Top Gun Posted February 14, 2011 Share Posted February 14, 2011 I've been on the receiving end of a few people who seem to be able to use the Backburner far better than I can, but that's definitely more the exception than the rule. Being able to extinguish teammates and/or protect Engy setups from Demospam is a huge plus. Also, don't look now, but Portal 2 is officially up for pre-order. Anyone have a spare $45? Link to comment Share on other sites More sharing options...
Powerlord Posted February 14, 2011 Share Posted February 14, 2011 Required updates for Team Fortress 2 are now available. The specific changes include: Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM) - Updated the version check when connecting to a server to indicated whether the server's version of the game is older or newer than the client's version when they're different. Team Fortress 2 - Made Bill's Hat always tradable. - Fixed a client crash caused by malformed custom client spray. - Added a Red team skin to the Fists of Steel. - Fixed melee attacks not destroying remote detonation pipes. - Added the Rimmed Raincatcher to the list of Unusual hats. - Fixed the Stickybomb Launcher viewmodel sleeves using the wrong team colors for team Blue. - Fixed players getting set bonuses applied on tournament servers when the server is restricting the player's weapons using the item_whitelist. - Updated CP_Thundermountain ---- Updated the final stage to have the train begin receding after 15 seconds. ---- Reduced the cart speed on the final two ramps in the final stage to 1/2 normal speed. Servers have been updated and restarted. Link to comment Share on other sites More sharing options...
ParanoidDrone Posted February 14, 2011 Share Posted February 14, 2011 I'm intrigued by the Thunder Mountain changes. Come to think of it, I'm not sure if the final stage is biased towards RED or BLU. I've seen both sides win handily there. Link to comment Share on other sites More sharing options...
Cinderwild Posted February 14, 2011 Share Posted February 14, 2011 I didn't know you could melee stickies. Link to comment Share on other sites More sharing options...
Top Gun Posted February 15, 2011 Share Posted February 15, 2011 I'm intrigued by the Thunder Mountain changes. Come to think of it, I'm not sure if the final stage is biased towards RED or BLU. I've seen both sides win handily there. Yeah, that should be interesting. Most of the time I've played there, BLU seems to wind up winning; I think the first two stages are much easier to defend, compared to the third stage's relatively non-linear layout. Link to comment Share on other sites More sharing options...
Kenogu Labz Posted February 15, 2011 Share Posted February 15, 2011 Meleeing stickies is easy (albeit careless), if you can get to them without the demoman blowing your face off. Thunder Mountain stage three is a blast, but the whole map seems fairly easy to roll either way. Doesn't take much to imbalance it. Link to comment Share on other sites More sharing options...
Bleck Posted February 15, 2011 Share Posted February 15, 2011 Thunder Mountain stage three is a blast, but the whole map seems fairly easy to roll either way. Doesn't take much to imbalance it. payload maps in general are fairly easy to roll Link to comment Share on other sites More sharing options...
Kenogu Labz Posted February 15, 2011 Share Posted February 15, 2011 True. Once a fairly good team sets up on your cart, it's a real pain knocking them off, especially since by definition, there's a pretty clear line-of-sight toward either end of the tracks. And if a good team is attacking, it's like they're piloting a steam roller. Link to comment Share on other sites More sharing options...
Scufo Posted February 15, 2011 Share Posted February 15, 2011 3 heavies on cart = lol. Link to comment Share on other sites More sharing options...
Powerlord Posted February 15, 2011 Share Posted February 15, 2011 3 heavies on cart = lol. 3 heavies on cart = kill them with stickies Link to comment Share on other sites More sharing options...
Scufo Posted February 15, 2011 Share Posted February 15, 2011 Heh I knew someone would say that. Obviously it's not unstoppable, but multiple heavies on the cart with medics can be pretty tough to break. Link to comment Share on other sites More sharing options...
Bleck Posted February 15, 2011 Share Posted February 15, 2011 3 heavies on cart = kill them with stickies try to shoot stickies = oh wait I'm dead try to lob them from far away = okay they are no longer on the stickies Link to comment Share on other sites More sharing options...
