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Team Fortress 2 Official PC Thread. SO. WORTH. IT.

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Twig

Banned
I'm sure I could find it if I just looked back a page, but is there a list of all the maps on the server (including stuff not in the rotation!)? I need to download them separately because every time I try to download FROM the server, it takes forever. I assume it's something on campus throttling the download speeds (even though my ping is far better than when I'm at home). With all the customs on the server lately, I can never play because by the time the download's even halfway done, the next map comes up, and then the server's full. Hah.

Also. Final Destination sounds... well, glorious. Icy took the words right out of my mouth! O:

EDIT: I looked back a page (lol) and saw the current rotation. That's easy enough. How about all the customs NOT in the current rotation? Just the two on this page? FD and the... other one?
 

Capndrake

Member
TheOneGuy said:
How about all the customs NOT in the current rotation? Just the two on this page? FD and the... other one?
I think what's not in rotation is:

-Ringking
-Sniper Brawl
-Crossunder
-Lazytown
-Convoy
-Final Destination
 

Twig

Banned
Thank you very much, sir!

EDIT: Castle2 or Castle3? O: Am I missing something? I found Castle3 on FPSBANANA, but Castle2's in the rotation? Something you didn't like about the new version?

EDIT DOUBLE: While I'm at it, are there any other maps that I should download older versions of?
 

Capndrake

Member
TheOneGuy said:
Thank you very much, sir!

EDIT: Castle2 or Castle3? O: Am I missing something? I found Castle3 on FPSBANANA, but Castle2's in the rotation? Something you didn't like about the new version?

EDIT DOUBLE: While I'm at it, are there any other maps that I should download older versions of?
He hasn't updated a few maps yet.
 

Cheeto

Member
Icy said:
I think I am making head way with these guys.. I may have a list of names of who reversed shortly. I so hope to god i get it......

Anyways.. There's a 90% chance I'm keeping the server up. Anyone who makes a donation, please PM your transaction information,etc when you donate beginning today. Any and all future donations will be refunded after 2 days if I get no PM. :D
Perfect, this should weed out the douches.
 

1-D_FTW

Member
Icy said:
Castle 3 has some like 2 bug fixes.. havne't bothered with it since those bugs were graphic issues...

Do they have the alternative exit on Stage 2 on Castle2? Maybe I didn't play Castle2 enough to notice it. I definitely noticed it with Castle3. Sniper alley was cleared up a bit with having to cover two exits.
 

Icy

Banned
1-D_FTW said:
Do they have the alternative exit on Stage 2 on Castle2? Maybe I didn't play Castle2 enough to notice it. I definitely noticed it with Castle3. Sniper alley was cleared up a bit with having to cover two exits.

Yeah all of that is in castle 2.
 

Waku

Member
Valve's cooking up a major stew.

http://www.computerandvideogames.com/article.php?id=180201&site=pcg

Starting with just two new items for the Medic, Valve are going to be gradually rolling out new, unlockable weapons for every class. These will be alternative versions of their current loadouts that, once unlocked by earning a certain number of achievements, you can pick and choose from on a new 'Loadout' menu.

Advertisement:
The unlockables aren't just beefed up versions of the weapons, they balance major advantages and disadvantages to fundamentally alter the role of that class. The first Medic unlock, for example, is called the Overhealer. Instead of temporarily buffing people's health to 50% above their normal maximum, it permanently boosts them to double their standard health. The downside is that it'll be dramatically worse at building Ubercharge - in fact, Valve are toying with not letting it Uber at all.

No details on what the second unlock they'll be rolling out in this update will be, beyond the basics: it'll be another Medic healing ray, and it'll change the way the class plays all over again. The first is earned by acquiring half of the thirty-five new Medic achievements, the second for acquiring them all.

The new game mode is showcased in Goldrush - the map that will ship alongside cp_badlands in a little over a month from now. One team must escort a small mining cart through a series of Dustbowl-like map segments. The cart moves faster the more Blue players are near it, but stops entirely if even one Red player is in range. Blue have to escort the cart all the way to Red's headquarters within a certain timelimit.

The new mode, current unnamed, is awesome fun. It concentrates the action around one point, keeping it intense and frenetic, but that point is constantly moving. That means the tactical landscape is constantly changing, Engineers have to rethink their Sentry positions as the cart grinds forth, and everyone has to adapt constantly as they play. And crouching alongside the cart, using it as a piece of mobile cover from enemy snipers as it crawls along agonisingly slowly, is hilarious.
 

trh

Nifty AND saffron-colored!
holy shit, that's quite a drastic change. unlockable is kinda stupid though


lol @ medic-less teams vs a bunch of 600 hp heavys and 400 hp soldiers :lol
 

Waku

Member
I don know. Seeing how ridiculously perfectly balanced TF2 is i trust Valve more than ever to find the perfect Balance again and keep the Standart Class Configurations viable alongside the new Loadouts.
 

