Exploding Garrmondo Weiner Interactive Swiss Army Penis

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The unmovable stubborn May 22, 2009 01:15 PM

Did you guys seriously love grinding non-intuitive achievements that much?

I played for about three hours last night; I got one drop. That's not a lot, but with the old system I'd need to get 12 achievements in 3 hours. If I wanted to do THAT I'd have to go to an achievement server, and I don't think anyone agrees that those goddamn monstrosities are good for the game.

I want the Huntsman because it looks like it might make Sniping actually kind of fun. I don't want to have to play Sniper incredibly poorly for 80 hours slowly grinding out achievements to get there. The chance to just randomly get the Huntsman while I play a class I am good at and enjoy is a godsend to me.

(and if you really think there's no reason the backpack lets you have duplicate items, you're not much of a creative thinker. Say it with me: personalized weapons.)

The drop I got, incidentally, was the Axtinguisher, which I already had. Oddly, I am not infuriated by this!

RacinReaver May 22, 2009 02:47 PM

No achievement servers for me and I have all the unlocks for pyro, heavy, and medic (still haven't managed any for scout since I'm lame and only play on dustbowl). :(

Also, since nobody posted it, here's the changes they put in with the new game. I'm going to bold the ones I find most exciting/interesting.

Quote:

New Maps:

# Added new map, Pipeline. Pipeline is the first map in a new game mode named payload race, which uses two carts in each map instead of only one like traditional payload maps
# Added new arena map Sawmill
# Added new arena map Nucleus
# Added new community payload map Hoodoo
# Updated Dustbowl to fix not being able to jump into the window in the first building of the second stage

Sniper Changes:

# Added new sniper rifle replacement, The Huntsman. Instead of a sniper rifle, you have a bow that allows you to move around faster while firing, and fire more quickly than the sniper rifle. Works better at medium range than the standard rifle
# Added new SMG replacement, Jarate. If thrown on an enemy they will take more damage for short period of time. Also extinguishes flames on yourself or allies
# Added new SMG replacement, The Razorback. Will protect you against a single spy backstab, and stun the spy for a short period of time. Comes with a 15% move speed penalty for the wearer
# Standard sniper rifle now shoots through friendly players
# Added 54 new Sniper voice lines
# Added 35 new Sniper achievements

Spy Changes:

# Added new revolver replacement, The Ambassador. First shot is very accurate and will cause a critical hit if it hits an enemy's head. Accuracy is poor for a period after that
# Added new watch replacement, the Dead Ringer. When armed, you will appear in all ways to die to the first damage you take from an enemy. You'll be cloaked for 8 second after taking this damage. Upon de-cloaking you'll make a loud, distinct sound
# Added new watch replacement, the Cloak and Dagger. Your cloak meter is only depleted when you move, so you can stay invisible indefinitely if you're standing still
# Spy name tags now show up properly when disguised as their own team
# Fixed a bug that would cause spectators to see disguise weapons incorrectly
# Fixed a bug where enemy spies disguised as friendly spies would have cigarettes that didn't burn
# Fixed a bug where overhealing disguised spies would show the wrong overhealing amount to the medic
# Made it more obvious on first person view model when your motion cloak is out of juice and you are partially visible
# Also made it more obvious on first person view model when you're bumped while cloaked
# Improved the way your disguise weapon is determined to make it clearer and fix a couple of rare issues
# Spies disguised as enemy spies now get a random mask to help complete the disguise, and their target id will be set appropriately
# Spies disguised as medics now have an Ubercharge: line in their disguise target info
# Spies outward facing "disguise health" now matches their disguise target when they first apply the disguise
# Spies can now pick up health kits for their "disguise health", even when uninjured
# Disguise UI doesn't show up in minimum UI mode (hud_minmode)
# Spies that disguise as a player using an unlockable now show that unlockable in hand
# Spies can now use enemy teleporters
# Added 70 new Spy voice lines
# Added 34 new Spy achievements

Scoreboard Changes:

# Dominations no longer get wiped when teams switch sides
# Dead players draw slightly darker in scoreboard
# Converted class labels to class icons
# All players now display the total number of people they are dominating

General Changes:

