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Team Fortress 2 - The Official Discussion Thread

Mantyke, what are you talking about? The demo's fro is one of the best hats so far.

I certainly hope that this update includes at least one push map, either in the form of a new Valve map or a community map like cp_freight.
 
On Kotaku, they linked to 4 hidden pages and one of them strongly implies some form of taking hats whether it's from a melee duel (the sound files are already in the game for some classes, however melee is ridiculously unbalanced), some kind of other duel, or just melee kills. The first hidden page is about a guy having lots of hats, so maybe you can't lose a hat if it's the only one you have or something. The fact that they're on the official site under /hidden/<whatever> makes me suspicious of red herrings. Anyway here's the kotaku link: http://kotaku.com/5335384/

EDIT: So MR.E, us "POOR and IRISH" without hats will have a better chance at 'em
 
Mantyke, what are you talking about? The demo's fro is one of the best hats so far.

I certainly hope that this update includes at least one push map, either in the form of a new Valve map or a community map like cp_freight.
 
oh yay, its arena with respawns...

[They even had the perfect opportunity to show what one of the new medic hats would be (basically the only thing from the first 2 days I care about) but nope, his head is as bare as ever.] :(
 
Converted maps, do they have no class?

Anyways I wonder if KOTH will be played in comp play, as it's balanced. If it's anything like Metroid Prime Hunters it will probably take less time too.
 
The update makes me very very excited. Can't wait to play KotH


On a different note, great scrims tonight guys. I think we learned a lot playing together.
Though we got rolled 5-0 in the first game, the second one was a tie 3-3. I think if we keep practicing we'll be a much better team pretty soon. We just need to find a full-time Demoman (thanks for ringing for us MrE) and another scout that works well with MrEsc
 
Actually, the second scrim ended with us in the lead 3-2, Matty. We technically won because of time, but that should of been turned off, I wager. Either way, it was amazing fun to play with you guys; I did quite good on Badlands despite the rest of you guys doing not so good, and I hit my stride in the second half of follower.

Thoughts on our team: Matty needs a solid pocket to chill with as I know we ran into that issue a lot in the matches, but he somehow made it alive in most cases. Nyriu made a great roaming soldier, but it didnt feel like we had a solid pocket for our medic. Matty did good!

MrE seemed to enjoy it a lot as well, and he will supposedly be getting a mic in a month, POSSIBLY. He isn't the best Demoman (it isnt an easy class when the other teams scouts are tight), but he held down the fort a whole lot on Follower. When the rest of us were hurt or dead, he kept the point on lockdown, just enough for me and the other scout to usually kill the medic. He did a solid job too! He could turn out to be out fulltime Demo, possibly, if he sticks with it.

We had a lot of switching around of scout partners in both games. Omni and me had some sweet moments, but we also had moments where we didnt mesh well. If he wants to keep sticking scout we should work out. Thunderpup was solid as scout too, but his Pyro was hilariously effective versus the second team we scrimmed. His flaming of the medic and soldier combo when he ambushed them let me kill the medic easily during the confusion tons. It was sexy.

Wish Kuiper could play, and Breloom only stuck around for the first scrimmage. I want to play with a lot of you guys again soon!

lets try yukon!
 
Sorry I couldn't scrim with you guys tonight, I'll be sure to join you as soon as I get a stable connection and settle down in a week or two.

I've actually been playing demoman more in pugs lately and I've almost reached the point where I can call myself competent, so I could try filling that spot, although I'd be equally happy as a soldier.

Edit: Perhaps Seven Deadly Sins would make a good dedicated demoman. I know nothing about his ability, but his forum avatar suggests a natural inclination toward drunkenness and hurling of explosive projectiles.
 
yeah my team needed me for their CEVO match, and made me play medic. I wasn't going to play fo them, but our starter medic (who is great, div 1 ETF2) was away. We lost 5-3, but almost won the last match of the first half. Just remember, the pocket doesn't need to be the best soldier ever, just kill scouts and take spam for the medic.
 
some pretty decent stuff in the full list, inc:

Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail.

Cp_yukon added as an official map

  • The Sandman - A Scout will receive 1 point for stunning an enemy and 2 points for a long range stun.
    - Stunned players now take 75% of all incoming damage instead of 50%.
    - Übercharged players can no longer be stunned.
    - Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed).
    - The minimum distance to stun a target has been reduced.
    - The negative attribute has changed from "no double jump" to "-30 max health".

Does anyone know the exact changes to granary? I haven't had time to play yet.
 
Oi, boyos. Lets get the team together and play some KotH together when they release the patch.

Also changes to the sandman and FaN are very welcomed. I can't believe that Valve does all this even 2 years after they have released the game.
 
Added "Auto Reload" option to the multiplayer advanced options.
YES!
Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing.
YES!
Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost.
I play junction a lot, so this is awesome :)
Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal).
This one makes me sad, The Blutsauger was one of the best spychecking weapons in the game.

I'm a bit disappointed that they haven't given us a new way to unlock hats and that the update's so short, but I'm happy enough with nuecleus and Sawmill being non-arena maps now :D
 
This is looking like a really good update, possibly one of the best to date.

It's pretty evident that a significant portion of the casual playerbase just wants to play team deathmatch with an objective rolled in, as evidenced by the fact that 2fort is still the most popular map. KotH satisfies that quite nicely. On top of that, it focuses the action on a single objective, something also seen in A/D maps (which, incidentally, make up 75% of the top four most popular maps).

There are a number of changes that should make the competitive community very helpful. The sandman and FaN tweaks are definitely welcome. It's also nice to see that jarate no longer breaks rocket jumps. And who doesn't like yukon?

There are also several tweaks that should serve to improve "fairness," like the pistol rate-of-fire lock and the sv_pure lock on particles. The color-blind option for jarate and auto-reload menu options also work in this direction.

On top of that, there are a handful of changes that are purely cosmetic, meaning that they can only serve to freshen things up. New hats (and the increased odds of getting a hat as a random drop) are always welcome, and the losing animations that play during the humiliation round are bound to be fun as well.

The only thing that I can see people possibly complaining about is the team-wide 10-second crit boost that comes with flag caps in CTF. I'm sure that this was put in to provide a bigger incentive for people to focus on flag capping, but I can't help but think that it could lead to a vicious cycle of the capping team continuing to roll over the enemy team. Fortunately, it seems like there is a cvar to disable it. (Setting "tf_ctf_bonus_time" to 0 should remove the crit boost.) Now all we need is a cvar to disable first blood in arena.
 
What I have played of the new update is awesome. King of the Hill is tons of fun, and I can see myself playing it for long, long time. However, there are a few bugs that I have experienced, the most noticeable is that I can't change the model detail/quality setting in the Video options menu. Its stuck at High, and it refuses to change. This causes an "OS Page Pool Low" warning which leads to graphical errors and game crashes :( Hopefully its something that I can fix myself, and not an error and that needs to be patched.

And I do love me some new hats :)
 
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