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[PC] GFF Team Fortress 2 Crew!
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Rollins
"It's strips like this that differentiate us from Ziggy."


Member 51

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Mar 2006


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Old Apr 21, 2008, 03:34 PM Local time: Apr 21, 2008, 01:34 PM #1 of 255
Well, if something gets set up, I'm down. I've been playing medic almost nonstop (mostly because I like to win, most teams need medics, but no one plays em) so my killing skills are pretty useless unfortunately. I guess I was born to support (my secondary class would probably be engineer).

Need to read up more on the new medic achievements myself. I haven't touched TF2 anything since my trip started last month, but it's back to the same old same old now.

Jam it back in, in the dark.


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Rollins
"It's strips like this that differentiate us from Ziggy."


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Mar 2006


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Old Apr 25, 2008, 12:14 PM Local time: Apr 25, 2008, 10:14 AM #2 of 255
Part of me feels it has something to do with an uber demo/soldier coming in and destroying all your hard work relatively easily. Something unfulfilling in watching it die because of that. Or the sappers from the spy either =/

Some of the best moments as a engineer I've had though are fending off spies from my SGs and managing to keep it alive. Although, that's more a problem of the team not being around to help >_>

There's nowhere I can't reach.


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Rollins
"It's strips like this that differentiate us from Ziggy."


Member 51

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Mar 2006


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Old May 1, 2008, 09:01 PM Local time: May 1, 2008, 07:01 PM #3 of 255
Blunt Trauma isn't that hard, you just need a heavy that will play along. You'll be surprised how easy it is to do when there are 6 people trying to push a cart in Goldrush.

It just sucks how many crappy medics there are now on the servers. I don't understand why there are bunch of people who didn't play medic before wanting to suck at it until they can get their new weapons, which they'll never use again since they'll stop once they get their precious achievements. *le sigh*

This thing is sticky, and I don't like it. I don't appreciate it.


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Rollins
"It's strips like this that differentiate us from Ziggy."


Member 51

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Mar 2006


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Old May 21, 2008, 05:20 PM Local time: May 21, 2008, 03:20 PM #4 of 255
I've given up on trying to get all the medic achievements for the ubersaw since I'm not a big user of melee attacks anyway. Once I got my +3 needle gun that was all I needed. It has saved me from many a scrape. Although, I know a lot of meds who also are good enough with the ubersaw than they can uber out of trouble in the middle of a firefight with a few well placed attacks.

I can see it having no downside (how much slower can you make a slow melee attack that *needs* to be accurate in the first place), just that I don't want to dedicate my life to a few toy achievements =/

I am a dolphin, do you want me on your body?


| blog | last.fm | chocojournal = unnecessary |
Rollins
"It's strips like this that differentiate us from Ziggy."


Member 51

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Mar 2006


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Old May 22, 2008, 11:38 PM Local time: May 22, 2008, 09:38 PM #5 of 255
Pyro, in its element, which is close range combat with little hope of escape, is probably the most deadly of all the classes in my opinion. If the flame goes critical, then most anything will burn within seconds. It's like the killing ability of the heavy + mobility. The unfortunate thing is that this situation isn't all too common without some element of surprise.

In my opinion, the best class to combat it would be a soldier, since if they're any good, they can launch a pyro into the air and take his flames out of the equation. Scouts are also okay, since they can run around a pyro, so even with the lack of damage from the farther away scattergun, they can harass a pyro enough to leave or the scout can run away to safety.

I've also downed a fair number of pyros who think they can chase a medic (they can't) and run after me in a straight line, which is easy pickings with a scattergun. Of course, medics shouldn't be on the offensive, but just think twice before running after one.

How ya doing, buddy?


| blog | last.fm | chocojournal = unnecessary |
Rollins
"It's strips like this that differentiate us from Ziggy."


Member 51

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Mar 2006


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Old Jun 18, 2008, 09:37 PM Local time: Jun 18, 2008, 07:37 PM #6 of 255
I'm very excited just to try out the new push back functionality of the Pyro. I don't play Pyro enough to have a full appreciation of what this may mean, but I can see myself getting more into it now, not just because of the achievements (I promise!) but for the fact that the push back seems to address one of the Pyro's main weak points, which was the long range game.

Could a Pyro possibly be quick enough to push that ground rocket back in a soldier's face? And if this thing lets me push around stickies on the ground, then Pyros will be ridiculously invaluable now on Payload and CP maps. I guess we'll have to wait and see tomorrow during Pyro Fest 2008.

What kind of toxic man-thing is happening now?


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Rollins
"It's strips like this that differentiate us from Ziggy."


Member 51

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Mar 2006


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Old Jun 19, 2008, 07:25 PM Local time: Jun 19, 2008, 05:25 PM #7 of 255
And you do know that any gun can push stickies now, right?
True, but aside from other stickies and rockets, the other weapons aren't really very effective when it comes to spam. The shotguns can only move one at a time usually. In addition, a demoman may not want to use one sticky to move others if he's guarding another point with his stickies and a soldier may not want to waste time reloading a rocket after shooting one at a bunch of stickies.

The compression blast seems to be useful since it's relatively quick, not *too* much cost of ammo, although I guess a pyro would have to be daring enough to get up close to the stickies. In any case, I haven't really tested out its effectiveness in this regard, since everyone and their mother is playing pyro right now.

EDIT: Bah, not as great as I hoped I guess. Looks like the spread isn't that big (makes sense) so you're pretty much only pushing one sticky at a time still. However, since we had 6 pyros doing it at one point, we guarded the area right after CP1 in Stage 3 of Dustbowl (the little open raised area) pretty well for much longer than we should've, bouncing away stickies from the SGs.

How ya doing, buddy?


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Last edited by Rollins; Jun 19, 2008 at 07:43 PM.
Rollins
"It's strips like this that differentiate us from Ziggy."


Member 51

Level 17.24

Mar 2006


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Old Jun 20, 2008, 09:38 AM Local time: Jun 20, 2008, 07:38 AM #8 of 255
I've seen people use the flare gun effectively since the update.
Hitting snipers, or any other back range support units.
Have you noted if there a little bit of a splash area from the flare gun? Nothing as big as the rocket of course, but something large enough so that it isn't just another version of the sniper gun without the scope. I haven't been able to get snipers with it, although it's still partly b/c no one is playing sniper right now.

Each weapon definitely has its own situation, which all play to different pyro styles. You have Backburner for the sneaky surprise pyro and Axestinguisher for that insane pyro who charges right at you. And I guess the Flare Gun is just a nice little toy apparently (whoever heard of a long range pyro).

How ya doing, buddy?


| blog | last.fm | chocojournal = unnecessary |
Rollins
"It's strips like this that differentiate us from Ziggy."


Member 51

Level 17.24

Mar 2006


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Old Jun 23, 2008, 10:47 AM Local time: Jun 23, 2008, 08:47 AM #9 of 255
I haven't seen any pyro madness on random servers since the day after it came out. Most things seem to be settling down yes, thanks to achievement servers and the fact you don't need all of them to get all 3 weapons (still haven't got my ubersaw). Pyro is back settling down to the 1 or 2 people per server who play it (feels like it anyway).

However, there is nothing more satisfying right now to me than separating a heavy or a demo from their fresh uber with some well/luckily placed air blasts. Usually dooms you to death personally, but take one for the team when you can.

Jam it back in, in the dark.


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