TF2

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  • GwahirGwahir Join Date: 2002-04-24 Member: 513Members, Constellation
    edited October 2007
    you mean early on when I kept dodging and resupplying as a medic and needling your stuff.... and you?

    edit: oh, and you guys had a well supported sentry defending the teleporter behind your base for the whole second half. The team just wasn't organized enough to get it down.
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    i was afk a good chunk of the night, i only remember the one map with the 2 bunkers and the water at the bottom between them, if thats the one your talking about. it was a fairly good map that i enjoyed, the only problem was my team wouldnt leave the damn base. all three caps were me booking it out there and getting their intel as a scout. even when i dropped the intel right outside our own base no one would leave to go get it. but it seemed like a pretty good map. at first i thought it was a new official map, it went along with the style of the game quite well, but i guess its not that difficult to achieve that type of cartoony look when they give you all the textures.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    btw portal release in ~13.5 hours, just double clicked it and it has a timer <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • GwahirGwahir Join Date: 2002-04-24 Member: 513Members, Constellation
    episode 2 has the same thing.

    Not going to stay up for this one, the timer places it at 3am, midnight pacific and I'm eastern.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1654869:date=Oct 9 2007, 07:37 PM:name=Gwahir)--><div class='quotetop'>QUOTE(Gwahir @ Oct 9 2007, 07:37 PM) <a href="index.php?act=findpost&pid=1654869"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->episode 2 has the same thing.

    Not going to stay up for this one, the timer places it at 3am, midnight pacific and I'm eastern.<!--QuoteEnd--></div><!--QuoteEEnd-->
    meh I wouldn't know about ep2, the damn thing won't preload past 44% <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />

    stupid steam servers!
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->can't bounce like that and explode on impact anymore,<!--QuoteEnd--></div><!--QuoteEEnd-->

    Last night I was playing and they exploded on impact. They don't explode when someone runs across them, but if they're mid flight and someone gets in the way then they do explode on impact. I'm 99.99% sure.
  • DiscoZombieDiscoZombie Join Date: 2003-08-05 Member: 18951Members
    <!--quoteo(post=1654887:date=Oct 9 2007, 03:42 PM:name=Haze)--><div class='quotetop'>QUOTE(Haze @ Oct 9 2007, 03:42 PM) <a href="index.php?act=findpost&pid=1654887"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Last night I was playing and they exploded on impact. They don't explode when someone runs across them, but if they're mid flight and someone gets in the way then they do explode on impact. I'm 99.99% sure.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I believe someone said they won't explode on impact past the first bounce.
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    edited October 2007
    <!--quoteo(post=1654887:date=Oct 9 2007, 09:42 PM:name=Haze)--><div class='quotetop'>QUOTE(Haze @ Oct 9 2007, 09:42 PM) <a href="index.php?act=findpost&pid=1654887"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Last night I was playing and they exploded on impact. They don't explode when someone runs across them, but if they're mid flight and someone gets in the way then they do explode on impact. I'm 99.99% sure.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You are both right.

    A grenade will explode under the following circumstances:

    If a grenade hits a player or a players building and has not hit a part of the level before, it will explode.
    If the grenades timer runs out it will explode.


    If a grenade hits a player or a players building AFTER it hit a part of the level it will NOT explode it will simply wait for the timer to run out.

    -spawn nade
    -life=1
    -setup nade_timer
    -if nade_timer=0 then call explode_nade
    -if nade collides with level mesh then set life=0
    -if nade hits player and life=1 then call explode_nade
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    Yeah, in the early beta versions, the demoman grenades were stupidly easy to hit with and exploded on contact during any bounce. This meant you could slide grenades over a person's feet at long range and still instagib them. Now, they follow the TFC/FF rules of being contact if they hit before the first bounce, and becoming a timer grenade if they hit during any other bounce. The grenades also seem to have a smaller proximity radius and move a little slower now. This seems like a small change but it really changed how the demoman is played. Before you could just run around instagibbing everyone with your grenades of death, but now you must rely much more on stickybombs to kill players and turrets - you'll see some demomen who have eschewed the grenade launcher totally and kill people by waiting for them to be distracted and detonating stickbombs at their feet. It's more effective then it sounds. Also, it's worth noting that the demoman has the highest single damage weapon in the game, save for the sniper rifle and backstab, and even one critical grenade can blast right through a heavy and the medic healing him. This is also deadly considering the close range implications of most weapons - the grenade launcher is most effective up close, and a close range grenade will frequently instakill most classes with 125hp, though a scout will probably survive if he's moving fast enough.
  • GwahirGwahir Join Date: 2002-04-24 Member: 513Members, Constellation
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Team Fortress 2

