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 2824886 times)



tagg made a cool video showing people some console commands: https://www.youtube.com/watch?v=jYqjabM4TrM

one command I didn't know about was "hud_combattext_batching 1"
when you shoot people (with something like an smg) instead of just going "-11 -11 -11 -11 -11 -11" it adds it all up for you

I'd argue not to use batching because if you see a 40 then an 80, was the second hit a 40 as well or did just enough time pass that it reset the counter and you hit an 80? If the maximum could be higher than 2 seconds it would actually be useful or if like you could animate your damage text to be a different color on the first hit but yeah.

anyone wanna buy a Specialized Killstreak Scattergun?
its effect is team shine

anyone wanna buy a Specialized Killstreak Scattergun?
its effect is team shine
I want it free pls

I'd argue not to use batching because if you see a 40 then an 80, was the second hit a 40 as well or did just enough time pass that it reset the counter and you hit an 80? If the maximum could be higher than 2 seconds it would actually be useful or if like you could animate your damage text to be a different color on the first hit but yeah.

hud_combattext_batching_windo w 2

That makes the window two whole seconds before the text resets to 0 damage again.

hud_combattext_batching_windo w 0.2

That is the default .2 seconds window time before it resets the damage to 0.

Yw

if the wee booties were changed they should add some charge time
that way you could zoom around the map like a truck with the tide turner
i invented the tide turner first :c
No seriously i made a shield that gives full control over turning and then tide turn appears
VALVE IS SPYING ON US
also brb making a shield that increases charge time as much as it will let me

EDIT: I have done it  and the only probem is the charge goes on forever so you can't actually get any crits
ROLLIN AROUND AT THE SPEED OF SOUND
« Last Edit: July 27, 2014, 12:25:41 AM by BreadFish »

hud_combattext_batching_window 2

That makes the window two whole seconds before the text resets to 0 damage again.

hud_combattext_batching_windo w 0.2

That is the default .2 seconds window time before it resets the damage to 0.

Yw

I'd argue not to use batching because if you see a 40 then an 80, was the second hit a 40 as well or did just enough time pass that it reset the counter and you hit an 80? If the maximum could be higher than 2 seconds it would actually be useful or if like you could animate your damage text to be a different color on the first hit but yeah.

I'm selling the spent well spirits taunt if anyone's interested

So I somehow managed to dominate 7 of the 12 enemy players on Doomsday using the full Moonman Pyro set despite the Manmelter being total garbage

I also killed a Heavy and his Medic simultaneously with the Third Degree, that was very satisfying


i invented the tide turner first :c
No seriously i made a shield that gives full control over turning and then tide turn appears
VALVE IS SPYING ON US
also brb making a shield that increases charge time as much as it will let me

EDIT: I have done it  and the only probem is the charge goes on forever so you can't actually get any crits
ROLLIN AROUND AT THE SPEED OF SOUND
It would be cool if we could have a long charge shield, especially for the purpose of getting out of a heated battle. It could be something like this:
The Edinburgh Escapist
+20% explosive damage resistance on wearer
-2 second afterburn duration on wearer
+15% increase in charge recharge rate

Hold right-click to charge, and let go to stop.
Charging past the meter causes turbulence, which makes the user immune to movement-imparing effects, but drains 20 health per second.
Charging grants no crits

« Last Edit: July 27, 2014, 06:44:10 AM by BlockoCrafter »

I still want a medic melee that increases uber duration but decreases build time or something

On game suggestions, I still would stand by my old idea of making the Spy get a speed boost (similar to powerjack maybe) while cloaked. It would be an attribute of the class, so it'd work with all current watches and any they decide to add in the future. The stock watch works as you'd expect, where you can right click and get a speed boost at the cost of cloak (ammo). As for the cloak and dagger, if you go invisible you are never forced out of invisibility, as you just flicker when the meter reaches 0 instead of uncloaking. So you can utilize the speed boost for as long as you want. Finally, the dead ringer has the downside of not being able to use the speed boost on demand, but it still compliments the escaping nature of the watch.

I still want a medic melee that increases uber duration but decreases build time or something
it will have a really big drawback