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Powerlord

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Everything posted by Powerlord

  1. Seriously, a Heavy can mow down a non-overhealed Scout, Spy, Sniper, Medic, or hell, a Pyro, in 1 second or less now from medium range. Without the target being Jarated. It's ridiculous. Edit: So, on an unrelated note, Michael Jackson died today?
  2. It seems to me that Heavies got an unannounced damage boost to the normal Minigun (Sasha) in the Sniper vs. Spy update, because I don't ever remember dying as fast as I do now with any of the classes I've played lately. And since I've been hitting Random lately, that's pretty much all of them.
  3. Yes, yes it can. And here I was going to tell people to contact me about reserve slots. I know Brushfire wanted one of his friends set up with one. I abuse the hell out of reserve slots... like 8 of my friends have them. Most of which don't play TF2 any more.
  4. I like doing that. It's like THE reason to play Scout. Particularly as BLU at the beginning of a CP assault map or PL map, since you can just grab another baseball from the supply cabinet. Said trick also works as RED on the Dustbowl last point.
  5. That would be wrong, I headshot someone on Egypt about 30 minutes ago with the second shot.
  6. I guess it really depends on WHEN you can regen the cloak meter. I just assumed it was only while you weren't cloaked. Maybe not, though.
  7. Rather than it being almost completely useless? Yeah. Still, requiring that it have over 60% left means that you need to uncloak within 4 seconds, and you can't use it more than twice in a row. Unless you're near an ammo box. Edit: I might not play tonight. Steam decided my TF2 files were corrupt ("Steam has found a problem with your local games file.") and wouldn't re-download the files to fix it, forcing me to completely reinstall TF2.
  8. New update today: Here's the TF2-specific changes: General Added an option to the advanced multiplayer menu to select left or right handed view models Fixed a bug where a spectator's wearable items could be seen floating around the player they were spectating Fixed a bug where a fake Spy hand would appear on the screen of other players Custom death animations now only play 25% of the time Fixed teleporters not being build-able in some places where they should be (such as within the pit at the end of Badwater Basin) Fixed rare client crash on connection and level change Removed refract from water ripples caused by bullet impacts for performance reasons Added log entries for player extinguished events using the medigun, jarate, flamethrower and dispenser Started tracking localization settings to help make decisions regarding localization in the future Fixed the blank progress bar in the upper-left of the screen when the client scheme is reloaded Mapmaker requests Added spawn flag to func_respawnroomvisualizer that allows it be non-solid to players Added SetSolid input to func_respawnroomvisualizer to change solidity to players dynamically Added OnWonByTeam1 and OnWonByTeam2 outputs to the TFGamerulesProxy Sniper Fixed a bad detection case in the "Friendship is Golden" achievement Changed the description of the "Triple Prey" achievement so it better describes how to get it Critical arrows now have a trail and correctly deal enhanced damage The Huntsman now defaults to be right handed Friendly arrows will no longer trigger the near miss sound on you Fixed several sources of floating arrows Spy Fixed disguised Spies occasionally looking like they have invulnerability, instead of the correct fake Spy mask Disguised spies will no longer lose their disguise weapon when they interact with a weapon locker Fixed a bug where the spy's watch would randomly change models during play Fixed uncloaked spies flickering in and out of the cloak effect when taking damage The Cloak and Dagger now always regenerates at its intended rate. Previously it only regenerated at the correct rate when the spy was cloaked Increased the Cloak and Dagger regeneration rate slightly Capped the rate of energy loss from moving faster than run speed (falling / air toss) while cloaked with the Cloak and Dagger The Dead Ringer's cloak consume rate has been slightly reduced, giving about an extra second of cloak time on a full meter Emerging from the Dead Ringer's cloak now drains up to 40% of the cloak meter instead of 100%. This drain only happens if the meter is at least 60% full The Dead Ringer's cloak meter can now be regenerated from ammo sources The Ambassador now only crits when fully accurate and no longer penetrates enemies The Spy can no longer change weapons from the knife while shocked by the Razorback Force-A-Nature & Flamethrower air blast knockback effects no longer work on disguised spies Fixed disguised Spies showing the wrong teleporter effects when using an enemy teleporter
  9. Pssh, too many people play Spies recently. Also, for whatever reason, when I click Random class, it gives me Spy about a third of the time. I have no idea why. P.S. The only time I remember complaining as a Spy recently about outside of spawn is when a sapper never got placed on a TP and I got killed by a Sniper's sub-machine gun (weakest ranged weapon in the game other than Jarate). Particularly since I was fully uncloaked well before I reached said teleporter (also, I was using Cloak and Dagger, not Dead Ringer).
  10. Hell, I had 75 just from my second entrance (first got destroyed by a Pyro) on dbheights section 3 on BLU today.
  11. Put the new server IP in the advertisements thing... maybe change how often the ads appear too, after the change. Edit: On the subject of dbheights, there's a newer version of that as well. I'll upload it sometime soon. Edit 2: pl_dbheights is now on the map list. It'll show up in the nominate menu on the next map change. Edit 3: Whoops, pl_dbheights is the ORIGINAL (beta 1) version, uploading pl_dbheights_v3 now. Edit 4: pl_dbheights_v3 is up on the server now. Released less than a day ago, too.
