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Topic: TF2 Dedicated Server (Read 243683 times)
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Nerf
Terracotta Army
Posts: 2421
The Presence of Your Vehicle Has Been Documented
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True, and a heavy/medic combat can destroy any embankment, but 2x engies+2x pyros are a pretty fucking tough bubble to break.
Fig 1.1
You can clearly see from the above picture that pyro+disp+sentry will induce motherfuckering.
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« Last Edit: December 20, 2010, 12:59:58 AM by Nerf »
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cmlancas
Terracotta Army
Posts: 2511
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 Yes. You are right. 
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f13 Street Cred of the week: I can't promise anything other than trauma and tragedy. -- schild
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schild
Administrator
Posts: 60350
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Shit I love charts.
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eldaec
Terracotta Army
Posts: 11844
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Even the toughest pyro+sentry+dispenser setup can be thoroughly raped by one demoman lobbing grenades from behind cover.
Talking of demomen and sentries, I feel the need to share...  Obviously, this is the second cap point on part two of dustbowl. Seriously, I can stand there and fling death over the roof aiming right behind the tower for hours. Idiots still insist on standing there no matter how long you do it for. Note to defenders : Mind your pattern recognition skillz. If grenades land on you while standing in the same place over and over, don't stand there any more. /end Public Service Announcement.
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« Last Edit: October 30, 2007, 04:36:53 PM by eldaec »
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"People will not assume that what they read on the internet is trustworthy or that it carries any particular assurance or accuracy" - Lord Leveson "Hyperbole is a cancer" - Lakov Sanite
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Samwise
Moderator
Posts: 19324
sentient yeast infection
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I usually lob the grenades from over by the big rock, just around the corner from the big gun emplacement. I'll have to try your way sometime.
As a defensive engy at that point I've taken to putting my sentry out on the platform instead of covering the point directly. It dies a lot, but it keeps demomen from setting up shop and molesting your last lines of defense with impunity.
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Miscreant
Terracotta Army
Posts: 79
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Talking of demomen and sentries, I feel the need to share... ... Obviously, this is the second cap point on part two of dustbowl. Seriously, I can stand there and fling death over the roof aiming right behind the tower for hours. /end Public Service Announcement.
Thanks, Eldaec. It's the first helpful or intelligible thing anybody's said to me all day.
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Ookii
Staff Emeritus
Posts: 2676
is actually Trippy
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I usually lob the grenades from over by the big rock, just around the corner from the big gun emplacement. I'll have to try your way sometime.
I do that as well, if eldaec's way works (and catches on among demos) it will be almost impossible to defend that point.
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Samwise
Moderator
Posts: 19324
sentient yeast infection
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I've tried it and haven't gotten any results. As far as I can tell my grenades just land on the roof. Hard to tell since you can't see where they're going, but with all the crap that's usually over in that area I'd expect at least one kill after unloading all my grenades in that direction with varying arcs.
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bhodi
Moderator
Posts: 6817
No lie.
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If you want to play grenade games, you can angle grenades up through the L shaped entrance upstairs in 2fort to explode in front of their exit. This used to be a lot more useful than it is now, since grenades no longer explode on contact after the first bounce. Before the patch, you could destroy anyone trying to go through that exit...
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eldaec
Terracotta Army
Posts: 11844
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I've tried it and haven't gotten any results. As far as I can tell my grenades just land on the roof. Hard to tell since you can't see where they're going, but with all the crap that's usually over in that area I'd expect at least one kill after unloading all my grenades in that direction with varying arcs.
They certainly do go over, if you want to convince yourself, just stand looking down the tunnel underneath the building, and shoot them over the roof, you'll be able to see them land at the opposite end of the tunnel, the trick is in not having them land either way too far back, or on the building to the right. And as you say, figuring out the angle while being unable to see the landing spot.
