Poll

HOW'S THE INFERNO?

IT'S FIRE
79 (69.3%)
IT'S A DUMPSTER FIRE
35 (30.7%)

Total Members Voted: 114

Author Topic: Team Fortress 2 Megatopic + Trade: SCREAM FORTRESS? MORE LIKE JUNGLE INFERNO!  (Read 2473946 times)

I fixed TF2 by setting texture setting to medium, and I got to witness the terror of the new phlog in person. We cornered the pyro but he taunted and became invulnerable. I had no other options so I just started dancing and got burninated.
One time when playing medic I saw a soldier get cornered by a pyro and just he just kamikaze'd his ass lol

I fixed TF2 by setting texture setting to medium, and I got to witness the terror of the new phlog in person. We cornered the pyro but he taunted and became invulnerable. I had no other options so I just started dancing and got burninated.
As a heavy I went as far as I could and kept shooting even when they we're invulnerable so that once they lose there uber, I would have had the upper hand and be able to damage them first.  I't worked, I was able to kill them with more than half of my Hp gone.
« Last Edit: January 04, 2016, 01:24:12 PM by dkar093 0 »

that moment when you joke around and manage to piss someone off while playing demo
« Last Edit: January 04, 2016, 07:02:48 PM by e-maxx »

Because Demo is no longer the class it once was, it literally went from a 1 man army to being a regular class. The class doesn't and didn't need any more nerfs after the sticky nerf.

remember this?

I love demoman versatility

how do i fix my item server connection


Quote
- Fixed some random client crashes related to memory exhaustion for Mac clients
- Significantly reduced memory usage on Mac and Linux clients
- Added LBTF2 6v6 Season 12 and LBTF2 Highlander Season 3 tournament medals
- Added the ability to restore festivized weapons via the context menu
- Fixed an issue causing maps with packed assets to occasionally have pink textures when played on servers using sv_pure
- Fixed the Australium Minigun and Scattergun materials
- Fixed objective names in deathnotice HUD using white text when the local player was involved
- Fixed the Quick-Fix Medi Gun not healing the Medic after switching away from the Medi Gun and back while the charge is draining
- Updated the model/materials for The Bolted Birdcage, The Scrumpy Strongbox, Pirate Bandana, The Crone's Dome, The Hat With No Name, The Gaelic Garb (now paintable), and A Well Wrapped Hat (new paint style)
- Updated The Frenchman's Formals so it can also be equipped by the Scout and added a new paint style
- Updated the backpack image for the Taunt: Soldier's Requiem
- Updated the Man Melter so extinguishing a teammate will return 20 health to the Pyro
- Updated Mad Milk and Mutated Milk so both grant a 20% cooldown reduction when used to extinguish a burning teammate.
- Updated the server log entry for kick votes to include the ID of the vote initiator
- Updated cp_vanguard to fix an exploit related to spawn room doors
- Updated pl_snowycoast
        - Fixed several unintended perches
        - Fixed being able to damage through the setup gates
        - Added some fences & cover inside BLU's first spawn to reduce spam angles
        - Added an extra resupply in BLU's first spawn and RED's last spawn
        - Moved medium health kit at 1st point back towards BLU's side of choke
        - Changed collision on large railings to allow projectiles
        - Added some cover to the sentry platform inside last
        - Adjusted lighting/detailing at stair to 2nd point low flank to make it more obvious
        - Quonset hut sniper deck raised
        - Spawn locations in RED's first moved further from the door
        - Added windows to main entrance of RED's first spawn
        - Adjusted the narrow fence near RED spawn
        - Prevented building teleporters at the edge of spawn doors
        - Fixed an exploit related to BLU's 2nd forward spawn's entrances
        - Added some logic to prevent players getting stuck when RED's first spawn closes
        - Changed how RED spawn moves players to their last spawn when 2nd is capped (no longer slays & respawns)
        - Replaced dump truck in kennels with crates
        - Door near RED's first spawn now opens as the cart approaches 2nd instead of after capture
        - Switched main exit and window on RED's last spawn
        - Adjusted placement of health and ammo near RED's last spawn
        - Fixed various floating props
        - Fixed some texture alignment issues in the tunnels
        - Fixed spot on last ramp that would keep the cart from rolling back
        - Fixed some smoothing/geometry problems on crates at last
        - Reduced size of kill zone on falling crates during finale
        - Added map menu photos

Scout is French now apparently

Still waiting on them UGC 4v4 medals



Does anyone have the Magical Mercenary? I want it but it isn't in the mann co store anymore apparently and cheapest on market is almost $8 (because only haunted ones are on the market)

Does anyone have the Magical Mercenary? I want it but it isn't in the mann co store anymore apparently and cheapest on market is almost $8 (because only haunted ones are on the market)

I've got a spare but it's untradeable, try BP's classifieds


Why is it untradeable?

I got it from a Halloween gift two years ago