    * Improved driver checks for various cards that can have problems with specific driver versions
    * Various updates to Russian and Polish localization
    * Fixed loading screen and intro movie showing up on Windows Vista with full screen AA
    * Spies can no longer reload their revolver while cloaked
    * Demomen grenades now collide with players and Engineer buildings after the first bounce, but still won't explode on contact
    * Improved startup network initialization to catch issues with server firewalls popping up in the background
    * Fixed a sound corruption issue which could cause audio popping
    * <b>Fixed achievement storage issues that caused a problem with the Head of the Class achievement</b><!--QuoteEnd--></div><!--QuoteEEnd-->

    there we go, thought it was strange that my progress would decrease.
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    edited October 2007
    <!--quoteo(post=1655015:date=Oct 10 2007, 01:48 AM:name=Gwahir)--><div class='quotetop'>QUOTE(Gwahir @ Oct 10 2007, 01:48 AM) <a href="index.php?act=findpost&pid=1655015"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->there we go, thought it was strange that my progress would decrease.<!--QuoteEnd--></div><!--QuoteEEnd-->
    yah, mine was going really wonky for a while.

    Then one day (about the time they included the little popups when ever you complete an accomplishment) I logged in and had all save 1 done, I played 1 round, and it was done. (I am rather sure I had actually completed it, just my ranking never was updated).

    Well, I have gotten of them except for Friends, Well (I think, it might be granary), and the spy one (as I don't play spy much, and when I do I am to busy abusing sappers).

    I really can't figure it out. I keep on playing on servers where both teams are relatively good. spies are always killed instantly, SGs never stay up for long (unless there are 3 of them in the intelligence room), and most games end in stalemate.

    Over the past few days every game I play is one team dominating the other. Shut out on dustbowl (my SG never was taken down), scout rushes being unstoppable going the other way, full scout teams winning on defense on dustbowl, etc etc.

    meh.


    Oh, and I am VERY glad to see that nades will now STOP at SGs instead of sliding through them.
  • NeonSpyderNeonSpyder &quot;Das est NTLDR?&quot; Join Date: 2003-07-03 Member: 17913Members
    I'm not sure how long ago this was important to the thread, but I would just like to offer my two cents on the subject of 'scripting'.

    I despise with every fibre of my being any man, woman or child who uses a script to compensate for weaknesses inherent in their tiny human frames. To my very core I bristle with dark malevolence towards these people who forgo the honour of training their fingers and minds to perfection and beyond by playing the game pure and true to it's design, relying on reflexes and quick thinking to make the best of game mechanics, rather then relying on the cold efficiency of the machine.

    Down with scripts! Up with skirts! Train those fingers pure!
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    <!--quoteo(post=1655093:date=Oct 10 2007, 10:17 AM:name=NeonSpyder)--><div class='quotetop'>QUOTE(NeonSpyder @ Oct 10 2007, 10:17 AM) <a href="index.php?act=findpost&pid=1655093"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm not sure how long ago this was important to the thread, but I would just like to offer my two cents on the subject of 'scripting'.

    I despise with every fibre of my being any man, woman or child who uses a script to compensate for weaknesses inherent in their tiny human frames. To my very core I bristle with dark malevolence towards these people who forgo the honour of training their fingers and minds to perfection and beyond by playing the game pure and true to it's design, relying on reflexes and quick thinking to make the best of game mechanics, rather then relying on the cold efficiency of the machine.

