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Team Fortress 2 - The Official Discussion Thread

Turbine is a fine map. I like it because it's rather fast-paced in the center, with enough small corridors to have close infighting as well. The only real problem is that it's relatively easy to turtle, but dropping an Uber directly into the intel room via the ducts is a good way to break it.
 
Probably a little late but I just thought about it earlier: I have Physics lab from 3-5pm (Eastern) on Mondays (which I'm about to leave for!), so I can't be around for an early-afternoon scrim at that time. Hopefully "we" have a more stable core that won't require me to play at all eventually, but yeah. Just letting you know.

I didn't used to like Turbine but it's a great map for smaller games.
 
ive been talking to kuiper and mresc and we think it would be best for everyone if we move the scrims from mondays to fridays, so that mre, sds, and kuiper can make it and we have a higher chance of getting 6 together. also i think from now on we should all assume that theres going to be a scrim at 9:00 PM GMT every friday so we dont have people rambling in unsure of whether somethings happening or not.

if anyone has a problem with friday, sometime in the weekend can work also.

edit: tonights scrim was cancelled because we only had 4 people
 
If we're actually going to enter a league in the near future, I think it would be best to figure out what the match time for that league is and then try to scrim regularly at that time until the season starts. That way, we can be sure everyone can work with that match time.

Do we want to do TWL next tseason?

Default match time: Mondays at 9:30 pm est
Sign ups end: Wednesday, October 21st
Season begins: Monday, October 26th

TWL is a very low-level league and I think that we could do reasonably well as long as we find the time to scrim on all of the maps (there are some customs like Yukon in the mix). I also think TWL's starting times are preferable to CEVO-F's, where "All matches MUST be played on or before 11:59pm of the respected conference time zone."
 
Yukon is not custom anmore kupier! also if we scrim monday-thursday doesn't really work for me as tueday I have cross country meets, thursday is CEVO match days, and my team practices monday and wednesday.
 
I brought up the point that people like Resum/SDS/Etc couldnt make the scrimmages because of schedule issues. Moving it to Friday seems a smart move, imo.

Also, I would be interested for anything, Kuiper. TWL is fine.
 
September 15, 2009, 3:21 pm - Valve - Product Update

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Engine
  • If the installation is an HLTV relay we allow clients to connect as HLTV clients even if tv_enable is set to false. A recent exploit fix made it such that we ignore the flag indicating that the client is an HLTV client if tv_enable is false, but it is possible that relays won't have this ConVar set
Additions / Changes
  • Backpack improvement
    • Added support for 100 slots in the backpack
    • Backpack can now be sorted by type
    • Multi-selection in the backpack is now done by holding down the Ctrl key
  • Alt-fire on the Sandvich now drops sandviches
    • A single sandvich can be dropped at a time. Dropping the sandvich removes it from the Heavy
    • A Heavy can regain his sandvich by collecting a healthkit while already being at full health
    • Eating a sandvich using the taunt method now heals a Heavy to full health
    • Dropped sandviches heal 50% of the collector's health
  • Medic regen changes
    • Base regen amount increased from 1/sec to 3/sec
    • Regen amount increase since time of last damage decreased from 3x to 2x
    • End result of above: Old healing scaled from 1/sec to 3/sec based on time since being damaged (maxed out at 10 seconds). New healing scales from 3/sec to 6/sec
  • Blutsauger
    • Replaced "No critical hits" negative attribute with "-2 health drained per second on wearer"
    • Health drain stacks on top of the above Medic regen changes, lowering the base regen by 2h/sec
  • Added "mp_windifference" server ConVar (default to 0)
    • When set to X, matches will be considered won if a team gets X points ahead of the other team
  • Added a "Remember the active weapon between lives" option to the Multiplayer->Advanced options dialog
  • Added "Disable weather effects" option to the Multiplayer->Advanced options dialog
  • Added "Show non-standard items on spectated player" option to the Multiplayer->Advanced options dialog
    • If set (default), it'll show non-standard items being carried by the player you're spectating
  • Tournament mode changes
    • New item whitelist allowing tournaments to control what items can be used by players
    • Added "item_whitelist_example.txt"
    • Added "item_show_whitelistable_definitions" command to get a list of whitelistable items
  • Added Tournament mode Spectator HUD
    • Added "Use advanced spectator HUD in tournament mode" option to the Multiplayer->Advanced options dialog
    • Shows all the members of your team (or both if you're a spectator) at the top of the screen, along with class/health/respawn time/charge level
    • Spectator indices are now shown on the team members, and hitting the corresponding weapon selection key (slot1-slot12 commands) will spectate them
  • Changed idle player check to include spectators & players who haven't chosen a team
Bug Fixes
  • Fixed explosive radius detection using an axially aligned box instead of a sphere
    • Compensated by increasing the radius of grenades, pipes, and rockets to 50% of what they lost at the corners of the OBB
    • Grenades/Pipes radius change: 132->159
    • Rocket radius change: 121->146
    • End result of above: Explosives have had their radius reduced at some angles, and increased at others. Radius is now consistent, angles are now irrelevant
  • Fixed Sniper using the reference pose if he has the Huntsman deployed when his team loses
  • Fixed Spies speaking their response rules lines after killing a player as the class they were disguised as
  • Fixed Medics getting MedicCallerPanels in their HUD for cloaked enemy Spies disguised as their team
  • Fixed the Huntsman not firing crit arrows when the Sniper is being CritBoosted
  • Fixed being able to fire the Huntsman under water if you jump into the water with the arrow charged
  • Added check to prevent clients using the "firstperson" command to get out of thirdperson view while they're phasing, taunting or control stunned
  • Fixed Halo glow effect not being hidden for cloak/disguised enemy Spies
  • Fixed wearables not destroying their attached particles when they're removed
  • Fixed several player & viewmodel simulation issues that occurred when the game was paused
  • Fixed a DX8-based exploit that allowed modified particle effects to work under sv_pure 2
Community Requests
  • Added the entindex() of the object being built to the "player_builtobject" game event
  • Added flag to allow CTF map authors to turn off the Overtime mode when timers expire
  • Added IgnitePlayer input to TFPlayer
aaaanndd....

