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Team Fortress 2 - The Official Discussion Thread

What I'd like implemented in Team Fortress 2 more than anything is Multicore support like L4D since Source games are CPU intensive.

Valve stated that TF2 will be updated with L4D's Source engine version, bringing over some of the multicore support, however the extent of it was not confirmed.
 
You can configure TF2 to use both cores, although you have to do this from the console.

Here's a set of commands that uses the second core for handling particles only (which is recommended if you're going to try using more than one core):
Code:
    mat_queue_mode "2"
    cl_threaded_bone_setup "0"
    cl_interp_threadmodeticks "0"
    cl_threaded_client_leaf_system "0"
    r_threaded_client_shadow_manager "0"
    r_threaded_particles "1"
    r_threaded_renderables "0"
    r_queued_decals "0"
    r_queued_post_processing "0"
    mp_usehwmmodels "-1"
    mp_usehwmvcds "-1"
It's also quite buggy so don't expect it to enhance performance. It significantly increased my FPS but it made the game stutter pretty badly so I disabled it.

If you find that these settings cause more problems than they solve, use this to force the game to use only one core as normal:
Code:
    mat_queue_mode "-1"
 
How the hell does a "rounding error" cut Natascha's damage by over 10%? Sounds like someone just plain put the wrong numbers in to me.
 
EDIT: Here is is http://forums.steampowered.com/forums/showthread.php?t=787616
Yes, there was. I remember someone posting code from the game files that showed the base damage of each gun. Sasha did 9 damage before drop-off or random variance, and Natascha did 6.75, exactly 75%. But, the game recognized the 6.75 as 6, which is about 66%.
Also found one of the original threads that was testing this, http://forums.steampowered.com/forums/showthread.php?t=773884

Also while I'm linking to a whole shitload of stuff, this is by far my favorite idea for a scout update so far.
 
Blog update

Confirmation of Natascha bug and report that in addition to fixing her damage, her slowdown effect will also be buffed. There should be an update tommorow with a lot of bug fixes, and later in the week the unlockables will be moving to Steam cloud (rather than being stored on your computer, so your loadout changes will be saved if you play from another computer).

The scout update is done, except for some artwork which they're finishing up. I'm predicting that the scout update will come out next week.

Also, one thing to note: scout and heavy are currently the two least-played classes. Watch them shoot to the top of the usage charts once the scout update goes live.

I just got my computer back from repairs (I'm currently running Norton Ghost to restore the hard drive image I made before taking it in) and it looks like it came just in time.
 
hi, i was just wondering where do you guys go to not play pubs, say i wanted to play with a few friends rather than random players.
 
Hi Cabman, since you're an aussie like me your best bet is to book a server through Game Arena. It's completly free, only requiring you to sign up to GA, and you can customise basically everything about the server. Downside is bookings only last 3 hours max and sometimes it's hard to get servers during the peak time, so it could be a good idea to book a few hours in advance.
 
Thanks Sunday, that's exactly what I'm looking for. Anyone using Natasha more after the update, the damage loss compared with the Sasha is not as bad now although you have to play sort of differently.
 
Well, I've found that Natasha is less effective against opposing heavies, soldiers, and demoman, but more effective against opposing pyros, scouts, engineers, and medics. The thing is, he can already beat pyros, scouts, engineers, and medics without too much effort. So making the heavy better at killing something that he should already be able to beat at the expense of his effectiveness against opposing heavy classes is something that seems a bit counter-intuitive to me.

I say this as someone who hasn't yet had a chance to experiment with Natasha since today's fix, though. Things may be different, although I suspect that even with the damage boost Natasha still leaves the heavy worse off against opposing heavies, soldiers, and demomen.
 
To anyone who cares, I bought the orange box yesterday, which means I can now play TF2, if anyone is setting up a meeting or whatever, count me in unless our timezones are completely horrible i.e. Asia, I'll try to be there though. Since I haven't participated in this thread before, I have no idea if you guys host games or not. I'd still like to play with some smogoners sometime though, I know the basics but that's about it.

I got my first kill with a heavy btw :O
 
I just occasionally find a random server to join and start playing. As far as I know, nobody hosts any sort of "official" Smogon things.
 
I never see MrE in game. Thunderpup tried setting up a server, but things didn't work out (I don't remember the details). So we just go to public servers usually. Sometimes we play on our clan server, though.

Oh, and I have my own steam account now. It's MrEscalator.
 
Tomorrow will probably be my first chance to play TF2 in over a month (I was without a working PC for the whole of January). I'll probably be returning to my previous habits of frequenting #tf2.gather.us, any of you (North Americans) are welcome to join me. (I use the handle Kuiper.) I wouldn't mind pugging with a few fellows from Smogon!
 
You can add me through my Steam community page or Steam ID "artemiskuiper"

In other news, new update (not the scout update) rolled out. It looks like Valve is trying to remove some of the factors that contribute to randomness in damage calculation, as the random spread range has been reduced from 25% to 10%. And there's a cvar to give server owners the option to completely remove random damage. In addition, crits have been modified toward being more "performance-based." The base crit chance and max crit chance have both been reduced, but the requirements needed to reach that cap are lower. There are also some other changes that affect gameplay: Spies can't cloak into the intel any more, the minigun's spread has been reduced, the flaregun got a damage buff, snipers can now get 100% crits with sniper rifle during kritzkrieg, and the rocket launcher got an ammo buff (though the ammo count is still lower than in TF2 1.0). There's also some HUD changes and some added menu options to make certain options easier to access.

It also looks like the scout will not be coming until the end of the week of February 15th at the earliest.
 
Scout update news!
http://www.teamfortress.com/scoutupdate/

stunning the living crap outta anybody dumb, slow, drunk, mute or Australian enough to get in the way
LMAO. However a friend of mine decided to take that literally and point out that the effect may only work on Heavy, Soldier, Demoman, Pyro and Sniper.

Initially I hated the idea, it seemed like something dero that had just been taken off steam forums, but I slowly warmed up to it. Stopping Ubers with a precise shot is a nice payoff for Scouts who are able to land the few chances they'll have to stop the uber-e, but is hardly game breaking when you can just swap who you're ubering. If you take the blog literally and assume it can only paralyse the push classes + Sniper it looks like a good weapon for blocking pushes, like you'd want on Dust/Pl maps or defending final points. Chances are ammo will be low (how many balls can you really carry around in that bag?) and hard to aim, like the pipe bombs, with a low rate of fire which could balalnce it out nicely IMO.
 
HOLY SHIT YES

Straight up ballin'!

Still wondering what they are gonna go for the scattergun replacement
 
I decided to view the page source for the page which has all of the achievement names and icons looking for additional hints as to what the new achievements might be, and while I didn't find any hints I did find a nice Easter egg. Thanks, Valve. ;)

On a somewhat related note, I'm happy to hear that cp_junction will be added. Triangular CP is probably my favorite gametype and I was really sad for awhile that cp_gravelpit was the only one included with the game. I emailed Robin Walker at least once requesting cp_junction specifically, and think it's one of the best possible picks they could have made. (Really, the only thing that would make me happier at this point is to find cp_freight also added.) The main problem with cp_junction that I can forsee is that it's a relatively small map and that most of the play it's gotten has been in a 6v6 setting. TF2 usually scales down better than it scales up, and while I think that the division between points A and B should be sufficient to reduce "crowding" in 24-man games, I'm worried that 32-man games have become so common that the map may not gain much popularity.
 
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