ThansalThe New ScumJoin Date: 2002-08-22Member: 1215Members, Constellation
<!--quoteo(post=1660576:date=Nov 14 2007, 04:07 PM:name=Crispy)--><div class='quotetop'>QUOTE(Crispy @ Nov 14 2007, 04:07 PM) <a href="index.php?act=findpost&pid=1660576"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh man I just found out how to get an Engy onto the roof of B on GravelPit. That is HARSH.<!--QuoteEnd--></div><!--QuoteEEnd--> How?
And how does that help?
Any place you could put an SG would be fodder for soldiers or demos.
I mean, being able to keep a dispenser up there for Demos/Soldiers is rather awesome, but I fail to see it as a good SG location.
Not that much fodder. In order to get a clear line of sight to the sentry they have to expose themselves rather muchly, meaning that as long as you babysit your turret you can keep it alive pretty well.
ThansalThe New ScumJoin Date: 2002-08-22Member: 1215Members, Constellation
edited November 2007
where do you place it. If it can view the right side (when coming from C) then soldiers can get it from their enterance, and they should be out of range. IF it can only see left side, then it is pointless. And if you put it in one of the gables so it can look in at the CP, it is still useless....
Oh wow, teleporter would be slick <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
I need to test this all out on a listen server tonight <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
<span style='color:#000000;background:#000000'>Place a dispenser on the short ramp, that leads directly to the cap. Jump on the dispenser, get your teleporter ready and place it on the small foreroof. Use the teleporter. Now do a daring jump on the main roof and build away.</span>
You should be able to get a working teleporter+dispenser up there in 80 seconds and less. So if the whole enemy team does not rush B it works pretty well. Also: Roof=great spot for sniper, cause they can cover both exits <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
While we are talking about gravelpit. Someone, once, managed to clip a turret through the ground, right outside red spawn, all while it could shoot at you, but you couldn't shoot it back, really really annoying. Sadly I failed to get a screenshot of it, wonder if it was a bug/exploit or some kind of admin abuse/hack.
<a href="http://xs.to/xs.php?h=xs221&d=07464&f=tf2_demoman.JPG" target="_blank"><img src="http://xs221.xs.to/xs221/07464/tf2_demoman.JPG.xs.jpg" border="0" class="linked-image" /></a> This looked so much like Meet the Demoman that I had to save it.
locallyunsceneFeeder of TrollsJoin Date: 2002-12-25Member: 11528Members, Constellation
<!--quoteo(post=1660665:date=Nov 15 2007, 11:56 AM:name=Align)--><div class='quotetop'>QUOTE(Align @ Nov 15 2007, 11:56 AM) <a href="index.php?act=findpost&pid=1660665"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://xs.to/xs.php?h=xs221&d=07464&f=tf2_demoman.JPG" target="_blank"><img src="http://xs221.xs.to/xs221/07464/tf2_demoman.JPG.xs.jpg" border="0" class="linked-image" /></a> This looked so much like <b>Meat the Demoman</b> that I had to save it.<!--QuoteEnd--></div><!--QuoteEEnd--> Fixed
Have anyone noticed the FoV in options > Multiplayer? Setting it to 90 made a huge difference, corner hiding enemies and turrets are so much easier to spot but it also lowered my fps quite nicely.
AbraWould you kindlyJoin Date: 2003-08-17Member: 19870Members
<!--quoteo(post=1661501:date=Nov 22 2007, 02:35 PM:name=Svenpa)--><div class='quotetop'>QUOTE(Svenpa @ Nov 22 2007, 02:35 PM) <a href="index.php?act=findpost&pid=1661501"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Here's a cap I managed to take while Abrah and I had a awesome run as medic+soldier combo. [picture]<!--QuoteEnd--></div><!--QuoteEEnd-->
That run was awesome. To bad they kicked me for our killings though. The medic really works best with the soldier. The mobility of him, with his total amount of health works together nicely - and rocket jump damage is healed back up, no penalty.
For übercharge, I really love pyros, actually. High consistent damage output + high mobility + invincibility = death aplenty, especially in confined quarters. Soldiers lack a bit in the "consistent" department (though they're usually my second choice), and heavies lack mobility rather, well, heavily. A good (and I mean GOOD) demoman makes an excellent übercharge partner as well, but they're hard to come by.
However, a fully overhealed heavy can be quite an asset if he's ballsy and trusts in his medic. You can simply let him charge in and then only übercharge once his health falls low enough to make it necessary (and hope there's no sniper or lucky critrocket to ruin your party).