# You now find new and old items as you play, instead of through achievements
# A range of fetching hats are now available for each class.
# Fixed a bug that would cause the scout's ball to regenerate at inappropriate times
# Demomen can now detonate their stickies while taunting
# Flamethrower's air burst now extinguishes fire on friendly targets
# Grenades and rockets deflected by a pyro under the effects of Kritzkrieg will now be criticals
# The Heavy and Sniper now have new custom death animations
# Fixed payload HUD not updating properly if you join in the middle of a match and the cart isn't moving
# Engineer's dispensers now give 20%, 30%, or 40% of player's max_ammo (for each ammo type) on each use, based on the level of the dispenser
# Added -sillygibs commandline parameter which will allow the non-violent gibs to be enabled
# Added a new taunt for the Kritzkrieg, which also heals for 10 points
# Improved the deathcam camera handling used when a player plays a custom death animation
# Added missing chalkboard and serverbrowser images for community maps shipped in previous updates
# Removed "Final" from map names in the serverbrowser quick list

Servers Changes:

# Added "sv_allow_voice_from_file" convar, which defaults to 1. When set to 0, it'll prevent clients from using the "voice_inputfromfile" feature to broadcast wav files over voice
# Enabled "sv_allow_wait_command" convar, which defaults to 1. When set to 0, it'll prevent clients from using the "wait" command
So glad they turned off inputting sounds from .wav files. Now if only they'll do similar stuff for muting players and whatnot in L4D...

Dopefish May 22, 2009 04:48 PM

Quote:

Added -sillygibs commandline parameter which will allow the non-violent gibs to be enabled
I'd love to see what exactly these silly gibs look like.

S_K May 22, 2009 04:48 PM

Quote:

Originally Posted by Pangalin (Post 703345)
(and if you really think there's no reason the backpack lets you have duplicate items, you're not much of a creative thinker. Say it with me: personalized weapons.)

The drop I got, incidentally, was the Axtinguisher, which I already had. Oddly, I am not infuriated by this!

What are you talking about? I've had 4 bows and a 2nd scout drink so far, I can understand what you're saying about yet more rpg elements and everyone having a custom character, but it would help if you could actually choose which weapon slot the item was used in, for now the duplicates are pretty useless.

The real game breaker for me will be if they take even more inspiration from mmorpgs by adding multiple versions of the same weapon and one completly dwarfs the others in terms of how good it is, but hopefully that will never happen.

Krelian May 22, 2009 04:56 PM

I never used any achievement servers, but I did auto-unlock all the equipment from previous updates with SAM. I'll be damned if I'm going to grind for that shit.

The unmovable stubborn May 22, 2009 09:28 PM

I find using enemy teles interesting in theory, but how often will you get to do it? At best this is a good way to quickly locate their tele EXITS so as to camp them, stabbity stab stab

Quote:

Originally Posted by S_K (Post 703372)
The real game breaker for me will be if they take even more inspiration from mmorpgs by adding multiple versions of the same weapon and one completly dwarfs the others in terms of how good it is

Blutsauger > Needlegun

Oops, game broken, oh no, go home, cry

Meanwhile, on the TF2 blog, they confirm:

- Item trading. This is why you're finding duplicates.

S_K May 23, 2009 04:40 AM

Apparently I'm not explaining well enough, I was talking about if they decided to make different versions of the same weapon i.e. a level 10 Blutsauger for example instead of a level 5 that does something like +10 health per hit. It's one thing making the weapons unlockable based on luck, but a rarity thing like that would be going too far imo.

edit: Well by some kind of good luck I got all the weapons today, and I've seen players with the medic, engie, scout and pyro hats. Although it has to be said valves attempts to remove the need for achievement servers has only created overnight afk servers instead:

YouTube Video

I'll admit I didn't like this system at first, but as long as they don't do things like versions of the blutsauger from levels 1 to 10 I no longer have complaints with it.

Grail May 26, 2009 07:41 PM

Well they finally fixed the Ambassador after a day of it being completely unusable.

It does 100 damage a headshot now instead of a measly 45 damage (which I'm to understand a regular revolver shot did more damage than that). Only problem is, I think they lowered the accuracy of the gun, unless a pyro's head is just litterally impossibly to hit.

Speaking of which, I'm really on ends about how they gave a sniper a few added strengths against spies, whereas spies did not receive one decent item to help combat pyros. You could argue that the Dead Ringer is suppose to deter pyros from constantly flaming you, but what pyro in this game stops flaming after someone dies? It's just a minor complaint from my end, because I love the spy class so much. I know there has to be anti-classes, but I would have given up the ambassador for some flame resistant oil or something to that extent.

