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Team Fortress 2 beta!!!!!

  • Thrik
  • September 11, 2007 at 9:11 PM
  • Taylor
    • September 21, 2007 at 11:16 PM
    • #121
    Quote from KoKo5oVaR

    I just hope they will get rid of the sudden death, that thing is completely retarded, the gamedesigner who had that idea should be hung up on the public place. How much times did i witnessed the evil dance of 3 engi's per team camping in their basement sticked to their dispensers waiting for the enemy to come in to be slaughtered against theirs sgs ://///

    I think Sudden Death is really cool. The problem seems to be more that both linear territory control maps (Well, Granary) will invariably end in a stalemate right now. Ideally you should rarely see Sudden Death, that’s what makes the whole “we changed the rules!” thing so neat.

    I think the problem stems from the spawn points simply not moving up as much as they should, allowing the losing team to immediately claw back and deadlocking the centre. If you played maps like Warpath you’ll know that once a team takes a node they practically spawn on top of it, if anything it gives the winning team even more of an advantage. Maybe unfair, but most games ended with a winner.

  • ^Slick
    • September 21, 2007 at 11:25 PM
    • #122

    Totally need Warpth in there, that was a great map.

  • Fletch
    • September 22, 2007 at 3:25 AM
    • #123

    I love love love love love love sudden death. On the surface it's great because it allows the casual audience to enjoy the game more, but for the more adept players, it's a chance to show just how much of a badass you are. It forces you to play your class perfectly, because if you screw around, you die. We had a round this afternoon where I was stuck as pyro for sudden death in 2fort. I knew I wasn't going to do much in a straight firefight, so I went down to our basement and waited to ambush any spies or scouts coming through, and I ended up getting 2 of 'em. The round ended up with a rag-tag group of me as a pyro, an HW, and a medic sneaking into their base and taking out an HW, and engineer and his turret, and a sniper. If any of us had tried to do that alone, we would have been smoked. But we played our classes correctly, played as a team, and picked them, off one by one.

    This has turned into one of those games that everybody in our office plays eagerly during gametime and then spends the next half hour sharing their best stories, a lot of them having to do with sudden death. Today all of the dead people very screaming (you could hear them down the hall), because Kami was a spy and hiding with the two surviving medics from the other team as they healed him up to max power before he backstabbed both of them. The shouts of "STOP HEALING HIM! HE'S A SPY!!" were glorious.

  • Bic-B@ll
    • September 22, 2007 at 5:23 AM
    • #124

    hahaha thats hilarious

  • Psy
    • September 22, 2007 at 10:42 AM
    • #125
    Quote from Fletch

    The shouts of "STOP HEALING HIM! HE'S A SPY!!" were glorious.

    Haha.

  • Zeta
    • September 22, 2007 at 4:55 PM
    • #126

    http://www.mapcore.net/forums/viewtopic.php?t=9606

    12 vs 12 =

  • -HP-
    • September 23, 2007 at 1:03 PM
    • #127

    [Blocked Image: http://s228.photobucket.com/albums/ee130/HookerWAP/peteislookinggood.jpg]

  • Thrik
    • September 23, 2007 at 5:23 PM
    • #128

    Screenshots in this game look exceptionally cool.

  • Mazy
    • September 23, 2007 at 5:37 PM
    • #129

    I really like Sudden Death when you're playing with people you know or find a server with some good team play, however if everybody's just doing their own thing it just sucks bigtime, as they're continuing their lone wolf routine.

    Also, I constantly find myself trying out being a medic if theres a Heavy on the team, only to find that hes god awful at doing anything but dying. Grrrr

  • e-freak
    • September 23, 2007 at 6:16 PM
    • #130

    http://www.mapcore.net/forums/viewtopic.php?p=172387

  • Zyn
    • September 23, 2007 at 7:15 PM
    • #131

    With custom FGD, and probably change the entity-data in existing maps, the round-timer can be removed all together, so you can keep going until one side captures all points (for CP-gameplay).

  • von*ferret
    • September 25, 2007 at 6:17 AM
    • #132

    Got myself a server, if any mapcorians want to join up and play.

    8.9.15.16:27015

    Enjoy guys!

  • Zyn
    • September 29, 2007 at 2:44 PM
    • #133

    Oh mai , the Pyro is a lot more fun now after the latest update! Two Pyros can decimate an enemy team when rushing together, especially on setup on Dustbowl, if the Pyros are defending. Rush in, fry everything, and watch people fight over medpacks.

  • Psy
    • September 29, 2007 at 4:54 PM
    • #134

    Yeah. I love the new flamethrower fix. Makes the class really fun to play.

  • -HP-
    • September 29, 2007 at 6:12 PM
    • #135

    Damn... I wanna play this!! Grrr... Can't wait for October 19!!

  • KoKo5oVaR
    • September 29, 2007 at 6:53 PM
    • #136
    Quote

    ":1iz4ndxs]Damn... I wanna play this!! Grrr... Can't wait for October 19!!

    Ahhh let speak the social engineering ..

    "Yo koko i'm a little short on money that month, can you borrow me 50 euros so i can buy the orangebox ? Of course you'll can play tf2 as much as you want with my steam account."

    "ok."

  • Zyn
    • September 29, 2007 at 6:53 PM
    • #137
    Quote

    ":3is7icw4]Damn... I wanna play this!! Grrr... Can't wait for 10th October!

    Fixed.

  • Buddy
    • September 29, 2007 at 7:04 PM
    • #138

    I noticed that now, Medics, heal Pyros instead of Heavys

  • Thrik
    • September 29, 2007 at 8:02 PM
    • #139

    Yes, the Pyros (made better last night) are pretty fiesty now.

    I've seen a few people complaining about them, but to be honest they're not killing people any more than other classes; if it were a Soldier who kept killing them, they wouldn't complain. They're just not used to a Pyro *gasp* killing them.

    Although with that said, my personal belief is that the Pyro requires little skill to use since all you essentially need to do is get close and then keep the nozzle pointed at the enemy; it doesn't have much of a skill curve at all, meaning someone who's been playing as one for five minutes can probably play just as well as someone who's been playing as one for a month. Really good Soldiers and Demomen, on the other hand, I can see becoming almost untouchable.

    Still, if it provides people with a fun time then who cares?

  • Erratic
    • September 29, 2007 at 8:15 PM
    • #140
    Quote from Thrik

    Although with that said, my personal belief is that the Pyro requires little skill to use since all you essentially need to do is get close and then keep the nozzle pointed at the enemy; it doesn't have much of a skill curve at all, meaning someone who's been playing as one for five minutes can probably play just as well as someone who's been playing as one for a month. Really good Soldiers and Demomen, on the other hand, I can see becoming almost untouchable.

    I don't know about that, there's still a bit of skill and cleverness needed to outperform other classes a lot of the time. Combining the flamethrower and shotgun especially will give you a big advantage, backing away after having set someone ablaze and then blasting them away with the shotty. It's just not something I see the average player doing, as they usually just rush you and hope for the best

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