<!--quoteo(post=1661504:date=Nov 22 2007, 03:38 PM:name=Abra)--><div class='quotetop'>QUOTE(Abra @ Nov 22 2007, 03:38 PM) <a href="index.php?act=findpost&pid=1661504"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That run was awesome. To bad they kicked me for our killings though. The medic really works best with the soldier. The mobility of him, with his total amount of health works together nicely - and rocket jump damage is healed back up, no penalty.<!--QuoteEnd--></div><!--QuoteEEnd-->Soldiers aren't that great with ubercharge since they often just strafe back and forth from behind a corner what with the low amount of rockets. Constant fire is ideal, like pyro or hw, and pyro can move freely while attacking (but still suffers from short range).
Maybe it's just me but soldiers tend to get a lot more crits when on a killing spree rather then pyros and heavies, which makes them just as dangerous.
There was a thread on Steam claiming increased chance of crits occurs with consecutive kills made within seconds of eachother. The evidence from the tests also support my theory, that it's more to do with damage per second. The damage per second theory would explain why Soldiers get lots of crits (I've seen a crit rocket do 188 damage, so a normal is roughly half that).
AbraWould you kindlyJoin Date: 2003-08-17Member: 19870Members
Look closely, I said the medic in my opinion works best with the soldier, Ãœber is just the dot over the i. I don't know, I can follow the pyro, but I find the soldier to work better for me with a medic.
For general healing, pyros are not ideal. The average pyro's life expectancy is not very long, and he's liable to rush headlong into large enemy groups in hopes of setting as many of them on fire as possible. He's not as durable as the soldier is, and he has to put himself in harms way to use his flamethrower effectively, making him hard to keep alive. Once he's down there's nobody between you and the enemy. By extension, therefore, your lifespan when buddying with a pyro is shortened as well, making it harder to build up übercharge.
All of this changes, however, once you übercharge a pyro. His relative flimsyness becomes unimportant, and he can freely do what he does best: Charge right into the thickest concentrations of enemy players and spray napalm everywhere. An übercharged pyro is a ten-second firestorm that cannot be contained, cannot be extinguished and is awfully painful to ride out.
<!--quoteo(post=1661549:date=Nov 22 2007, 05:58 PM:name=lolfighter)--><div class='quotetop'>QUOTE(lolfighter @ Nov 22 2007, 05:58 PM) <a href="index.php?act=findpost&pid=1661549"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->For general healing, pyros are not ideal. The average pyro's life expectancy is not very long, and he's liable to rush headlong into large enemy groups in hopes of setting as many of them on fire as possible. He's not as durable as the soldier is, and he has to put himself in harms way to use his flamethrower effectively, making him hard to keep alive. Once he's down there's nobody between you and the enemy. By extension, therefore, your lifespan when buddying with a pyro is shortened as well, making it harder to build up übercharge.
All of this changes, however, once you übercharge a pyro. His relative flimsyness becomes unimportant, and he can freely do what he does best: Charge right into the thickest concentrations of enemy players and spray napalm everywhere. An übercharged pyro is a ten-second firestorm that cannot be contained, cannot be extinguished and is awfully painful to ride out.<!--QuoteEnd--></div><!--QuoteEEnd-->
A smart pyro with übercharge may be devastating, but the trick is to live long enough with that combo to build the bar up. All it takes is some minor splash damage followed by a crit rocket to take the pyro out.
A crit rocket has the potential to do some insane damage, far more then 188.
douchebagatronCustom member titleJoin Date: 2003-12-20Member: 24581Members, Constellation, Reinforced - Shadow
ive also noticed that when pyros get crits, its not just a single burst of flame that gets the crit, it lasts for a couple seconds or so. and this crit is incredibly powerful. as a pyro i critted right through a heavy and his medic in around a second, and im pretty sure they were at full health given they and i were the only ones around.
albeit its very tough to get crits with a pyro due to the low life expectancy.
AbraWould you kindlyJoin Date: 2003-08-17Member: 19870Members
<!--quoteo(post=1661549:date=Nov 23 2007, 12:58 AM:name=lolfighter)--><div class='quotetop'>QUOTE(lolfighter @ Nov 23 2007, 12:58 AM) <a href="index.php?act=findpost&pid=1661549"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->All of this changes, however, once you übercharge a pyro. His relative flimsiness becomes unimportant, and he can freely do what he does best: Charge right into the thickest concentrations of enemy players and spray napalm everywhere.<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh, I agree. Putting über on a pyro takes his vulnerability out of the equation, and can be extremely devastation.
