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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


Author Topic: TF2 Nights  (Read 172900 times)

0 Members and 2 Guests are viewing this topic.

Kayin

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Re: TF2 Nights
« Reply #2260 on: May 01, 2010, 03:43:13 PM »

..... You're not serious when you say that, right? Sticky jumping is so obvious that i makes my dick hurt just thinking about what you just said.
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James Edward Smith

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Re: TF2 Nights
« Reply #2261 on: May 01, 2010, 04:18:04 PM »

Yeah, that's going up on my big board of retarded Shadow Moses TF2 comments right next to the old classic

"Who would put a stun in an action game?"

and just above an other new comer

"Don't all the items in TF2 look like they came out of a cereal box?"
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Talk? Talk is for lovers, Merlin. I need a sword to be king.

Makaris

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Re: TF2 Nights
« Reply #2262 on: May 01, 2010, 04:20:50 PM »

I dunno.  It was totally ignored in Meet The Demo.
 :nyoro~n:
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Esperath

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Re: TF2 Nights
« Reply #2263 on: May 01, 2010, 04:32:42 PM »

ow my dick
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Esperath

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Re: TF2 Nights
« Reply #2264 on: May 01, 2010, 06:06:02 PM »

dropped in, killed a bunch of whiny bitches, the end
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Brentai

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Re: TF2 Nights
« Reply #2265 on: May 01, 2010, 08:02:33 PM »

Pretty sure sticky jumping is mentioned in the commentary.

Don't feel like going back and looking for it, please no quote.
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Defenseless Cow

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Re: TF2 Nights
« Reply #2266 on: May 01, 2010, 08:09:18 PM »

When rocket jumping

Walls: They make you go faster.
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bloogablooga

Saturn

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Re: TF2 Nights
« Reply #2267 on: May 01, 2010, 08:17:31 PM »

sticky jumping has been around since TFC
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Esperath

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Re: TF2 Nights
« Reply #2268 on: May 01, 2010, 08:20:13 PM »

sticky jumping has been around since TFC

Stickies didn't exist in TFC.  Conc jumping has been around since TF.  Rocket jumping has been around at least since Quake.  There is no way anyone could have missed this.
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Saturn

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Re: TF2 Nights
« Reply #2269 on: May 01, 2010, 09:01:21 PM »

sticky jumping has been around since TFC

Stickies didn't exist in TFC.  Conc jumping has been around since TF.  Rocket jumping has been around at least since Quake.  There is no way anyone could have missed this.
http://www.youtube.com/watch?v=3LNZX6cry1c&feature=related

what would you call this then?
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Re: TF2 Nights
« Reply #2270 on: May 01, 2010, 09:08:17 PM »

I call it business as usual on the WFE: Arguing over the dumbest things.
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Kayin

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Re: TF2 Nights
« Reply #2271 on: May 01, 2010, 09:12:24 PM »

Hm, those pipes don't seem very sticky!
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Bongo Bill

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Re: TF2 Nights
« Reply #2272 on: May 01, 2010, 09:25:22 PM »

The Demoman has a custom animation that only plays when he's sticky-jumping (specifically, his feet catch fire). Gee, I wonder if the developers considered it? This is even dumber than my Sandman bitching, albeit only because history proved me right in the end.
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...but is it art?

patito

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Re: TF2 Nights
« Reply #2273 on: May 01, 2010, 09:32:31 PM »

The fire animation for sticky jumping and rocket jumping was added in one of the later class updates, it wasn't there from the beginning.

Pipe bomb jumping in TFC serves the same purpose, but they are not sticky bombs, they are pipes, you can still pipe jump in TF2, just not as far.

Regardless, sticky jumping was designed from the beginning, if it had really been an unintended consequence it could have been removed during the beta.
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Defenseless Cow

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Re: TF2 Nights
« Reply #2274 on: May 01, 2010, 09:56:30 PM »

It's not like the random tips that have been there since the beginning on loading screens tell you to rocket and sticky jump, right?
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bloogablooga

Kayin

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Re: TF2 Nights
« Reply #2275 on: May 01, 2010, 10:21:42 PM »

The short of this, Makaris, is that you are dumb and I am awesome.

And also that my dick hurts.
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Makaris

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Re: TF2 Nights
« Reply #2276 on: May 01, 2010, 10:47:08 PM »

Haha, geez.  I didn't mean that they didn't know the Demo could sticky jump, or whatever.  I meant that they didn't consider it, very well.  They didn't understand the implications of it when they were doing class balance.  For a class who's design credo is defense and area of denial, he sure is mobile.  Consider the possiblity that they didn't intend for the Demo to be able to get to the middle point of badlands considerably quicker than any other class.  Or basically fly from one spawn to the next.  They probably didn't think about that at all.   With that in mind, the Pyro shafted-ness makes more sense.

I mean, It really seems the designers had intended classes to be able to preform to certain level, but as it would turn out the Soldier and Demo have a much higher skill ceiling in utilizing their 'mobility gimmick' than what Valve intended for.  This higher skill ceiling gives them a huge edge up on the competition.  The Pyro didn't get a special form of mobility because, with their original intentions in mind, he didn't need it.  Now that the power curve of the game has ramped up considerably (ESPECIALLY when one considers Unlockables), he is in dire straights.  Everything kinda suggests that when they thought of rocket jumping, they thought about 'getting onto high things'.  

Think about how much more awesome Meet The Soldier would have been if he rocket jumped the way pros do.

Not calling for changing to those AT ALL techniques (I believe in balancing UP, not nerfing every damn thing).  Just saying that if we take the above as true, that Valve didn't really know HOW good rocket/sticky jumping could be when they were balancing the classes, we can more understand why the Pryo is the way he is.  In essence, the Pyro needs some mobility gimmick with a high skill ceiling to make him a more robust and interesting class.  And more damage, too.

But don't let me ruin your silly bandwagon.  I also think the Heavy should have over one million HP.
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Esperath

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Re: TF2 Nights
« Reply #2277 on: May 01, 2010, 11:37:07 PM »

T Saturn:

Hm, those pipes don't seem very sticky!

Pipebombs have existed since TF and didn't stick.  Demos had grenade launcher/pipes/hand grenade/MIRVs/detpacks, and the only 'sticky' object was the detpack because it was planted to the ground.

Since classes lost their class-specific grenades, demo had to have his secondary changed to avoid being just a manual-det clone of his primary.  Demoman plays totally differently in TF2 than he did in TF/TFC.

tl;dr:
I call it business as usual on the WFE: Arguing over the dumbest things.

:derp:
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Bleck

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Re: TF2 Nights
« Reply #2278 on: May 02, 2010, 10:11:19 AM »

Hmm, I wonder why the class with above average health and the highest attack power and almost unbeatable area-denial ability is so damn powerful?





it must be sticky jumping
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Beat Bandit

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Re: TF2 Nights
« Reply #2279 on: May 02, 2010, 10:27:16 AM »

Make poofs instant and able to full-crit and add 50 more health. You have pyro as a viable class again, albeit a completely different one.
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