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On May 01 2013 21:34 LordWeird wrote:Looking for TLers to play TF2 with ![](/mirror/smilies/smile.gif)
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
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Australia4290 Posts
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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
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Comp Tf2? So how do you deal with half the game being abysmally broken? Do you ban pyros, engineers and pyros alltogether?
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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/
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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!
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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
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Australia4290 Posts
Process and standin are really nice, simple maps. Easy to learn. Good to see them getting pub release!
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Does anybody know what happened to leogeo2?
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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.
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Anybody still playing? Are there servers which only feature the original weapons?
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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$ire to balance the game for year$
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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.
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Cant use the new mm. Anyone else?
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Australia4290 Posts
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
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I haven't had any issues either, apart from getting placed into servers with ridiculous ping if I use the Find Game menu.
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Australia4290 Posts
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!
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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 !)
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