfed some weapons:

Update notes:
+ Show Spoiler +

Update notes:

General:
Added over 60 Gold Star community-submitted Workshop items
Summer Claim Checks can now be redeemed for Summer Coolers
Summer Cooler Keys are now available in the Mann Co. Store
Map Stamps and Strange Filters for the new community maps cp_standin and cp_process are now available in the Mann Co. Store

Reduced intensity of Bleed and Jarate screen effects under DX8
Added text search functionality to the backpack and the store
Added tf_hud_show_servertimelimit to display the server’s per-map time limit on the in-game HUD
In MvM, if all team members unready, the pre-round countdown will stop
In MvM, when robots are killed by sniper headshots or explosive headshot upgrade, they will drop ‘red’ money that will automatically be collected when it would otherwise dissolve
Fixed a bug with the Unusual Adjustment Slider that would cause changes not to take effect
Double-clicking a crate will now take you to the appropriate key in the store
By default, items with non-standard qualities (i.e., strange, unusual) will not be selectable as craft ingredient. The ingredient selection UI has a checkbox to disable this feature and allow selection.
Unusuals and Stranges no longer stack in loadout equip pages
Fixed a bug that would sometimes cause incorrect Steam Community Market prices to be shown on item tooltips when using non-USD currencies
Fixed a bug that would cause the popular items page in the store to not always update correctly
Fixed a bug where disguised red spies spawned a blue heal particle when touching healthkits
Fixed a bug where certain projectiles and Engineer building gibs could cause doors to become stuck
Fixed a bug where crouch animations would not properly play while in humiliation state
Fixed a bug where full ÜberCharge effects would always show on the client if a player was killed with full ÜberCharge
Fixed a bug that allowed custom item names/descriptions containing HTML to sometimes change the appearance of items in Steam Community
Fixed level 3 dispensers missing geometry
Fixed level 2 dispensers appearing identical to level 1 dispensers at certain LODs
Fixed the Marked-For-Death effect showing over the head of disguised or stealthed players
Fixed suicide deathnotices showing the dead player's last deployed weapon instead of the skull and crossbones
Fixed characters in the loadout page sometimes appearing as if they were cloaked
Weapon attributes will now show in the same order in-game and in Steam Community
Support for the ITFItems/GetPlayerItems and ITFItems/GetSchema WebAPIs have been removed
Added support for the Oculus-native distortion function via the "oculus_use_ovr_distortion" convar in VR mode


Maps: Added cp_standin and cp_process
Renamed mvm_coaltown_event to mvm_ghost_town to fix a problem with voting for challenges in MvM when on Coal Town


cp_badlands Fixed jumps being ruined by small rock ledge near spiral
Fixed prop collisions
Fixed clip smoothing

cp_dustbowl Fixed players building in Blu's first spawn
Fixed players shooting through rocks in stage 2
Fixed collision in tunnels in stage 2
Fixed textures not displaying properly in Pyrovision
Fixed lighting on cliff faces
Fixed skybox error in stage 3.
Fixed players getting killed through the ceiling under stage 2 cap 1
Adjusted ceiling height in stage 3 tunnel for better clearance
Cleaned up prop collision

cp_egypt Fixed clip brush exploits
Players can no longer build on top of arches and high ledges

cp_gorge Players can no longer build in Blu's first spawn room
Changed scale of water texture

cp_granary Fixed improper orientation on arrow signs
Fixed players getting above red forward spawn
Fixed players building on cargo containers inside spawn room
Fixed holes in skybox geometry
Removed collision from hanging lamp over Red spawn
Removed collision from security cameras above Red and Blue spawns
Mirrored fence alcove from Blu final cap arena to Red side
Balanced collision of rocks in final capture arenas
Re-ordered spawns in the first spawn room to be consistent between Red and Blu

cp_gravelpit Clipped roof of building over cap A
Removed helthpack under terrain
Added decals under health kits and ammo packs

cp_gullywash Fixed players getting out of the map near the middle capture point
Fixed collision exploits near middle capture point

cp_mountainlab Fixed collision issues on the ladders and hill that lead to the first point
Fixed static prop lighting

cp_steel Fixed players blocking Blu's spawn exit door leading to capture point B
Fixed collision on ledge near capture point B
Players can no longer build inside Red spawn room.
Blu spawn point over grate removed.



