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Author Topic: The TF2 Thread  (Read 256250 times)

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Catloaf

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Re: The TF2 Thread
« Reply #2500 on: June 18, 2009, 05:40:15 PM »

Uh... because carts act odd on a server where people are using wallhacks?
Playing spectator=wallhacks now?
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Mongrel

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Re: The TF2 Thread
« Reply #2501 on: June 18, 2009, 05:49:21 PM »

Uh... because carts act odd on a server where people are using wallhacks?
Playing spectator=wallhacks now?

Last time I checked, there was no 'free-range' camera mode in TF2, even for spec. You can only follow other people's cameras or the few 'fixed view' camera spots. Even after the round ends.
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Catloaf

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Re: The TF2 Thread
« Reply #2502 on: June 18, 2009, 05:51:55 PM »

Check again.  There is.  I've done it many times.
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Bongo Bill

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Re: The TF2 Thread
« Reply #2503 on: June 18, 2009, 06:01:23 PM »

Yeah, just mash on Spacebar a few times.

Of course, it only works if you're not on a team.
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Mongrel

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Re: The TF2 Thread
« Reply #2504 on: June 18, 2009, 06:48:41 PM »

Huh. Didn't know you could do that.  :nyoro~n:
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Kazz

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Re: The TF2 Thread
« Reply #2505 on: June 18, 2009, 07:18:30 PM »

I'll bet that's an admin trick.  Otherwise, why bother FRAPSing?  Also, he scrolls over to it before it starts moving.  He knows it's going to happen.
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Catloaf

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Re: The TF2 Thread
« Reply #2506 on: June 18, 2009, 07:55:50 PM »

Well, it could have happened before and he just expected it....
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Mongrel

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Re: The TF2 Thread
« Reply #2507 on: June 18, 2009, 08:01:41 PM »

I actually thought he caused it.
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Kazz

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Re: The TF2 Thread
« Reply #2508 on: June 18, 2009, 08:06:58 PM »

He may be an admin who caused it.  But the whole time the cart is moving, there's no x1 on it.  No BLU is touching it and the REDs can't stop it by standing near it.  And I think it's moving faster than it would if 1 person was touching it.

Probably a serverside prank.  If it's a Hoodoo bug, I'd be shocked.
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Saturn

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Re: The TF2 Thread
« Reply #2509 on: June 18, 2009, 08:28:54 PM »

Its a known bug with that map that has been there since an early beta version.
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Detonator

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Re: The TF2 Thread
« Reply #2510 on: June 19, 2009, 06:56:16 AM »

After playing almost solely on Shadow Moses for so long, I forgot people this bad at the game existed.

Haha, that's a good one.

It's an interesting phenomenon that every bad player on Shadow Moses almost exclusively uses pyro.  I will admit that bad spies on the server are very rare.
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Friday

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Re: The TF2 Thread
« Reply #2511 on: June 19, 2009, 07:07:47 AM »

There are bad players on Shadow Moses, but in general the percentage is much lower than pubs.
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Niku

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Re: The TF2 Thread
« Reply #2512 on: June 19, 2009, 07:10:33 AM »

And most of our "bad" players, to be completely fair, are not only new or don't play much outside of Shadow Moses but are also clearly improving.
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Friday

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Re: The TF2 Thread
« Reply #2513 on: June 19, 2009, 07:11:30 AM »

Yes, that too.
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Doom

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Re: The TF2 Thread
« Reply #2514 on: June 19, 2009, 07:21:45 AM »

Quote
It's an interesting phenomenon that every bad player on Shadow Moses almost exclusively uses pyro.

Aside from "Dedicated Sniper Regardless Of Team Size, Make-Up, Need or Outstanding Skill", bad Pyro is blindingly obvious.

Bad Scouts are generally only revealed if you make a point of out-dueling them several times and Scout is otherwise built on hit-and-run, good or bad aim.

