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Topics - snot2

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46
Games / tf2 beta released
« on: December 02, 2010, 06:48:37 PM »

47
Games / Poker night is out Monday
« on: November 19, 2010, 04:27:07 PM »
Also tf2 just updated

Team Fortress 2

* Added the "Team Spirit" paint can.
* Added Telltale Games items:
o Dangeresque, Too?: Strong Bad's styling glasses (equipped by the Demoman)
o License to Maim: Max's Badge (equipped by all classes)
o The Iron Curtain: The Heavy's first love (equipped by the Heavy, obviously)
o The Enthusiast's Timepiece: Tycho's favorite timepiece (equipped by the Spy)
* Updated some item capabilities:
o Employees badges can now have custom names.
o The Stickybomb Jumper can now be gift wrapped.
o The Spine-Chilling Skull and Voodoo Juju hats are now paintable.
o Improved the Spine-Chilling Skull and Voodoo Juju hat positions on the Sniper.
* Added the original Ubersaw taunt to the Vita-Saw.
* Fixed an issue that prevented the game from running on Fat32 systems.
* Fixed a problem with the Sackston Hale achievement sometimes not being awarded correctly.
* Fixed the holiday gamestartup sound files being included in the random startup selection after the holiday is over.
* Fixed numerous WebAPI issues.
* Fixed a Heavy exploit that let him run at full speed while shooting.
* Fixed a Frontier Justice exploit that let Engineers have infinite crits for their current life/round.
* Fixed the shotgun reload animations for the Soldier/Pyro/Heavy looping endlessly.
* Fixed the Medigun charge percent for other players being steppy.
* Fixed not being able to light arrows after the first arrow is fired unless they're drawn back.
* Updated the localization files

49
Games / Sonic 4 is now out
« on: October 13, 2010, 05:50:03 AM »
Jut played the xbla trial which is just the first act

50
Games / gm_toyroom
« on: August 05, 2010, 03:11:52 PM »
http://www.youtube.com/watch?v=0bWBZn5c56Y

EEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEE

52
Games / GTAIV
« on: May 15, 2010, 04:39:10 PM »
grand theft auto four

53
Games / tf2 crafting update
« on: May 13, 2010, 03:46:27 AM »
http://www.tf2items.com/crafting/blueprints.php

2 clas weapons make 1 scrap
3 class/slot weapons make a token
you can uncraft metals (1 reclamed = 3 scrap)
2 bonks and a batters helm make a bonk helm

54
Games / tf2 blog update: idling will get you less items
« on: April 20, 2010, 06:08:32 PM »

http://www.teamfortress.com/post.php?id=3727&p=1
Today we're shipping some significant changes to the item drop system.

    * Previously, we rolled randomly at intervals to see if you got an item drop. Now we roll to determine when your next item drop will occur. So you're guaranteed to find items at fairly regular intervals. The bulk of drop complaints we've received in the past have been from players having unlucky streaks, where they didn't find any items for weeks. That won't be possible now.
    * We've significantly increased the rate at which item drops occur, compared to the previous average interval.
    * There's now a maximum amount of playtime per week in which you get item drops. Playing beyond that amount won't find any more items. The amount varies, but if you play an hour or so a day you're good. Some of your unused time will rollover to the following week, so if you're an intermittent player you'll also be fine.

What are the net effects of these changes? Here's the quick summary:

    * If you're an idler, you're going to find fewer items than you were prior to this change. Sorry. On the bright side, there's less reason to idle, because it won't earn more than players who are playing regularly.
    * Everyone else will find items more frequently, and with greater regularity.

We're still thinking about how to allow you to influence your drops. When we see discussions on the forums, people often ask why we don't tie it to some in-game performance (like your scoreboard position, or number of kills, etc). Many players understand that if we did this, idle servers would simply change into servers running plugins that generate those in-game events frequently (as we saw in the Soldier & Demoman WAR!).

There's another side of it that we care about just as much, which is the message it would send to all the players who don't want to idle. Any in-game performance metric we chose would result in there being specific maps, classes, tactics, and so on that resulted in more drops. We really don't want that to happen. When it's simply playtime, you're free to play the game however you like. If you love Payload, you can play Payload maps without worrying about whether you're earning less drops than the guys playing Arena maps. Community mapmakers don't have to worry about whether their maps earn item drops fast enough. Similarly, server operators can configure their servers however they like, without worrying about reducing the rate at which their players are earning drops. In short, while it's far from perfect, not tying to in-game performance is a lot less poisonous to your minute-to-minute game experience.

55
Games / perfect dark xbla
« on: March 16, 2010, 01:35:45 PM »

56
Games / im spy and what is this
« on: February 17, 2010, 02:30:50 PM »
the goldeneye 3 hand glitch returns in tf2!




57
Games / the fun of tf2 item crating in a game!
« on: February 08, 2010, 08:44:10 PM »
http://seanj.afraid.org/craft/#

Game Instructions:
Craft items by selecting them and hitting "craft". The game ends when the backpack is full.

Scoring:
Craft Scrap   10
Craft Reclaimed   20
Craft Refined   30
Craft Weapon   60
Craft Hat   1000
Craft 2 Hats to 1   100
Craft Class Specific Hat   1500
Craft Weapon Token   40
Craft Class Token   40
Rebuild Class Token   1
Random Drop Hat   500
Delete Item   -100

60
Games / mega man 10
« on: December 10, 2009, 05:49:28 AM »

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