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[PC] GFF Team Fortress 2 Crew!
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The unmovable stubborn
(Feeling Inspired)


Member 1512

Level 62.24

Mar 2006


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Old Dec 11, 2008, 09:38 PM #151 of 255
Big-ass patch today, including huge huge changes:

* Teleports and dispensers now upgradeable to Lv. 2 & 3

* Spy cloaks now recharge from ammo packs and cabinets <- thank fucking god

* Goldrush 1 rebalanced to help break the defensive monopoly

* Bullets of any kind now "break apart" stickybombs (not sure what this means yet)

* Medic call icon now shows more information about the patient

* Bunch of sweet-ass particle effects

Also, the next class pack is the Scout, apparently.

FELIPE NO
Skexis
Beyond


Member 770

Level 34.03

Mar 2006


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Old Dec 11, 2008, 10:42 PM Local time: Dec 11, 2008, 10:42 PM #152 of 255
Awesome. Awesome to the max.

What, you don't want my bikini-clad body?
Free.User
See You, Space Cowboy


Member 62

Level 32.80

Mar 2006


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Old Dec 11, 2008, 11:56 PM Local time: Dec 11, 2008, 08:56 PM #153 of 255
Yes, these updates are really great. A welcome change seeing has how I've been neglecting this game for months. I hope to see you fuckers in the game more often now!

Most amazing jew boots




Mario Kart DS: 498293-921939____
Star Fox Command: 155-576-696-451____
Metroid Prime Hunters: 4854-1233-4943____
Final Fantasy III: 506891214495____
Xfire: freuser____
Steam: Free.User
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Night Phoenix
The Last Great Hopeā„¢


Member 668

Level 20.50

Mar 2006


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Old Dec 12, 2008, 02:01 AM Local time: Dec 12, 2008, 02:01 AM #154 of 255
I play TF2 on occassion - Steam ID is The_Flowman

Add me and we'll play sometime.

There's nowhere I can't reach.
RacinReaver
Never Forget


Member 7

Level 44.22

Feb 2006


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Old Dec 12, 2008, 05:21 AM Local time: Dec 12, 2008, 03:21 AM #155 of 255
Even though I'm not going to finish baking cookies until 3 AM, I'm still fucking playing this tonight.

This thing is sticky, and I don't like it. I don't appreciate it.
Kagosin
Why don't you look at it.


Member 4108

Level 17.96

Mar 2006


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Old Dec 12, 2008, 08:22 AM #156 of 255
Even though I'm not going to finish baking cookies until 3 AM, I'm still fucking playing this tonight.
Why were you baking cookies at 3am and not sharing some for the rest of us?


Also, the Engineer update is very nice, considering if you upgrade your Teleports to level 3, it charges up super fast, to the point where recharge is just about non-existant.

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


Member 2206

Level 27.17

Mar 2006


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Old Dec 12, 2008, 01:52 PM Local time: Dec 12, 2008, 12:52 PM #157 of 255
Finally something for engies to do besides griefing stragglers with their pistol.

And now camping teleporter exits will be ten times the fun!

I was speaking idiomatically.

"Castitatis" (Elfen Lied - Lilium ~opening version~)
The Doujin Music Thread | backloggery

Last edited by Dhsu; Dec 12, 2008 at 01:54 PM.
S_K
Death Phenomenon


Member 14358

Level 19.57

Oct 2006


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Old Dec 13, 2008, 10:39 PM Local time: Dec 14, 2008, 03:39 AM #158 of 255
I've only briefly tried the new updates so far, it's made the spy and engineer have quite a lot more flexibility then before, although I don't think strategy wise the engineer plays much different to before, he just has more to do once you have buildings set up.

* Bullets of any kind now "break apart" stickybombs (not sure what this means yet)
My first thoughts was that the stickys would disappear instead of moving and that's pretty much exactly what the new update does, shooting a sticky destroys it. Seems kind of a strange bit of logic having a bullet able to destroy them and explosions just move them, but then again if explosions did it too then people would complain the demoman was underpowered now.