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"People will not assume that what they read on the internet is trustworthy or that it carries any particular assurance or accuracy" - Lord Leveson "Hyperbole is a cancer" - Lakov Sanite
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Der Helm
Terracotta Army
Posts: 4025
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"I've been done enough around here..."- Signe
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NiX
Wiki Admin
Posts: 7770
Locomotive Pandamonium
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For the first time I was booted for the 200 ping. EXCEPTION TO BE HAVING PLEASE! 
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Strazos
Greetings from the Slave Coast
Posts: 15542
The World's Worst Game: Curry or Covid
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No exceptions for Dirty Canardians. 
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Fear the Backstab! "Plato said the virtuous man is at all times ready for a grammar snake attack." - we are lesion "Hell is other people." -Sartre
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NiX
Wiki Admin
Posts: 7770
Locomotive Pandamonium
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Don't be mad. I had nothing to do with the strong Canadian dollar. HONEST! 
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eldaec
Terracotta Army
Posts: 11844
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Comparing your currency to the monopoly money used by Americans does not make it 'strong'.
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« Last Edit: November 05, 2007, 11:07:57 AM by eldaec »
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"People will not assume that what they read on the internet is trustworthy or that it carries any particular assurance or accuracy" - Lord Leveson "Hyperbole is a cancer" - Lakov Sanite
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DraconianOne
Terracotta Army
Posts: 2905
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Ok - would like sharing advice on strategies for attacking third part of dustbowl? Was on an offensive team that made it through to this but couldn't even take the first checkpoint. Helm was damn good as a demoman (well, far better than anybody else there) and it felt at times like I was leading the charge - as a fucking medic! So what approach should we be taking?
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A point can be MOOT. MUTE is more along the lines of what you should be. - WayAbvPar
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Samwise
Moderator
Posts: 19324
sentient yeast infection
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I always assault the first part as a demoman -- start by lobbing grenades into the window of that little fort area. Once you stop racking up kills there, it's because all the reds have died or fled in terror, so you can start focusing on the ones charging in from the right. Carpet that area with stickybombs, and detonate whenever someone runs across. This will slow their reinforcements to a trickle. At this point your teammates shouldn't have much trouble pushing forward and capping the point. (If there are a lot of sentries you should take a break from your carpetbombing duties and deal with the sentries -- if they're in a difficult spot, like up on that stupid ledge, get a medic to keep you alive while you play peekaboo to get 8 stickies up there.) The last part... well, in all the rounds we played last night, we never took it, so I can't help you there. 
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Rasix
Moderator
Posts: 15024
I am the harbinger of your doom!
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One demoman, hiding to the left, can defend the second cap point just about indefinitely. You get a clean view of the cap point obscured from any sniper, soldier or heavy. Most people will be so euphoric upon reaching the cap point that no one will bother to kill you, even after to detonate your pipebombs there. Then continue to lob, lob, detonate until your screen is filled with the names of dead enemies. A scout/medic combo may be able to take the point ubered before the demoman can wait and detonate. People really should just kill the damn demoman though.
But, it only comes down to that if the attacking team can make it past the sentries, snipers, back attacking pyros, etc. It's a really fun map for defense. Offense tends to feel like futility, especially if your team sucks.
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-Rasix
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Samwise
Moderator
Posts: 19324
sentient yeast infection
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Back attacking pyros are the devil. I ended up going engy and covering the sewer entrance with a sentry just to put a stop to that shit.
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Hoax
Terracotta Army
Posts: 8110
l33t kiddie
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I really fucking hate that map...
Here is how you win the last stage:
1. Get a teleporter + refuel in the Lhand building and sustain a push from there without ever getting ub3r'd or flushed out by a straight rush.
2. Get a teleporter + refuel in the Rhand building + clear any sentries w/ a bead to the walkway (if you don't do that the building is worth dick).
3. Get a teleporter + refuel in the sewer and harass the hell out of them from there while not dying much, get an uber rush down the center to clear the sentries then hit them hard from underneath and pray.
Seriously though, I've never won that last stage against competent players without one of the following usually you need two: -pushing the front lines almost to the cap point. -double uber rush that hits them just at the right time. -rediculously good sniper/spy/demo who basically fucks up their heads.