    Down with scripts! Up with skirts! Train those fingers pure!<!--QuoteEnd--></div><!--QuoteEEnd-->
    NeonSpyder must,
    Fix his computer so that,
    The rage will run dry.
  • NeonSpyderNeonSpyder &quot;Das est NTLDR?&quot; Join Date: 2003-07-03 Member: 17913Members
    <!--quoteo(post=1655099:date=Oct 10 2007, 09:32 AM:name=Thansal)--><div class='quotetop'>QUOTE(Thansal @ Oct 10 2007, 09:32 AM) <a href="index.php?act=findpost&pid=1655099"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->NeonSpyder must,
    Fix his computer so that,
    The rage will run dry.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yes, but don't change the subject. When you use scripts you play games with Satan by your side. Did you know that <i>back in the day</i> I used to be able to CLICK faster then some scripters could shoot their pistols in NS? That's right, no scripts baby just 100% pure finger.

    And bunnyhopping, Do not get me started on that pastime of the morally questionable. Just bunnyhopping is bad enough, but scripting it?

    Have you no shame?
  • LikuLiku I, am the Somberlain. Join Date: 2003-01-10 Member: 12128Members
    The Demoman is a damn lame class. They lead to stalemates if there's a good chunk of them on each team. You can't do anything except "roll" their Proximity nades away which really sucks, and they nearly always instagib.

    Pyro's need to be buffed again, the flame is close to useless and what happened to the Fireaxe? I cracked a Soldier with it three times and he managed to live.
  • sherpasherpa stopcommandermode Join Date: 2006-11-04 Member: 58338Members
    i hate how specialised the demoman is. granted, all the tf2 classes are specialised and have gaping weaknesses somewhere, but the demoman can't do anything at long range, and his short range fighting requires

    a) the paitence to plan ahead with sticky bombs. given the fast pace with soldiers and scouts, i just cant get used to sitting around for minutes at a time waiting for stuff to happen

    or

    b) a lucky point blank grenade shot

    or

    c) a skilled point blank grenade shot, but with only 4 shots you're unlikely to clip a mediocre scout who's kiting you with his scatter gun

    the most annoying thing is when i see a couple of demoman get mad scores on defense and i think "wow, they've mastered that class" but when i watch them all they do is point at the general vicinity of the attacker's spawn point and mouse1 them to death <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />

    <a href="http://steamcommunity.com/id/sherpa/stats/TF2" target="_blank">i've just given up</a> with the demoman
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Hold fire with the stickylauncher and you can shoot across any map. Snipers never see it coming.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    <!--quoteo(post=1658026:date=Oct 27 2007, 11:41 AM:name=sherpa)--><div class='quotetop'>QUOTE(sherpa @ Oct 27 2007, 11:41 AM) <a href="index.php?act=findpost&pid=1658026"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the most annoying thing is when i see a couple of demoman get mad scores on defense and i think "wow, they've mastered that class" but when i watch them all they do is point at the general vicinity of the attacker's spawn point and mouse1 them to death <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />

    <a href="http://steamcommunity.com/id/sherpa/stats/TF2" target="_blank">i've just given up</a> with the demoman<!--QuoteEnd--></div><!--QuoteEEnd-->That's pretty much how people get massive Demoman scores. It's really just a question of getting the most amount of grenades across the largest area and racking up the kills/assists. But they are hideously crap when anyone with an ounce of skill gets up in their faces. At that point you just need to have the awareness and confidence to switch to the stupid bottle so slap people down. But if it's a Soldier or a Scout or a good Sniper/Engy you're pretty much screwed. If it's a Pyro forget about it!
  • SvenpaSvenpa Wait, what? Join Date: 2004-01-03 Member: 25012Members, Constellation
    <!--quoteo(post=1658030:date=Oct 27 2007, 01:06 PM:name=Crispy)--><div class='quotetop'>QUOTE(Crispy @ Oct 27 2007, 01:06 PM) <a href="index.php?act=findpost&pid=1658030"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's pretty much how people get massive Demoman scores. It's really just a question of getting the most amount of grenades across the largest area and racking up the kills/assists. But they are hideously crap when anyone with an ounce of skill gets up in their faces. At that point you just need to have the awareness and confidence to switch to the stupid bottle so slap people down. But if it's a Soldier or a Scout or a good Sniper/Engy you're pretty much screwed. If it's a Pyro forget about it!<!--QuoteEnd--></div><!--QuoteEEnd-->

    Pfft, pyros. As the demoman has the same speed as a pyro, you just retreat and fire stickys a bit in front of yourself or at yer feet. The pyro doesn't see you firing em as the flame is pretty much in the way and thus runs straight at any stickys. You probably will catch on fire but any real close damage isn't normally dealt unless really surprised.

