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

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speedpop

Has problems recognising girls
I really need a widescreen monitor already. Problem is I tend to leave it because I hook up the PC to the HDTV outside a lot of time.
 
I'm working on short, open, tough, single stage payload map at the moment. No gimmicky themes yet. If you'd like to give some feedback and try it out then hit me up on steam id sp_nce. Might be potential for a gaming age poster as an easter egg in return.

http://www.flickr.com/photos/stopmakingme/ it's pre-alpha at the moment but unlike a lot of mappers I'm determined to finish it because I think it's a valuable experience going through all the testing and refinements. The idea is that you need to control the walls to progress and clean out the buildings at each end of the map for cover.
 

Hazaro

relies on auto-aim
Visualante said:
I'm working on short, open, tough, single stage payload map at the moment. No gimmicky themes yet. If you'd like to give some feedback and try it out then hit me up on steam id sp_nce. Might be potential for a gaming age poster as an easter egg in return.

http://www.flickr.com/photos/stopmakingme/ it's pre-alpha at the moment but unlike a lot of mappers I'm determined to finish it because I think it's a valuable experience going through all the testing and refinements. The idea is that you need to control the walls to progress and clean out the buildings at each end of the map for cover.
I added you, I'd love to give it a look over.
 

Uncle AJ

Member
I'm so hopelessly addicted to this game... I've been meaning to write up a blog post about why I love it so much for the past month or so, and every time I sit down to write it, I end up playing TF2 for 3 hours instead. :lol
 

Proven

Member
Nice pics from all. I should try posting my slowly, oh so slowly, growing collection some time. First I have to remember to press F5 more.

I'd friend you for the map testage, but I'm housing a friend tomorrow night and I'm out Wednesday so earliest might not be until Thursday anyway.
 

Hazaro

relies on auto-aim
Looking forward to soldier update in the next few days, trading, getting hats off dead enemies, and overall balancing.
 

dojokun

Banned
Hazaro said:
More damage within a 20 or 30 second period iirc equates to a better chance of getting criticals.

They posted a graph of it.

Weapons start at 2%, melee at 10%. Weps can go to ?? and melee to ??

http://www.criticaltf2.com/2009/02/critical-hits-explained-yet-again.html
Okay, so that explains the logic in whether or not you get a critical hit, but I don't know what a critical hit DOES. What does it do exactly? And what do mini-crits do?
 

Hazaro

relies on auto-aim
dojokun said:
Okay, so that explains the logic in whether or not you get a critical hit, but I don't know what a critical hit DOES. What does it do exactly? And what do mini-crits do?
Criticals do 2-3x the damage and suffer no damage falloff (e.g. a pistol shot at point blank does 24 (damage ramp up bonus), at long range it only does 5) A long range crit pistol shot will do 36.

Mini-crits add 35% damage and also get rid of damage falloff.
 

Pctx

Banned
the hats are a quite frankly a joke. I've put over 400 hours+ into the game and haven't found a single one yet. The system is broke and I hope they balance it out a bit.

I am actually looking forward to the trade in of drops.
 

Cheeto

Member
Pctx said:
the hats are a quite frankly a joke. I've put over 400 hours+ into the game and haven't found a single one yet. The system is broke and I hope they balance it out a bit.

I am actually looking forward to the trade in of drops.
You've put 400 hours in 2 1/2 months?
 

Pctx

Banned
Cheeto said:
You've put 400 hours in 2 1/2 months?
I thought the drop ratio was based on time playing the game as in overall since the system went live?

And it's probably more than 400 hours in game since TF2 came out... but honestly, it drives me batty that I haven't found at least one yet.
 

fallout

Member
Pctx said:
I thought the drop ratio was based on time playing the game as in overall since the system went live?

And it's probably more than 400 hours in game since TF2 came out... but honestly, it drives me batty that I haven't found at least one yet.
You mean it ... drives you ... hatty?
 

dojokun

Banned
Hazaro said:
Criticals do 2-3x the damage and suffer no damage falloff (e.g. a pistol shot at point blank does 24 (damage ramp up bonus), at long range it only does 5) A long range crit pistol shot will do 36.

Mini-crits add 35% damage and also get rid of damage falloff.
Thanks. But wait, if crits do 2-3x dmg, then wouldn't that long-range-crit-pistol-shot do at least 48 dmg?
 

Javaman

Member
Same deal here. I've put in hundreds of hours since the patch but hadn't gotten a single new hat. I've pretty much given up at this point.
 
Me and Xizk are in a 6v6 team together, recently we've been doing some practice matches.