What kind of toxic man-thing is happening now?
Dark Nation
Employed


Member 722

Level 44.20

Mar 2006


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Old Dec 21, 2008, 12:04 PM Local time: Dec 21, 2008, 10:04 AM #159 of 255
Hey guys, I decided to try playing TF2 again, so while its downloading and reinstallan to my HD, you can add me on steam: MrShinra

Is there a list of everyone's username = SteamID? Because I'm not sure who some of the people on there actually are.

How ya doing, buddy?

Last edited by Dark Nation; Dec 21, 2008 at 06:27 PM.
Clamjouster
Get it together!


Member 53

Level 17.41

Mar 2006


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Old Dec 21, 2008, 01:06 PM Local time: Dec 21, 2008, 02:06 PM #160 of 255
well DN there is a list, dunno how updated but you can get a glimpse of a ton of people here, but yeah it could be missing some people about now. if you are going to play, depending on ping I might join, that's usually the problem for me, I don't have a good ping in most servers.

What, you don't want my bikini-clad body?
Benjamin please
how's it going


Member 48

Level 16.03

Mar 2006


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Old Dec 21, 2008, 01:35 PM #161 of 255
I'm usually some variant of "Indeed" on steam. I play TF2 like twenty hours a week, prefer to play with people I sort of know~

Jam it back in, in the dark.
<a_lurker|laptop> I think your car died too.
Jinn
Thief of Tazmily


Member 260

Level 14.69

Mar 2006


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Old Dec 21, 2008, 08:06 PM Local time: Dec 21, 2008, 07:06 PM #162 of 255
Ha. I've been wondering who this Indeed character was on my buddies list. Now that I know it's you, I'll probably be more apt to try to join up.

There's nowhere I can't reach.
Oh shit.
RacinReaver
Never Forget


Member 7

Level 44.22

Feb 2006


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Old Feb 4, 2009, 04:14 AM Local time: Feb 4, 2009, 02:14 AM #163 of 255
Has anyone played around with the new changes to the Heavy? I've been busy the past few days and haven't gotten to see what they're like yet.

Also, while browsing around the TF2 website, I hit this article on their blog that described info on the medigun that I had wondered about and never actually knew the mechanics behind: Team Fortress 2

Quote:
The rate of healing actually ramps up based on the amount of time since the heal target was last injured. If it's been greater than 10 seconds since the target was hurt, the heal rate is increased. The amount of increase ramps linearly up to 3 times the base heal rate at 15 seconds since the target was hurt. So if you're healing a target who's been hurt less than 10 seconds ago, you'll only be getting the base heal rate of 24 health a second. If the target was hurt 12.5 seconds ago, you'll be healing at 48 health a second. If the target hasn't been hurt for over 15 seconds, you'll be getting the maximum heal rate of 72 health a second.
Also, here's a changelist of what happened in the patch two days ago:

Quote:
New client features

* Added Viewmodel FOV slider to advanced multiplayer options
* Added a hide viewmodel option to advanced multiplayer options
* Added custom crosshair support
o Added crosshair image, scale, and color settings to the Options->Multiplayer settings tab
o Moved HUD minimal mode & Disable Spray options into the Advanced Multiplayer settings
* Added "open_charinfo_direct" command that opens the loadout directly to the class you're currently playing
o Replaced the "Open Loadout" entry in the options->keys dialog with this new command. Rebind / reset your config to defaults to use it


New server features

* Added "tf_damage_disablespread" convar to disable the 25% damage spread on all damage
* Added class limit support to tournament mode
o Set the "tf_tournament_classlimit_X" convars to the max number of class X allowed
* Added "tf_tournament_hide_domination_icons" convar, that allows a tournament mode server to force clients not to display domination icons over their nemeses


