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[GROAN ON] Team Fortress 2 : We Don't Have Zombies, (but we have each other)

John ZoidbergJohn Zoidberg Registered User regular
edited August 2008 in Games and Technology
tf2lc1.jpg

Welcome to Team Fortress 2.


What is Team Fortress 2? It is a team-based first-person shooter that offers nine distinct classes to play as. Rather than simple deathmatch, TF2 requires players to work together to achieve objectives such as point control or objective theft. Work together, or fail.

Unlike many shooters, TF2 streamlines the process, making it very easy for new players to learn the ropes yet remain compelling to the hardened veterans. The game also features a very stylized look that sets it apart from the competition. If the movies The Incredibles and Austin Powers had a violently awesome lovechild, it'd be Team Fortress 2.

How to obtain Team Fortress 2

Team Fortress 2 has two purchasing options. First is the Orange Box package for $49.95. That includes new puzzle game Portal and the complete Half-Life 2 Saga released so far (if you already have HL2 and Episode 1, you can give them away! Use this thread for that). If you are just itching for Team Fortress 2, the game is available alone on Steam for $19.99.


PC or Console?

TF2 comes in chocolate PC flavor or mint Console (X-Box 360/PS3). Which version is better? I’ll personally say PC, but there’s no clear cut choice. If you prefer analog-stick controls, don’t want to have to deal with crashes or hardware issues and prefer the online services of Microsoft/Sony…the console might be for you.

But the PC has customization. You won’t get the plethora of custom maps on a console nor can you use custom models. Furthermore, the vast majority of PA plays on PC. I’ve also heard that the PC version gets updates faster.

Regardless of your choice, this is a PC thread. Use this thread to satiate your sick desire to play an TF2 on a console.

Penny Arcade Servers

If you wish to join us for gaming ons, join the PA Steam group! Ask for an invite in this thread.
In addition to the main PA group, if you're interested in trying out fun new custom maps, ask for an invite to the PA Honk group.
Server owners: Please PM me if there are any changes to your servers.

Job's server
66.55.142.242:27015
Donate

jonxp's server
tf2.finalmeasure.com
Donate

PMAvers's server (custom maps)
208.167.246.56:27015
Download pack for custom maps
(Unzip to Steam\steamapps\<your account>\team fortress 2\tf\maps)

Donate

SE++ ZF's West Coast
64.156.14.133:27015
Donate

Penny Arcade & Cake Army TF2 - Demitri's Chicago Server
209.246.170.75:27015
Map List
Spoiler:
Donate

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Job and jonxp’s servers are (mostly) straight-forward games using official Valve maps. The House of Non-Conformity sticks with custom maps. The SE++ server also uses custom maps that may not have uh…traditional play. The Cake Army / Penny Arcade joint server has some interesting characters as well as a mix of both stock and a bunch of close-to-valve-quality customs. But each server offers hours of glee.

All of the PA servers listed here are laid back and not going to harass you for sucking (well, maybe a little).
You might hear about “scrims” in this thread, which is where our PA folk play in competitive games. If you are interested in that sort of thing, just speak up and one of our competitive players will help you out. So remember, don't be a dick!

Password for all PA servers: wang

Meet the Team

Team Fortress 2 has nine classes are grouped into three categories. THEY ARE MOSTLY FOR GIVING NEW PLAYERS A HINT AT WHAT EACH CLASS DOES AND HAVE NO IMPACT ON BALANCE AND SUCH.

When in doubt, TF2 Wiki is here with more specifics, including damage stats for all weapons.

Defense
Spoiler:
Support
Spoiler:
Offense
Spoiler:

Features


Look on the Bright Side:
If your "round" is a personal best (most damage inflicted, kills made, time alive), the game will let you know when you die.

Capture the Moment:
Kodak invites you take a screen of your murderer.

Taunts!:
You can do a variety of animations. They depend on your class and current weapon. The Medic, for example, will play his Bonesaw like a violin. You temporarily leave first-person view when this is done, and you can’t cancel it. So use it only when feeling especially confident.

Critical Hits: Some shots do more damage. These shots, when fired, will make a crackling noise and a satisfying “CRITICAL HIT” will be above your target (if they land). If you are racking up kills, your crit rate will temporarily increase to around 20% or so. Note that some weapons have higher crit chances. Backstabs with the Spy’s knife are always crits. The Medic’s Bonesaw tends to have a higher-than-normal crit rate.

Recent Updates!

Unlockable Weapons: The Medic and Pyro classes each have three new weapons that can be unlocked by obtaining a certain number of class-specific achievements.

Medic unlockables:
Spoiler:

Pyro unlockables:
Spoiler:

More unlocks are in the works for each of the remaining classes, to be released at a later date, or possibly at the end of your lifetime.

New Gametype: Payload!

Gold Rush is an escort style map in which the BLU team will have to accompany a mining cart laden with a large bomb as it rolls over hostile terrain. The RED team's job is to prevent the cart from progressing to the check points of the map. The cart stops when any member of the opposing team gets in range. This idea is based off the ever popular "Hunted" map, but without the human input for the cart (although that mode is also in talks of being added to the game). The map has 3 stages, with the final stage rewarding a successful assault by asploding the entire map into giblets.

