SenseiJinx said:Heh, I don't think it has too much to do with your mouse sensitivity!
Xizk said:I used like 13 when I played with an old mouse. Now it's around 3-5 on a mx518.
Javaman said:
Javaman said:This pic is full of awesome
Rlan said:I saw a new exploit in the weekend.
CTF_Well - Demomen, if you lay 2 grenades on the small bridges across the water, can explode themselves all the way to the top of the level. They can either sit up on an invisible plane, or actually make their way into the outside area and shoot shit down
Capndrake said:Oh man this guy is great:
http://www.vimeo.com/1334121
http://www.vimeo.com/1334185
http://www.vimeo.com/1334263
http://www.vimeo.com/1421798
http://www.youtube.com/watch?v=KB8-E5nq71s
:lol :lol :lol
PillowKnight said:Never really thought about that, concentrate on the reticule, if it's over the target it's a hit.
It's the latter. There's a reason why the characters automatically yell at the rest of the team to stand on the point. And no, there's no quicker way to mute.Vlad said:Am I missing some well-known strategy here, or is this just one of those all-too-common cases of public-server idiocy?
Oh, and is there a faster way to mute someone than by going to the Mute Player menu on the main screen?
PillowKnight said:Regarding the point discussion, yeah, if there's no one on the point anyone around should get on asap. Those guys were likely newbies who didn't know better.
On the other hand, if the point is being captured but is being blocked, you should not jump on it. Having multiple people blocking a point captures makes you all prime targets for crits, it also makes it more likely that you'll all be blown to bits by stickies, or get ambushed by a pyro. Basically, unless you're a pyro, if the capture's being blocked don't jump in, but do stay by the side lines ready to take up the capture block.
Ah maybe I wasn't clear enough. You don't just ignore the point, you stand by it shooting in, hence why I stated "Jump in". It's really a win-win sort of tactic, and it saves you from having to enter the melee that is the point. Honestly, this isn't something that's up for debate, if you observe experienced players you'll see that they never crowd around a point, they generally stick to the sidelines and deal with the opposition form the outside, assuming someone's on it that is.Vlad said:Eh, I don't know how well that would work, though. Sure, you MIGHT all get blown up, but if you hang back, then the point will get a little more captured in the time it takes to get over there to start blocking again. This would seem to be doubly important on the the later, quicker-capping points.
It just seems to me that it'd be a priority to get everybody possible over on the point to make sure it stays blocked and to help anybody else in the area clear out the opposing team.
It might just be how I end up playing... on Payload maps I'll often end up getting killed time after time just to nudge the cart forward a few feet each time. Sure, each individual push isn't all that helpful, but it keeps the thing from moving backwards and the short distances can add up over time, and help get past a tricky choke point.
Volcynika said:Last night sucked, my internet was lagging horribly, and my ping kept spiking up randomly, so it made the game near unplayable at points. :/
And I realize one of the people playing last night Java knew, but he was incredibly annoying at points. Abusing mic chat and going "PUSH THE CART PUSH THE CART PUSH THE CART" and whenever we did move on "Finally, we should've had that a long time ago" and "USE THE CART AS A SHIELD, JUST PUSH IT" got so irritating. Carts may help protect against sentry fire, but pyro players say "screw you" and can still burn you.
Argh.
Javaman said:I'm not sure who that was. The only ones I knew from last night were Pillowknight, Zero, and you.
Yessssssomgimaninja said:Valve announced today that the "Heavy Update," which it describes as "the largest update to Team Fortress 2 since it was first released," will be rolling out via Steam next week, August 19. The Heavy-focused revision will bring with it new maps, new Achievements, new game modes and a special installment of the "Meet the Team" video series. We're assuming that means the Heavy class will finally get his new weapon load out, as the Medic and Pyro have already done.
The developer is dolling out details on the Heavy Update throughout the week, with today's news drip focusing on a new officially released community map. Steel, a capture map, was created by Jamie "Fishbus" Manson.
"In addition to the three unlockable weapons and thirty-five achievements for the Heavy, we've got a new game mode with five new maps for it, a new Payload map focusing on more open spaces than Goldrush, and another popular community-made map. Throughout the rest of the week we'll be giving you the details on all this, and if all goes well, you'll have your hands on it shortly afterwards."
"In addition to the three unlockable weapons and thirty-five achievements for the Heavy, we've got a new game mode with five new maps for it, a new Payload map focusing on more open spaces than Goldrush, and another popular community-made map. Throughout the rest of the week we'll be giving you the details on all this, and if all goes well, you'll have your hands on it shortly afterwards."
Doytch said:^^ That's if the five new maps aren't just ctf_well type maps (ie, current maps with different game modes).
omgimaninja said:Valve announced today that the "Heavy Update," which it describes as "the largest update to Team Fortress 2 since it was first released," will be rolling out via Steam next week, August 19. The Heavy-focused revision will bring with it new maps, new Achievements, new game modes and a special installment of the "Meet the Team" video series. We're assuming that means the Heavy class will finally get his new weapon load out, as the Medic and Pyro have already done.
The developer is dolling out details on the Heavy Update throughout the week, with today's news drip focusing on a new officially released community map. Steel, a capture map, was created by Jamie "Fishbus" Manson.
"In addition to the three unlockable weapons and thirty-five achievements for the Heavy, we've got a new game mode with five new maps for it, a new Payload map focusing on more open spaces than Goldrush, and another popular community-made map. Throughout the rest of the week we'll be giving you the details on all this, and if all goes well, you'll have your hands on it shortly afterwards."
Bunny said:my video card recently borked, FUCK!
i won't be playing for a while
Bunny said:my video card recently borked, FUCK!
i won't be playing for a while
You've still got Drake to play with.Volcynika said:Who will duel me in snipers now?
Excluding PillowKnight
theydidntsaysevenmapstheyonlysaidtwoandthensaidfivearenaswhichcouldbelikethestagesinhydroforallweknowbutheavyheavywhirrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrTheOneGuy said:sevenmapstotalsixstraightfromvalveholyshit
n0b said:theydidntsaysevenmapstheyonlysaidtwoandthensaidfivearenaswhichcouldbeliketh estagesinhydroforallweknowbutheavyheavywhirrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr rrr
Thank you for reading the actual source, even though it took you a while.TheOneGuy said:"we've got a new game mode with five new maps for it"
That's not "arenas". That's "maps"!
If he misspoke that's a different thing entirely. But for now, five MAPS it is.
REJOICE.
EDIT: Okay, just read the blog. I assume "arenas" means it's a deathmatch type thing.
Sad.
Botolf said:So what's the IP of the server that Gaf likes to frequent now?
The way it was phrased suggests arenas = maps in this case.n0b said:Thank you for reading the actual source, even though it took you a while.
If it really is 7 maps, I'm all for it, but they specifically said arenas and not maps in that case, and honestly if they had 6 maps ready I think they would save them so they can bring updates out regularly.