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Author Topic: The TF2 Thread  (Read 256292 times)

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Catloaf

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Re: The TF2 Thread
« Reply #1900 on: March 04, 2009, 10:47:13 AM »

The Pyro might die, but he's just distracted you from being productive with that uber while you're dealing with him. Which is generally a good thing for the team that would otherwise have had to deal with it.

This is generally my overall playing strategy when defending.  Killing the offense is fine and dandy, but it doesn't matter whether they're alive or dead as long as they aren't achieving their goal.  Yes, being dead is the most sure fire way of them being useless, but it's not the only way.  Running around trying to find an incompetent medic who isn't going to heal them and then being killed by a scout, spy, ect. is going to take more time than them just being dead.

The rest of my play style on defense consists of just farting around either killing or charging toward a quick death.  Or if all hope is lost (Team sucks but not enough to be steamrolled) I actively do things that are silly and probably detrimental to the team. Ala heavy boxing, sniper dueling, putting teleporters to places in the middle of nowhere that are farther from where the person is likely to want to be, flare-gunning/baseballing people with no intent of following it up, ect.
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Koah

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Re: The TF2 Thread
« Reply #1901 on: March 04, 2009, 11:47:29 AM »

Too few players are willing to jump on a grenade for the team. It's like they're forgetting that they respawn in fifteen seconds.

Man, I do that all the time.  Literally.  Sometimes I even pretend that I do it on purpose.  "Oh hey, a field of sticki- :fukit:

It's not pointless if there's other, better players who can charge in after you.
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Brentai

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Re: The TF2 Thread
« Reply #1902 on: March 04, 2009, 02:02:49 PM »

I used to consider the disarmament of stickies on of the main duties of the Scout.
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Zaratustra

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Re: The TF2 Thread
« Reply #1903 on: March 04, 2009, 03:41:48 PM »

now they're even better at it with BONK! SCOUTLY ENERGY

Saturn

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Re: The TF2 Thread
« Reply #1904 on: March 04, 2009, 04:37:35 PM »

now they're even better at it with BONK! SCOUTLY ENERGY

Standing on sticky piles while bonked up is a sure way to go flying hundreds of feet.

its almost as fun as beaning people with the sandman
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Mongrel

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Re: The TF2 Thread
« Reply #1905 on: March 04, 2009, 05:16:05 PM »

Too few players are willing to jump on a grenade for the team. It's like they're forgetting that they respawn in fifteen seconds.

Man... I ALWAYS do this. See my posts about playing engie and leaving the nest to push the cart elsewhere.

The funniest part is when the Demo who laid the 'nades is elsewhere or distracted and doesn't even pop them.
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Metal Slime

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Re: The TF2 Thread
« Reply #1906 on: March 04, 2009, 09:19:55 PM »

Soldiers simply do not have the damage capacity to destroy a fully-tanked level 3 sentry.  It's not supposed to be their gig.  You're not personally failing if you find you can't do it.

They do come really close, though, so double up with a buddy or find some way to compromise their wrenchin' long enough and you've got it.
Or just kill the engineer first. I find that works....unless there's DOUBLE ENGINEERS.  :scanners:
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Brentai

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Re: The TF2 Thread
« Reply #1907 on: March 04, 2009, 09:23:15 PM »

Just double?

They swarm like goddam ants on Dustbowl.
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Bongo Bill

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Re: The TF2 Thread
« Reply #1908 on: March 04, 2009, 09:35:36 PM »

One of my favorite things to try as a Pyro is to find some corner where my dudes are pinned down with pipe bomb spam and poof them so they change color. Only I take damage!
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...but is it art?

Saturn

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Re: The TF2 Thread
« Reply #1909 on: March 04, 2009, 09:48:30 PM »

Soldiers simply do not have the damage capacity to destroy a fully-tanked level 3 sentry.  It's not supposed to be their gig.  You're not personally failing if you find you can't do it.

They do come really close, though, so double up with a buddy or find some way to compromise their wrenchin' long enough and you've got it.
Or just kill the engineer first. I find that works....unless there's DOUBLE ENGINEERS.  :scanners:

Busting the Dispenser makes it pretty easy actually.
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Guild

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Re: The TF2 Thread
« Reply #1910 on: March 04, 2009, 11:31:33 PM »

First trolling and now TF2? What's next, a furry board?

ps i'm a silver fox who turns into a schoolgirl when someone licks me
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Brentai

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Re: The TF2 Thread
« Reply #1911 on: March 04, 2009, 11:43:28 PM »

Nice try, but I know you set up a kick script to your @lick global.
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Norondor

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Re: The TF2 Thread
« Reply #1912 on: March 05, 2009, 12:37:49 AM »

Just double?

They swarm like goddam ants on Dustbowl.

There's actually a very good solution to this: don't play on dustbowl, ever.
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Mongrel

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Re: The TF2 Thread
« Reply #1913 on: March 05, 2009, 04:33:43 AM »

Actually, my biggest beef with dustbowl is the frequency of the one-two punch on the first area. It used to be a problem you had to watch for against skilled teams, but since the scout update, every single time I play on that map, the first stage effectively has only one cap point.

There's simply no way around it, unless you concede the first point entirely and just build up at the second point right from the get-go.
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Arc

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Re: The TF2 Thread
« Reply #1914 on: March 05, 2009, 10:03:04 AM »

Teleporter entrances need to be activated by pressing 'E'.

Mistakenly transporting somewhere else because the Engineers jammed armed porters up against the spawn door is one thing, but fighting off an enemy spy, only to be accidentally teleported away leaving the Spy free to sap the entrance? Makes me wanna M+1, mang.

This is to say nothing of erroneously wrenching too closely to your own (active) entrance.
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yyler

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Re: The TF2 Thread
« Reply #1915 on: March 05, 2009, 10:22:19 AM »

You could just not stand still on a teleporter for two seconds, which is what it takes to be teleported.
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Arc

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Re: The TF2 Thread
« Reply #1916 on: March 05, 2009, 10:23:33 AM »

Oh Nor, you whacky funster.

What shenanigans will you suggest next?
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yyler

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Re: The TF2 Thread
« Reply #1917 on: March 05, 2009, 10:32:31 AM »

Is that a typo, or do you actually think I am Norondor?
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Arc

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Re: The TF2 Thread
« Reply #1918 on: March 05, 2009, 10:40:07 AM »

What I actually think is that friends often adapt each other's personalities over time, almost becoming one in the same in delivery. In this case, a tinge of truthiness, mixed into a sauce of sardonicism, and a dash of horseradish.

The ports work a hair quicker than two seconds.

Waiting for the spawn door to open? Ported.

Evading or bumping into a spy? Ported.

Wrenching, but not on the port? Ported.

Players know when they want to be ported, so making them use an easy to reach command isn't a hassle.
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Friday

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Re: The TF2 Thread
« Reply #1919 on: March 05, 2009, 11:19:37 AM »

I agree entirely with Arc on this subject.

It's not a huge problem, but accidental ports do happen and it is annoying.
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