During a round of gravelpit Xizk stomped all over another team, so i made a vid before the demos expired with the next patch.

enjoy!
 

Hazaro

relies on auto-aim
dojokun said:
Thanks. But wait, if crits do 2-3x dmg, then wouldn't that long-range-crit-pistol-shot do at least 48 dmg?
Close range shots can do up to 150% damage so the base would be lower (16).
That's not the pistol damage iirc, but that's how it works.

That's why rockets and pipe bombs at point blank can kill scouts.
 

Capndrake

Member
fallout said:
I wonder how many hats he has.
I've used the idle program pretty much all the time, and I only have one hat. At least it's the Sniper one.

Also, people should stop saying snow is new and play more custom maps.
 

Jarate

Banned
it looks like the game is super balanced now, and a lot of the bugs are gone, but ooooh, what wonders those next bugs shall be
 

Javaman

Member
Update is out apparently. Thanks for the heads up Potato!

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

New Content

Added King Of The Hill game mode

Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them

Added lots of new hats


Additions / Changes

Added "Auto Reload" option to the multiplayer advanced options

Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing

Pistol now fires at a fixed rate, not based on the speed at which you press the firing button

Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity

Significantly reduced the amount of network traffic being sent

Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost

Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists

Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist


Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal)

Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps

Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating

Added an "Inspect" key that allows you to look at items being carried by your team mates

Backpack improvements:

Added drag & drop to move items around. Item positions are maintained on the backend

Added multi-select, allowing you to delete multiple items at once

Added a new key to the key binding page that opens your inventory directly to your backpack

Fixed mouseover panel being incorrectly position when the backpack first appears

Cloaked Spies standing in valid backstab positions no longer raise their knife

Added current map name and gametype to the bottom right of scoreboard

Added class icons to tips on the loadout and loading screens

Improved visuals around flags when they're being carried by a player

Improved critboosted visuals, making it much clearer when an enemy has critboost

Updated the loading panel to show the game type under the map name during level transition

In-game chat dialog now supports full Unicode characters

Added BLU main menu background

Added response caching for some server queries to help reduce the CPU load from DOS attacks

Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail


Map Changes

Update PLR_Pipeline

Increased the starting advantage in the third round if a team has won the first two rounds

Fixed carts not continuing to the second round if they're capped at the same time in the first round

Fixed being able to shoot pipebombs over the starting gates in the first round

Fixed being able to open the doors in the first round before the setup time was finished

Fixed players getting stuck in some doors

Fixed players being able to get onto rooftops and out of the map boundaries

Fixed other minor bugs and exploits

Added community map Arena_Offblast

Added community map Cp_Yukon

Update Arena_Sawmill

Fixed DirectX8 bug where some models would not be visible

Fixed exploit with building teleporters outside of the map

Updated CP_Granary

Made a few changes to improve balance based on competitive community feedback


Item Reworks

The Force of Nature

The enemy knockback now only works in close range and behaves more like the Pyro's air blast

Enemies cannot be juggled by the FaN's effect

The self-knockback has also changed to respect the firer's view angle. Looking up while shooting will no longer propel the enemy upwards

Knockback is now scaled by damage done

The Sandman

A Scout will receive 1 point for stunning an enemy and 2 points for a long range stun

Stunned players now take 75% of all incoming damage instead of 50%

Ubercharged players can no longer be stunned

Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed)

The minimum distance to stun a target has been reduced

The negative attribute has changed from "no double jump" to "-25 max health"


Fixes

Fixed various issues around layout & presentation of items inside the Backpack and "X is carrying" item dialogs

Fixed an exploit that allowed players to work around sv_pure

Particle files are now protected by sv_pure

Fixed critboost effect getting stuck on when you die while critboosted

Fixed Timer HUD element backgrounds not being the correct color if you change teams during waiting for players

Fixed a couple of issues with the way critboosts affected The Huntsman and the Spy's knife

Fixed an exploit where you could reload The Huntsman faster than intended

Fixed Heavy "civilian" exploit

Fixed a set of exploits using the DXSupport config files

Fixed r_screenfademinsize and r_screenfademaxsize exploits

Fixed sentries firing at a fully cloaked Spy if they're still the closest target


Community requests

Added a HUD element for hybrid CTF & CP maps

Supports 1 or 2 flags, and any number of CPs

Mapmakers need to place a "tf_logic_hybrid_ctf_cp" entity in their map to enable it

Added custom kill server log text "train" and "saw" for deaths caused by these environmental hazards

Format: "%s<%i><%s><%s>" committed suicide with "world" (customkill "%s") (attacker_position "%d %d %d")

Added new "medic_death" event for server logs

Format: "%s<%i><%s><%s>" triggered "medic_death" against "%s<%i><%s><%s>" (healing "%d") (ubercharge "%s")

healing is the amount the Medic healed in that life

ubercharge (1/0) is whether they died with a full charge

Added "func_respawnflag" trigger entity. It will remove & return the flag if a flag carrier touches it, or if the flag falls into it
 

Kuro Madoushi

Unconfirmed Member
Thank God for that Tele update.

