The Glade 4.0

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 Post subject: Re:
PostPosted: Thu May 06, 2010 11:17 pm 
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Elessar wrote:
This update might get me playing again. Although, games with each side being half Engineers probably won't be to fun.

Unless you're a spy. It'll be hilarious, because there'll definitely be an achievement for repairing a buddy's deployables. So one or two spies will have the engineers shooting each other in a panic as they come around to bang on each other's ****.

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PostPosted: Fri May 07, 2010 8:06 pm 
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If they don't put in an option to deal with Spies...

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PostPosted: Fri Jul 02, 2010 8:47 pm 
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Raell, you need to post this stuff, not just link it to me.

Pure awesome. Thanks.

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PostPosted: Sat Jul 03, 2010 9:24 am 
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I have this, but i've never really played it. maybe i should read up on it. Any good place to do that (since I don't have a paper manual and it looks a bit more complicated than your regular fps deathmatch?)

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 Post subject: Re: Team Fortress 2
PostPosted: Sat Jul 03, 2010 12:05 pm 
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No manual per say,

I would say the TFT2 wiki be one of the best places to start

http://tf2wiki.net/wiki/Main_Page

Besides the Spy/Engineer and Medic classes it really isnt all that much different than other FPS's.

But with the last Update, they added a tutorial type deal now, which is actually kinda cool. Besides the 3 classes mention above, and some unique map types, its not hard at all to get into. The PC version almost 3 years later, is still very active. I would run through the Tutorial, grab a Soldier and start zapping some folks with Rockets.


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PostPosted: Mon Jul 05, 2010 9:25 pm 
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Engie update: Day One!

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Tue Jul 06, 2010 6:02 am 
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Oh my...

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 Post subject: Re: Team Fortress 2
PostPosted: Tue Jul 06, 2010 8:31 am 
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That is AWESOME. Finally my favorite class getting some love.


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 Post subject: Re: Team Fortress 2
PostPosted: Tue Jul 06, 2010 9:31 am 
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From the link...

What is the wrench log supposed to be? There is a list of names that are being commemorated for something.

Did they possibly create the new weapon prior to being officially released?

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PostPosted: Tue Jul 06, 2010 9:53 am 
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It's a craftable golden wrench, limited to 100 worldwide.

They patched in the recipe last week, and over the weekend, the first 25 got made. They're adding a page to the update for every subsequent 25 made.

When somebody makes one, it does a live announcement to everybody playing worldwide. I saw #27's and #28's announcements last night.

You can probably find a YouTube video of it in action -- a kill with the Golden Wrench turns your victim into a golden statue instead of gibbing them.

Based on the announced limited quantity of wrenches, I doubt this is one of the update's normal weapons.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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 Post subject: Re: Team Fortress 2
PostPosted: Tue Jul 06, 2010 10:28 am 
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Best idea I've seen to get people to clean out their inventory before they announce some new thing to crafting, to keep hoarding to a minimum.

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 Post subject: Re: Team Fortress 2
PostPosted: Tue Jul 06, 2010 9:59 pm 
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New update is up. I like the idea. Not sure if you have to be in line of sight of the sentry or not. Plus it gives engineers something to do other than bang away on their sentry.

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PostPosted: Wed Jul 07, 2010 6:42 am 
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Ohhh daddy likes. Wonder if you can shoot spys with it now?

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 Post subject: Re: Team Fortress 2
PostPosted: Wed Jul 07, 2010 6:59 am 
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I wonder how useful a manually controlled sentry will be. They seem to do fine and dandy w/o any interference.

I assume the shield, doubled rate of fire and missile launch upgrade will make up for this.

Ditto on sentry line of sight for usage. Maybe LOS just to activate, then the engie can wander wherever.

I'm going to put it out there that LOS is unnecessary. Perhaps because if the engie has to be in range of the sentry to use, he will then be in "sentry-vision" mode thereby making himself vulnerable. If the sentry is inactive when the Wrangler is shut down, shooting the engie first will be a fantastic strategy as it will render the sentry useless for a few seconds.

/ponders how the shield will affect a spy's ability to sap it.

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 Post subject: Re: Team Fortress 2
PostPosted: Wed Jul 07, 2010 8:35 am 
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Manually controlled sentries are less predictable than normal. A sentry can be foiled by a player quickly darting in and out of cover. But if a player is controlling the sentry, he can predict when the player will pop out of the corner and pelt the other player right as he pops out of cover (as well as have missiles already there to greet him as he pops out). On top of that, the sentries will do more damage (higher rate of fire) when player controlled.