  12. We had both pl_dustbowl and pl_dbheights. dbheights is the one we've played the most recently.
  13. That would be pl_waste_b4. Although pl_waste final is out now... Edit: pl_waste on the server has been updated to the newest version.
  14. I was playing earlier, until people starting singing. It made my ears hurt and I logged because of it. Also, Goldrush's time could be shortened by about 10 minutes and still give both sides their chance. Right now, if one team gets stopped during map parts 1 or 2 and the other team manages to get part 3 quickly enough, it forces a 3rd round. I'm just assuming the 13 to 1 score pictured above was Goldrush, and it was the map that I quit part-way through because of the singing (I was on RED, when I quit the score was 10 to 1).
  15. /agree Anyway, I was bored earlier, so I was thinking of Engineer upgrade items. Now, from what I recall, the Engineer screen does not have the toolbox as one of the replaceable items, only his weapons. Therefore: Class: Engineer Item: Caltrops Replaces: Pistol Description: This is an old Scout item from Team Fortress/Team Fortress Classic. Throw them on the ground. Anyone running over them (including Scouts using Bonk) will slow to half their normal speed. Class: Engineer Item: Zap Trap Replaces: Pistol Description: Throw on the ground. Any Spy that touches it will have his watch and sapper disabled for a short period of time. Only one can be placed at a time. 8 second cooldown (like Jarate) before another can be placed; placing another causes the first to be destroyed. Can be destroyed by weapons, similar to sticky bombs. Very visible, so a Spy will have a chance to see it in advance. However, chances are you'll be able to throw another AT a Spy and he'll touch it. Class: Engineer Item: Monitoring Camera Replaces: Pistol Description: Place on the ground somewhere. Right-click to see whatever the camera sees. Caveat: Probably not useful enough to actually make it in the game. Class: Engineer Item: Omniwrench 9000 Replaces: Wrench Description: Attacks like a normal wrench. Right-clicking while near a friendly building will cause you to attach your wrench to it. Running forward will make you run around the building clockwise, causing the building to upgrade by 25 (out of 200) for each revolution. Uses no metal. Right-click again to detach. You can not use any other weapons while attached to a building. Yes, this wrench would be dangerous to use on a sentry as it's shooting... there is a price to it, after all! That and you'd be vulnerable to enemy fire... P.S. "Omniwrench 9000" is from Ratchet & Clank.
  16. Speaking of which, I should take achievementbox off of the list of maps that can be nominated.
  17. Speaking of which, I'd like to take a moment to remind people of the nominate command to make maps appear in the rtv list. Granted, this is one of the "ads" in the advertisement plugin, so I'd hope you'd know about it by now.
  18. Which is just the opposite of Cashworks, which drains the server every time it comes up. For reference, Pacman Party (the one we usually play) is a 30.4 MB download, and Cashworks is a 40.7 MB download. I think part of the problem with Cashworks in particular is that it doesn't run all that well on some computers.
  19. I'm not sure if it's something with Sourcemod, but sometimes maps that only appear once in the map rotation end up coming up twice. Some days it's Dustbowl, yesterday it was Egypt (played twice 5 maps apart). Either that or some other admin is setting the nextmap when I'm not watching the chat box.
  20. It's not so bad when it's just two people. When it's 4-5, then there's a problem.
  21. As an admin, I can think of 1 or 2 other people who I'd remove admins from. I'm sure some people think that about me, too... since I've been forcing team scrambles a lot recently. Any yes, I shouldn't do it quite so often. Just like people shouldn't team stack. Edit: I also have issues with peoples' behavior on 2fort lately. Threatening to kick people (and actually kicking them) because they won't use melee weapons only in the water pit is treading the edge. Threatening outright to ban them (at least in my presence) and I won't hesitate to pull your admin powers without consulting Bahamut first.
  22. Hmm, does anyone know what today's TF2 update changed? I don't see any release notes for it, and I'm wondering if it's just to track some new stuff for the Community update. Edit: Screenshot
  23. Huh, the Source SDK has a new version that, for whatever reason, contains the source to 10 TF2 maps: arena_lumberyard arena_ravine cp_badlands cp_dustbowl cp_granary cp_gravelpit ctf_2fort pl_badwater pl_goldrush tc_hydro Granted, most of these have decompiled versions, but those won't be necessary any more. No Well though. Aw, I wanted to make a pl_well.
  24. No, no, no... it has too much Dustbowl. Oh, and too much 2fort and Goldrush. We should remove them all. *renames the server to 24/7 Nothing* It's s terrible map, so no, sorry. We're talking about a map that gets decided 90+% of the time in Sudden Death. That tells me that something is inherently wrong with the map.
  25. Agreed. I tend to do this every time I die in hydro, simply because I hate that map.
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