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Team Fortress 2 - The Official Discussion Thread

yeah, that was a blast!

highlights being jc and me dominating badlands and killing both my nemesises in one grabback on well :)

i am gonna frequent this server from now on and really hope you guys do too because damn was that fun!

also gonna get a new mic within a couple weeks hopefully, or try to fix my old one which doesnt work on my good gaming pc but does on my bad one for some reason
 
Hey guys how do I find this server I tried just searching the IP on the server list but that didn't work.

I'm Layo on steam add me if you'd like.
 
Just had a go, and dispite an Australian ping (constant 290) it wasn't too bad. Needs that 3 point limit removed though, every time you started getting into it the map seemed to change!
 
Ya that was lots of fun. Stoo is a good scout, Kiku is a good soldier. jc is a good scout. I'm a ok medic. Just need a few more players to fill out the team :)
 
I'm not really a good soldier, I'm just bad at everything else. (I also do okay as demoman against people who don't know how to strafe.)

It's possible for me to enable stopwatch, but unfortunately it requires that tournament mode be on so I need to be there when it ends to turn it off. Would anyone else be interested in doing several stopwatch games on A/D maps like gravelpit, badwater, and possibly dustbowl some time later tonight? I'm thinking 4:30 AM GMT, which is 8:30 PST and 11:30 EST. I can schedule a group event if there's a chance anyone else would be interested.

Edit: I'm not going to formally schedule anything but if people are on tonight and want to do stopwatch I can enable it.
 
From what I remember, it's an altered CTF mode where the point isn't to capture the intel three times, but instead capture as much as you can in an allotted time. This promotes less stalling on the last capture.

Also, I was planning on going on soon, Kiku, but I am interested in a stopwatch event, and am willing to wait until said timeframe!
 
I'd be really happy to play with you guys sometime, but I can't dedicate a lot of time for regular play or anything like that ._.
 
I'm not going to formally schedule a stopwatch game tonight, but if people decide to show up and want to play it, I can make it happen.

Stopwatch is a game mode for attack/defend maps. The idea is that you give both teams one chance to attack, and whoever captures the most points during their attack phase wins. If both teams capture the same number of control points, the tie is broken by who did it faster.

The way it works in practice is this: Team A attacks and captures X number of points in Y minutes. When team B attacks, they have two ways to win: they can capture X points in less than Y minutes (beating team A's time) or they can capture X+1 points (beating team A's capture total). Of course, if team A captured all the points, then the only way for team B is to do the same thing in less time.

The issue with stopwatch is that it's bound to tournament mode, and enabling tournament mode messes several things up. It disables team autobalance (although this isn't a problem as long as people are willing to even the teams). It also freezes the map rotation, so an admin needs to be there to turn tournament mode off and manually change the map.
 
Great games, everyone who played on Cp_Follower->Badwater->Badlands! It was really fun, and I hope we can get even more smogonites tomorrow or so. Scout is too good, btw.

Didn't get to showcase my Demoman, however.

So what are you guys thinking in terms of class limits?
 
FFFFFFFF how did I miss this happening. I need to get onto this server soon!

For the record, I'm known as ShnozMaster on steam.
 
Here's a list of the customs that are in the rotation in case people want to download and install them manually so they don't have to download them from the server:

cp_freight (which is not the same as cp_freight_final)
cp_follower
cp_gullywash_rc6
cp_waste (which is not the same as cp_waste_final)
cp_generator_b4b
cp_furnace_b3
ctf_pro_bball (this isn't part of the standard map rotation but it's good for when you have fewer than six players and want to kill time when waiting for more people to join)
So what are you guys thinking in terms of class limits?
As much as I like CEVO class limits, I don't think that a hard cap of demoman and medic to one per team is a good idea in the context of a public server. The problem with limiting them to one per team is that a person who switches off of medic isn't considered to be off of the medic spot until he spawns as another class, meaning that he's taking up the medic slot while he's waiting to respawn. This isn't a problem in matches where one person will usually stay medic for the entire game, but on a public server people tend to switch classes quite often. I think that limiting two per class would be okay if we're going to have class limits at all. I think that "try to limit one medic and one demoman per team" can be an unwritten rule of conduct. (Or maybe it can appear as a written rule of conduct in the MotD.) On a similar note, when the game is 3v3 or smaller, it's basically arena-sized in terms of population, and for that reason playing medic and engineer should probably be discouraged when there are fewer than eight players on the server.
 
Yeah, the computer I was playing on the other night didn't have cp_follower, so I was expecting it to download from the Smogon server, but for some peculiar reason, the map wasn't able to be downloaded directly. I ended up joining a different server which was playing on Follower just to get the map.
 
For a public server, class limits on Engineers, Snipers, and Spies would be good.

Like said before, pubs don't mix well with comp; so putting limits on Demo, Medic, and uhhh... Sandman (lol cevo) looks pretty bad.
 
For a public server, class limits on Engineers, Snipers, and Spies would be good.

Like said before, pubs don't mix well with comp; so putting limits on Demo, Medic, and uhhh... Sandman (lol cevo) looks pretty bad.

I'd say all you really need are class limits on Engies (2 or so?) so that your general public server Engineer campfest doesn't happen (it's counterable but is just a hassle). Teams don't really need more than 2 in any case. And so that the team doesn't get super centralized towards other classes just put a general limit on 3 of everything else. Anyway, I played a bit with you guys yesterday and I found it pretty enjoyable. I definitely look forward to playing with you guys in the future. Do you guys play competitively and if so, how often?
 
Meh, I think class limits are pretty lame. Let people play the way they want to. If a team decides to engi farm, it is the other team's responsibility to change their tactics to win.

Maybe its just the way I play, but I've always associated limits with weak servers who can't stand actual tactics. 2 Engis may be able to defend a point against everything except demos, because if 1 smart demo attacks, they're screwed.

Also, I'd like to get in on this smogon fortress 2 action, add me at Bojangle-man@hotmail.com or you could just post whatever server we're using and I'll add it to favorites and play whenever.
 
Class limits aren't to help the the other team win. It's to stop the team with 6 engineers from losing all the time and frustrating the others on the team.
 
The only class that actually needs a limit is pyro. It's literally the only class that's completely useless, as even the engineers are able to stop complete rolls and buy time.
 
Class limits aren't to help the the other team win. It's to stop the team with 6 engineers from losing all the time and frustrating the others on the team.
Exactly. That's why limits for classes like spy and sniper (and pyro and engineer) are more important than limits for soldier and scout.

Anyway, I don't think restricting scouts is a good idea since games of 3v3 or 4v4 on push maps basically become scout duels and it kind of sucks to be the one person on your team who doesn't get to play scout. Same goes for projectile classes on bball.
 
The only class that actually needs a limit is pyro. It's literally the only class that's completely useless, as even the engineers are able to stop complete rolls and buy time.

pyro isnt useless by any means - his usefulness is just too situational to work competitively (though it can and has been done before)
 
See... I really hate it when there are 5+ snipers or spies on my team and it's a very common occurrence in pubs, on top of that those snipers are being completely useless most of the time by just getting owned by a much better sniper on the other team.

I gut genuinely pissed when the Huntsman came out because now instead of noobs playing W+M1 Pyro and actually helping somewhat, they're just spamming arrows across the map hoping for a headshot which does not help the team, at all.

I also hate it when I'm playing Hoodoo and there are three or more Engineers trying to defend the last point, especially in a pub server where people don't work together to take them down and it's usually a lone uber that does all the work.

This can all be prevented by going into a good pub server, but uhhh... yeah... it still happens and it's annoying.
 
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