A new required update for Team Fortress 2 is now available. This is a tiny update that fixes a few problems from today's previous update. The specific changes include:

- Fixed missing "health drain" attribute for the Blutsauger
- Fixed missing "Misc" slot in the Soldier loadout


Lol, pretty decent changes IMO. All we need now are gru and a tighter firing cone and Heavy will be a blast to play.
 
Coolest part:

  • Added Tournament mode Spectator HUD
    • Added "Use advanced spectator HUD in tournament mode" option to the Multiplayer->Advanced options dialog
    • Shows all the members of your team (or both if you're a spectator) at the top of the screen, along with class/health/respawn time/charge level
    • Spectator indices are now shown on the team members, and hitting the corresponding weapon selection key (slot1-slot12 commands) will spectate them
 
ive been talking to kuiper and mresc and we think it would be best for everyone if we move the scrims from mondays to fridays, so that mre, sds, and kuiper can make it and we have a higher chance of getting 6 together. also i think from now on we should all assume that theres going to be a scrim at 9:00 PM GMT every friday so we dont have people rambling in unsure of whether somethings happening or not.

if anyone has a problem with friday, sometime in the weekend can work also.

edit: tonights scrim was cancelled because we only had 4 people

9:00 pm GMT? Since I'm GMT -8, I guess that means it would be 1:00 PM, when I have class. Unless that's 9:00 PST, which means I would *still* be in class, just a different one.

My free time sucks during the weekdays, where I have free time from 3:30-7:30 PM PST on Monday, 7:30-11:00 PM Tuesday, 7:00-11:00 PM Wednesday, 5:00-11:00 PM Thursday, and nothing on Friday (unless the match is something stupid like 10:00 PM Friday). Weekends are almost 100% open, though, which is cool.
 
Sorry to throw another wrench in the scheduling mess, but this Friday is not going to work for me at all and this may become a weekly thing for me so I think that weekends would be best. Weekday evenings (except Friday) EST also work well for me (pretty much anything after 7 PM EST).

Do we have six people who can do TWL this upcoming season? It's more than a month away so if we can get a team together I don't think we need worry about lack of preparedness.
 
twl season is after the meat of cross country season, and after CEVO season so I could do it. Also, does anyone actually use the smogon server? Sometimes I hop in there and chill alone, but I never see anyone else join.
 
There have been times when I've been with some friends and said "hey let's hop in Smogon for some bball" and sometimes enough people join that we can change the map to something like Turbine or Badlands but apart from those times I usually don't see people in it. Maybe we should just have days when we try to get everyone we can to join the server so people can get the hang of some of the customs that will probably be in league map rotations.

Also, can we get the koth maps out of the map rotation and gullywash_rc6 replaced with gullywash_final?
 
If no one has any complaints, I'm just going to change the maplist to the CEVO list plus cp_waste. (CEVO map list is blands, granary, well, gpit, turbine, yukon, gully, generator, fastlane, freight, and follower, iirc)
 
I think that we should try to limit the number of customs in the map rotation because people tend to drop whenever they come up. (Having them on the server for admins to summon is okay.) Right now the only two customs that I feel really strongly in favor of are Gullywash and Freight (not freight_final), these are the only two customs that ETF2L is using this season. As for the others, I don't think that Generator is the best pick since it's hasn't been used in any leagues recently unless you count CEVO's pre-season. I'm not a huge fan of Follower but ESEA and CEVO are running it in their current rotations so I guess it's okay if people want it. I am neutral on Waste. I think it's best to limit the number of customs to four at most so that people are never forced into a situation where only customs are up for vote.
 
Alright guys, it's time to name the TWL team. I've already made [thread=61553]a thread devoted to the discussion of this topic[/thread] but feel free to discuss it here as well.
 
My apologies for any bumping inconvieniences, but this caught my attention.
Blutsauger
  • Replaced "No critical hits" negative attribute with "-2 health drained per second on wearer"
This might get some usage back to the Needlegun. Any comments?
 
Although the text might make you think otherwise, the needle gun and blutsauger were both buffed. (Technically the medic was buffed and the blutsauger just decreases the extent of his buff.) The blutsauger can now crit, and when you have it equipped your passive regen scales from 1-4 HP per second (it used to scale 1-3 HP per second). The needle gun, however, gives you 3-6 HP per second passive regen, which is very nice. The needle gun is now my weapon of choice, as the passive buff is just too good to pass up. The fact that it allows you to recover about 30 HP during an uber and come out regenerating at close to 6 HP per second makes it really useful for those times you're forced to pop uber. The blutsauger is still a decent option as it increases your odds of survival in a 1v1 situation against scouts especially, but the passive buff that the needle gun offers is going to be useful in more situations.
 
I haven't gotten around to changing it, but I will likely be using the Needle Gun myself just for the passive regen. Blut is still good, so I think they did a great job making it a sidegrade.
 
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