ParanoidDrone Posted February 16, 2011 Share Posted February 16, 2011 Clearly the solution is judicious use of headshots and backstabs. Link to comment Share on other sites More sharing options...
Necro Posted February 16, 2011 Share Posted February 16, 2011 Assuming that there are 3 Heavies on a cart it is possible to completely kill them with multiple scenarios. Assuming even numbers, 2 Demos + a Medic would do nicely as would 2 Soldiers + a Medic. The key is to keep at mid range where minigun damage is less than that of explosives. Another simple tactic is 2 distractions plus a Sniper/Spy. It is important to note that more than one of these will lead to failure as these classes rely on a powerful core to work effectively. Link to comment Share on other sites More sharing options...
Bleck Posted February 16, 2011 Share Posted February 16, 2011 Clearly the solution is judicious use of headshots and backstabs. headshots = metal hands wololo backstabs = one heavy faces behind Link to comment Share on other sites More sharing options...
Powerlord Posted February 17, 2011 Share Posted February 17, 2011 Clearly the solution is a sentry gun. However, we can keep going on and on with what-ifs. 3 heavies alone are vulnerable to all sorts of situations depending on what the other team has. On another note, I've updated pl_swiftwater on the server to frc16 (was frc14). Not that we ever play it, which is a shame, because I think it's a pretty good payload map. TF2 Beta has had some minor tweaks, mostly stuff that was implemented wrong in the last beta update (i.e. Soliders still calling out "MEDIC!" with the Equalizer even though it doesn't appear on the Medic's HUD). Link to comment Share on other sites More sharing options...
Cinderwild Posted February 17, 2011 Share Posted February 17, 2011 Note how almost everything suggested to counter 3 heavies takes more work than just getting three heavies to walk up to a payload and start shooting. Link to comment Share on other sites More sharing options...
Kiyobi Posted February 17, 2011 Share Posted February 17, 2011 Assuming three people would be willing to switch to Heavy just for this occassion. Link to comment Share on other sites More sharing options...
Necro Posted February 17, 2011 Share Posted February 17, 2011 We played Swiftwater just yesterday and it has gone through some major improvements. It is much more vibrant and fun to play than previous versions. I think that most everyone enjoyed it very much. Link to comment Share on other sites More sharing options...
bark Posted February 17, 2011 Share Posted February 17, 2011 We played Swiftwater just yesterday and it has gone through some major improvements. It is much more vibrant and fun to play than previous versions. I think that most everyone enjoyed it very much. I didn enjoy it very much, and wanted to nominate it tonight, but didn't get a chance too.. Link to comment Share on other sites More sharing options...
ParanoidDrone Posted February 17, 2011 Share Posted February 17, 2011 It came up for nomination again just now, but cp_obscure won the vote. And yeah, Swiftwater was hella fun. Link to comment Share on other sites More sharing options...
Powerlord Posted February 17, 2011 Share Posted February 17, 2011 Note how almost everything suggested to counter 3 heavies takes more work than just getting three heavies to walk up to a payload and start shooting. You're kidding, right? You think demo + stickies is harder than getting 3 heavies to walk up to a cart and start shooting? Or that building a sentry gun is (especially now that you can move them)? You know you're delusional, right? Link to comment Share on other sites More sharing options...
ParanoidDrone Posted February 19, 2011 Share Posted February 19, 2011 This came up more than once tonight, so I'll post it here: What do people think about making one or both of the servers nocrit? Link to comment Share on other sites More sharing options...
XeroZohar Posted February 19, 2011 Share Posted February 19, 2011 Isn't that what votecrits is for? Edit: whoa, rank 19. I know the stats were reset, but dayum. Link to comment Share on other sites More sharing options...
Necro Posted February 19, 2011 Share Posted February 19, 2011 This came up more than once tonight, so I'll post it here: What do people think about making one or both of the servers nocrit? I'd be good if even one of the servers had random crits as well as damage spread turned off. If that's not an option what about reserved slot holders having the ability to bring up a crit vote without having to get a majority? Link to comment Share on other sites More sharing options...
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