ctf_2fort Fixed building inside of spawn doors
Fixed clipping exploits on battlements
Fixed height of door leading to spiral stairs in Blu base so players can now crouch past a placed dispenser
Cleaned up prop collision
Smoothed clipping on wagon wheel and other props

ctf_well Fixed players jumping out of the map



koth_king Health and ammo packs now match on Red and Blu sides of the map
Players can no longer build in spawn doors

koth_lakeside Fixed rockets passing through terrain near the capture point

koth_viaduct Players can no longer build in spawn room rafters



mvm_bigrock Fixed players building on rock in cave section



pl_badwater Fixed player clip brush exploits and missing player clip brushes on roofs and rock walls
Fixed player clip smoothing
Fixed fence collisions
Fixed floating rocks in skybox
Fixed lighting on props
Fixed lighting on canyon vista
Handrails no longer collide with bullets and projectiles
Performance increase through poly reduction, model collision reduction and model fade distances
Players can no longer build inside Blu spawn room
Players can no longer be trapped with teleporters under the sign by the first capture point
Players can no longer enter the room overlooking the final cap through the windows before point 3 is captured
Players will now be crushed by closing doors upon the capture of point 2

pl_barnblitz Fixed building in the skybox above Red's final spawn
Teleporters will no longer self destruct when used on the battlements near Blu's first spawn

pl_frontier Fixed spawn doors not working properly after second capture.
Players can no longer build inside kill volumes
Players can no longer build inside of Blu's second spawn room
Red players can now enter the Blu team spawn upon round win

pl_goldrush Fixed collision on props and clip exploits
Fixed buildings being prohibited from construction in the garage near the end of stage 3
Players can no longer block the cart through the wall in stage
Players can no longer build in spawn exits
Players can no longer build on the shack roof near the end of stage 3
Players and buildings can no longer be killed through the floor in stage 1 in the upper room by the cap
Players can no longer build on the perch in stage 1
Handrails no longer collide with bullets and projectiles

pl_thundermountain Fixed gate visible through ceiling in stage 3
Fixed clipping in stage 3 Blu spawn
Prevented players from building in the cliffside kill zone in stage 1

pl_upward Fixed exploit where Blu team could be trapped in their final spawn room
Fixed gap in collision which allowed Blu players to be shot in their first spawn
Fixed fade distances on props in Blu spawn
Fixed players building under catwalk on the ledge of the final pit
Fixed clip brush exploits
Players can no longer be trapped by teleporting under stairs near final capture point
Players can no longer build inside of Red's final spawn room
Players can no longer build inside of spawn room doors
Players can no longer be trapped inside of the capture point sign
Prevented Blu team from entering final spawn room while it is neutral
Smoothed clipping collision
Collision performance increases
Handrails no longer collide with bullets and projectiles
Replaced floor texture in Red team final spawn room



plr_hightower Fixed clip brush exploit above building on cliff edge

plr_nightfall Fixed players jumping outside of the map
Reduced prop collision

plr_pipeline Fixed invisible faces
Handrails no longer collide with bullets and projectiles



tc_hydro Fixed clip brush exploit where players could get out of world
Fixed players getting on top of monument.






Items: The Chieftain's Challenge, Lord Cockswain's Pith Helmet, That '70s Chapeau, The K-9 Mane, The Stovepipe Sniper Shako, The Pounding Father, and Vox Diabolus can now be painted
"The Public Enemy", "The Urban Professional", and "The Dumpster Diver" sets will now show up as sets in the in-game
UI
Cursed Soul items (Halloween zombie skins) are now renameable
Strange Bacon Grease can now be gift-wrapped
Added LODs to the Airborne Armaments set items
Fixed Bison/Pomson projectiles getting stuck on doors
Fixed Baseballs and Jars sometimes going through thin geometry


Crit-A-Cola Removed: Damage taken mini-crits
Added: Damage taken increased 25%

Shortstop Added 20% bonus healing while deployed
Added 80% vulnerability increase to all push forces while deployed

Winger Added +25% Jump Height bonus when active

The Special Delivery (set) Removed: +25 max health on wearer
Added: Leave a calling card on your victims



