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Team Fortress 2 - The Official Discussion Thread

I use the Shotgun on maps with a lot of water (Well, lol2fort, Sawmill), else I use the Flare Gun. It gives the Pyro a lot more usefulness where rushing in would accomplish little since the Pyro otherwise can't really do anything beyond near-melee range, except randomly spray the area to snuff out cloaked Spies. :/ It's not inferior to the Shotgun so much as it's completely different, which is what makes it such a great "sidegrade" option compared to most of the other unlockables.

...Flare Gun buff? Where?
 
Update today. Probably the most significant update (that has people excited) is the fact that you can swap viewmodels to be left-handed, and swapping the viewmodel causes your projectiles (rockets, stickies, grenades, arrows) to come out of your left shoulder instead of your right, which is useful for edging sentries around corners, among other things.

There are a lot of messy scripts for switching viewmodel that use a toggle key or bind mouse1 and mouse2 to different sides. I created a script that doesn't affect anything unless you are actively using it.
Code:
alias +lefthanded "cl_flipviewmodels 1; +attack"
alias -lefthanded "-attack; cl_flipviewmodels 0"
bind mouse2 +lefthanded
Doesn't work with sticky bomb launcher or huntsman. Obviously, you don't have to use mouse2, but since this is most useful for soldier I figured he might as well make use of mouse2. You can put this in your soldier.cfg and then put "bind mouse2 +attack2" in the cfgs for all the other classes.

Usage: tap mouse2 to fire a rocket from your left shoulder. As soon as you release mouse2, the viewmodel will return to its original righthanded position.

===

Other things in the update:

Valve allegedly fixed the bug that randomly causes spy watch viewmodels to appear on your screen. Key word: allegedly. I just played a gather where three people were complaining about seeing the spy viewmodel.

The unlockable watches have been buffed. The cloak and dagger recharges at an expedited rate when you are not cloaked (I think), and the overall cloak recharge speed has been increased. The dead ringer has also been substantially buffed; decloaking no longer fully drains your cloak meter (it still knocks off 40% if your cloak meter is above 60%). The dead ringer also can get cloak from ammo pickups. One would think that this would allow dead ringer spies to be invincible when next to a dispenser (since it would allow him to constantly take -90% damage per hit while regenerating cloak and HP) but evidently the -90% damage per hit doesn't work when used consecutively.

The Ambassador has been slightly nerfed (probably for the better); it can only score headshot crits when firing fully accurate shots.
 
Not to mention disguised spies don't get pushed by the FAN or Airblast anymore. The airblast puts them out ugh.

If anything, it's only a nerf for the Airblast as you can't save teammates from getting backstabbed anymore, while the FAN doesn't care that it cant push back because two shots point blank will wreck the spy, as they dont get pushed.
 
That reminds me, I made a thread on Pooshlmer a couple months ago asking if people wanted to create Touhou Fortress. I didn't really bother to keep checking up on the thread (and to be quite honest my interest in creating a Touhou Fortress mod has waned to the point where I'm not sure that I'd fund it). It seems that in my absence, this thing has appreciated to the point of actually seeing the beginnings of results.

I feel kind of bad because there are quite a few posts in the original thread asking where I've gone and pleading with me to return. I'm not sure if at this point I want to drop back in and say, "Yeah, I'm no longer interested, carry on," because it seems like they're already doing just that. To me, this is the Internet working to perfection, and I'm certain that Pooshlmer is the only place where it could happen.


On a totally unrelated note, it recently occurred to me that there may be users who do not know how to replace and customize the TF2 game text.

You can extract the MASTER TEXT FILE from tf/resource/tf_english.txt using GCFscape. Or you can download this file. (WARNING: I extracted this on June 15th. I'm pretty sure that it should still work with the latest version of the game but to be safe you might want to extract the file yourself. It's something it won't hurt you to learn how to do for future reference.)

Once you've done so, you can edit the contents with your favorite text editor (notepad) to your heart's content. Be aware, however, that each major update adds content to the file, and if your custom tf_english.txt file doesn't have names for any of the new things that were introduced, you'll get some weird messages. For example, I didn't bother to update after the spy/sniper update, and as such I got to see the text "TF_Unique_Achievement_FeignWatch" for one of the new spy unlocks. Having an outdated text file won't cause the game to break, it will just make some things look weird.

Here are some screenshots of what I've done:

class select screen
Marisa stole the precious intel
jarate (depreciated)
 
http://www.youtube.com/watch?v=wUDRl3qWnPc

This is a cool mod I saw the other day. Not sure how it would every effect game play, but shit it would be fun to mess around with it

http://www.youtube.com/watch?v=sWJXKd2vlOE&feature=related
http://www.youtube.com/watch?v=yHJq5tX0y8s&feature=haxa_popt14us02

Also saw this. Its a skin to make your scout look like a Girl. Looks pretty cool tbh. Its funny though since the Scout still has the same voice as before ><


Ahahaha I'm friends with linuxlover we play a lot together but I didn't know he was working on that mod :o it looks great, specially the moving buildings. Reminds me of a certain someone in their boxes.
 
Has anyone tried the weapon randomizer mod? It spawns you as a random class with a random selection of three weapons and you run into amusing scenarios where a spy decloaks behind you and immediately begins tearing your team to shreds with a minigun, or you get sniped across the map only to discover that the culprit is a heavy. I spent most of this morning playing it and it was the most fun I've had in a long time, although it did start to get stale by the end of the morning. It isn't really a long-lasting source of entertainment, but I highly recommend that you check it out if you haven't already.
 
