Author Topic: Team Fortress 64  (Read 223066 times)

Gpop

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Re: Team Fortress 64
« Reply #930 on: May 30, 2012, 06:23:26 PM »
the only thing with flareguns, good luck going against another pyro who has a shotty :V (and in A LOT of games I play, teams generally have 2 or 3 pyros because lolmespy)

InfernalExuro

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Re: Team Fortress 64
« Reply #931 on: May 30, 2012, 07:28:35 PM »
I think I might be the only one who prefer using the RS on Pyro, it seems. I have a couple reasons for using it over the stock shotgun...

1. It's the best Anti-Pyro weapon available, especially when it comes to facing Phlog Pyros. Two good airshots and they're dead, and most Phlog Pyros are either too stupid to swtich to a secondary or carry the Manmelter, so they're a sitting duck.

2. One good airblast reposition and airshot can kill Scouts harassing you. Scouts that are always jumping around, especially when doing something like carrying the intel, are easy prey if caught unaware as well.

3. I tend to anticipate when an enemy will be jumping (say, making a leap for the water to extinguish fire) and put a stop to their retreat with it. The minicrits can mean the difference between life and death for them. Especially effective on enemies who you've damaged enough to force the retreat yourself, in the occasion that you keep whiffing with axe swings.

Besides, it's always just such a satisfying combination to kill people with. :3
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Re: Team Fortress 64
« Reply #932 on: May 30, 2012, 07:58:57 PM »
2. One good airblast reposition and airshot can kill Scouts harassing you. Scouts that are always jumping around, especially when doing something like carrying the intel, are easy prey if caught unaware as well.

Besides, it's always just such a satisfying combination to kill people with. :3
You aren't fighting the right scouts. The point of dodging is to make them hit less by making their aim swerve, not to avoid damage completely, which a lot of scouts don't seem to comprehend. As such, it's greatly effective against reserve shooters if you're doing it properly, as you'll have taken minor damage with them quickly out of ammo.

Amraphenson

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Re: Team Fortress 64
« Reply #933 on: May 30, 2012, 09:07:55 PM »
I swear, if I ever found stabby, I wouldn't even bother trying to spy duel. I'd just shoot.
I would still die.
Sugoiiii~
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Freyband

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Re: Team Fortress 64
« Reply #934 on: May 31, 2012, 02:00:36 AM »
I think I might be the only one who prefer using the RS on Pyro
I don't think you remember how much hell I gave you the last few times we were both pyros against each other... (I was using the RS before you were even) :/

I swear, if I ever found stabby, I wouldn't even bother trying to spy duel. I'd just shoot. I would still die.
Pretty sure that's the general response and results from Stabby encounters (except most people realize too late that they've run into him).   :P
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Amraphenson

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Re: Team Fortress 64
« Reply #935 on: May 31, 2012, 05:17:43 AM »
See, the problem in my statement is that I have to find Stabby.
Sugoiiii~
[23:02] <~Iced> You have sown the seeds of your own destruction Amra.
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Re: Team Fortress 64
« Reply #936 on: May 31, 2012, 08:19:55 AM »
Erhrm, through a bit of miscommunication. I forgot alright? ;-; I've come into some cheap strange parts. 2 of the explosive jump kills. Before I sell them off for a higher price, does anyone want to buy them for 1.33 for personal use?

whoops one gone already
« Last Edit: June 01, 2012, 06:56:36 AM by Hanged Hourai »

Fetch()tirade

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Re: Team Fortress 64
« Reply #937 on: May 31, 2012, 11:10:36 PM »
I finally managed to buy a strange rocket launcher for 2 ref. Today is a good day.

Gpop

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Re: Team Fortress 64
« Reply #938 on: May 31, 2012, 11:24:21 PM »
Welp, I'm reverting back to the normal knife. The Kunai gives me TOO little health to actually play with that I die WAY too easily.

Gc

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Re: Team Fortress 64
« Reply #939 on: June 01, 2012, 12:33:36 AM »
- Added The Surgeon's Side Satchel
- Added new promotional items
- Updated The Stickybomb Jumper
   - Players with this weapon equipped cannot carry the intelligence
- Updated The Rocket Jumper
   - Attributes now match The Stickybomb Jumper
   - Players with this weapon equipped cannot carry the intelligence
   - Updated the model and material
- Updated The Enforcer
   +20% damage bonus while undisguised
   -20% firing speed
   No random criticals
- Updated The Last Breath to fix some clipping issues
- Updated the localization files

NO MORE EXTRA DAMAGE ON THE ROCKET JUMPER

Freyband

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Re: Team Fortress 64
« Reply #940 on: June 01, 2012, 12:42:22 AM »
Now is the time to brace yourselves, for this means the item server's going to take a nap for the next day or two probably.
Damnit Cubic you beat me to posting about it (I got hype out of the rocket jumper being usuable outside of jump maps too). Wonder how many spies are going to stop using the enforcer now. :p
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Re: Team Fortress 64
« Reply #941 on: June 01, 2012, 01:36:15 AM »

Messiah

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Re: Team Fortress 64
« Reply #942 on: June 01, 2012, 02:05:34 AM »
Dat Quadwrangler. Gimme.

Liked the update on the enforcer and on the stick jumper. No more demos carrying mah intel on doublecross.
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N-Forza

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Re: Team Fortress 64
« Reply #943 on: June 01, 2012, 02:38:49 AM »
Oh, I guess I'll buy a Rocket Jumper now.

