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the wildest rear end posted:But he's using stickies... edit: I think I've lost the metaphor a bit
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# ? Jun 9, 2015 04:53 |
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# ? Jun 9, 2024 07:16 |
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the wildest rear end posted:But he's using stickies... that's why he's so backed up
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# ? Jun 9, 2015 05:08 |
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Does anyone know how to update an in-progress map on the workshop? I've got b12 of watershed ready to go up but the in-game workshop tools only give me the option to upload a new item.
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# ? Jun 9, 2015 05:16 |
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Unless I've missed something obvious, there also isn't a way to download a workshop map directly from Valve from the workshop. I guess the mapmaker could link to it, but it's weird. There's an option from the server browser to only show servers running maps you're subscribed to, but I'd like to just load a local session and run around the map as a scout and see how it goes.
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# ? Jun 9, 2015 05:27 |
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This just about sums up my experience with MvM with pubs.
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# ? Jun 9, 2015 06:33 |
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https://www.youtube.com/watch?v=St2PMVW_W7Y
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# ? Jun 9, 2015 08:01 |
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Holy poo poo, this video and the kung fu one before it had me crying with laughter. Jerma is the man.
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# ? Jun 9, 2015 08:36 |
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It ended up letting me update it after I restarted steam (I guess it needed to redownload the workshop cache or something). http://steamcommunity.com/sharedfiles/filedetails/?id=457080378
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# ? Jun 9, 2015 11:17 |
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I can't believe how many spies will just run up to your sentry with their sappers for up to 45 minutes straight. It's easy to de-humanize the plethora of spies plaguing pub servers. But they each are an actual human player, and a surprising number of them will never try to shoot or even butterknife me. Just sorta stand there with their sapper still out I assume. So when I only had a lvl. 1 and one of the zombie spies placed the RTR on it I decided to just stand there and not kill him. I didn't remove the sapper, didn't shoot him- just watched. He seemed to hump my sentry for a good while, and then I guess he thought I was AFK so he started trying to backstab me and eventually succeeded in butterknifing me to death. I guess that's their end-game.
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# ? Jun 9, 2015 14:05 |
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Spies not using their weapons, I think, is mostly a "i loving hate these goddamn sentries but they're piled up so bad that I can't get them as any power class and we don't have a medic and and and *clicks spy*". Like they've just given up on having fun and they're just gonna piss the engie off enough to leave or switch out so the spy can go back to whatever fun class they actually want to play.
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# ? Jun 9, 2015 15:12 |
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Or maybe it's a learned behavior. When they're sitting on the last point nursing a useless sentry, every time they lose their nest it's to a spy who just stands in front of the sentry and holds down the sapper. So they figure "that's how it's done" and repeat the process.
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# ? Jun 9, 2015 15:30 |
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Valve server spies are that bad because the people they play against are that bad. There is either no spy checking at all or an impenetrable wall of pyros that will just cause them to leave anyway. If they manage to make it to a sentry, stare at it for 5 seconds while they remember how to swap from their knife to their sapper (the only 2 weapons Valve server spies have), and remembered to put a disguise on before they decloak with the sentry's barrel in their mouth, they've got a pretty good chance of a successful sap because the enemy engineer is probably braindead.
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# ? Jun 9, 2015 21:27 |
Right click. Left. Shoot. gently caress.
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# ? Jun 9, 2015 23:19 |
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Anyone want to help test my KOTH map? Server is tf2.pastecase.net:27015 and will be running the map nonstop until the server does its daily reset tomorrow sometime.