Hi-quality video of a Gold rush run through + mini interview with game creator Robin Walker: http://www.gametrailers.com/gametrailerstv_player.php?ep=10&ch=4&sd=0

Other Fun Stuff

Team Fortress 2 Merchandise!
Penny-Arcade's TF2 Shirt
Official TF2 Statistics
TF2 GriefingPart 2
Note that this is the kind of shit that will get you banned from our servers.
Game developers wear TF2 costumes
More TF2 costumes
Garry's Mod TF2 pictures

Screenshots!

You can find them in Program Files\Steam\steamapps\<account name>\team fortress 2\tf\screenshots .
Type bind f5 jpeg into your console to take screenshots as .jpg instead of .tga. Use Paint.NET to convert .tga files to another format.
Spoiler:
jonxp wrote:
To recap: I'm making 100 of them.

When they come in I will be sending one off to each person who has donated to my server as of an e-mail I sent this weekend. After that I will be handing them out to you guys at PAX. Then the remainder I will try to find some cool way to give out, but most likely will be on a first-come first-serve basis via e-mail.

To get one look for the guy at PAX wearing the one on the left, and tell him the password to get the one on the right. You know the password.

Boring Team Fortress 2 update : 7/8/2008 :
  • Fixed rcon crash caused by too many incorrect password attempts
  • Fixed clients experiencing connection problems during round restarts
  • Fixed flares not always being removed on impact
  • Fixed 32 player servers not working correctly with SourceTV enabled
  • Fixed dropped flags sometimes falling through the world
  • Fixed number key menu input sending 2 key events
  • Fixed PING field being clipped in the scoreboard at 800x600 resolution
  • Fixed broken Medigun taunt
  • Changed mat_showmiplevels to only be allowed when cheats are on

Slightly less boring Team Fortress 2 update : 7/29/2008 :
  • Fixed team switches on Attack/Defense maps spamming the console
  • Fixed the Kritzkrieg not working on servers with crits turned off
  • Fixed some clipped localized strings in various in-game dialogs
  • Fixed several cases where files were synchronously loaded while the game was running
  • Fixed a shutdown crash in the material system
  • Cached rendering of item model panels to improve performance, in particular while weapon selection was visible
  • Added a gear symbol behind the health bar for Engineer buildings, in both target IDs and freeze panels
  • Players killing themselves will now give a kill credit to the last enemy who damaged them
  • Fixed grenades, rockets, and flamethrower being able to fire through grates at round starts
  • Fixed players being killed and creating ragdolls during team switches
  • Fixed various exploits and performance problems in CP_Badlands, CP_Well, and CP_Fastlane
  • Removed health bonus from the Backburner

John Zoidberg on
Xbox Live: Ink Pouch / PSN: Stiff_Ninja / Origin: PAZoidberg / Steam
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Posts

  • The Black HunterThe Black Hunter Registered User regular
    edited July 2008
    The players take the greifing in video 2 in the OP very well

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  • EdcrabEdcrab Registered User
    edited July 2008
    Yeah, spies are totally more fucked than snipers. They're like pornstars to the sniper's prude.

    ...god that's a bad analogy.

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  • BEAST!BEAST! Adventurer Adventure!!!!!Registered User regular
    edited July 2008
    guyz lets play some halo plz

  • PatboyXPatboyX Registered User regular
    edited July 2008
    I'm not buying it. A good sniper with a good team (that is, a team that knows the sniper should be at the rear, and thus pushes accordingly) doesn't have to completely relocate every time he gets a kill or three. If the biggest threats on an open field are enemy snipers and spies, then being able to make snap shots better than the other guy and being vigilant for "friendlies" carrying knives is enough to decently secure your position, at least until the other team comes at you in bunches.

    Anyone who says the sniper is more fucked than the spy is hilariously off.

    At least I'm hilarious!
    All I am saying is (I play neither Sniper nor Spy and the classes I do play I am not particularly good at so my opinion is worth exactly the amount of paper this is printed on) a Spy seems to have more freedom than a Sniper. I'm not saying the Spy isn't fucked but the Sniper is limited not only by the class but by the team surrounding him. A Spy can be slightly more vigilante in his patterns and can change shit up a little easier than a Sniper can.

    Also: I have more compassion for a Sniper simply because they never make a fool of me.

    "lenny bruce is not afraid..."
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  • Flippy_DFlippy_D Digital Conquistador LondonRegistered User regular
    edited July 2008
    /wave asiina

    And I thought of a better, not-6am-in-the-morning way of putting it.

    I totally agree that I shouldn't stand much of a chance against a pyro once they reach me, and that was never my complaint.

    But shouldn't I have a good chance, playing well, to kill them at range? This is my point, and what Asiina seems to agree with. I can do my utmost to kill a pyro at considerable range and still stand a decent chance of them getting to me before I can.

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  • tofutofu Registered User regular
    edited July 2008
    There is a serious lack of groaning in this topic.