I hated having everything set up only to have my stupid lazy n00b teammates not spy check.

this way, I can repair both and there won't be one spy around who'll be able to sap, invis, run away, sap, invis, run away.

Guess it doesn't stop them from just shooting it from afar tho :/
 

Oreoleo

Member
The Sandman

Stunned players now take 75% of all incoming damage instead of 50%
Ubercharged players can no longer be stunned
The negative attribute has changed from "no double jump" to "-25 max health"

I haven't been keeping up, was any of this known already? It's kind of a huge deal, and I am glad :D (Minus not stunning ubers, but I'd rather have the double-jump anyway)
 
king of the hill Viaduct map is pretty fun, the only new map I got to play but I think it was broken, chick kept screaming over time and it would go on forever :lol
 

Iadien

Guarantee I'm going to screw up this post? Yeah.
A lot of good changes made. Especially the sapping of teleports, FAN knockback, and no more annoying stuns while ubered.
 

speedpop

Has problems recognising girls
A few awesome changes. Sandman seems much more legit now, both as a Scout standpoint and a Medic standpoint. It never bothered me to be stunned while Uber'd but it definitely annoyed others.

Engineers are going to be happy, and adds just a bit more challenge to Spies to kill the Engi when they sap everything.
 

speedpop

Has problems recognising girls
I'm enjoying King of the Hill, but it's a bit full-on at times with 12v12. Did a few 6v6 and 8v8 and that was really the sweet spot. Gives people room to breathe.

Loving the pistol fix, offensive Engineer never felt so good.
 

Proven

Member
GhostRidah said:
king of the hill Viaduct map is pretty fun, the only new map I got to play but I think it was broken, chick kept screaming over time and it would go on forever :lol

I think her screaming is intended. She goes all over the spectrum too, it's so funny.

I had a blast tonight with Botolf and a little bit of Blizzard. They were already on a server when I finally loaded up and I just stuck on that thing for 2 hours and about 5 maps.

King of the Hill is the opposite of Arena when it comes to strategy. With Arena you must keep to the shadows in order to protect from flanks, while with King of the Hill you have to take the center as the only people who can do anything from afar are the Snipers.

I also had insane fun as Soldier. While playing on Yukon this one guy who joined the server soon after me (and right after I got auto balanced) for whatever reason wanted to stick to me most of the time, even with us all trying to get him to heal up other people. I decided to just take advantage of it by sticking to other groups and taking the lead charge whenever I found it advantageous.

I remember one point when a group of us were attacking point 4 and a Scout got bonked, and the other Scout was rushing him down. It just seemed very prudent to jump in front of him and fire two rockets at the Scout trying to get a quick kill.

I completely didn't notice the -30 health boost much of the time. That probably says something about my aim.

Another amazing moment on Yukon was when there was a massive battle of about 6+ on either side, my team charging onto the small hut of point 4. That wonderful medic ubered me at the perfect moment and I just charged in firing rockets everywhere and we literally mowed them down all the way to the tunnel to point 5. Of course then we got stopped by a sentry, but we eventually won that round.

The new King of the Hill map had just way too much awesome. All of these really great moments, we had a pretty damn good team going, and our opponents were no slouch either. Then we went onto Sawmill, which for whatever reason I hadn't yet touched its Arena version, but it was still ridiculous KOTH fun.

Honestly, I had to put my foot down and not add anyone from that night, or else I'd have 30-40 new steam friends. Instead I just added the server to my favorites.

speedpop said:
I'm enjoying King of the Hill, but it's a bit full-on at times with 12v12. Did a few 6v6 and 8v8 and that was really the sweet spot. Gives people room to breathe.

Loving the pistol fix, offensive Engineer never felt so good.

The nice thing about large teams on Viaduct is that you get a lot of the action crack that insta-respawn servers give, but you actually have respawn timers, so I'll actually play on the map. It still requires your team to make a really big push with 80% of your players in order to take back the hill point, and respawn timers feel just long enough that you can't get everyone to the other side of the map and spawn camp.
 
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