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# ? Jun 10, 2015 02:31 |
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Roflex posted:Anyone want to help test my KOTH map? Server is tf2.pastecase.net:27015 and will be running the map nonstop until the server does its daily reset tomorrow sometime. For some feedback I like the premise, I think it has potential. I found the boundaries very confusing. It took me a couple deaths to realize I couldn't go down to the waterfall area to the right of spawn (blu). Another suggestion I have is to change the ammo box at the very end of the map near the point on the ledge, to maybe a medium health kit. It'd be a total risk reward type area since it's so vulnerable. Also I can't test since there's no one else on, but at the very top above the point, it seems like that could be held by a sentry almost too well. Might be worth some testing I dunno. Knyteguy fucked around with this message at 04:42 on Jun 10, 2015 |
# ? Jun 10, 2015 04:37 |
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Jay Pinkerton (the lead writer on TF2) recently opened up about the TF2 Comics stuff on Twitter. Apparently the long delays are because everyone involved gets busy with lots of other work on Valve and Steam projects (Or because he thought "bi-monthly" meant "twice a year". Whichever explanation you prefer!), but it's not dead! You know who is, though?
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# ? Jun 10, 2015 19:08 |
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Knyteguy posted:For some feedback I like the premise, I think it has potential. I found the boundaries very confusing. It took me a couple deaths to realize I couldn't go down to the waterfall area to the right of spawn (blu). Another suggestion I have is to change the ammo box at the very end of the map near the point on the ledge, to maybe a medium health kit. It'd be a total risk reward type area since it's so vulnerable. I might make the waterfall a bit steeper/taller just to emphasise the death-pit nature of it better, since originally the lowest playable point of the map was at the same height as spawn and it looked way more death-y from there. Some of those skull-and-crossbones signs will probably also be added (along with various other signs, which are still somewhat lacking). I will probably change the ammo on cliff to a health/ammo combo when I do the arena/koth split. Right now it's still being designed and balanced around Arena:Respawn play (which can use KOTH maps without needing a separate map build), and we've generally agreed that while arena maps should probably have some health, the health pickups should be far from the point or difficult to reach, which forces a decision for a low-health defending team (and slightly swings the balance more towards attackers). This is why I wanted testing to happen on the map in KOTH mode, so I can figure out which of these balancing changes need to happen before I split the map. Which side of the roof are you talking about, the one near the dam-side "bridge" or the side near the rear by the dish? From what I've seen in A:R testing it's not easy to get an engi up there to build early enough in the round for it to make a difference, and later on in a round an engi has to decide whether to defend the point or defend open areas elsewhere with sentry placement. Level 3s might start coming out in deeper/larger-team KOTH play though, and most of the engi play I've seen so far has just been with minis. Thanks for the feedback, hopefully we can get a larger test going tonight. Shooting for 7 eastern. I'll also be on the A:R mumble (pbl.respawn.tf:64738) around that time if anyone wants to chat about the map.
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# ? Jun 10, 2015 19:55 |
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The Kins posted:Jay Pinkerton (the lead writer on TF2) recently opened up about the TF2 Comics stuff on Twitter. Apparently the long delays are because everyone involved gets busy with lots of other work on Valve and Steam projects (Or because he thought "bi-monthly" meant "twice a year". Whichever explanation you prefer!), but it's not dead! What's the big deal? Thousands of snipers are dying every minute.
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# ? Jun 10, 2015 22:03 |
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I wish I wasn't such utter garbage with the spy. I really wish.
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# ? Jun 11, 2015 01:22 |
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Thunder Moose posted:I wish I wasn't such utter garbage with the spy. I really wish. This is me, except replace spy with demoman. I'm probably awful with spy too but I mostly use the pistols and that absolutely destroys valve server players.
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# ? Jun 11, 2015 01:46 |
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Same here, except replace "spy" with "Team Fortress 2"
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# ? Jun 11, 2015 02:07 |
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Hoyt Hoyterson posted:This is me, except replace spy with demoman. I'm probably awful with spy too but I mostly use the pistols and that absolutely destroys valve server players. Demoman is (ok, used to be) my best class. You just have to play the angles of the map against your enemies and suppress the hell out of them. Blind firing at a defensible position that provides a good angle of attack is (was) really too easy for me.
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# ? Jun 11, 2015 02:17 |
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If you want to play PITA defense demo, find a good combo and stick behind them while you practice your direct pipes and airbursts.
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# ? Jun 11, 2015 02:35 |
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Hanging out with your team as a demo is the One Weird Trick Discovered By Moms That Makes Gravel Companies FURIOUS. Leave the roaming to other classes until you get your stuff down, just stick with a buddy or two and let them cover you while you carpet bomb whatever they're fighting.
