TF2 advice

i must admitt i used that

for example, id be in an attacking crowd, using the uber on the heavy at the front. Heavy at the front runs out of ammo, so pause it, relocate myself and start to uber the next heavy and repeat.

can you not stop the uber anymore now ?
 
I wonder how long it will take before the general public player will realise that if the game is made more available for competitive play it wont detract from the public game at all, i doubt it would even be noticed in the slightest.

People who hate competition just for the sake of hating it leave me in amazement :\

TF2 is not intended to be a competitive game

the developers have specificly designed it so, and restricted you from playing the game you desire to play it

just deal with it. If you want to get into competitive gaming, people have created mods for this, Fortress Forever etc.. to be played. I see their reasonning, our official game for the masses, mods for the people who desire a competitive and "true" game.
 
TF2 is the most fun I've had in a multiplayer online game.

Some people need to lighten up and stop crying over little things like not being able to pause ubercharge.

It clearly seemed like a bug anyway, after all the whole idea behind it is it's something you build up gradually and then UNLEASH in a limited amount of time. Stopping and starting it didn't exactly require much skill anyway, and detracts from the entire "NOWS YOUR CHANCE, USE THESE 10 SECONDS WISELY" mentality that the players should have and what makes it easy to use, and FUN.

It's such a small issue anyway, it wont stop me enjoying the game, it just makes Ubercharge even more important to time correctly, so if anything its going to require much better judgement than before as you cant use your get out of jail free card and pause it if things go wrong.
 
Whilst a medic had ubercharge running they could switch to another weapon to pause it from running down, when they switch back to the healing gun it would run down again. This basically let good medics start to uber then if there was no need for more they'd pause it for a bit until needed again, during that time though they are unable to heal anyone and are vulnerable to lose the rest of it.

The real skill was when 2 medics on opposing team were trying to use their ubers as efficiently as possible against each other, it adds another level of skill to a team.
This is one thing I agree with - I don't think this was an exploit. You lost a good second or more on the ubercharge when you switched to the needlegun and back again, and during the time you are saving it you can't heal anyone (because changing back continues the ubercharge) so there were already penalties for doing this.

In the old game if you came across a Medic + someone combo and started your ubercharge often they would do the same a couple of seconds later. What I used to do with someone competent was get them to retreat temporarily, let the enemy medic burn out his ubercharge, then attack again with the remainder of my uber - which could spell the difference between holding a capture point and losing it.

It's a shame it's gone really but it's Valves vision so I'll adapt. :(
 
TF2 is the most fun I've had in a multiplayer online game.

Some people need to lighten up and stop crying over little things like not being able to pause ubercharge.

who cried ? only person who'se asked about it was me, and i merely said that id done it after asking what the bug was

nowhere did i say it was a negative or a bad thing ??
 
who cried ? only person who'se asked about it was me, and i merely said that id done it after asking what the bug was

nowhere did i say it was a negative or a bad thing ??

Sorry, I should have been clearer. The Steam TF2 forums are full of whiners and it makes for very annoying reading.
 
Ignore 99% of posts in the TF2 forum imho, most people are there simply to flame anyone who doesnt agree with them. No matter how reasoned and backed up your arguements are the kids will invade and just start calling names.
 
Ignore 99% of posts in the TF2 forum imho, most people are there simply to flame anyone who doesnt agree with them. No matter how reasoned and backed up your arguements are the kids will invade and just start calling names.

So that would be.... you then!

Face it, you represent the small percentage of people who play competitively. TF2 was clearly aimed at the casual, fun loving, lets have a laugh gamer, not the hardcore competitive players. Let us casual evening funfest gamers have our laughs on TF2, and you can go and play whatever competitve mods or games you feel suit you better. TF2 has made me incredibly angry and also laugh so hard ive had to go AFK to calm down all within a single round. Anyone who tries to change this is obviously not enjoying the game in its intended way...
 
Nobody is trying to change your game, at all. Yet another person that doesnt read an arguement fully and just jumps to conclusion :rolleyes:

I would hate to see tf2 public play changed in any way, its fine as it is.
 