Gameplay changes

* Modified critical hit calculation. Overall, critical hit chance is now much more recent-performance based:
o Base chance is now 2% (was 5%).
o Bonus range based on damage done changed from 0%-15% to 0%-10
o Damage range required for bonus changed from 0-1600 to 0-800
* Reduced random damage spread applied to all player damage from +-25% to +-10%
* Slight reduction (improvement) of the minigun's spread
* Increased flare direct hit damage from 20 to 30
* Rewrote Natascha's slowdown code to be more consistent
* Sniper rifle now supports Crit Boost state like all other weapons (i.e. Kritzkrieg makes all shots critical hits)
* Stealthed spies are no longer able to pickup the intelligence. They must uncloak first
* Increased soldier primary ammo count from 16 to 20


Bugfixes

* Fixed crash when running in tools mode
* Added UTIL_IsCommandIssuedByServerAdmin() checks to several "physics_" CON_COMMAND scripts to prevent clients issuing the commands
* Fixed bug in teleporter logic that allowed engineers to build teleporters with HUGE health values
* Fixed matching teleporter not getting a health buff when the pair is upgraded (only the tele you were hitting got the health buff)
* Fixed Medic UberCharge percentage in minimal-HUD mode


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


Member 740

Level 26.23

Mar 2006


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Old Feb 17, 2009, 11:28 PM #164 of 255
Valve's started their Class Update Teaser Page stuff again. First new weapon shown is the new Bat, the Sandman.

Quote:
You Scouts are gonna love this highly collectible bat that smacks baseballs at the other team, stunning the living crap outta anybody dumb, slow, drunk, mute or Australian enough to get in the way. The farther the ball flies before ricocheting offa some chucklehead's skull, the longer he's gonna be stunned. And guys who think they're tough because they're invulnerable? It works on them too. Now the bad news: You can't double jump when you're carrying this little beauty. On the other hand, double jumping never put anybody in a coma.
In before Uberedstunning is taken out.

Also been playing more TF2 lately. Now that I have a computer that doesn't lock up in areas with more than 3 players, I've started playing Scout and Heavy more. Unfortunately, nobody takes over the medic vacuum, so I almost always end up switching back within a few minutes due to being the only medic on the team.

I am a dolphin, do you want me on your body?
RacinReaver
Never Forget


Member 7

Level 44.22

Feb 2006


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Old Feb 19, 2009, 07:01 AM Local time: Feb 19, 2009, 05:01 AM #165 of 255
Scout patch info 2 was announced today. Apparently one new arena map with lots of large open vertical spaces and a CP map along the lines of gravelpit. I'm looking forward to the latter.

I was speaking idiomatically.
Taco
inaccurate


Member 740

Level 26.23

Mar 2006


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Old Feb 19, 2009, 09:07 PM #166 of 255
I notice this time they didn't give the achivement icon files names that pretty much gave the achievement away.

What kind of toxic man-thing is happening now?
RacinReaver
Never Forget


Member 7

Level 44.22

Feb 2006


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Old Feb 24, 2009, 06:40 PM Local time: Feb 24, 2009, 04:40 PM #167 of 255
Team Fortress 2 - The Scout Update

New shotgun for the scout. Double-barreled and very slow reload. Apparently it will also launch you in crazy ways if you use it while jumping, so get ready for lots of map-breaking excitement when combined with the sandman.

It looks like they're also not linking achievements into unlockables now (check the bottom of the page). Apparently it's going to be timed unlocks where everyone in the game gets them at the same time.

Also, new dustbowl-style map (yes!) announced yesterday in addition to an update to fastlane.

Team Fortress 2 - The Scout Update

FELIPE NO
The unmovable stubborn
(Feeling Inspired)


Member 1512

Level 62.24

Mar 2006


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Old Feb 25, 2009, 01:46 AM 1 #168 of 255
The new voicework is solid fuckin' gold.

YouTube Video
Error; are you sure that's a YouTube link?


