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Author Topic: Team Fortress 2  (Read 207063 times)
NiX
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Reply #315 on: October 01, 2007, 06:59:44 AM

Except they had 4-5 Pyros at all times.

Capping classes goes a long way towards making people think about how they use each class. Jus' sayin' is all.
Ookii
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Reply #316 on: October 01, 2007, 09:17:46 AM

I don't think I'm playing again until they fix the pyro and demo. Shit is ALL fucked up right now.
No it's not. The Pyro is finally useful and can still be easily owned, except that it can actually make more than occasional kills and a lot of assists.
Jigglypuff and I played a game against a bunch of scrubs we should have outright owned.

Except they had 4-5 Pyros at all times. Pyros are a spy-detecting hallway clearing tool, not the frontline monster they're being used as right now.They're more effective than scouts and rocketmen now. That's a problem.

Don't they fall over pretty easily still?  I definitely felt more effective as a pyro post-patch, but certainly not unstoppable by any means.  I'm pretty lousy at this stuff though, so maybe in the hands of somebody more skilled they're more troublesome?

- Q

Yes, but you die taking them down, they're basically suicide machines (and most of the time in the process they've lit your entire team on fire, this takes place within 3 seconds).

gimpyone
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Reply #317 on: October 01, 2007, 09:52:31 AM

Got TF2 because of this thread and I'm looking forward to getting my face stomped in by the rest of you.
WayAbvPar
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Reply #318 on: October 01, 2007, 10:10:14 AM

How is the stability on the new patch? Any crash fixes yet? I am sick and fucking tired of rebooting my machine or killing TF2 with Task Manager and having to wait 5 minutes for it to die.

When speaking of the MMOG industry, the glass may be half full, but it's full of urine. HaemishM

Always wear clean underwear because you never know when a Tory Government is going to fuck you.- Ironwood

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Samwise
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Reply #319 on: October 01, 2007, 11:03:55 AM

Methinks the pyro is about as overpowered now as it was underpowered before.  If they split the difference it should be perfect.

Until then I'm having fun setting squads on fire, thank you very much.  It's actually kind of nice to have such a direct counter to the giant close-knit multi-medic doom attack formation.  I had a shitload of fun on the 3rd section of Dustbowl finding good hiding spots along that long march to the final point and then jumping out spewing flame in every direction.  The way people scattered in terror reminded me of a cat jumping into a flock of pigeons.

To say nothing of the unbridled joy of actually breaking into the spawn point early on and setting their snipers on fire.
Prospero
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Reply #320 on: October 01, 2007, 02:19:50 PM

If you have an nVidia card there are new drivers out today that are supposed to help with TF2. It could help with the stability issues.
NiX
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Reply #321 on: October 01, 2007, 02:33:00 PM

If you have an nVidia card there are new drivers out today that are supposed to help with TF2. It could help with the stability issues.

Thanks for the heads up
Zetleft
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Reply #322 on: October 01, 2007, 04:58:22 PM

Pyro is definitely overpowered right now.  I should not be able to take down a medic, soldier, heavy combo even with the surprise attack from behind.  But dammit Pyro is actually fun to use right now and I really tried using it before patch. 
Aez
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Reply #323 on: October 01, 2007, 07:26:08 PM

I mostly play has medic and engineer and I think Pyros are really easy to take down.  Run backward and shoot them in the head, then heal everybody a little bit before they burn to death.  Can't do much against a turret either.  They totally rape scouts and spies tough.  It must depend on the class you'r playing.
Strazos
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Reply #324 on: October 01, 2007, 07:47:52 PM

Sometimes, people make it way too easy for ya on 2fort. evil

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Rasix
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Reply #325 on: October 01, 2007, 08:39:42 PM

Pyro is definitely overpowered right now.

Yah, I just had a dustbowl match where I proved that.  I was holding down a hallway with ease.  If Nix hadn't put up that fucking sentry I would have had a much more fun time.  You're still pretty pointless at range.

Quote
Sometimes, people make it way too easy for ya on 2fort.

