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Author Topic: The TF2 Thread  (Read 256350 times)

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Doom

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Re: The TF2 Thread
« Reply #2540 on: June 28, 2009, 10:45:43 AM »

well you know I've got a big knife it's pretty intimidating
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Crouton

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Re: The TF2 Thread
« Reply #2541 on: July 05, 2009, 12:06:02 PM »

Some folks on Steam forums are hosting a pubs vs. comp event.

And somebody made a poster.
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Saturn

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Re: The TF2 Thread
« Reply #2542 on: July 05, 2009, 12:37:32 PM »

Highlander vs USUALCOMPTEAM?

as long as the spy can keep stabbing the medic to stop him from ubering and there's a good pyro sitting near the engie to knock explosives away, the comp team is probably fucked (this assumes equal skill for all involved)

Plus with 2 scouts running around, natascha becomes viable.
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Doom

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Re: The TF2 Thread
« Reply #2543 on: July 05, 2009, 12:39:32 PM »

Quote
No crits, no damage spread, no sandman and the maps are both competitive and public friendly

i guess this is how tourneyfags coped with the release of Brawl
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Saturn

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Re: The TF2 Thread
« Reply #2544 on: July 05, 2009, 12:49:09 PM »

The comps are probably going to underestimate the pyro, heavy and spy because they never get used in comp games.

And kritzkrieg medic could be very effective against them because they tend to bunch up, making them ripe for CRIT ROCKET SALVO or kritz fatty.
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Doom

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Re: The TF2 Thread
« Reply #2545 on: July 05, 2009, 12:57:33 PM »

It's two scoots, two soldiers, a demo and a medic.

Sounds like real-ultimate-turtling + using the scoots and soldiers to ferret out the over-eager. Dang, now I actually wanna watch this.

The funny part is that set-up is ripe for the spy being exceptionally good/lucky.
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Saturn

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Re: The TF2 Thread
« Reply #2546 on: July 05, 2009, 01:08:04 PM »

the Comp medic is a giant walking bullseye for the spy and sniper.

and no-spread makes Pee more powerful.
 
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James Edward Smith

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Re: The TF2 Thread
« Reply #2547 on: July 05, 2009, 01:17:03 PM »

I dunno, in my experience, competitive players don't take any lip from Spies. They watch their backs routinely and unless you can catch them falling into a predictable pattern with their checks, they are pretty much going to splatter or bone saw you every time. Pro soldiers can gib a spy seemingly instantaineously unless you're just gonna dead ringer them.

The problem is, any competitive medic is checking the flank every few seconds when he doesn't have to retarget his heal beam for whatever reason. His Soldiers are infront of him, he's not gonna fall for slow scouts, and it's hard to sell him on you being his Demoman. Of course, no crits makes a medic a lot less dangerous to a spy.

Now, it's still possible, but it takes a careful study of who on their team is dead and could be believably back from the spawn room at any given time. Plus, just running up behind them is rarely gonna work, you're only option is to get them seeing you act like their real teamate would for long enough that they are willing to run past you and THEN go for the stab. An other problem is that there's only so many believable costumes at any given time that they aren't just gonna spy check immediately every time, even if they are engaged with your team when you walk up. In fact, a lot of the time there's only one logical choice for you, and smart players on their team often know this and so they know exactly who they have to watch for at any given time.

So your odds are pretty slim to begin with and then add on to that just the usual understood bad luck of completely random checks and you're in for a pretty miserable situation. I'd much rather play a class that can at least chip away at them and actually has some health behind it rather than go in for all or nothing attacks with my enchanted feather armour as my only defense. A good sniper has a much better chance of dealing with that medic
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yyler

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Re: The TF2 Thread
« Reply #2548 on: July 05, 2009, 01:22:53 PM »

I think the Spy player will have to do two things.

1. He must never be seen. Good pub spies already do this. When you're playing with a good spy, you never see him. He uncloaks, kills, and cloaks. Always. This isn't a question of fooling the Medic or anyone else. It's a question of how well can he uncloak/kill/cloak.

2. He'll have to realize that after the first round or two, or maybe even partway through the first round, all his tricks will be worthless. The comp players will be aware of them and learn to counter them. I fully believe this. He has a bit of an advantage, because they aren't used to spies, but he's going to lose that advantage fairly quickly.
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Doom

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Re: The TF2 Thread
« Reply #2549 on: July 05, 2009, 01:27:26 PM »

Well yeah, it's not like they're gonna bumble into a Sniper, Spy or Engineer's super clever standard class features.

But Soldier/Soldier/Demo/Medic is still pretty ripe for Murphy's Law.
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Saturn

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Re: The TF2 Thread
« Reply #2550 on: July 05, 2009, 03:52:33 PM »

it may even be worth it for the spy to just suicide run and get the medic to delay ubers, which comp teams seem to fucking require to get anything done.

because even if he blows it about a third of the time, the pubs are still 2 guys up.

the pub team in general has to worry far far less about dying than the comps
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Doom

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Re: The TF2 Thread
« Reply #2551 on: July 05, 2009, 04:11:08 PM »

I'm having trouble telling whether or not Saturn is just literally the TF2 pyro.
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yyler

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Re: The TF2 Thread
« Reply #2552 on: July 15, 2009, 08:25:49 PM »

http://www.teamfortress.com/post.php?id=2663 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Misha

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Re: The TF2 Thread
« Reply #2553 on: July 15, 2009, 08:51:19 PM »

so there's clearly going to be an official king of the hill game type
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yyler

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Re: The TF2 Thread
« Reply #2554 on: July 15, 2009, 09:39:55 PM »

OH

PROBABLY

DIDNT EVEN REALIZE
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François

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Re: The TF2 Thread
« Reply #2555 on: July 16, 2009, 12:45:20 AM »

So, CP with only one point?
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yyler

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Re: The TF2 Thread
« Reply #2556 on: July 16, 2009, 12:48:43 AM »

Go try koth_lighthouse or garbage_day: they are a hell of a lot of fun.
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Bongo Bill

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Re: The TF2 Thread
« Reply #2557 on: July 16, 2009, 05:52:38 AM »

How it works (at least in the community-made versions - Valve might have some trickery to make it more feedbacktacular or something) is that the total amount of time the point is in your team's possession is what matters.
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Mongrel

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Re: The TF2 Thread
« Reply #2558 on: July 16, 2009, 05:58:38 AM »

Oh good. I thought for a second that Zed was describing non-Arena Arena maps, which actually sounded pretty bad.
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Royal☭

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Re: The TF2 Thread
« Reply #2559 on: July 16, 2009, 06:02:02 AM »

In the community version it's all about who has the point when the timer reaches zero.  Much like plr_pipeline, you can spend the entire game dominating the other team only to complete lose because of freakish luck at the last minute.

It would be a fun map style if it were simply more than standing on the point for forever.  This results in the action all concentrating on one spot indefinitely, with no sense of movement on either side.  It would be cool if the point that had to be captured was constantly moved, so that players had to frequently change directions, or if it were similar to UT's Point Domination game mode where you have to capture and hold multiple points.