Other than that the update hasn't been too awfully bad, but I think that's because I've gotten lucky and got a few good drops after about a day's worth of game time.

Animechanic May 26, 2009 08:00 PM

I'm kinda meh about all spy unlocks, but spy really isn't my class of choice anyway. I got the propeller beanie for the pyro though, which is awesome.

The unmovable stubborn May 27, 2009 03:30 AM

With the Dead Ringer / Ambassador combined Spies got a massive boost and if not for their inherent weaknesses to paranoiacs setting everything on fire they might be too powerful (well, as powerful as Spies can be with FF turned off).

I'm routinely getting 8-stab-lives with this shit as it is, god knows how long I could just keep running around if ma petit chaud-fleur wasn't igniting random empty corners.

As far as snipers getting bonuses against spies, it doesn't matter too much. The new class of aggro rushing bow snipers just plug arrows into everyone they see regardless of class, and rifle devotees will continue to be a smorgasbord of exposed spines just as they always have been. The offset is that by rushing bow snipers make themselves much more vulnerable to enemies that haven't traditionally been able to bother them (like heavies).

Most chatter I've seen has been pretty negative about the Razorback anyway. Your typical autistic 2fort battlements sniper hates it because it does not entirely negate the need to occasionally put the scope down, and so they consider it useless.

S_K May 27, 2009 06:51 AM

Cloack and Dagger is a definate improvement, Ambassador is ok but it puzzles me why it's the only weapon in the game that can't damage engie buildings, but I'm still getting to grips with the dead ringer.

Unless their engineers are alone and/or the team is incredibly newbish it seems to have more negatives then positives. It encourages you to play spy badly since you have almost no cloack so you try to use fake death more, it gives lots of sound related clues to the other team that you're using one, and also because it does what I thought was impossible, make the other team even more paranoid about spies then they were already.

Animechanic May 28, 2009 12:10 AM

I'm liking some of the little details they added. If you look carefully the sniper now has a scar on his left cheek from the cut he got in Meet the Spy. The fact that backstabbing a sniper now results in him reaching for the knife in his back before collapsing is cool too. It's just like the animation shown way back in the class introduction teaser video.

Of course there are some not-so-great changes too. The scout's new noodle-leg doublejump animation is particularly lolworthy.

Skexis May 28, 2009 01:24 AM

I managed to get the huntsman the other day, Pang. It's okay, but I don't know if anything can make sniping fun. It is a lot better for the mid range sniper because of how fast you can move and charge up using it, though.

I actually never minded the achievement unlocks because I tended to branch out and play a lot of different classes anyways, so it was just a matter of putting my mind to it in order to get the item I figured I'd need. Plus there was the actual sense of achievement when I got it all done.

Unlocks aside, I hear the second hats are set up for the next update. Highlights include a Russian snow hat for the heavy, and a chef's hat for the pyro.

Quote:

Originally Posted by Animechanic (Post 704293)
Of course there are some not-so-great changes too. The scout's new noodle-leg doublejump animation is particularly lolworthy.

Scout's legs have always been wacky as hell because of the way the double jump works. I've taken plenty of killcam shots of the scout kicking his own groin, or breaking his spine. Silly scout.

S_K May 30, 2009 10:52 AM

Quote:

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

* Added Sniper/Spy milestone achievements as an additional way players can get the new unlockables
* Arena Mode
o Added tf_arena_use_queue server convar. Turn this on to get the old queue behavior. Default is off
o Added tf_arena_round_time to set a timelimit on the round
* Added the userid of the player who built the teleporter to the "player_teleported" event
* Fixed player killed event causing server crash
* Fixed Spies not being telefragged when standing on an enemy teleporter exit with the Dead Ringer enabled
* Fixed attackers seeing the mini-crit particle effect for full crits if the victim has the Jarate effect enabled
* Fixed the Ambassador not doing damage to buildings
* Fixed Spies disguised as their own team not drawing blood effects
* Fixed players killed by flaming arrows not showing the appropriate death icon
Well that takes care of the Ambassador gripe I had. Weird that valve decides to change the system again now, I somehow managed to get nearly all the hats from a unknown glitch during the week which gave me about 30 items in the space of a few minutes. I doubt that has anything to do with it, but it does mean achievement servers will be back in full force methinks =P

greatPumpkin Jul 25, 2009 05:59 PM

so i am guessing that there's no dedicated server and scheduled playtime (ie days-of-week + time) for GFF? ;)

how do you guys meet?