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# ? Jun 11, 2015 03:17 |
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Thunder Moose posted:I wish I wasn't such utter garbage with the spy. I really wish. All six hours of Spy I've played have been on Doomsday, which is fine because I like that map anyway. I make a beeline for that spot all the snipers go to on the far side of the map, away from the rocket, and just stalk there for a few minutes stabbing people even more clueless than I am. That's kind of how I've decided to be better at the class--by picking on people even worse than me. Baby steps, man.
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# ? Jun 11, 2015 06:19 |
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https://www.youtube.com/watch?v=9yd1YpPZ0XM
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# ? Jun 11, 2015 06:29 |
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Spy is about abusing map geometry and learning when to take advantages of situations your teammates put your opponents in. Unless your opponent is an idiot, there's so many holes in a Spy's disguise that it's next to impossible on disguises alone without using other forms of trickery or distraction. Mostly as a Spy, your job is to get your first kills to cause paranoia. If you can cause a majority of the enemy team to be distracted by you, you're doing your job as Spy. It's just not a particularly fun job. Oh and also use your gun. Your gun is ridiculously powerful and can easily kill if you manage to get in a few shots before the enemy notices.
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# ? Jun 11, 2015 06:34 |
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The ultimate fun thing to do as Spy is get behind a line of people and just stab them all in a row. Their screams are like music
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# ? Jun 11, 2015 06:37 |
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Lay down sticky traps at the super sneaky back doors that everyone uses on pub servers (because they're super sneaky) and get a free godlike kill streak as people repeatedly charge through the door thinking they can kill you before you detonate for some reason. Remember those? Sticky traps?
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# ? Jun 11, 2015 08:01 |
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Gabriel Pope posted:Hanging out with your team as a demo is the One Weird Trick Discovered By Moms That Makes Gravel Companies FURIOUS. Leave the roaming to other classes until you get your stuff down, just stick with a buddy or two and let them cover you while you carpet bomb whatever they're fighting. This is probably the best advice you'll get for being a demoman. When you're a demoman going off alone, you're going to run into scouts. Scouts are loving horrible to fight as a demoman. They're fast and hard to hit with pipes directly, and move fast enough to get away from your stickies if they're aware of them. And unlike a soldier you can't just rely on hitting the floor near them with grenades. Your only choice is to hit them with two pipes or hope they gently caress up somehow. Scouts are amazing in one on one combat, but when you're with your team your team can take care of them while you shower the area in pipes and stickies. They can't dodge stickies if they're too distracted by something else.
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# ? Jun 11, 2015 08:57 |
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I've found that the best way to tackle a 1-on-1 with a Scout as a Demo is to pick up on what the Scout is doing and act accordingly: If he's just strafing back and forth, lay down a sticky and wait for him to run over it like a dumbass. If he's running straight at you, either pipe or melee depending on if you'd damage yourself in the blast. If he's jumping and dodging all over the place i.e. is a good Scout player, it is time to make a strategic retreat. There is no shame in running away. Unless you die while running away, then it's kinda pathetic.
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# ? Jun 11, 2015 09:03 |
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I love playing Pipe Demoman with the Tide Turner for mobility and emergency retreats, because seeing a scout just means I get a free extra shield charge
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# ? Jun 11, 2015 10:38 |
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Fojar38 posted:Lay down sticky traps at the super sneaky back doors that everyone uses on pub servers (because they're super sneaky) and get a free godlike kill streak as people repeatedly charge through the door thinking they can kill you before you detonate for some reason. RIP stickies
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# ? Jun 11, 2015 10:56 |
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Offensive stickies were over-nerfed. For airbursting the blast radius has gone from 159 HU down to 124 HU; that's a huge change. Valve should have stopped after reducing the base sticky blast radius down to 146 HU. I have little hope of seeing stickies get rebalanced more sensibly. That was made clear during the previous sticky nerf where any outcries demo players had to the 40% dmg nerf was muffled by all the people exclaiming how great a change it was. There was little reason to use sticks offensively at all, you needed twice the sticks to do the same damage and then spend twice as long reloading. Mid-range sticks were being outdamaged by spies with revolvers and snipers with SMGs - it was a joke. I lost respect for a number of particularly vocal invite players getting behind that nerf as a good change. Being out of position as demo is as bad as being out of position as medic, you are either dead or letting your team down big-time. Any other combat class out of position is like " well I guess I don't want to engage from here, better move." Demo was always the one slot no one wanted to fill, and I took it upon myself to play the class so many whined about but were afraid to actually play as. I just play other classes now. There's always a million shitlord roamers for every pocket soldier, so there's an easy niche for me to fill instead.