Has anyone tried the weapon randomizer mod? It spawns you as a random class with a random selection of three weapons and you run into amusing scenarios where a spy decloaks behind you and immediately begins tearing your team to shreds with a minigun, or you get sniped across the map only to discover that the culprit is a heavy. I spent most of this morning playing it and it was the most fun I've had in a long time, although it did start to get stale by the end of the morning. It isn't really a long-lasting source of entertainment, but I highly recommend that you check it out if you haven't already.

thats pretty cool. But a spy with a rocket launcher/flamethrower is imba haha ><
 
No, definitely the Spy with the C&D, Minigun, and bat or fists is the most imba thing ever. It can destroy any building and get behind enemy lines and minigun them all. Easily the most imba thing ever.

And pretty much a vanilla heavy can destroy anything. I got 36 kills in one life on that server with vanilla heavy. It was awesome.
 
Does anybody else think that the Ambassador is just a bad Revolver? I mean EVERY shot has to be a headshot in order to gain a real benefit from the weapon, every bodyshot is a loss because of the cooldown between the headshots, whereas you can shoot consecutively with the Revolver doing much more damage. The weapon randomizer mod was quite fun at the beginning, but it became boring after the first three rounds...
 
I think the Ambassador's main usefulness is that it allows you to two-shot 125 HP classes at most ranges if the first shot is a head shot, whereas the Revolver could takes at least three shots. (The revolver's base damage is 40, so if you're not close enough to get any damage ramp up, it will take more than three shots.) The fact that headshots do 102 damage across all ranges also makes it good for picking off fleeing foes who have already taken some damage. Apart from that it's pretty much useless; it has lower base damage and a loser rate of fire so unless you are consistently scoring headshots it's not worth it.
 
Great find Sunday. Man Robin Walker has got to be one of the smartest and well spoken developers in the business. I can't think of a time that he has had a bad interview in the last 8 years. This was another exceptional interview by him again

Things that I thought were interesting about the interview:
-The expanding/shrinking map thing sounds good. It is similiar sounding to how Perfect Dark 360 (if any of you have ever played that) runs currently.
-Valve finally admitted that the unlock system was dumb lol. Good for them. Hopefully they make changes.
-Future content after all the class unlocks? Man that would be super bonus. I'm not even sure they have to do that since the game will be certainly humming for years to come after everything that they have released so far. The only thing that I would personally love for them to release is maps. Players love well made, home-grown maps from Valve. I would be totally content if they released a map pack say every like 2-3 months after the finaly realse of the class unlocks.
 
Hey just wondering, would any of you guys be interested in putting together a CEVO-F team for next season? (I'm assuming you guys don't have one put together already)
 
posting to say that this made me chuckle on my steam community home page

Cabman achieved Team Fortress 2: Überectomy, Rode Hard, Put Away Wet.


also more 5 cp maps, hell yeah! ilu robin
 
Resum, I would be interested in this. I tried doing PUGs, but for some reason I was unable to connect to the servers despite having the correct IP and password, and haven't been able to resolve it. Having a Smogon team would be pretty fun to do.

I mean, if it's something some others would want to do.
 
Mr Escalator, if you do CEVO, you will surely have to join passworded servers. If it's an issue with passworded servers in general (and not just the pug servers you tried) you might want to try to resolve it before you dive into CEVO.

CEVO F or TWL is something that I have considered doing but my current status isn't exactly stable so I'm not sure how much I could commit to. I'll probably have to wait until the next season rolls around before I can say definitively whether it's something I could do.
 
Mr Escalator: do connect IP, password and try that.

Kikuichimonji: well since CEVO is already started, we would naturally have to wait until next season. But I was thinking about putting a team together now, so we could practice together and not completely fail next season.

I'm also interested in getting a server, and want to know if any smogoners would go.
 
@Kiku: Yeah, i'll have to check it again, as I havent tried it recently.

@Resum: I've used the right command for it with all the details correct and still got the "Invalid Password" prompt. I also tried restarting steam at the time and it didn't help. I'll look into if it's a persistent problem, but I'd definitely be interested in practicing with you guys + scriming in meantime.

If a Smogon server were to be hosted, I would definitely frequent that.

As for availability, I would be free pretty much whenever required, even next season.
 
I feel like I'm the only person who likes the current unlock system. I don't need to get achievements to get unlocks, but if I do get the achievements I get the unlocks too. Best of both worlds.
 
I actually had no idea people had a problem with the current unlock system. Personally, I'd still prefer the one I proposed a while back but the one right now works great. I think I have all the weapons I care about anyway.
 
I feel like I'm the only person who likes the current unlock system. I don't need to get achievements to get unlocks, but if I do get the achievements I get the unlocks too. Best of both worlds.
The main problem for competitive players was the original new system where unlocks were gained completly randomly, as teams were restricted by what items their players had been randomly given. It's like wanting to play Pokemon, but being unable to use Gyarados until some random point in the future (that might statistically never occur) when a RNG decides to let you! It was at the point where a blanket ban on all unlocks was the best solution to ensure fairness to all participants and ensure nobody was handicapped because the rng decided not to give them a certain unlock. And Valve have said for yonks they don't like the acheivement unlock system.

I'm defenitly excited for a new 5 cp map, we well as the new dynamic size atk/def map, provided Valve pull it off right. It would suck if they took some kind of easy route and just made it 1 stage shorter with less people. >.> I also wonder how they'll handle the number of players playing on a server changing size very rapidly, as it sometimes does. (I've seen entire servers empty for tournament grand finals [in Aus the competitive players mostly stick to 1 or 2 cp only pub servers])
 
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