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FireSlash

OCR TF2: Stab stab stab!

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If TVTropes is to be believed, having 9 completely distinct, viable classes is practically unheard of in the genre. It should go without saying that if they're all so unique then they should all play pretty differently. But if such unique classes are a novelty rather than the norm, new players may not cotton on to this fact and get frustrated as a result, in addition to neglecting the class's primary focus. (Medics not healing, etc.) The emphasis on teamwork also creates a different paradigm than what other games may focus on. Your typical FPS, or so the stereotype goes, is mostly concerned with killstreaks. (Modern Warfare actually rewards you for them.) In TF2 killstreaks don't mean a damn thing in the grand scheme of things unless you're in Arena mode. In short, I think TF2 defies enough of the typical genre conventions to create a sufficiently alien experience for players used to the status quo.

In a more meta sense, TF2 has been out for nearly 4 years now. Every class has received a major update dedicated to them and has alternative items out the wazoo that aren't immediately available to a new player, some of which don't even have unique stats. (I saw someone asking what the Iron Curtain did the other day.) In addition, there are 8 different game modes with their own idiosyncrasies. The ingame tutorials, while good at teaching the basics, are inherently incapable of teaching you how to play the metagame. The Mann Co. Store lets you get any item you want for real money, but that's not a viable option for everyone, for obvious reasons. I was somewhat fortunate in that I had been watching friends play TF2 for a while before I decided to join, but if you're coming in completely fresh it's a pretty severe case of information overload.

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I know I took a long time after first buying the game to actually start playing it, mainly because there wasn't even as much as a tutorial back in those days. That was when there were far fewer weapons, too.

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Just an FYI:

We have mandatory updates coming tomorrow for TF2, CS:S, DoD:S, and HL2:DM.

The update for CS:S is a major one. Lots of the changes from the CS:S Beta are being shipped.

More details tomorrow.

Also, should I keep RED as Prop Hunt or switch it back to normal? I haven't really seen people on it since last week.

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So, new versions of Goldrush and Upward have been. One of the changes is a fix for Upward ending early! \o/

Required updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch are now available. The specific changes include:

Shared Source Changes (CS:S, DoD:S, TF2, HL2:DM)

- Added a server command line option called "-dumplongticks" which will generate minidumps when there are long server frames

- Fixed startmovie failing for the raw, tga, jpg, and wav options

- Fixed some HUD messages not displaying properly on widescreen resolutions

- Updated the localization files for all games

Team Fortress 2

- Fixed Demomen with the Persian Persuader equipped picking up ammo crates when they're already at full health

- Fixed hatless headgear not removing the player's hat

- Fixed Natascha's bullets preventing Scouts from using Bonk and Crit-a-Cola

- Fixed teleporter progress being displayed incorrectly after upgrading a teleporter while it was recharging

- Fixed a rare server crash related to assists

- Fixed FCVAR_NOTIFY chat messages being clipped and not displaying the new value for the cvar

- Purchased items are no longer announced in the chat text

- Reduced the amount of server console output when client commands are out of sync

- Added the following ConVars for proxy support for replay FTP offloading: replay_fileserver_offload_useproxy, replay_fileserver_offload_proxy_host, and replay_fileserver_offload_proxy_port

- Removed replay_port ConVar (and the need for replay to open a port)

- Updated the matchmaking filtering to speed up searches and reduce the number of pinged servers

- Updated Pl_Upward

- Fixed ending the game mid-round when mp_timelimit has been reached

- Fixed several exploit areas

- Updated Pl_Goldrush

- Stage 1 : Fixed overlapping train track models

- Stage 1 : Fixed terrain seam by red spawn exit

- Stage 1 : Fixed red spawn room door going through ceiling

- Stage 1 : Light fixture on roof structure of red's first spawn building switched to non-solid

- Stage 2 : Added func_nobuild under bridge that would get teleported players stuck

- Stage 3 : Added invisible func_brushes above roofs to block blind demo grenade spam

- Stage 3 : Fixed wood structure by main gate entrance so it doesn't destroy teleport buildables

- Stage 3 : Added clip brush to top of main gate entrance

- Stage 3 : Extended red's respawn room brushes to enclose entire interior

- Stage 3 : Added respawn visualizer material to back face of blocker that prevents red from entering blue's respawn area from the top route

- Updated Items

- Added the Killer Exclusive

- Added the Mask of the Shaman to the droplist and made it craftable

- Added the El Jefe to the droplist and made it craftable

- Added two new styles for the Large Luchadore

- Fixed the Industrial Festivizer sometimes turning white

- Updated the shading on the Crusader's Crossbow

- Updated the Magnificent Mongolian texture and made it paintable

- Updated the Carouser's Capotain with an improved appearance

- Updated the Whiskered Gentlemen with an improved appearance

- Updated the particle effects for the Cow Mangler 5000 and the Righteous Bison

- Updated the Stickybomb Jumper

- Now uses a unique texture and projectile

- No longer causes the wielder to take increased damage from other sources

If that looks mangled, sorry... posting from a text web browser.