Capndrake

Member
I think the other Medigun will only heal to max health, but charges uber extra fast.

Seeing as they said all classes would be seeing the same change eventually, I wonder what they'll get.
 

Won

Member
Unlockables only for one class will not end well. Especially with Valves dev. speed. Throwing knives for my spy in 2010 confirmed. :(
 

1-D_FTW

Member
I'm not a fan of tying to unlockables, either. Valve games are too good to need gimmicks like that. The new maps/mode sound pretty awesome though.

Agree with the above post. Medic needs more incentive to play, so it's cool they did him first. But you have to hope the rest come in a timely fashion. Those sound like massive changes and if certain classes have to wait a year to get their upgrade, that's gonna be messed up.
 

Davidion

Member
The new changes sound awesome. However, I think it'd be a boon for all players if servers were allowed to dictate whether or not they want to use the new weapons and unlockables.

Won said:
Unlockables only for one class will not end well. Especially with Valves dev. speed. Throwing knives for my spy in 2010 confirmed. :(

Ugh, I hope I'll never have to play against you once that happens. :lol

For all the changes that they could make, they need to look into a wall climbing skill for scouts. Can you imagine the chaos?
 
Wow, if this doesn't fuck up the balance it could be really interesting. These weapons are switched in real time right? It'd be pretty lame to have to pick one.

Goldrush is gonna be epic, can't wait.
 

Doytch

Member
PillowKnight said:
Wow, if this doesn't fuck up the balance it could be really interesting. These weapons are switched in real time right? It'd be pretty lame to have to pick one.

Goldrush is gonna be epic, can't wait.

I think you pick one. Like, the hose, OR the overhealer.
 
On further consideration...sounds pretty lame. I just realized how much fun it would be fighting a 600 hp heavy without a medic :|. Usually it's and uphill battle but not impossible.
 

1-D_FTW

Member
Thinking about it some more, I hope to hell sniper is the last class to receive this. You know when these things are released, there's gonna be shitloads of people playing that class to unlock all the achievements. Servers full of 20 snipers would send me into a one month sabbatical.

Or force me to finally start playing spy and go on a knife spree.
 

Crushed

Fry Daddy
I dunno... part of the reason 450HP Heavies are so hard to kill is because they have a Medic hosing them to replenish their health while it's going down.

A 600HP Heavy whose health isn't constantly regenerating might be a lot easier to take down than you think, if you just stay out of his line of fire.




I wonder what Pyro will get though. I'm betting that one of his unlockables will be the return of the Incendiary Cannon: weak primary damage, but the rocket splash sets opponents on fire from a distance. That'd be a neat replacement for the Shotgun, and it'd retain the Pyro's ability to discoordinate and wreak havok on clustered enemy groups without necessitating a suicidal close-range ambush.

Maybe for the Flamethrower replacement, he'll get a Flamethrower with weaker max damage, but less damage/distance dropoff, longer range, or less chargeup?

Or, maybe a Flamethrower with less damage, but more afterburn damage, and enemies who are on fire can spread the flames by touching other enemies, similar to the old Medic infection.
 

Twig

Banned
Wow that is quite a drastic change. O:

It sounds iffy, but I trust Valve, so I'l just have to wait and see how it plays out.
Crushed said:
I'm betting that one of his unlockables will be the return of the Incendiary Cannon
May I suggest a Molotov Cocktail?
 
Crushed said:
I dunno... part of the reason 450HP Heavies are so hard to kill is because they have a Medic hosing them to replenish their health while it's going down.

A 600HP Heavy whose health isn't constantly regenerating might be a lot easier to take down than you think, if you just stay out of his line of fire.




I wonder what Pyro will get though. I'm betting that one of his unlockables will be the return of the Incendiary Cannon: weak primary damage, but the rocket splash sets opponents on fire from a distance. That'd be a neat replacement for the Shotgun, and it'd retain the Pyro's ability to discoordinate and wreak havok on clustered enemy groups without necessitating a suicidal close-range ambush.

Maybe for the Flamethrower replacement, he'll get a Flamethrower with weaker max damage, but less damage/distance dropoff, longer range, or less chargeup?

Or, maybe a Flamethrower with less damage, but more afterburn damage, and enemies who are on fire can spread the flames by touching other enemies, similar to the old Medic infection.
Well it says it boost people permanently up to max...I took that to mean they're still being healed though. Even though that makes no sense. So you'd easily have your entire team at double max hp ? Hm, maybe it's a per life, so if they die the max health boost goes away.