Just thought of something. Ooooh. I wonder if player-controlled sentry guns don't emit the "beep beep beeps" that an automated sentry that is scanning the area does. Now that could be really handy too.

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PostPosted: Wed Jul 07, 2010 11:40 am 
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Don't forget, a manually controlled sentry can ignore things like uber medic shielding (and shoot/KB the real threat instead of the medic rushing ahead of his ubered partner), shoot known disguised spies, utilize rocket splash around corners/obstructions, make target priority decisions...

There're a fair number of advantages to trade your shotgun/wrench and automatic tracking for.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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 Post subject: Re: Team Fortress 2
PostPosted: Fri Jul 09, 2010 11:41 am 
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I'm getting really damn sick of waiting for the Meet the Pyro video. I think 3 years is long enough of a wait. No video at all in this release is pretty sad.

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 Post subject: Re: Team Fortress 2
PostPosted: Fri Jul 09, 2010 12:25 pm 
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The TF2 gods saw fit to give me a Wrangler within the first 1-2 hours of play today (Along with another Sandman, Scotsman's Skullcutter, and an Equilizer) It replaces the pistol, BTW.

Interesting, to say the least. When selected, the sentry immediately gets the shield and stops auto acquiring targets. You remain in the same viewpoint and can freely move about. Wherever your reticule lies is where your sentry is now aiming, whether it has LOS or not (Mind you, the engie does NOT need LOS to his sentry to activate the Wrangler.

M1 - Sentry machine gune
M2 - Sentry rockets.
Manual aim with a hint of auto tracking. Once you lock on and start firing, the sentry minimally tracks your target for some ease of use.
When the sentry becomes "unwrangled" it is then inactive for about 2-3 seconds. (Spy heaven - Stab/sap becomes really easy at that point)
When wrangled, the sentry will use up it's stores of bullets and rockets. At any time, the engie simply switches to his wrench and gives it a few whacks with the wrench to reload.

I didn't get a chance to use it today in, what I would call, a normal match. 6-7 engies on offence, 8-9 on defense. Kinda silly today, but that's to be expected.

Also the ability to pick up your stuff and drop elsewhere adds a whole new dynamic to the engineer. No more boring whacking away at your stuff while the rest of the team is far from you. Base relocation is easier now.

I have not gotten the Frontier Justice, Southern Hospitality, or the Gunslinger yet, so I can't offer anything on them.

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 Post subject: Re: Team Fortress 2
PostPosted: Fri Jul 09, 2010 12:36 pm 
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The engineer can move any of his objects? I must have missed that bit of info. That's pretty nice.

Does the sentry still passively beep when wrangled?

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 Post subject: Re: Team Fortress 2
PostPosted: Fri Jul 09, 2010 1:24 pm 
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Numbuk wrote:
The engineer can move any of his objects? I must have missed that bit of info. That's pretty nice.

Does the sentry still passively beep when wrangled?


Missed that subtlety. I will take a closer listen later.

The wrangled sentry, when being fired, has a completely different sound, though.

Also, and I never noticed this, the normal sentries all make different beeping paterns based on level of upgrade. Picked that tidbit up from the TF2 wiki.

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 Post subject: Re: Team Fortress 2
PostPosted: Fri Jul 09, 2010 3:16 pm 
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Foamy wrote:
Numbuk wrote:
The engineer can move any of his objects? I must have missed that bit of info. That's pretty nice.

Does the sentry still passively beep when wrangled?


Missed that subtlety. I will take a closer listen later.

The wrangled sentry, when being fired, has a completely different sound, though.

Also, and I never noticed this, the normal sentries all make different beeping paterns based on level of upgrade. Picked that tidbit up from the TF2 wiki.



Oh yeah, I noticed that from the get go. ;-) Basically, the pattern is: 1 beep for a level 1. 2 beeps for a level 2. 3 beeps for a level 3. Handy to know if you are about to turn a corner into a sentry. If you only hear 1 beep per pattern, then you're probably ok to take it on.

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 Post subject: Re: Team Fortress 2
PostPosted: Sun Jul 11, 2010 2:03 pm 
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http://www.pcgamer.com/2010/07/08/why-team-fortress-2-needs-a-dance-command/


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PostPosted: Mon Jul 12, 2010 6:08 am 
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Hehehe. Those were pretty good. Spy was the best. The Medic/Heavy though...
/shudder

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PostPosted: Mon Jul 12, 2010 7:16 am 
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The demoman wasn't doing Riverdance. Fail.

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PostPosted: Tue Jul 13, 2010 3:41 pm 
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Isn't Riverdance an irish thing?

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