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A nation consists of its laws. A nation does not consist of its situation at a given time. If an individual's morals are situational, then that individual is without morals. If a nation's laws are situational, that nation has no laws, and soon isn't a nation. -William Gibson
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Strazos
Greetings from the Slave Coast
Posts: 15542
The World's Worst Game: Curry or Covid
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I dislike the ability for medics to charge their ubers while safely inside spawn areas.
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Fear the Backstab! "Plato said the virtuous man is at all times ready for a grammar snake attack." - we are lesion "Hell is other people." -Sartre
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caladein
Terracotta Army
Posts: 3174
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I usually only do that off the bat on Offense, especially when there are turret placements from hell to bust. I don't think it's cheap or anything, but it still takes a good while to fill and that's time that I'm not on the front lines keeping people alive.
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"Point being, they can't make everyone happy, so I hope they pick me." - Ingmar"OH MY GOD WE'RE SURROUNDED SEND FOR BACKUP DIG IN DEFENSIVE POSITIONS MAN YOUR NECKBEARDS" - tgr
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Ookii
Staff Emeritus
Posts: 2676
is actually Trippy
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-double uber rush that hits them just at the right time.
I personally think this is the key, time the rush so after the ubers have knocked most everything out (any sentries in side buildings usually are up though, easy to miss in all the chaos), the rest of the team rushes forward to clear everything else out. Having a good spy helps a lot with dealing with any forward turrets, but building sentries too close equals an easy target for any ubered pyro rushes.
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Nija
Terracotta Army
Posts: 2136
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I just wanted to say thanks for putting up the server. It's one of the better ones, with consistently above average players.
Well, often you'll get odd-manned out because blue is always stacked like crazy, but that's 75% of the fun I guess.
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WayAbvPar
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When does our server get updated? Apparently my newly patched client is uncompatible with the rest of the fucking Internet.
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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
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Trippy
Administrator
Posts: 23657
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Whenever Ookii wakes up?
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schild
Administrator
Posts: 60350
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Correct. Sorries.
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Trippy
Administrator
Posts: 23657
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It's actually easy to update but I don't have access to that machine. In the srcds_l directory type (cut and paste):
./steam -command update -game "tf" -dir .
You may have to run it a couple of times if the steam client has to update itself first.
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schild
Administrator
Posts: 60350
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Neg. You have to mess with mani_admin before you do that. I don't know shit or fuck about it.  Probably a big mani_admin update coming out soon about it considering the SDK update.
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Trippy
Administrator
Posts: 23657
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Oh okay, NM then.
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Ookii
Staff Emeritus
Posts: 2676
is actually Trippy
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It's fixed.
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Ookii
Staff Emeritus
Posts: 2676
is actually Trippy
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Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
* Improved paged pool memory tracking * Fixed crash on importing spray logo that claimed to be a valid jpeg file, but wasn't * Fixed Medic's uber-charge stats tracking * Fixed a bug in scoring Engineer building destruction * Engineers no longer earn points for using their own teleporters * Freezepanel hud improvements now trigger on usage of the "jpeg" command * Fixed Spies exploit enabling them to attack while disguising, without losing disguise * Fixed Spies being able to attach sappers through thin walls * Fixed several melee weapon switching exploits * Fixed exploit that allowed players to teleport with the intelligence * Fixed a client crash related to MP3 playing * Improved client handling of stats when a connection couldn't be made to the stat servers. Fixes several cases of stat loss
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MrHat
Terracotta Army
Posts: 7432
Out of the frying pan, into the fire.
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Engineers earn points for teleporter?
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Nerf
Terracotta Army
Posts: 2421
The Presence of Your Vehicle Has Been Documented
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Yea, and before this patch you could TP yourself back and forth for massive points, I once had like 40 teleports in a round and racked up 31 pts off TPs alone 
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Obo
Terracotta Army
Posts: 107
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They mentioned that on the GFW podcast last week. And I was going to try it at some point.  I noticed that uber stats thing. Got credited with 6 ubers, when it was more like 2 or 3.
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