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# ? Jun 11, 2015 10:58 |
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I enjoy this especially the sword being 50 metres long, they should have had the shovel connecting 30 metres above the heavies head. The only thing I wouldn't change is the spy (and for the record I never play spy ever). I think people have come up with legitimately cool trick stabs that rely on the net code being borked slightly. All this being said. I'd take the source net code over pretty much any other game. It's amazing to me that the most popular fps cod still mainly relies on p2p which is laughable. Jippa fucked around with this message at 12:53 on Jun 11, 2015 |
# ? Jun 11, 2015 11:10 |
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CJacobs posted:The ultimate fun thing to do as Spy is get behind a line of people and just stab them all in a row. Their screams are like music This will never get old. Even if you're having an absolute rear end round, nailing that makes up for it
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# ? Jun 11, 2015 12:42 |
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FatSamurai posted:That's kind of how I've decided to be better at the class--by picking on people even worse than me. Baby steps, man. Best way to practice Spy: Switch to Spy at the start of a payload or A/D round on offense. Immediately cloak and sneak past the defenders. Make your way all the way back to red spawn. Grab ammo boxes to stay cloaked! Wait for a respawn wave to pass. Sap all the teleporters, then shoot them to make sure they go down. Sneak off somewhere to ambush people from and stab/shoot people until you get killed, then switch to a real class.
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# ? Jun 11, 2015 13:15 |
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Theta Zero posted:Spy is about abusing map geometry and learning when to take advantages of situations your teammates put your opponents in. Unless your opponent is an idiot, there's so many holes in a Spy's disguise that it's next to impossible on disguises alone without using other forms of trickery or distraction. Mostly as a Spy, your job is to get your first kills to cause paranoia. If you can cause a majority of the enemy team to be distracted by you, you're doing your job as Spy. It's just not a particularly fun job. Says you, leading the enemy team on a manhunt for your non Dead Ringered corpse is amazing
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# ? Jun 11, 2015 14:51 |
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CJacobs posted:I've found that the best way to tackle a 1-on-1 with a Scout as a Demo is to pick up on what the Scout is doing and act accordingly: Good advice! Two other quick notes I've found to be useful against scouts 1 vs 1: You can roll a grenade along the floor in front of you towards the scout. Try a sharper angle depending on their distance, since that will usually keep the grenade in between you two or right under them. They will either take aoe damage from it or have to avoid it, which suddenly limits where they could go and makes it easier to score a direct hit. Sometimes you'll get unlucky and the grenade will just roll off way too far left or right, but that's still a dead zone you can try and use to your advantage if it works out that way. Unless you are stuck indoors, you can actually use the outer part of the explosion from your failed grenade roll as a jump and get the hell out of there. You eat 30 damage or whatever and get out of a bad fight. If the scout is right up in your face and you have high health, try grenading them while jumping and crouching. You'll be able to surf away out of their effective range off of that explosion while still able to fire grenades at them as you fly away. As a bonus, even good scouts really hate the idea of a demo escaping what should have been a kill and will come after you in a mostly straight line to finish you off. Make them eat a grenade for the trouble. Incredulous Dylan fucked around with this message at 17:03 on Jun 11, 2015 |
# ? Jun 11, 2015 16:57 |
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# ? Jun 9, 2024 07:16 |
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If any one is getting the "this server is running an earlier version of the game" error opt out of the tf2 beta.
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# ? Jun 11, 2015 17:19 |