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Clueless Update tf2
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tomregev |
Posted on 04-09-2009 00:36
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Posts: 1021 Joined: 26.06.08 |
During a fast paced game I don't even notice the damn thing, unless I'm playing sniper. Just too busy dodging spam and aiming. |
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wolflordandy |
Posted on 04-09-2009 01:50
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Posts: 477 Joined: 19.07.08 |
I don't heal people based on halos, I heal them based on how much they are going to kill for me. Randomer who has ran in and died many times without hitting anything, slightly further down the list then say... No_Brain But I do try and be nice, put people out that are on fire or neardead. (Consiquently I should have a halo as didnt try the idling at all - possibly more due to lazyness of not doing it then actual moral objections, but if i'm not on my computer I don't have it on) |
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agrippa |
Posted on 04-09-2009 01:59
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Posts: 367 Joined: 03.01.08 |
I heal anyone but the second i get a Krtis ready my healing target becomes pants-on-head retarded and stops being able to shoot straight.. Ill not name names, as the worst offenders know who they are. EDIT:: I admit im no better, my weapons lights up and i panic and end up shooting the wall next to me with a crit rocket. "to some people that might have looked like a stupid thing to do but grippa knew that wall was up to something" were the words my medic used to defend me from the mockign laughter of the rest of my team who had watched me do it Edited by agrippa on 04-09-2009 02:06 |
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tomregev |
Posted on 04-09-2009 02:01
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Posts: 1021 Joined: 26.06.08 |
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Rofl teh cake |
Posted on 04-09-2009 13:25
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Posts: 977 Joined: 08.05.08 |
After watching the Simpsons yesterday, this episode came up. I lol'd heartily. Idk, it just fits to the situation right now. BUT...BUT....NEW HAT!! Edited by Rofl teh cake on 04-09-2009 13:25 |
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Hunt0r |
Posted on 04-09-2009 16:17
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Posts: 86 Joined: 28.02.09 |
Quote agrippa wrote: I heal anyone but the second i get a Krtis ready my healing target becomes pants-on-head retarded and stops being able to shoot straight.. Ill not name names, as the worst offenders know who they are. EDIT:: I admit im no better, my weapons lights up and i panic and end up shooting the wall next to me with a crit rocket. "to some people that might have looked like a stupid thing to do but grippa knew that wall was up to something" were the words my medic used to defend me from the mockign laughter of the rest of my team who had watched me do it that will be me then! |
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sick-lizard |
Posted on 04-09-2009 17:54
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Posts: 1672 Joined: 09.07.06 |
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Solo |
Posted on 04-09-2009 19:53
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Posts: 89 Joined: 08.04.09 |
Quote tomregev wrote: Also: http://i593.photobucket.com/albums/tt...riroic.png Come on sick, try a bit harder |
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Undead2k |
Posted on 04-09-2009 23:19
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Posts: 667 Joined: 25.08.08 |
Quote agrippa wrote: I heal anyone but the second i get a Krtis ready my healing target becomes pants-on-head retarded and stops being able to shoot straight.. Ill not name names, as the worst offenders know who they are. EDIT:: I admit im no better, my weapons lights up and i panic and end up shooting the wall next to me with a crit rocket. "to some people that might have looked like a stupid thing to do but grippa knew that wall was up to something" were the words my medic used to defend me from the mockign laughter of the rest of my team who had watched me do it Meh, I wouldn't worry about it. To be honest the medics should tell you if they are going to uber you or krtis you. Or you should tell the medics when to use it. Though thinking about it, its funnier to see teammates panic after surprise uber/krtis instead |
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Raven |
Posted on 15-09-2009 23:46
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Posts: 1528 Joined: 23.10.07 |
Update now we can drop sandviches Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include: Engine If the installation is an HLTV relay we allow clients to connect as HLTV clients even if tv_enable is set to false. A recent exploit fix made it such that we ignore the flag indicating that the client is an HLTV client if tv_enable is false, but it is possible that relays won't have this ConVar set Additions / Changes Backpack improvement Added support for 100 slots in the backpack Backpack can now be sorted by type Multi-selection in the backpack is now done by holding down the Ctrl key Alt-fire on the Sandvich now drops sandviches A single sandvich can be dropped at a time. Dropping the sandvich removes it from the Heavy A Heavy can regain his sandvich by collecting a healthkit while already being at full health Eating a sandvich using the taunt method now heals a Heavy to full health Dropped sandviches heal 50% of the collector's health Medic regen changes Base regen amount increased from 1/sec to 3/sec Regen amount increase since time of last damage decreased from 3x to 2x End result of above: Old healing scaled from 1/sec to 3/sec based on time since being damaged (maxed out at 10 seconds). New healing scales from 3/sec to 6/sec Blutsauger Replaced "No critical hits" negative attribute with "-2 health drained per second on wearer" Health drain stacks on top of the above Medic regen changes, lowering the base regen by 2h/sec Added "mp_windifference" server ConVar (default to 0) When set to X, matches will be considered won if a team gets X points ahead of the other team Added a "Remember the active weapon between lives" option to the Multiplayer->Advanced options dialog Added "Disable weather effects" option to the Multiplayer->Advanced options dialog Added "Show non-standard items on spectated player" option to the Multiplayer->Advanced options dialog If set (default), it'll