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Poll

Nights You're Available For TF2?

Sunday
- 31 (15.3%)
Monday
- 27 (13.3%)
Tuesday
- 29 (14.3%)
Wednesday
- 29 (14.3%)
Thursday
- 26 (12.8%)
Friday
- 28 (13.8%)
Saturday
- 33 (16.3%)

Total Members Voted: 39


Pages: 1 ... 92 93 94 95 96 [97] 98 99 100 101 102 ... 132

Author Topic: TF2 Nights  (Read 172820 times)

0 Members and 7 Guests are viewing this topic.

NexAdruin

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Re: TF2 Nights
« Reply #1920 on: February 12, 2010, 06:05:15 PM »

I don't understand, though. Because the Cloak and Dagger does last forever, whether you suck as a spy or not. It just becomes a lot less effective if you don't let it recharge. Does it deplete significantly faster or something?
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Friday

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Re: TF2 Nights
« Reply #1921 on: February 12, 2010, 06:23:40 PM »

Yes, if you're running. And it can't recharge with ammo/weapons.

Basically, the Cloak and Dagger makes you go really slowly to achieve basically the same results as the invis watch. The only time it's "better" is if you're spawn camping, which is something a good spy should hardly ever do, since a good spy operates on the front line 90% of the time.

EDIT: according to Niku's post elsewhere apparently it can pick up metal now???? that's how long it's been since I've used it or maybe i just have a bad memory either way i'm not even going to both equipping it to test that's how bad it is
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McDohl

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Re: TF2 Nights
« Reply #1922 on: February 12, 2010, 07:45:16 PM »

No, the C&D can't charge by metal.

I was actually having a wonderful time with it tonight.

I was on defense.  It's almost refreshing to be able to cloak at will, juke one way, cloak, and run the other way, and watch the pyro or medic spray their ammo off uselessly in to a corner. Wait for them to lose interest, and then sneak up and stab them.

I did that three times on stage 3 defense on Goldrush.  Still lost that round, but I felt accomplished.
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Niku

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Re: TF2 Nights
« Reply #1923 on: February 12, 2010, 08:38:55 PM »

Huh, I could have sworn they let you pick up metal with it in some patch note.  I don't know since I do not actually use it ever because it is bad forever.
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Saturn

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Re: TF2 Nights
« Reply #1924 on: February 12, 2010, 09:07:31 PM »

man bongobill was a POTATOMAGNET tonight.
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Lottel

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Re: TF2 Nights
« Reply #1925 on: February 12, 2010, 10:51:12 PM »

I find it's fairly rare that backstabs just happen to me out of the blue where I totally don't see them coming, but it still happens now and again (maybe 1-3 times a night?) but anyway my whole opinion is subjective, so I dunno?

For me it's usually "Hey. That guy is getting to close to my side. Is he a spy?" Then I turn slightly and one of two things happen. Either I get stabbed/lose the melee fight or someone for the other team charges me and one of the two guys kill me.

I'm not saying I can tell who is a spy all the time, but usually I know I'm going to die when someone comes near me, no matter the color of their uniform.
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François

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Re: TF2 Nights
« Reply #1926 on: February 15, 2010, 07:37:54 PM »

When I play with you guys, I'm having a good time, but I think to myself "I'm kind of decent, a little, but if I played more often I might really get great".

On the other hand, when I go on some random servers, I usually end up being all like "IT IS MY HAND THAT GIVES ETERNAL LIFE, IT IS MY HAND THAT BRINGS ULTIMATE RUIN! COWER BEFORE MY MIGHT! FEAR ME, MORTALS! FEAR ME FOR I AM YOUR GOD! HAHAHAHAHAHA!"

I gotta say, the only thing better than an effective kritz is five effective kritzes in one life.
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Bongo Bill

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Re: TF2 Nights
« Reply #1927 on: February 16, 2010, 06:21:21 PM »

One round on Harvest gave me flashbacks to the minigame in Super Mario Galaxy where you're blowing up garbage; specifically, to the part where the timer runs out with one second left on the fuse of the last bob-omb which would destroy the last piece of debris, and then that asshole robot yells at you that you have to do it faster.

It was at this point that I realized I probably wouldn't be able to enjoy myself tonight.
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yeoz

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Re: TF2 Nights
« Reply #1928 on: February 16, 2010, 09:19:41 PM »

From this point on, I will always teamswitch to the opposite team of Geo. >:|
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James Edward Smith

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Re: TF2 Nights
« Reply #1929 on: February 16, 2010, 09:22:42 PM »

Winning just got easier!
What did I ever do to you. I was just trying to fight the CAL menace!
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Lottel

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Re: TF2 Nights
« Reply #1930 on: February 17, 2010, 08:12:12 PM »

Yeoz, McDohl and I hopped on some random server earlier.
I did pretty good as a medic! Good enough that I used my fifth uber on Dohlgineer and he went a-wrenchin'. They all hid in their spawn until we were gone.
They eventually came back to win, I think, but it was a good, fun couple of rounds there.
Medic the whole time.  :victory:
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Mongrel

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Re: TF2 Nights
« Reply #1931 on: February 17, 2010, 08:15:00 PM »

Tonight was just indescribably awful. The old one may have had its warts, but we need some kind of scramble utility back on the server.
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Kayin

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Re: TF2 Nights
« Reply #1932 on: February 17, 2010, 08:16:06 PM »

I was in airshot city tonight, which was fun. But at the same time, all of the maps I played felt really lopsides.
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patito

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Re: TF2 Nights
« Reply #1933 on: February 17, 2010, 08:18:06 PM »

Hoodoo felt pretty all right, but that's on account of hoodoo being impossible to win.
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Mongrel

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Re: TF2 Nights
« Reply #1934 on: February 17, 2010, 08:19:19 PM »

It got real ugly for the three or four maps after Hoodoo.
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Royal☭

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Re: TF2 Nights
« Reply #1935 on: February 17, 2010, 09:25:40 PM »

Winning in Hoodoo is getting to second stage, just before the last cap point.  Any thing beyond that is extra game that only a few percentage of players will actually get to experience.  Bonus content, really.

Kayin

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Re: TF2 Nights
« Reply #1936 on: February 18, 2010, 08:10:15 PM »

Hey the 'later in the night' crew was thinking we need a new admin. Like me. But really whoever is around is also fine, but I tend to be one of the last guys to leave.
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Norondor

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Re: TF2 Nights
« Reply #1937 on: February 18, 2010, 08:13:59 PM »

Winning in Hoodoo is getting to second stage, just before the last cap point.  Any thing beyond that is extra game that only a few percentage of players will actually get to experience.  Bonus content, really.

Yes. Hoodoo is shit. I don't know why they didn't take out that whole entire building between the 3rd and 4th points, seriously.
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Royal☭

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Re: TF2 Nights
« Reply #1938 on: February 18, 2010, 09:11:26 PM »

It's more the issue of choke point with no way to get around or subvert.  It's such an easy fix (move the gate for the side path back behind the last point, give BLU team another exit), but the map is just dumb.

What's sad is, I love me some Payload.  It's probably my favorite map type, as the game style is an excellent of a paced experience with a feeling of progression and advancement.  But nobody seems to be able to make any balanced maps for it.

Mongrel

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Re: TF2 Nights
« Reply #1939 on: February 18, 2010, 09:33:15 PM »

Hey the 'later in the night' crew was thinking we need a new admin. Like me. But really whoever is around is also fine, but I tend to be one of the last guys to leave.

I actually have evil admin powers (not that I've used them yet), so just ask me if you need someone booted.
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