    And as <b>I</b> mentioned before, charged stickys are the snipers and turrets worst fear. Thusly the demo can be used at any range and don't forget sticky jumping out of bad situations (seriously, soldiers and demos sticky/rocket jump way too little).
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    I was talking about if they're 'in your face' (i,e, hidden round a corner).

    But an escape sticky jump is quite appealing.
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    <!--quoteo(post=1658036:date=Oct 27 2007, 08:23 AM:name=Svenpa)--><div class='quotetop'>QUOTE(Svenpa @ Oct 27 2007, 08:23 AM) <a href="index.php?act=findpost&pid=1658036"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Pfft, pyros. As the demoman has the same speed as a pyro, you just retreat and fire stickys a bit in front of yourself or at yer feet. The pyro doesn't see you firing em as the flame is pretty much in the way and thus runs straight at any stickys. You probably will catch on fire but any real close damage isn't normally dealt unless really surprised.

    And as <b>I</b> mentioned before, charged stickys are the snipers and turrets worst fear. Thusly the demo can be used at any range and don't forget sticky jumping out of bad situations (seriously, soldiers and demos sticky/rocket jump way too little).<!--QuoteEnd--></div><!--QuoteEEnd-->
    I gotta say, I did something I was really damn proud of recently.

    I managed to hold off a demo trying to stiky my SG by shooting his pipes away as fast as he could fire them <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    The problem with sticky and rocket jumping is that it hurts. Attempting to jump out of a sticky situation (no pun intended - or..?) can result in suicide or in losing the health that you need to win or get away.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Yeah, using rocketjumping to skip the enemy defenses or get a good view of the area is one thing, but getting an opportunity to use it to flee (which you normally don't do as either class) is ... improbable.
    I wish there were more spots you could use the ability in though. For, say, Granary, it'd be nice if you could rocketjump up on the buildings between the middle and storage cap points. At least 2 per map.
  • SvenpaSvenpa Wait, what? Join Date: 2004-01-03 Member: 25012Members, Constellation
    Let me draw something for you.

    Height
    l
    l- x
    l=
    l ==
    l====
    l ======
    l y =========
    l_________________________ Ground

    x = YOU rocket/sticky jumping
    Y = ENEMY
    = Average amount of dangerous HP damaging fire on that level

    Up there you will have superior observation and firing range advantage, while short it allows you to fire at least 2 rockets/grenades before "landing" on the ground again (normal instinct is to back away when you fly up and fire at those who are close, further saving you from pursuit) and probably taunt enemies to try and shoot you midair (only really lucky ######s manage this or snipers) which also contribute of your chances to escape after have landed (less ammo to spend hitting you on ground level!). A ledge will definitively save your arse from fire, even if just a second. Countless times have I in dustbowl 2 rocket and sticky jumped to the middle house and avoided certain death, it also helps with 2 50% health kits spawning inside. That's another thing, use health boxes, maximize their use to your team by rocket jumping and healing away the damaged caused, all while blowing the enemy away while they group in bottle necks.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    Yes, but while there is far more damaging fir on ground level, what you have to do is average it over the time you're in the air and see if it exceeds the damage you take from rocket jumping.
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    I don't know if I'm doing rocketjumping wrong, but getting off more than one shot before you hit the ground again seems... unlikely to me.
  • sherpasherpa stopcommandermode Join Date: 2006-11-04 Member: 58338Members
    without a medic i don't ever bother rocket jumping. isn't the health loss close to 25% for a soldier?
  • MonkfishMonkfish Sonic-boom-inducing buttcheeks of terrifying speed&#33; Join Date: 2003-06-03 Member: 16972Members
    I seem to be the only person I know that can properly f*****g demo jump
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    <!--quoteo(post=1658073:date=Oct 27 2007, 01:45 PM:name=Sonic)--><div class='quotetop'>QUOTE(Sonic @ Oct 27 2007, 01:45 PM) <a href="index.php?act=findpost&pid=1658073"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I seem to be the only person I know that can properly f*****g demo jump<!--QuoteEnd--></div><!--QuoteEEnd-->
    Go play with Ziggy, the man can fly! (right into a ban stick!)

    Seriously, He is REALLY good at pipe jumping.
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