Bad Soldiers, Demos and Heavies hide in plain sight. They're usually rather effect, if unrefined and easy to trick. I notice the occasional dalliance as a Spy because it really shows when they don't watch their backs. Even our cadre of great snipers doesn't immediately reveal a bad user of supreme ordinance because there is not much you can do to dodge a great sniper.

No matter how "bad" a medic is, never ridicule them. I face-palm whenever somebody does: unless you're joined at the hip, you can't presume on their priorities and fears! I usually play with the assumption that I'm lucky enough he topped me off. If I get ubered or he holds my banana, the stars are alligning.

Bad Engineers are kinda two-sided. They're even more blindingly obvious than bad pyros, but they don't really need to be good for their gun to function. I still make fun of them because Engineer is the refugee of the lazy or tired player so often and a great engineer has situational awareness that would make direct combat classes blush. Putting the gun down is the first step in crossing the desert, and I've noticed that a lot of Shadow Moses doesn't even do that with perfect form.

Bad Spies.... still get lucky. Perfect vigilance is draining to keep up. And Spy is often an all-or-nothing class, or a nail-biting sacrifice class. If you blew something up(especially a teleporter these days) or back-stabbed a guy, at least you'll ALWAYS break even.

But.. Pyros? They blunder into sentry nests that you can hear through walls, they think they can out-run a good Demo's stickies or that speed-lines will protect them from the mini-gun, or FOR FUCK'S SAKE, they figure lighting the guy on fire gives them some sort of karmic edge in the afterlife.

It gets worse when they have habitually run into their death against a "helpless" 125 HP class because they think that extra 50 HP and 7% speed will defeat my ability to aim a shotgun at a growing, straight-line target.




 :nyoro~n:

But hey, this is just how I notice through base observation how somebody might need to tighten their form. If you think you're bad, keep playing, you'll get better. I think I only learned how to not Rocket Jump like a clown last fuckin' week.
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Kazz

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Re: The TF2 Thread
« Reply #2515 on: June 19, 2009, 09:26:59 AM »

It gets worse when they have habitually run into their death against a "helpless" 125 HP class because they think that extra 50 HP and 7% speed will defeat my ability to aim a shotgun at a growing, straight-line target.

?

The chart as I understand it (tf2wiki):

Scout has the fastest speed at 400.
Medic is next-fastest at 320.
Engineer, Pyro, Sniper, and Spy all run at 300.
Demoman runs at 280.
Soldier runs at 240.
Heavy runs at 230.
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Doom

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Re: The TF2 Thread
« Reply #2516 on: June 19, 2009, 09:40:04 AM »

Ohhh, I always just thought it was Scout 125%, Medic 110% something, Pyro 107%, and the only other number I knew was Demoman 97%.

I like the Demoman number because I refused to disguise as anything that loses me speed as spy, even such a small number as 3%...

Are you sure Pyros aren't faster? That just makes their W+M1 a bit more pathetic.
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Royal☭

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Re: The TF2 Thread
« Reply #2517 on: June 19, 2009, 09:54:52 AM »

If you put Pyros, Spies, Engineer, etc at 100%, then Scout is 133%, Medic is 107%, Demo is 93%, Soldier is 80% and Heavy is 77%, so your original assumptions weren't too far off the mark.

Rico

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Re: The TF2 Thread
« Reply #2518 on: June 19, 2009, 10:33:25 AM »

I don't normally rocket jump just for travel's sake (don't like being surprised before I can top off at a medkit if someone is flanking), and I'm surprised the soldier is actually that slow.

The minigun spinup contributes a bit, but that 77-80 is a big gap.
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Brentai

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Re: The TF2 Thread
« Reply #2519 on: June 19, 2009, 10:34:15 AM »

Pyros generally "blunder" into sentry nests because they know they are perfectly capable of wrecking the entire thing unassisted given the right angle.  Actually getting that angle is usually pretty hard though, especially with that stupid hardhatted fleshsack getting in the way.  Still, someone has to throw themselves into that meat grinder eventually, and the Pyro bestows a transcendent suicidal outlook to anybody who selects it.
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