By the way, the "crit stream" applies to quite a few weapons, not just the flamethrower: the pistol, the syringe gun, the assault cannon (that's what the heavy's main weapon is called, isn't it?), the sniper's submachine gun. All of these fire a couple of crits at a time. The syringe gun is actually quite devastating when it crits if only you can land hits.
Comments
How?
And how does that help?
Any place you could put an SG would be fodder for soldiers or demos.
I mean, being able to keep a dispenser up there for Demos/Soldiers is rather awesome, but I fail to see it as a good SG location.
Oh wow, teleporter would be slick <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
I need to test this all out on a listen server tonight <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
<span style='color:#000000;background:#000000'>Place a dispenser on the short ramp, that leads directly to the cap. Jump on the dispenser, get your teleporter ready and place it on the small foreroof. Use the teleporter. Now do a daring jump on the main roof and build away.</span>
You should be able to get a working teleporter+dispenser up there in 80 seconds and less. So if the whole enemy team does not rush B it works pretty well. Also: Roof=great spot for sniper, cause they can cover both exits <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
yea.. I played with a guy that did that. We basically won the round because they couldn't reinforce the capture points.
This looked so much like Meet the Demoman that I had to save it.
<img src="http://koti.mbnet.fi/retales/TF2/demoman.png" border="0" class="linked-image" />
This looked so much like <b>Meat the Demoman</b> that I had to save it.<!--QuoteEnd--></div><!--QuoteEEnd-->
Fixed
<a href="http://xs.to/xs.php?h=xs221&d=07466&f=tf2_spyline.jpg" target="_blank"><img src="http://xs221.xs.to/xs221/07466/tf2_spyline.jpg.xs.jpg" border="0" class="linked-image" /></a>
<a href="http://img49.imageshack.us/my.php?image=bruteislookinggoodhs9.jpg" target="_blank"><img src="http://img49.imageshack.us/img49/526/bruteislookinggoodhs9.th.jpg" border="0" class="linked-image" /></a>
Edit2: There, bothered to re-upload.
<a href="http://img519.imageshack.us/my.php?image=abrahsteamrollincm2.jpg" target="_blank"><img src="http://img519.imageshack.us/img519/3914/abrahsteamrollincm2.th.jpg" border="0" class="linked-image" /></a>
Have anyone noticed the FoV in options > Multiplayer? Setting it to 90 made a huge difference, corner hiding enemies and turrets are so much easier to spot but it also lowered my fps quite nicely.
*smacks self*
[picture]<!--QuoteEnd--></div><!--QuoteEEnd-->
That run was awesome. To bad they kicked me for our killings though.
The medic really works best with the soldier. The mobility of him, with his total amount of health works together nicely - and rocket jump damage is healed back up, no penalty.
However, a fully overhealed heavy can be quite an asset if he's ballsy and trusts in his medic. You can simply let him charge in and then only übercharge once his health falls low enough to make it necessary (and hope there's no sniper or lucky critrocket to ruin your party).
The medic really works best with the soldier. The mobility of him, with his total amount of health works together nicely - and rocket jump damage is healed back up, no penalty.<!--QuoteEnd--></div><!--QuoteEEnd-->Soldiers aren't that great with ubercharge since they often just strafe back and forth from behind a corner what with the low amount of rockets. Constant fire is ideal, like pyro or hw, and pyro can move freely while attacking (but still suffers from short range).
I don't know, I can follow the pyro, but I find the soldier to work better for me with a medic.
All of this changes, however, once you übercharge a pyro. His relative flimsyness becomes unimportant, and he can freely do what he does best: Charge right into the thickest concentrations of enemy players and spray napalm everywhere. An übercharged pyro is a ten-second firestorm that cannot be contained, cannot be extinguished and is awfully painful to ride out.
All of this changes, however, once you übercharge a pyro. His relative flimsyness becomes unimportant, and he can freely do what he does best: Charge right into the thickest concentrations of enemy players and spray napalm everywhere. An übercharged pyro is a ten-second firestorm that cannot be contained, cannot be extinguished and is awfully painful to ride out.<!--QuoteEnd--></div><!--QuoteEEnd-->
A smart pyro with übercharge may be devastating, but the trick is to live long enough with that combo to build the bar up. All it takes is some minor splash damage followed by a crit rocket to take the pyro out.
A crit rocket has the potential to do some insane damage, far more then 188.
albeit its very tough to get crits with a pyro due to the low life expectancy.
Oh, I agree. Putting über on a pyro takes his vulnerability out of the equation, and can be extremely devastation.