Battalion's Backup Added additional +15% Sentry damage resistance to all teammates while banner effect is active (50% damage reduction while banner is active)
Rage is now generated from damage dealt instead of damage received

Black Box Rocket explosions now use correct sound

Beggar’s Bazooka Fixed an exploit that allowed players to hold a set fixed number of rockets (reload cancelling)
Misfired Rockets now remove one loaded rocket from the clip

Concheror Rage is now generated only from damage dealt
Buffed players now receive a speed boost, in addition to the previous Health-On-Hit effect

Cow Mangler 5000 Reduced clip size (from 5 to 4)
Removed -10% damage attribute
Removed 5% slower reload attribute
Added missing "sets players on fire" description text
New particles and sound

Escape Plan Players receive the Marked-For-Death effect after deploying, and for a short period after holstering.

Liberty Launcher: Removed: 25% reduced clip size penalty
Added: 25% reduced damage penalty

Original Rocket explosions now use correct sound

The Tank Buster (set) Removed: +20% Sentry damage resistance on wearer
Added: Leave a calling card on your victims



Phlogistinator Fixed "Mmmph" progress resetting after touching a resupply cabinet

Powerjack Added: 15% increase move speed while deployed
Added: 20% damage vulnerability to all sources

The Gas Jockey's Gear (set) Removed: +10% faster move speed on wearer
Removed: +10% bullet damage vulnerability on wearer
Added: Leave a calling card on your victims.



Chargin' Targe Added: Afterburn immunity

Loose Cannon Range no longer affects direct cannonball impact damage
Reduced charge time to 1 second
Added: Double-Donk (directly impacting an enemy within half a second before the bomb explosion) sound and particle effects
Double-Donk damage now mini-crits

The Expert's Ordnance (set) Removed: +10% fire damage resistance on wearer



Buffalo Steak Sandvich Removed: Damage taken mini-crits
Added: Damage taken increased 25%

Dalokohs Bar Increased amount of health restored per-bite from 15 to 25



Gunslinger Fixed a bug that caused mini-sentries to heal while being constructed

Rescue Ranger Minor increase in damage per bolt
Increased building healing from 50 to 75 per bolt

Short Circuit Ammo cost reduced when an attack destroys a projectile.

Wrangler: Slightly reduced accuracy of manually-controlled sentry at long range
Protective shield now fades 1 second after the owning Engineer dies



Crusaders Crossbow Changed arrow projectile to a large syringe
Added new trail effects
Smoothed out reload animation (DPS unchanged)
Fixed being able to heal players that are using items that block healing

Quick-Fix Added 50% Overheal
Über now affects the medic when there's no heal target
Shotguns with pushback (Force-A-Nature) no longer affect players under the effect of Quick-Fix’s Über

Vaccinator Über now fully absorbs crit damage for the selected damage type, but depletes Übercharge based on the amount of damage prevented



Bazaar Bargain Fixed the starting charge rate being -40% instead of -20%
Capped the max charge rate to 200%

Cozy Camper Removed movement penalty.
Added: Damage taken increased by 20%

Darwin's Danger shield Added: Bullet damage taken reduced by 15%
Added: Explosive damage taken increased by 20%

The Croc-o-Style Kit (set) Removed headshot immunity
Added: Leave a calling card on your victims



Dead Ringer When under the effect of Feign Death, damage taken decreases the duration of the effect

L'Etranger Added: 40% increased cloak duration

Spy-cicle Fixed a bug that would cause the charge meter to not reset when the spy was killed

The Saharan Spy (set) Removed: Reduced decloak sound volume
Removed: 0.5 sec longer cloak blink time
Added custom particle effects when taunting


DropBear
Profile Blog Joined January 2011
Australia4400 Posts
July 11 2013 05:56 GMT
#1028
Process and standin are really nice, simple maps. Easy to learn. Good to see them getting pub release!
Sucker for nostalgia
Kleinmuuhg
Profile Blog Joined September 2010
Vanuatu4091 Posts
July 11 2013 15:48 GMT
#1029
Does anybody know what happened to leogeo2?
This is our town, scrub
Nos-
Profile Blog Joined February 2011
Canada12016 Posts
Last Edited: 2013-07-21 19:41:09
July 21 2013 19:39 GMT
#1030
They have completely destroyed any semblance of sniper vs sniper. If you're not playing with the croc back, you're not going to win period. This is fucking atrocious. At least before, they can't quickscope you with the full croc set due to the inability to headshot, but now it's just pure frustration.
Bronze player stuck in platinum
Kleinmuuhg
Profile Blog Joined September 2010
Vanuatu4091 Posts
July 26 2013 19:05 GMT
#1031
Anybody still playing?
Are there servers which only feature the original weapons?
This is our town, scrub
Psychonian
Profile Joined March 2012
United States2322 Posts
Last Edited: 2013-08-11 23:58:59
August 11 2013 23:58 GMT
#1032
Bump worthy, IMO