Interesting pyro buffs, maybe he'll finally get some kind of secondary fire. Hopefully there is an excuse to throw blue fire in there somewhere.
 

Davidion

Member
Crushed said:
Eh, that seems too much like a... (gasp) grenade.

I think an exception may be made. The incendiary grenade in TFC was the one nade that you could spam all day long and no one would complain...mainly because it didn't do jack. :lol

I'm excited to see some additional Pyro buffs/add-ons, imo it's the one class that could really use some extra abilities right now.
 

Twig

Banned
Crushed said:
Eh, that seems too much like a... (gasp) grenade.
Grenade schmenade, I just want to throw wine bottles at people. ;_;

It would serve the same purpose as your incendiary cannon, only possibly with a little less range? But it would be a molotov cocktail awesome.
PillowKnight said:
Hm, maybe it's a per life, so if they die the max health boost goes away.
Well I would certainly hope so. Anything else would just be ridiculous. Actually I would expect that it's only permanent for as long as you have that amount of health. That is, one medic buffs you to double health, but you lose it all. Another medic (not using the Overhealer equipment set) wouldn't be able to heal you all th eway back to double health. Same goes for medic packs. They'll only heal you back to your standard however-much-health-your-class-has.
 

Crushed

Fry Daddy
PillowKnight said:
Well it says it boost people permanently up to max...I took that to mean they're still being healed though. Even though that makes no sense. So you'd easily have your entire team at double max hp ? Hm, maybe it's a per life, so if they die the max health boost goes away.
I was thinking something like that (per life), or else it doesn't make any sense to mention that the old one was "temporary" (i.e., it drains away when they're not being healed).

Hopefully the Medic has to choose one person to buff.
 

Davidion

Member
TheOneGuy said:
Well I would certainly hope so. Anything else would just be ridiculous.

I'd think a medic gun that heals slower, has no uber, but does the full 200% boost would be fine. The slower healing would prevent people from mindlessly charging into a firefight without having to worry about consequences, and the loss of uber would be a considerable detriment.

I don't think it's as intimidating as it may seem at first sight.
 
Yeah it is a good game changer for medic. During setup you'd have to pick whether you want to :
A) Get an uber going
B) Boost up 5-6 of your teamates to double health.

I don't like it though. Now not only will I have to worry about the asshat medic who's not doing his job, i'll have to worry about the asshat medic who's not doing his job while everyone else runs around at double hp :mad:.
 

Crushed

Fry Daddy
PillowKnight said:
Yeah it is a good game changer for medic. During setup you'd have to pick whether you want to :
A) Get an uber going
B) Boost up 5-6 of your teamates to double health.

I don't like it though. Now not only will I have to worry about the asshat medic who's not doing his job, i'll have to worry about the asshat medic who's not doing his job while everyone else runs around at double hp :mad:.
That's why I'm thinking it'll be a "pick one person" thing.

You start Overhealing someone to more than their maximum, then the last person you Overhealed will start dropping back to their normal max. It's just that if the Medic dies or stops healing, then the person won't naturally drain back down on their own.
 

JoeFu

Banned
So when is the "NeoGAF Achievement Grinding" event going to take place? I don't want to sacrifice good gameplay time with medics trying to get the achievements.
 

Twig

Banned
Davidion said:
I'd think a medic gun that heals slower, has no uber, but does the full 200% boost would be fine. The slower healing would prevent people from mindlessly charging into a firefight without having to worry about consequences, and the loss of uber would be a considerable detriment.

I don't think it's as intimidating as it may seem at first sight.
No, no, no, I have no problem with the overhealing. I just meant it would be ridiculous if it lasted even through death. d:
 

Davidion

Member
JoeFu said:
So when is the "NeoGAF Achievement Grinding" event going to take place? I don't want to sacrifice good gameplay time with medics trying to get the achievements.

It's times like these when we need bots for this game, so people can grind on their on time without screwing other peoples games.

In fact, I'm kinda surprised that there aren't any decent bot mods out already.
 

fallengorn

Bitches love smiley faces
New weapons sound great but I worried about balance issues now. And I hope the overcharge is distinct enough that I can tell which medic is which at a distance.

Goldrush sounds awesome though.
 

Icy

Banned
fallengorn said:
New weapons sound great but I worried about balance issues now. And I hope the overcharge is distinct enough that I can tell which medic is which at a distance.

Goldrush sounds awesome though.

why worry? Its inevitable. Get a bunch of new people playing with the standard "base" characters and then here comes Fallengorn with his uber leet Heavy. yeah of course there's going to be balance issues.
 

