Poll

HOW'S THE INFERNO?

IT'S FIRE
79 (68.7%)
IT'S A DUMPSTER FIRE
36 (31.3%)

Total Members Voted: 115

Author Topic: Team Fortress 2 Megatopic + Trade: SCREAM FORTRESS? MORE LIKE JUNGLE INFERNO!  (Read 2836407 times)

Jesus! I JUST tried to sell an Audition Reel for eighteen Cents, and now the lowest price went down to seventeen, then sixteen, and now to fifteen Cents. Pretty soon these things are gonna be going for three Cents and it's gonna be almost impossible to get rid of them.

Jesus! I JUST tried to sell an Audition Reel for eighteen Cents, and now the lowest price went down to seventeen, then sixteen, and now to fifteen Cents. Pretty soon these things are gonna be going for three Cents and it's gonna be almost impossible to get rid of them.
they are about .66 ref in trading, prices are going down too though

You mean easy mode spy?

actually, the yer pretty much the only hard item to use, everything else is easy to use
I figured with the set it'd be hard to stealth around the place due to the fact you don't have a disguise and can't really cloak, meaning you can't get behind a enemy to get the backstab
and even if you do get the backstab, you can't really use the revolver unless you want to lose your disguise meaning you have no disguise and can't stealth by enemies.

I figured with the set it'd be hard to stealth around the place due to the fact you don't have a disguise and can't really cloak, meaning you can't get behind a enemy to get the backstab
and even if you do get the backstab, you can't really use the revolver unless you want to lose your disguise meaning you have no disguise and can't stealth by enemies.
the dead ringer provides cover for you in dangerous situations, it allows you to do impossible stuff and get out alive. (assuming you're not that bad) it's amazing for getting out of those spamfests at the start of the round, with just enough time to get behind enemy lines. despite the fact that it makes a loud decloak sound no one really notices it
do not ignore the fact you cant cloak, people hate it for a lot of reasons

however, you cannot disguise either, so that's a problem
but after you get your first disguise, you can start going

losing your disguise does not matter, what matters is staying alive, you can always get your disguise back.
« Last Edit: July 17, 2014, 11:55:41 AM by Quote Story »

Jesus! I JUST tried to sell an Audition Reel for eighteen Cents, and now the lowest price went down to seventeen, then sixteen, and now to fifteen Cents. Pretty soon these things are gonna be going for three Cents and it's gonna be almost impossible to get rid of them.
whoa what the forget when did they get so cheap lol

do we need keys to open the audition reels


Yeah, I think with that particular set, the YER becomes useful. Sure, sapping sentries is a BIT harder, but thats about it.
decloak next to the sentry as it's facing the other way and as it turns, jump on and sap.

alright how about this for a bad spy set?
L'tangler (however you spell it)
Big earner
Cloak and dagger

alright how about this for a bad spy set?
L'tangler (however you spell it)
Big earner
Cloak and dagger


L'etranger is my favorite revolver right now, the damage penalty doesn't even matter if you can aim, and being able to get your cloak back from enemies too far away to do anything with the cloak n dagger is fantastic.

Lots of beta map changes

Quote
- Fixed a client crash related to particle effects
- Fixed the quickplay menu not remembering the Advanced Options settings after using the Play Beta Maps option
- Fixed the Festive Sapper not having a skin for the Blu team
- Added a new startup music track from Expiration Date
- Updated the Conga taunt to play sounds on the client instead of the server
- Updated several materials to fix issues caused by mat_picmip
- Updated the localization files
- Updated beta map pl_cactuscanyon
   - Redesign of the first half of stage 2. Blu team now pushes up the first hill
   - Removed the death pit in the first barn building of stage 1
   - Ammo increased in stage 2
   - Fixed Red building in the spawn room of stage 2
- Updated beta map rd_asteroid
   - Mode changes
      - Power Cores and Reactor Cores now add their point value to a team's score over time
      - Reduced the rate at which points can be stolen from 15 per second to 10 per second
      - Robots now heal 5 health per second to nearby friendly players
      - The HUD has been reworked
            - Inverted the layout to better represent the layout of the level
            - Added progress bars to represent each team's score
            - Potential point gains from stolen reactor cores are now visually represented on the score progress bars
            - Thief icon now moves across the score board relative to the thief's position in the level
            - Updated thief icon to represent both the color of the power core stolen and the color of the thief's team
      - Added new strings to the win panel that explain why the team won
      - Replaced the current "points being stolen" sound with a new sound
      - Added better collision hulls to robot models
      - Reworked robot skins to reduce similarity to the Ubercharged skin
      - Sentry guns no longer target Ubercharged robots
   - Map changes
      - Layout has been adjusted with the overall goal of improving visibility of teammates
      - Removed spawn teleporter
      - Reduced map size by removing the front lobby and cave sections
      - Added terrain paths on the sides of the mid bridge
      - Increased width of the mid bridge
      - Removed doors that locked when A and B robots were active
      - Robots have been rearranged:
            - A robots now roam the bridge above the water
            - B robots now roam around the floor in front of the vault
            - C robots now roam around the upper deck
      - Added more line of sight blockers to the water room to provide better cover during combat engagements
      - Reduced travel time for the water flanking route under the interior bridge
      - Added a drop down to enter the water room from the front door staging area
      - Increased size of the glass room near C robots to provide flanking cover to use against sentries that are placed at the corner of the upper deck
      - Increased width of vault corridors
      - Reworked vent route that leads to the vault, no longer need to crouch jump on exit
      - Moved left spawn exit forward to reduce effectiveness of spawn camping
      - Added a resupply cabinet to the right side spawn exit
      - Re-positioned health and ammo pickup locations
      - Added ramp collision to stairs
      - Changed setup time from 60 seconds to 40 seconds
      - Changed power reactor max return time from 90 seconds to 60 seconds
      - Fixed gap in the death pit that allowed players to survive

alright how about this for a bad spy set?
L'tangler (however you spell it)
Big earner
Cloak and dagger
I find the letranger good because of the extra cloak time.
The big earner... eh
The cloak and dagger... eh

but if you replace the cloak and dagger with the dead ringer, you live forever.

they should make bots follow strict paths and only run away when attacked, also give them personal borders so they won't run into the pool.

Glad they made the conga music play on the client, that means it won't be playing over itself with other players in the conga line, right?

Also, seeing mat_picmip makes me wish they would re-enable -10


I don't see why it was limited in the first place even

#Bringbackthecave2014

but seriously
I dislike the changes they made to asteroid
the middle area is now a worse version of 2fort