What annoys me, is servers in the in-game serverlists with 3rd party workarounds that I've noticed isn't always visible in the hostname, so you don't find out about them until you've played 1-2 rounds. They should be tagged IMO, because that isn't what you joined for.
 
That's the game field, not gametime (which doesn't even exist in the in-game browser), and anyway that's one mod. Doesn't tell you about melee-only(+single-class) sudden death and other such stuff I've come to 'discover' playing various servers, with no mention of it in the server's hostname :)
 
oh yeah thats all done through manimod, unfortunately unavoidable but it does add amusement sometimes.

I did mean gametype :P
 
Have fun gents! if you want serious gameplay go play CS :p
TF2 isnt to be taken seriously, you can tell that just by the gfx/models and not having kill/death counts on the stats.


Its not really adapting though, its taking a step back in your ability to play a medic :(

By that reasoning should they have left bunny hopping in CS? :)
 
Can I just mention my problem again? :)

I've now discovered its not TF2 but I tried HL2 EP2 and Portal and all behaved the same. Its fine for a few mintues and then I either keep moving in one direction or I stop moving forward every few paces for half a second.

I've also noticed that if I crouch down I stay crouched. I thought it might be sticky keys because I use shift to jump and it kept bringing up the sticky key tab. I've turned sticky keys off but its still doing it. New batteries in the keyboard, updated all the drivers but its still the same.

On the plus side I played lots of custom maps last night. The bedroom one is great but I can't work out how you get on top of the beds. Theres also one with in the snow over a bridge which is a mad sniper fest. Really enjoyed playing decent custom maps.
 
Sounds like the problem I used to have back when I had a 9800 pro / 2700+. You would keep going in the same direction even though everything else kept moving normally. Sometimes the keys would start to beep. In the end I believe my solution was to buy a new computer :p. Used to happen in all the source games and ut2k4

Tried a lot to fix it but nothing ever did. I think the closest may have been disabling the windows indexing service. Was a while ago now so can't really remember.
 
Big TF2 Update yesterday

http://www.steampowered.com/v/index.php?area=news&id=1372&cc=US

Team Fortress 2

* Sudden Death mode is now a server option (a convar) and defaults to OFF
* Sapped buildings now take slightly less damage from the Spy who sapped them
* The Medic's Medigun now charges at an increased rate during Setup time, to remove the need for self-damage grinding
* Fixed an rcon/console command that could cause server crashes
* Prevented players from playing the "civilian" class
* Prevented players from hiding their name in the scoreboard
* Fixed exploit where the Medigun UberCharge wouldn't drain if you switched weapons
* Fixed decals not being correctly applied to the world in some cases
* Fixed critical bullet tracers not being visible to players other than the firer
* Fixed first person spectator view of the Spy watch not showing the correct cloak value
* Fixed the teleporter's player shaped particles not drawing
* Fixed the flamethrower stuttering when firing directly into a building
* Fixed a rare crash that can happen when a player being healed leaves the server suddenly
* Fixed rocket trail effects sometimes existing permanently in world
* Added effects to players when they earn an achievement, visible to other players nearby
* Tweaked achievement HUD fonts and color palette for more readability
* Improved stat gathering for map play times to increase accuracy
* Improved stat gathering around draws to better understand why they're occurring
* Fixed occasional misreporting of syringe gun & fireaxe damage distances to the stats system
* Fixed an occasional crash caused by an achievement not being found during a game announcement


Dustbowl

* Now waits until either team wins fully before changing to another map on server timelimit expiring
* Teams now score a point per captured control point, rather than per sub round
* Prevented Demomen being able to launch grenades into the stage three alleys while standing at the final cap point
* Fixed gaps in stage gates that allowed snipers to kill defenders during setup
* Fixed several model and brush perch exploits in stage three
* Added stair access to the upper area in stage three after the first cap
* Limited line-of-sight at the first control point in stage 3 to remove a griefable sniper spot
 
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