Twig

Banned
Icy said:
why worry? Its inevitable. Get a bunch of new people playing with the standard "base" characters and then here comes Fallengorn with his uber leet Heavy. yeah of course there's going to be balance issues.
Just like crits are unbalanced, right.

Valve is good at balance. I think it'll work out.
 

SexConker

Banned
Overhealer?
Hmmm...

So you heal a heavy to 600 and leave him - he doesn't drain automatically.

What if he gets shot and his health is 520? Can he heal up to 600 again by picking up health packs / sitting at a dispenser? What if he gets shot and his health is below 300?

What if you overheal someone else? Does the heavy's health cap stay? Does it slowly drain? Does it instantly vanish? What if the Medic switches classes? Or loadouts?

I can see it now:
Charge team to 200%.
Have a teammate charge you to 200%.
Have teammate switch to normal medic and charge uber.
Switch to the faster healing gun with no uber (the most probable other gun, unless Valve allows for chain healing or AoE...).

200% Normal Medic --> 200% Fasthealer Medic --> 200% Heavy

If the heavy takes damage, the normal medic can jump on him as well.
The normal medic can uber the fasthealer medic, and juggle the heavy while he's at it.
You can hide one medic behind a corner, and the medics can swap position if need be.
If a medic goes down, you've still got one double-health medic in the area.

I think the changes are unnecessary. I can't imagine how horrible it will be to get Engineers with more powerful SGs or demo men with two sticky launchers (and thus two separate groups to detonate).
This will certainly screw up the experience for anyone who is new to the game and doesn't have the unlocked stuff.
I for one have only a few chor...achievements completed. I think. I don't even know.

On the other hand, I'd love to see a scout loadout that would have 8 shots in the scattergun, or perhaps an alternate firing mode that fires two shots at once.
Or you know, just give me more ammo for the damned pistol. The engineer gets 200 + a clip, the scout gets 36 + a clip.

Let the speculation begin, I guess.
They should certainly roll out changes for all classes at once. I'd hate to see the damned games with all pyros or all snipers...

Any info as to when the changes will take place?
 

Icy

Banned
SexConker said:
Overhealer?
Hmmm...

So you heal a heavy to 600 and leave him - he doesn't drain automatically.

What if he gets shot and his health is 520? Can he heal up to 600 again by picking up health packs / sitting at a dispenser? What if he gets shot and his health is below 300?

What if you overheal someone else? Does the heavy's health cap stay? Does it slowly drain? Does it instantly vanish? What if the Medic switches classes? Or loadouts?

I can see it now:
Charge team to 200%.
Have a teammate charge you to 200%.
Have teammate switch to normal medic and charge uber.
Switch to the faster healing gun with no uber (the most probable other gun, unless Valve allows for chain healing or AoE...).

200% Normal Medic --> 200% Fasthealer Medic --> 200% Heavy

If the heavy takes damage, the normal medic can jump on him as well.
The normal medic can uber the fasthealer medic, and juggle the heavy while he's at it.
You can hide one medic behind a corner, and the medics can swap position if need be.
If a medic goes down, you've still got one double-health medic in the area.

I think the changes are unnecessary. I can't imagine how horrible it will be to get Engineers with more powerful SGs or demo men with two sticky launchers (and thus two separate groups to detonate).
This will certainly screw up the experience for anyone who is new to the game and doesn't have the unlocked stuff.
I for one have only a few chor...achievements completed. I think. I don't even know.

On the other hand, I'd love to see a scout loadout that would have 8 shots in the scattergun, or perhaps an alternate firing mode that fires two shots at once.
Or you know, just give me more ammo for the damned pistol. The engineer gets 200 + a clip, the scout gets 36 + a clip.

Let the speculation begin, I guess.
They should certainly roll out changes for all classes at once. I'd hate to see the damned games with all pyros or all snipers...

Any info as to when the changes will take place?

Scrrw the SGs. Give engineers Mechs.
 

Davidion

Member
SexConker said:
Wearable mechs? Or remote mechs?

I'm thinking one of these bad boys with a decal of a steaming cup of coffee and the word JAVA on the bottom. *nods*

Madcat.gif
 
What if he gets shot and his health is 520? Can he heal up to 600 again by picking up health packs / sitting at a dispenser? What if he gets shot and his health is below 300?

What if you overheal someone else? Does the heavy's health cap stay? Does it slowly drain? Does it instantly vanish? What if the Medic switches classes? Or loadouts?

Sounds to me like it's just the normal overcharge, only it goes higher and doesn't drain away automatically. So he brings your health up to 2x and that's it, he goes on his way and your health remains as long as you don't get damaged regardless of whether he heals someone else or switches classes. The only way to get back up to 600 would be from a medic with the right gun.
 
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