ParanoidDrone
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Posts posted by ParanoidDrone
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That picture is amazing.
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dustbowl is impossible to win on offense unless your team has the greatest spy in the universe
*waves*
In all seriousness, I expect my new computer to arrive around June 6. For some reason, laptops tend to die after I own them for ~2 years. Which is why I got a 3 year warranty this time.
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Uncle Bonehead bones it again.
I desperately wanted the Spy to be a Dead Ringer and backstab the Sniper as he taunted, but then I realized that was impossible since there's a several second delay between swinging the knife and pulling up any watch.
The fact that I realized this is somewhat disturbing.
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Valve be trollin'. Again.
For my part I have two Samur-Eyes, plus that godforsaken Dr. Seuss hat.
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Also, isn't Moondoggy the one with the knife named "It was the Scout"?
Yep, that's him.
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There's a certain Dead Ringer Spy I've seen play on the server who pretty much always disguises as Scout, freely announces that he always disguises as Scout, has the entire opposing team completely paranoid and spy-checking...and still manages to mop the floor with them. It's a scary thing to see.
Moondoggy. I actually ran into him once way back when I was first starting out TF2, got stairstabbed. Seeing him on OCR was kind of a blast from the past. He's really good at trick stabs, which would explain how he does so well against paranoia.
Unrelated: Post count says I'm Chrono. Coming back from the dead is in character now.
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Just curious, are there any Spy videos where the Spy is doing well and the enemy team is competent? It seems like most Spy videos out there the enemy team is incapable of looking behind themselves as their team is wiped out single handedly by one spy.
What, my videos don't count? They're all from OCR except like 2 or 3 clips from my latest one.
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Doublecross requires a solid team effort, just because there's so many ways to slip in if you leave yourself unprotected. Still one of my favorite maps in the hands of two competent teams.
I think Doublecross is my favorite CTF map, even though I'm not terribly fond of the mode itself for various reasons. If anything else it seems to be Valve's attempt at "2Fort done right," especially since early development sketches made explicit comparisons to 2Fort's player flow. I think the biggest improvement is the dropdown into the sewer near the intelligence, which offers an easy way out of the base without having to fight past spawn again. (Come to think of it, there are a lot of shortcuts that involve dropping from a height you can't get back up. Food for thought.)
those are the only two I can think of, which is sort of sadwe need more good ctf maps
Well once I finish Launchpad I'll get on that. (Too bad I operate on Valve Time's older brother, apparently.)
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sawmill ten
Haven't been on ctf_sawmill in forever so I can't comment on that with any semblance of authority. Fits the "get to the intel without fighting past enemy spawn" though.
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I think I will run through this small vent swinging my equalizer. Wait, did I just kill a Spy? Awesome! Better taunt so he knows how good I am.
Well, that too. But it's the fundamental map design. On the one hand, Turbine is arguably the most well balanced CTF map in TF2, mostly because it's unnecessary to fight past the enemy spawn room to get to the intelligence. On the other hand, there's absolutely no cover anywhere except in the middle room. It's a giant 512 unit wide hallway the entire way around. It reeks of poor map design, and I'm convinced that the only reason the left hallway bends the way it does is for map optimization reasons. Also, I don't think the visuals also aren't up to par with any other map in the game, but that's secondary, not to mention subjective.
tl;dr boring map layout
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Oh, do not get me started on Turbine. Hate it even more than 2Fort, Junction, Hoodoo...
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but all everyone nominates is goldrush and badwater anyways
But yeah, can't we just take the terrible maps that everyone hates off the serverlist? If nobody wants to play koth_aperture (I know I don't), then why do we even have it?
I happen to like Badwater. <.<
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So, uh, what about Admins who happen to play Spy a lot? <.<
And you forgot binding "/slap Necro" to some key.
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Powerlord, does the server run on Linux? Apparently there's a Linux-exclusive bug where the replay uploading happens on the main thread. Other people have reported similar issues with enabling replays and immediately experiencing horrible lag, so this may be the cause.
There is a bug in the FTP offloading code for Linux servers. We are looking into it. The uploading is supposed to take place on separate threads, but for some reason is happening on the main thread, on Linux only. On Windows we don't see this issue w/ FTP offloading.Until we have a fix, you can try running a local HTTP server instead, assuming you are able to install a Web server on the same machine as your game server.
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I'm not sure what's going on with it saying the server has disabled replays, as I haven't even checked which cvars replays use, let alone disabled them.
Whatever cvars they use, I'd be willing to bet they're disabled by default. Because that makes sense. (Not.)
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Also, the default keybind to record a replay is F6. FYI.
EDIT: They also need to be enabled serverside, apparently.
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The last page of the comic seems to imply that Meet the Medic will be released at the same time the Saxxy Awards are announced. Needless to say I am excited.
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Which just goes to show what Necro said is true: If you just turn random crits off, no one will notice... other than the people who play Spy a lot, because the backstab animation doesn't play any more.
This reminds me, it seems that crits turn themselves on and off on a per-map basis, if backstabs are any indication. Sometimes I'll get the full animation, other times just simple pokes, and it never changes midway through a map. I don't know how you have the configs set up, but does this sound remotely possible?
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why are crits even offffffffffff
Because dying to a crit rocket/shotgun/sticky/revolver/melee/etc. for no good reason got really old really fast?
(This is probably stating the obvious, but controlled crits like the Kritzkrieg, headshots, etc. are still enabled.)
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Hey, can we turn crits back on? Nocrits messes up backstab animations.
It looks strange, but it doesn't change the functionality at all.
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So I found
showcasing some mod that automagically neuters aimbotters, speedhackers, etc. by making them do 0 damage and instagibbing the moment they take any damage themselves. Someone tell me I'm not alone in finding this an immense source of shadenfreude.(Then again, the video was uploaded several years ago, so it's probably old.)
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I suspect that finals will render the server more empty than usual in the next week or so. At least my own finals take place in the upcoming week. Dunno about you guys.
On the bright side, only 3 of my classes actually have finals. Yay.
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Another note. The beta seems to have added a user made mod that added in a bunch of unused lines from all the classes.
http://www.reddit.com/r/tf2/comments/gyldi/beta_update_4262011_lots_of_crazy_new_items/
Oh pleasepleaseplease let this get added to TF2 proper posthaste.
I just thought of something. For that Solly Rocket Launcher, they will have to fix the suicide command other wise you will get a team of Solly's and Medics letting the medics get hit once and then they suicide for the crit boost the Solly will get.Yep. 8 second Kritzkrieg + suicide keybind = 16 second crit rampage. A Valve employee said this'll be fixed. And that the whole concept will be getting significant revision due to the overwhelming negative response.
OCR TF2: Stab stab stab!
in General Discussion
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I love you forever.
I'll take it.