RacinReaver Aug 15, 2009 04:50 PM

So notes on the new patch!

Quote:

# Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists.
# Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist.
# Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal).

Skexis Aug 16, 2009 03:43 PM

Quote:

Originally Posted by RacinReaver (Post 720189)
# Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal).

Hm. I wonder if that goes the same for the FAN and the leafblower. If so, that changes spychecking quite a bit.

S_K Aug 17, 2009 05:39 AM

You forgot to quote 1 other thing, the sandman no longer stuns uber charges. Now those serious buissness elitist tourny fags can rejoice and unban the weapon on their servers! Not that it's even that useful any more =P

RacinReaver Aug 17, 2009 12:15 PM

Yeah, I was pretty surprised they did that one. I'm pretty disappointed by their removal of methods for spy checking. Whenever I was wary I could always hit someone with my blautsauger to see if I got some health. I wonder if they made it so stabbing a spy with your ubersaw doesn't give you ubercharge?

Grail Aug 18, 2009 01:45 AM

Quote:

Originally Posted by RacinReaver (Post 720384)
Yeah, I was pretty surprised they did that one. I'm pretty disappointed by their removal of methods for spy checking. Whenever I was wary I could always hit someone with my blautsauger to see if I got some health. I wonder if they made it so stabbing a spy with your ubersaw doesn't give you ubercharge?

Yep, they made it that way as well, and from the way it sounds a LOT of medics are now pissed that they can't charge their ubers off the ridiculously easy bait that are disguised spies.

I play the spy class a lot, I love it, and in reality I couldn't care less if the ubersaw charged or not on hit, but its when medics cry that "they can't get uber charge off of 'bad spies'", that just irks the shit out of me.

Bad spies, by their definition, are spies that get killed in TF2.

Clamjouster Aug 18, 2009 05:39 AM

I agree with it to be honest, but I don't agree with all that good spy/bad spy talk, even the best spies get busted by people just randomly attacking everything in the game. There is ammo almost anywhere so you can randomly shoot any corner, attack anyone on sight, besides detecting any spy is easy enough, so I never understood that whole point of "great" spies that never get killed or seen. to be honest if you never run into anyone you are probably not doing anything, I can also cloak all day in my spawn and not die, doubt it makes me good.

I think there are enough methods to catch spies currently, I think the spy is a very difficult class to handle, balance wise, since they want to make infiltration difficult, but not completely impossible.

S_K Aug 18, 2009 07:39 AM

I'm with snorlax on that, especially on increased max player servers. Less skilled bored players on those kind of matches have a tendancy to switch to pyro, which then results in about 3+ pyros per team and nasty random pyro spam, making the spy suddenly almost useless on some maps because of totally defended map chokepoints.

Going back to the topic of unlockables I've tested an idle program in an attempt to reclaim some hats that were given to me from a glitch on steams end. It also logs all the other users using the program per minute with their rewards and the figures are actually quite scary.

With often over 8000 users using the program I've never once seen the hat rewards go higher then 3 people per minute (normally less then that) in rpg terms that has to be something like less then a 1% chance of getting a hat! I know the hats have no effect on gameplay, but if taking a page from an mmorpgs book of timewasting item finding like this is a sign of things to come, then I can see a lot of players being pissed off in the future.

Dark Nation Sep 14, 2009 01:40 PM

So recently people who didn't use idler type program got a fancy halo.

Team Fortress 2 Honesty Will Be Rewarded (With Halos!) - Team Fortress 2 - Kotaku

http://cache.gawker.com/assets/image...x_tf2_halo.jpg

Quote:

As noted on the official Team Fortress 2 blog, any player who employed a third-party idling application to obtain unlockables will lose those items over the next few days. That's less than 5% of players, fortunately. The other 95% or so, they'll get halos, as seen above.
Slightly old news by now, but this thread hasn't been updated in a while, and I've started playing it again, so there you go. I can confirm the halos are in-game, as I got them soon after starting up.

Krelian Sep 14, 2009 01:58 PM

I love how most people who didn't receive one are being douches about it and most people who did are likewise bickering and boasting.

I didn't get one and I don't give a fuck. My only issue with the whole debacle is the amount of childish shit that it's left in its wake.


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