I believe the update has completed on BLU, but the server may not have restarted yet... it checks twice more to see if the update succeeded before it restarts.

RED is still running prop hunt, and I'll start a manual update as I leave here.

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On Gold Rush? The only one I can think of that he'd care about is over point 3A, and I don't think that one was touched. (Note it's to prevent blind Demo spam.)

No idea what they're talking about on Upward though.

EDIT: Herp derp I'm an idiot. Is that the "main gate" they were talking about?

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Hey I know this isn't very TF2 related, but I'm gonna be on the group chat of the OC Remix Community. Just so that if anyone want's to talk, trade TF2 stuff, or invite me to a game of TF2 or something I'll be there. I just thought it would be cool to get more people in the group chat. Slap me if this is a bad idea.

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TF2 is different than most other FPSes. Not so much easier or harder, but just with a different focus. While in the big FPS franchises -- Halo, Call of Duty, Battlefield -- you can do pretty well as long as you're a good individual player, Team Fortress 2 requires... well, teamwork. The best player in the world will still get his ass kicked if he doesn't work well with his team. Even if it's just something as simple as sticking together in a group when you're moving across the map (as opposed to letting the scouts blaze ahead and the heavies lag behind) makes a huge difference in TF2, way more than in other games.

Teamwork makes a ridiculous difference. My friends and I hang out on a vent server when we play, and well, we just take hold of the score board on most games. Guess we should make it an official clan at some point...

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Not to mention duties. Different classes have generally different priorities at any given time.

Spy abound? Pyros should take notice.

Teammate's on fire? Pyro's gotta airblast.

Scout being annoying? Pyro might wanna consider setting him on fire to deter him.

Enemy Soldier giving trouble? AIRBLAST.

etc etc

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The OCR TF2 community has some of the classiest drunks in the gaming world and I feel they are not being properly utilized. So I propose an event, a friday night drunk tank where we bring some of our classy drunks together, brush, necro, kami, etc, for an evening of tf2 and drunk discussion.

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RED has been switched back to a normal server.

Also, Valve is going to patch CS:S later today. No clue if TF2 will have a required update too or not.

I may be doing some work on the server tomorrow. At present, votemelee and votescramble are not working as their respective plugins were disabled a while back due to crashing issues. I'm either going to install new versions of them or search for replacements.

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RED has been switched back to a normal server.

Also, Valve is going to patch CS:S later today. No clue if TF2 will have a required update too or not.

I may be doing some work on the server tomorrow. At present, votemelee and votescramble are not working as their respective plugins were disabled a while back due to crashing issues. I'm either going to install new versions of them or search for replacements.

Or you could just use the default votes for scrambling that have been in the game for 5 months now.

And it doesn't steal your keyboard input. I don't know why you still have the terrible 4-8 vote screen.

http://wiki.teamfortress.com/wiki/Voting

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Or you could just use the default votes for scrambling that have been in the game for 5 months now.

I've considered it, but chose not to because in the past people have complained when someone arbitrarily starts a vote.

And it doesn't steal your keyboard input. I don't know why you still have the terrible 4-8 vote screen.

http://wiki.teamfortress.com/wiki/Voting

And now you're getting into the map vote issue, as it's the only one that uses 4-8.

I know about the TF2 built-in map vote. I also know about its drawbacks, namely that it always raises the end of map vote when 2 minutes are left on the clock, despite TF2 changing maps if a round ends with 5 minutes or less on the clock (except on Arena). You also can't nominate maps to appear on the built-in vote thing.

Believe it or not, I'm the person who reverse engineered the TF2 vote system for the SourceMod Wiki. The problem is that the Builtin Votes extension I'm writing is taking longer than expected to write due to SourceMod extensions being a PITA and several mistakes I made early on while writing it.

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An update was pushed since my previous message:

A required update for Team Fortress 2 is now available. Please download the update from the hldsupdatetool. The specific changes include:

- Fixed the Demoman not being able to charge while in the air

- Fixed items not drawing correctly on disguised Spies

BLU and RED have been updated and restarted.

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Something I've been curious about:

Suppose a server has the built in vote system enabled as you described, activating when the server map time has 2 minutes left, but the round ends with anywhere between 5 and 2 minutes left. (In other words, the map's supposed to change but the next map hasn't been decided.) What happens?

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Something I've been curious about:

Suppose a server has the built in vote system enabled as you described, activating when the server map time has 2 minutes left, but the round ends with anywhere between 5 and 2 minutes left. (In other words, the map's supposed to change but the next map hasn't been decided.) What happens?

It goes to the next map on the map list, whatever that may be.

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I may not get around to the server changes today.

Having said that, I went over the top 50 players by connect time and added reserved slots for the two new people on the top 50: Miss Velociraptor and Zephy.

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