What, you don't want my bikini-clad body?
Skexis
Beyond


Member 770

Level 34.03

Mar 2006


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Old Feb 25, 2009, 03:30 AM Local time: Feb 25, 2009, 03:30 AM #169 of 255
I think I'll wait a couple of weeks until entire servers stop being scout. I never fail to be opposite the team that actually wants to play the game.

Jam it back in, in the dark.
RacinReaver
Never Forget


Member 7

Level 44.22

Feb 2006


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Old Feb 25, 2009, 02:43 PM Local time: Feb 25, 2009, 12:43 PM #170 of 255
Haha, best voice actor ever.

Also, apparently the voting was to determine which weapons would be attached to 10, 15, and 20 achievements. Totally want to play tonight and just build SGs, play as pyro with the attention getter, or heavy it up.

There's nowhere I can't reach.
S_K
Death Phenomenon


Member 14358

Level 19.57

Oct 2006


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Old Mar 8, 2009, 06:29 PM Local time: Mar 8, 2009, 11:29 PM #171 of 255
Finally got around to tf2 again, I thought the new scout weapons were unbalenced at first but the more you play the more it make sense.

The sandman is one of my new fave weapons, true the double jump loss trade off is a crippler but there's a good reason why they did it. You can mess up a good portion of an entire other team charge with a well placed ball whack, escape from bad class vs class situations with less chance of them chasing after you and on the flip side pretty much get free hits no matter how good at unreal tournament ballerina style dodging they are =P

I'm still undecided about the force of nature, other then it being a strictly close range only weapon, but the scouts new energy drink is like a mini no using guns ubercharge. For the engineers it's a knightmare to deal with, especially on maps like 2fort where they would be lucky to see a intel grabbing scout for 5 seconds. Their area denial tatics seems to be slowly becoming kinda broken, since they now have spys and scout rushes to worry about, but I can't wait to see how valve fixes the class balence in further updates.

I just hope they release the spy and engineer acheievements at the same time, that would easily be the funnyist thing to see since the acheivements started

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


Member 770

Level 34.03

Mar 2006


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Old Mar 8, 2009, 08:13 PM Local time: Mar 8, 2009, 08:13 PM #172 of 255
Sandman is game-breaking, and I wouldn't be surprised to see it get a nerf in the next update. Normally, it's just really (really) annoying, but whoever thought it would be a good idea to have the sandman stop ubers needs to be fired from life.

It essentially ruins the pyro, and medics have been reduced to window dressing. Aside from that, it's not as if the heavy really needed another counter. He's already got two in addition to his slow speed.

Also, what's the deal with all the crouch control? Was this ever really a problem? I have to wonder just what Valve's doing when they're introducing grenades disguised as baseballs and now all of this crap restricting movement when they specifically said they wouldn't do anything of the kind.

It kinda makes me long for a "pure" TF2 server, with no unlocks.

How ya doing, buddy?
Krelian
everything is moving


Member 6422

Level 41.55

May 2006


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Old Mar 19, 2009, 10:20 AM Local time: Mar 19, 2009, 03:20 PM #173 of 255
Latest patch adds support for multiple cores. It was already in there, but now it's not hidden behind esoteric console commands.

I was speaking idiomatically.
Scent of a Grundle
Mountain Chocobo


Member 32415

Level 28.14

Dec 2008


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Old May 13, 2009, 01:20 PM Local time: May 13, 2009, 12:20 PM #174 of 255
Has anyone else discovered this?

Gang Garrison

It's basically a simplified 8-bit style version of TF2. And it's free!

What kind of toxic man-thing is happening now?
RacinReaver
Never Forget


Member 7

Level 44.22

Feb 2006


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Old May 13, 2009, 03:43 PM Local time: May 13, 2009, 01:43 PM #175 of 255
Also, for anyone that hasn't noticed.

Team Fortress 2 - The Sniper Update

FELIPE NO
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