http://cloud-2.steampowered.com/ugc/882989426023358256/02D1762815E99A984753440D0357D20FA7346CC6/

Could it be...??

EDIT: Holy shit that is a huge image.
Trans Rights
paper
Profile Blog Joined September 2004
13196 Posts
August 12 2013 02:19 GMT
#1033
On July 22 2013 04:39 Nos- wrote:
They have completely destroyed any semblance of sniper vs sniper. If you're not playing with the croc back, you're not going to win period. This is fucking atrocious. At least before, they can't quickscope you with the full croc set due to the inability to headshot, but now it's just pure frustration.


it makes me giggle that you think valve has had any de$ire to balance the game for year$
Hates Fun🤔
KarlKaliente
Profile Joined March 2012
United States434 Posts
August 12 2013 12:50 GMT
#1034
On August 12 2013 11:19 paper wrote:
Show nested quote +
On July 22 2013 04:39 Nos- wrote:
They have completely destroyed any semblance of sniper vs sniper. If you're not playing with the croc back, you're not going to win period. This is fucking atrocious. At least before, they can't quickscope you with the full croc set due to the inability to headshot, but now it's just pure frustration.


it makes me giggle that you think valve has had any de$ire to balance the game for year$


They just released an update rebalancing 25 weapons... Not that they did a perfect job of it but their heart is in the right place. They make all of their money off cosmetic nonsense, there is no reason to think that they are trying for a 'pay to win' style game. If anything they want to dumb down the game / make it easy to play so the playerbase is bigger.
UMS > Melee
Psychonian
Profile Joined March 2012
United States2322 Posts
August 18 2013 15:35 GMT
#1035
Bump. ESEA 6v6 champ is on, www.twitch.tv/esea_orange
Trans Rights
SilverStar
Profile Joined January 2012
Sweden18511 Posts
October 29 2013 22:32 GMT
#1036
Cant use the new mm. Anyone else?
DropBear
Profile Blog Joined January 2011
Australia4400 Posts
October 31 2013 14:05 GMT
#1037
5th Annual Halloween Special is live! Deets here http://www.teamfortress.com/

So many explosions! Really good time to get back into it while it's in fun mode.

On October 30 2013 07:32 SilverStar wrote:
Cant use the new mm. Anyone else?

Not sure what the deal is there, I haven't had issues
Sucker for nostalgia
ReignSupreme.
Profile Blog Joined September 2012
Australia4123 Posts
October 31 2013 14:41 GMT
#1038
I haven't had any issues either, apart from getting placed into servers with ridiculous ping if I use the Find Game menu.
DropBear
Profile Blog Joined January 2011
Australia4400 Posts
November 25 2013 08:55 GMT
#1039
Bumpity. Two Cities Update has been in effect a couple of days now. It is largely MvM based.

- Two New MvM tours
- Australium quality weapons
- Collector quality weapons
- Snakewater added as an official control point map
- MvM specific buffs to Medic and Soldier, 2 less used classes. Medic now can deploy an energy shield and revive players, soldier can unlock stunning rockets.
- Killstreak effects
- Couple of weapon buffs including Baby Face Blaster and Liberty Launcher

The MvM maps are super fun and Snakewater has been a competitive map for quite some time now, both are worth checking out!
Sucker for nostalgia
FaCE_1
Profile Blog Joined December 2006
Canada6184 Posts
November 28 2013 16:17 GMT
#1040
is there anyone still playing it? I just reinstalled TF2 and men Pub are just noob fest , I need somewhere to play where ppl are actually good. Any idea where i could go? server suggestion are welcome (im from NA east btw but any server are welcome !)
n_n
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