Re: Team Fortress 64
« Reply #944 on: June 01, 2012, 06:57:12 AM »
Ok so I traded my strange part that I got for 1.33 for a S. Sticky. :V

Re: Team Fortress 64
« Reply #945 on: June 01, 2012, 07:01:30 AM »
Ok so I traded my strange part that I got for 1.33 for a S. Sticky. :V

best trade


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Re: Team Fortress 64
« Reply #946 on: June 01, 2012, 09:16:35 PM »
best trade
I've actually bought one for 1 ref straight before  :V

Re: Team Fortress 64
« Reply #947 on: June 02, 2012, 03:28:56 AM »
Apologies for the double post, but I need a bit of help.

So recently, after a mishap with my steam cache for TF2, I've been getting a validating steam files pop up every time I try to start TF2. It'll go until it reaches 100%, then just sit there, doing nothing. I've been getting around it by defragmenting, then quickly starting up TF2, which somehow gets around it, but does anyone know how to permanently fix this? It's pretty annoying to have to do that every time I want to play TF2.

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Re: Team Fortress 64
« Reply #948 on: June 02, 2012, 03:38:42 AM »
You may want to verify the integrity of the game cache manually rather than having Valve's system do so. If that doesn't work you might need to redownload the TF2 files - custom maps, addons, etc. should remain however.
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Bad command or file name

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Gpop

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Re: Team Fortress 64
« Reply #949 on: June 02, 2012, 05:44:33 AM »
Am I the only one getting the scores glitched in CTF? Like I don't ever see it.

Also, oh god degrootkeep spying (score of 30 for me)

I also find that Turbine is a GREAT map for stairstab practice. The giant stairs is amazing. Been getting good practice. I just have to time my jumps to get behind them. But at least I getting them a bit more now :V

Re: Team Fortress 64
« Reply #950 on: June 03, 2012, 02:53:59 AM »
You may want to verify the integrity of the game cache manually rather than having Valve's system do so. If that doesn't work you might need to redownload the TF2 files - custom maps, addons, etc. should remain however.
Already fixed itself by the time I read this. Thank you anyways, though.

Am I the only one getting the scores glitched in CTF? Like I don't ever see it.
What do you mean by this? I haven't been playing TF2 recently, might go on and see if it happens for me.

Gpop

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Re: Team Fortress 64
« Reply #951 on: June 03, 2012, 02:55:43 AM »
What do you mean by this? I haven't been playing TF2 recently, might go on and see if it happens for me.
No score in the bottom for me at all, and I use the default layout.

I think one time I see it barely cut out in the top left corner.

Re: Team Fortress 64
« Reply #952 on: June 03, 2012, 11:19:34 AM »
So I nabbed a cheap Cremator's Conscience. Would anyone want it for 2.66 for personal use?
« Last Edit: June 03, 2012, 11:34:23 AM by Hanged Hourai »

Re: Team Fortress 64
« Reply #953 on: June 03, 2012, 12:59:16 PM »
So I nabbed a cheap Cremator's Conscience. Would anyone want it for 2.66 for personal use?

MINE

MINE


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Re: Team Fortress 64
« Reply #954 on: June 03, 2012, 01:16:15 PM »
Darn. Too late to nab it. :V

lumber_of_the_beast

Re: Team Fortress 64
« Reply #955 on: June 03, 2012, 01:42:28 PM »
Would anyone happen to have a spare Manmelter or (normal) Holiday Punch to sell to me? Those are the only two I'm missing before I have a complete set of weapons (not counting reskins).

EDIT: And, well, a Sticky Jumper and Rocket Jumper, but it'll take a little while longer before I can afford either of those :V
« Last Edit: June 03, 2012, 01:44:24 PM by Collector Lumby »

Re: Team Fortress 64
« Reply #956 on: June 03, 2012, 06:14:39 PM »
No score in the bottom for me at all, and I use the default layout.

I think one time I see it barely cut out in the top left corner.
Unfortunately, I can't really help out because I have a custom hud. Sorry.

InfernalExuro

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Re: Team Fortress 64
« Reply #957 on: June 03, 2012, 07:58:11 PM »
I inspired so much raeg last night as Pyro in a server I rotate playing. There's this tryhard Pyro who always seems to be around that server, and I kept on killing/dominating him. By the end of things, the guy kept screaming about STOOOOORRRMMCROOOOWWWW and threatening to rape my soul. I kinda like Stormcrow though, so I ended up dropping the n off of Stormcrown to go along with it. It's a shame I didn't think to get some screenshots, but Shady was there to witness it. :V
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Re: Team Fortress 64
« Reply #958 on: June 03, 2012, 09:17:47 PM »
STOOOOORRRMMCROOOOWWWW
Quote from: Aya's 10.5/12.3 Weather
Tempest
SHAMEIMARU?

DX7.EP

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Re: Team Fortress 64
« Reply #959 on: June 03, 2012, 09:40:17 PM »
STOOOOORRRMMCROOOOWWWW
SHAMEIMARU?
That isn't good enough, we need more of this:
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Stormcrows eh? ...now we need a shock brigade of flamethrower-wielding crow Tengu :V
C:DOS> ayayaya.mid
Bad command or file name

C:>_