show non-standard items being carried by the player you're spectating Tournament mode changes New item whitelist allowing tournaments to control what items can be used by players Added "item_whitelist_example.txt" Added "item_show_whitelistable_definitions" command to get a list of whitelistable items Added Tournament mode Spectator HUD Added "Use advanced spectator HUD in tournament mode" option to the Multiplayer->Advanced options dialog Shows all the members of your team (or both if you're a spectator) at the top of the screen, along with class/health/respawn time/charge level Spectator indices are now shown on the team members, and hitting the corresponding weapon selection key (slot1-slot12 commands) will spectate them Changed idle player check to include spectators & players who haven't chosen a team Bug Fixes Fixed explosive radius detection using an axially aligned box instead of a sphere Compensated by increasing the radius of grenades, pipes, and rockets to 50% of what they lost at the corners of the OBB Grenades/Pipes radius change: 132->159 Rocket radius change: 121->146 End result of above: Explosives have had their radius reduced at some angles, and increased at others. Radius is now consistent, angles are now irrelevant Fixed Sniper using the reference pose if he has the Huntsman deployed when his team loses Fixed Spies speaking their response rules lines after killing a player as the class they were disguised as Fixed Medics getting MedicCallerPanels in their HUD for cloaked enemy Spies disguised as their team Fixed the Huntsman not firing crit arrows when the Sniper is being CritBoosted Fixed being able to fire the Huntsman under water if you jump into the water with the arrow charged Added check to prevent clients using the "firstperson" command to get out of thirdperson view while they're phasing, taunting or control stunned Fixed Halo glow effect not being hidden for cloak/disguised enemy Spies Fixed wearables not destroying their attached particles when they're removed Fixed several player & viewmodel simulation issues that occurred when the game was paused Fixed a DX8-based exploit that allowed modified particle effects to work under sv_pure 2 Community Requests Added the entindex() of the object being built to the "player_builtobject" game event Added flag to allow CTF map authors to turn off the Overtime mode when timers expire Added IgnitePlayer input to TFPlayer |
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alecom |
Posted on 15-09-2009 23:53
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Posts: 599 Joined: 05.08.08 |
Added IgnitePlayer input to TFPlayer fuck yeaaaaaaaah |
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matswatz |
Posted on 16-09-2009 00:07
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Posts: 279 Joined: 10.03.08 |
The sandvich-on-a-plate is kewt on other notice lick here (not the intention to drag the halo discussion back here) Edited by matswatz on 16-09-2009 00:10 nothing but dust down here
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tomregev |
Posted on 16-09-2009 00:49
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Posts: 1021 Joined: 26.06.08 |
Quote Backpack can now be sorted by type Great, now I won't lose track of all my hats. Quote Replaced "No critical hits" negative attribute with "-2 health drained per second on wearer" After some testing the regan rate is the same for both guns, so it's actually a blut buff since it's now crits. Quote Added "Disable weather effects" option to the Multiplayer->Advanced options dialog Awesome. Quote Shows all the members of your team (or both if you're a spectator) at the top of the screen, along with class/health/respawn time/charge level Sounds great, Hope it doesn't take too much screen space though, if so then I guess I'll wait for m0re to play around with it. Edited by tomregev on 16-09-2009 01:12 |
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Cpt Obvious |
Posted on 16-09-2009 00:59
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Posts: 1167 Joined: 12.04.08 |
Quote Added "Disable weather effects" option to the Multiplayer->Advanced options dialog Hooray. |
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Mike |
Posted on 16-09-2009 01:06
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Posts: 722 Joined: 26.07.06 |
Quote Fixed a DX8-based exploit that allowed modified particle effects to work under sv_pure 2 Fuck. And I got a nice fps boost because of those reduced particles. |
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spaceboy |
Posted on 16-09-2009 02:33
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Posts: 1179 Joined: 06.05.08 |
The new explosion radii are hilarious XD If they haven't shrunk back to their pre-update size by the end of the week I'll be amazed Edit: incidentally there was another tiny update released last night after the main one which apparently fixed a bunch of the bugs with the first one. So we'll need to check the medic regen rates again to see if they're now working as intended. Edited by spaceboy on 16-09-2009 09:45 |
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tomregev |
Posted on 16-09-2009 12:37
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Posts: 1021 Joined: 26.06.08 |
Yeah there's now a noticeable difference between regan rates. |
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spaceboy |
Posted on 16-09-2009 12:52
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Posts: 1179 Joined: 06.05.08 |
Weeee! In that case we switch from the blut being the obvious choice to the syringe gun being the obvious choice! Exciting times XD |
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tomregev |
Posted on 16-09-2009 12:58
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Posts: 1021 Joined: 26.06.08 |
I'd stick with the blut, being able to fend off scouts and leech health while retreating is more usefull for me than slightly faster regen. |
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spaceboy |
Posted on 16-09-2009 13:11
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Posts: 1179 Joined: 06.05.08 |
Assuming you're on your own? But the VAST majority of the time you're with someone you're healing who should be taking care of the enemy for you.. at which points the blut ain't helping much and the increased regen rate could easily keep you alive. I'll admit it's a closer call than before, but I think any paassive ability, however trivial, is preferable for a class like medic that will be spending the majority of the time without his gun out. |
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