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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 ... 36 37 38 39 40 [41] 42 43 44 45 46 ... 132

Author Topic: TF2 Nights  (Read 178702 times)

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Arc

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Re: TF2 Nights
« Reply #800 on: May 22, 2009, 06:20:36 PM »





Bless free weekend.
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Bongo Bill

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Re: TF2 Nights
« Reply #801 on: May 22, 2009, 08:47:28 PM »

Will probably be back on later tonight, but... after ten minutes of banging my head into a wall made of Snipers and Demomen, I just need a breather.
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...but is it art?

Mongrel

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Re: TF2 Nights
« Reply #802 on: May 22, 2009, 08:59:14 PM »

And, as promised:
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McDohl

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Re: TF2 Nights
« Reply #803 on: May 22, 2009, 09:00:15 PM »

That...wasn't me!  D:

...also.

mmmyep, that sniper still looks pretty alive to me.
I'M NOT BUILDING A DISPENSER, YOU JERKFACE
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Saturn

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Re: TF2 Nights
« Reply #804 on: May 22, 2009, 09:30:07 PM »

Ohakubi's melon seems to attract my bullets somehow.

also i got 2 acheivements due to bugs: Enemy at the gates (kill someone in the first second of the round, it was about 30 seconds in when i got the kill) and the one where you kill someone with the huntsman while you are dead (I DONT HAVE THE HUNTSMAN)
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patito

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Re: TF2 Nights
« Reply #805 on: May 22, 2009, 09:34:04 PM »

From what people were saying, pyros can set friendly arrow on fire, maybe you actually did that and it counted the arrow assist to you while being a dead pyro.
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Saturn

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Re: TF2 Nights
« Reply #806 on: May 22, 2009, 09:52:11 PM »

nah, i was sniper when it happened

i think it was because i died right as i shot someone and the lag made them die "after" i was dead
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Arc

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Re: TF2 Nights
« Reply #807 on: May 22, 2009, 09:53:07 PM »

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Zaratustra

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Re: TF2 Nights
« Reply #808 on: May 22, 2009, 10:29:54 PM »

Got the Ambassador. It's a fun piece of iron, even if it doesn't do much damage.

Niku

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Re: TF2 Nights
« Reply #809 on: May 22, 2009, 11:06:19 PM »

Got the Huntsman while AFKing at work.

The system works!
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Saturn

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Re: TF2 Nights
« Reply #810 on: May 23, 2009, 12:21:17 AM »

Yeah, i dont get it, the Ambassador page makes it  sound really powerful, but the actual gun is kinda crummy
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Malvado

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Re: TF2 Nights
« Reply #811 on: May 23, 2009, 07:16:18 AM »

The ambassador crit is just too weak and after the first shot it's hard to hit someone in the head. Although it used to be pretty decent when it was bugged and shot people in the head even when you missed.
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MadMAxJr

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Re: TF2 Nights
« Reply #812 on: May 23, 2009, 10:44:04 AM »

If pub spies continue to be as horribly terrible as they are, I can probably stomach playing engineer still.  The only real change now is there are always two spies instead of somewhere between zero and one spy.

Seriously.  I keep bumping into them, seeing the outline... And they don't flee.  They just stand there like I'm going to walk away and leave my equipment for them to sap.
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Brentai

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Re: TF2 Nights
« Reply #813 on: May 23, 2009, 11:21:14 AM »

Yeah it's kind of difficult to gauge whether you need to play Spy/Sniper now because... well...

For like FIVE MINUTES on Well there was a Level 1 sentry up COMPLETELY OPEN IN THE MIDDLE OF THE OF THE TRACKS and three each of Spies and Snipers.  Someone has to account for that shit.

What was I doing?  Playing Engineer, protecting my own stuff against Demomen that nobody could be arsed to kill.
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patito

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Re: TF2 Nights
« Reply #814 on: May 23, 2009, 12:21:20 PM »

I've been playing mostly sniper since the update and I still haven't gotten the consolation prize achievement.
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Rico

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Re: TF2 Nights
« Reply #815 on: May 23, 2009, 01:11:55 PM »

If pub spies continue to be as horribly terrible as they are, I can probably stomach playing engineer still.  The only real change now is there are always two spies instead of somewhere between zero and one spy.

I had a couple of pretty epic Pyro rounds last night, wherein I would kill 3 Spies in the span of five seconds and then start going Axetinguisher hunting.  "Oh, I just killed 3 Spies, surely I can turn my unprotected back to the world long enough to take the two seconds to AXE this demoman a ques
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Saturn

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Re: TF2 Nights
« Reply #816 on: May 23, 2009, 04:17:11 PM »

If pub spies continue to be as horribly terrible as they are, I can probably stomach playing engineer still.  The only real change now is there are always two spies instead of somewhere between zero and one spy.

Seriously.  I keep bumping into them, seeing the outline... And they don't flee.  They just stand there like I'm going to walk away and leave my equipment for them to sap.

And the Dead ringer is fucking LOUD when you uncloak, making it less of a threat than you'd think
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Brentai

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Re: TF2 Nights
« Reply #817 on: May 23, 2009, 04:31:19 PM »

People will catch onto the Ringer very quickly.

There are specific strategies to using it which make it much more effective though.  Taking into account that people know that you're putting them on when you flop over immediately allows you to play some mind games.
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Royal☭

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Re: TF2 Nights
« Reply #818 on: May 23, 2009, 04:32:49 PM »

Actually, if you use it only after the first one or two times of being hit you might be able to fool people pretty successfully.

Brentai

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Re: TF2 Nights
« Reply #819 on: May 23, 2009, 04:37:27 PM »

Oh yeah, that definitely works.  It's tricky to pull off but I managed to give whole groups of guys the slip by doing it.  Just give them some scenario where they believe you can't possibly have survived.
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