Damn snipers.  One thing I'm not used to with not playing competitive FPS games for a long time is dealing with snipers.  I stand still for a second and there's the eye-bullet graphic with my name next to it.
« Last Edit: October 01, 2007, 08:43:20 PM by Rasix »

-Rasix
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Reply #326 on: October 01, 2007, 09:46:01 PM

Pyros got the buff they needed but the lack of class capping hurts. The way they were before was shit, because I had to shove the flamethrower up someone's ass in order to mildly burn them.

I think they're gonna have to make it so you can't damage yourself before matches start so you can't have a half-medic half-attacker team instantly cap the first point in a gigantic invulnerable rush. It's kinda bullshit. Again, class capping would help that too.

I think the Pyro class needs another weapon or skill myself...like a fuel spray button that lets you set up puddles of fire, or molotov cocktails. The Heavy is about the only class who is just fine with a single unique weapon.

"The world is populated in the main by people who should not exist." - George Bernard Shaw
Samwise
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Reply #327 on: October 01, 2007, 11:47:10 PM

I really hope they get the classes balanced well enough that there isn't ever a need for class-capping server mods.  Capping a class is essentially saying that class is the bestest class ever and only the people who are really quick to whack the button get to be lucky enough to play it.

I expect that's part of the reason they're keeping all these stats on hours spent playing different classes and highest scores with each class.  It's all getting dumped into some giant balance spreadsheet of doom so they can look at a big graph and say "hmm, everyone's playing pyro now and getting higher scores than with anything else.... DEPLOY NERF BAT!"
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Reply #328 on: October 02, 2007, 04:00:21 AM

Well, classes were capped across the board in TFC. You couldn't have too many % of any one class. This prevents a lot of shit, because an army of engineers could make 2fort, yard, and well utterly unassailable.

"The world is populated in the main by people who should not exist." - George Bernard Shaw
schild
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Reply #329 on: October 02, 2007, 05:58:15 AM

Pyros may possibly be even MORE broken now. Two of them flaming a hallway is absolutely lethal.
Pennilenko
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Reply #330 on: October 02, 2007, 07:18:14 AM

I suck way to bad with any class to even worry about whats going to get nerfed or not.

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schild
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Reply #331 on: October 02, 2007, 07:19:25 AM

I imagine that they're going to up the power of the scout bat as it is now less powerful than the surgical saw, broken bottle, or wrench.

Also, part of me thinks Engineers should get an EMP grenade to deal with other engineers shit in their territory. Not one that can destroy, but say a 5 second knockout. Would make 2Fort faster... heh.
AcidCat
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Reply #332 on: October 02, 2007, 07:36:10 AM

I think they're gonna have to make it so you can't damage yourself before matches start so you can't have a half-medic half-attacker team instantly cap the first point in a gigantic invulnerable rush. It's kinda bullshit.

I don't want class capping but they really, really need to do something about this.
NiX
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Reply #333 on: October 02, 2007, 08:22:19 AM

I imagine that they're going to up the power of the scout bat as it is now less powerful than the surgical saw, broken bottle, or wrench.

Didn't know they nerfed it. That would explain why I couldn't take down a sniper with 4 swings. Fucking hell.
bhodi
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Reply #334 on: October 02, 2007, 08:25:17 AM

Is there somewhere that I can read all these changes/tweaks? Stuff seems to be in flux and I can never tell what's what.
Quinton
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Reply #335 on: October 02, 2007, 08:42:26 AM

Is there somewhere that I can read all these changes/tweaks? Stuff seems to be in flux and I can never tell what's what.

The patch updater has a button to view the changes (and those for the last 3-4 patches).  I'm not sure if that stuff is just generall posted somewhere.  It'd be useful!

- Q
NiX
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Reply #336 on: October 02, 2007, 08:44:33 AM

I've not once seen a message about tweaks to classes in the notes. Just fixes, additions and bugs.
Samwise
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Reply #337 on: October 02, 2007, 09:12:42 AM

The patch notes are listed if you right-click the TF2 entry in your games list and pick "Update News".  The most recent update on that list is:


Quote
September 28, 2007 - Current Release

Changes/Additions
Added option to change Field-of-view, between 75 & 90, from the Options->Multiplayer tab
Added option to disable Player sprays
Increased flamethrower damage at point blank range
Demoman grenades (not stickybombs) no longer explode on contact after the first bounce

Bug fixes
Fixed flamethrower hit detection
Fixed a startup crash
Fixed a case where players could get stuck in tc_hydro
Fixed player movement prediction errors
Fixed third-person sniper aim animation not matching player's view exactly
Fixed achievements and stats being awarded when watching other player's demos
Fixed rare server crash due to data corruption in networking
Fixed a case where some sounds had incorrect volumes
Rasix
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Reply #338 on: October 02, 2007, 10:24:49 AM

Noobish question but.. can you place sappers while cloaked? I can't seem to be able to.  I've played like a whole 10 minutes worth of spy.  It's difficult to learn one currently with the proliferation of pyros.

-Rasix
eldaec
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Reply #339 on: October 02, 2007, 10:51:33 AM

Noobish question but.. can you place sappers while cloaked?

No.

Another noobish question:

Can anyone find a set of rules for points scoring, or for how your respawn clock is determined?

The points feel something like...

+1 per kill
+2 per destruction
+2 per capture
+1 per defence
+1 per some number of assists?
+1 per some number of healing/teleports/other stuff?
-1 per some number of deaths?

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WayAbvPar
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Reply #340 on: October 02, 2007, 11:05:45 AM

If you have an nVidia card there are new drivers out today that are supposed to help with TF2. It could help with the stability issues.

Nice! I hope this unfucks my setup. I really wanna get some killin' in. I have taken to sniping the balls off of n00bs in Bf2 as a substitute while I waited for a patch.

When speaking of the MMOG industry, the glass may be half full, but it's full of urine. HaemishM

Always wear clean underwear because you never know when a Tory Government is going to fuck you.- Ironwood

Libertarians make fun of everyone because they can't see beyond the event horizons of their own assholes Surlyboi
Prospero
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Reply #341 on: October 02, 2007, 11:27:40 AM

Your respawn time is determined by the number of control points your team has. When you are losing it takes longer to spawn. It looks like they do wave spawning though, so if you die 9 seconds before the next spawn wave they throw you in that wave.

As far as points go, the only thing I'm pretty sure of is you can't lose points. I've killed myself and my score hasn't gone down.
Sky
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Reply #342 on: October 02, 2007, 11:30:17 AM

Sometimes I don't even know what the fuck in the action.
Just invade their motherfucking.
Rasix
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I am the harbinger of your doom!


Reply #343 on: October 02, 2007, 11:44:59 AM

In the last day or two I learned the joy of the bottle kill.  Still wish the demoman had a pistol or something, but shanking a medic coming out of uber is a fantastic feeling. 

I miss the old demoman grenade exploding.

-Rasix
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Reply #344 on: October 02, 2007, 11:54:27 AM

I haven't even been able to play since the patch and I already miss exploding on contact after the first bounce.  That's bullshit.

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Sky
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Reply #345 on: October 02, 2007, 12:00:17 PM

Agreed. I'm still not done weeping. And bottle kills rock. That was my remedy for the old pyros. Now I'll just run away.
MrHat
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Reply #346 on: October 02, 2007, 01:20:31 PM

Its so damn satisfying to break your bottle on a scout who is using his mobility to his advantage.

Schild was sayign something about the bottle doing more damage when it's cracked, is this true?
caladein
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Reply #347 on: October 02, 2007, 03:18:42 PM

Schild was sayign something about the bottle doing more damage when it's cracked, is this true?

Completely not answering your question, but I always break it on random shit on my way to the action out of habit. I'm honestly not superstitious at all, but it looks a lot more badass.

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Reply #348 on: October 02, 2007, 03:21:41 PM

Most of my assumption for difference comes from a tiny bit of actual killing with it, and the fact that the avatar in the upper right hand corner changes when you kill with it. Thus leading me to believe it's treated as a different weapon entirely.
Ookii
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Reply #349 on: October 02, 2007, 03:50:17 PM

Some guy created a new map, I might stick it on tonight:

http://forums.steampowered.com/forums/showthread.php?t=605142

EDIT: Hell I added it, for right now I put a 2 hour timelimit on it since there is nobody on the server, I'll fix it once people connect.

Go try out the new map!
« Last Edit: October 02, 2007, 04:00:29 PM by Ookii »

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