  • FellhandFellhand Registered User regular
    edited July 2008
    Flippy_D wrote: »
    /wave asiina

    And I thought of a better, not-6am-in-the-morning way of putting it.

    I totally agree that I shouldn't stand much of a chance against a pyro once they reach me, and that was never my complaint.

    But shouldn't I have a good chance, playing well, to kill them at range? This is my point, and what Asiina seems to agree with. I can do my utmost to kill a pyro at considerable range and still stand a decent chance of them getting to me before I can.

    A sniper should always win in ranged combat.

  • PmoneyPmoney Registered User
    edited July 2008
    tofu wrote: »
    There is a serious lack of groaning in this topic.

    Mrhhmhrmmhm, hudda hudda hudda.

    Also, blue dot.

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  • rakuenCallistorakuenCallisto Registered User, __BANNED USERS
    edited July 2008
    What happened? Where did my Heavy Fortress 2 and Flippy Fortress 2 go? Now I have to play this boring old game. :(

    Also, my main beef with the backburner is that it's boring and inferior. I don't find it to be a more effective weapon, although I do find it easier to use. There have been times when I switched to the backburner, only to ask myself, what do I do against soldiers now? Or, oh, an uber, maybe I can stand in their way? And stuff like that.
    I think the zombie conversation is much more interesting.

    and FUCK when is the next achievements/class coming out?

  • Toxin01Toxin01 Registered User regular
    edited July 2008
    So I'm going for a week, and I won't have TF2, I'll miss you guys.

    (I'm Wheat on the servers if any of you are wondering.)

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  • SagrothSagroth Registered User regular
    edited July 2008
    Stupid question:

    Are the new achievements/unlockables for Pyro and Medic ever coming to consoles?

    3DS Code: 5155-3087-0800
  • Metal Gear Solid 2 DemoMetal Gear Solid 2 Demo Registered User regular
    edited July 2008
    Flippy_D wrote: »
    /wave asiina

    And I thought of a better, not-6am-in-the-morning way of putting it.

    I totally agree that I shouldn't stand much of a chance against a pyro once they reach me, and that was never my complaint.

    But shouldn't I have a good chance, playing well, to kill them at range? This is my point, and what Asiina seems to agree with. I can do my utmost to kill a pyro at considerable range and still stand a decent chance of them getting to me before I can.

    At range sure

    For arguments sake, I'm thinking dustbowl 3-3, a sniper standing in that area behind the point. If the pyro is coming around the corner, you have plenty of time to kill him and all. If he's on the staircases, outside of a lucky headshot and maybe a crit-chete, the sniper shouldn't stand much chance

    That's not a problem inherent with the pyro. Put a heavy/soldier/demo in the same situation and the outcome will be different

    Spoiler:
  • AsiinaAsiina Registered User regular
    edited July 2008
    Sagroth wrote: »
    Stupid question:

    Are the new achievements/unlockables for Pyro and Medic ever coming to consoles?

    Maybe.

    From what I've heard about the 360, Valve wants them to be free updates and Microsoft wants to charge, so they're at an impasse. I don't know about the PS3 though.

  • jonxpjonxp [E] PC Security Deputy Registered User regular
    edited July 2008
    Sagroth wrote: »
    Stupid question:

    Are the new achievements/unlockables for Pyro and Medic ever coming to consoles?

    Probably once they're all done. Microsoft doesn't like incremental releases.

    EDIT: The new maps, however, may not. That's "Free Content" which Microsoft dislikes.

    Every time you write parallel fifths, Bach kills a kitten.
    3DS Friend Code: 2707-1614-5576
    PAX Prime 2013 Buttoneering!
  • P10P10 Registered User regular
    edited July 2008
    Flippy_D wrote: »
    /wave asiina

    And I thought of a better, not-6am-in-the-morning way of putting it.

    I totally agree that I shouldn't stand much of a chance against a pyro once they reach me, and that was never my complaint.

    But shouldn't I have a good chance, playing well, to kill them at range? This is my point, and what Asiina seems to agree with. I can do my utmost to kill a pyro at considerable range and still stand a decent chance of them getting to me before I can.
    This seems to completely ignore the fact that you have a team who should be defending the rear (i.e: where you should be) with sentries, stickies, spychecks, etc. The pyro shouldn't be able to close in from a considerable range without getting blown to smithereens by your team, never mind possibly getting sniped along the way.

  • John ZoidbergJohn Zoidberg Registered User regular
    edited July 2008
    Well the Dark Knight was excellent, but enough of that.

    I could change random words in the OP to something random to inspire memories of Heavy/Flippy fortress.. but I am unsure on what word/words to choose.

    Xbox Live: Ink Pouch / PSN: Stiff_Ninja / Origin: PAZoidberg / Steam
  • TK-42-1TK-42-1 Registered User regular
    edited July 2008
    Orky Fortress 2: Killin' 9 diffrent 'umies

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  • LurkLurk Registered User
    edited July 2008
    Asiina wrote: »
    Sagroth wrote: »
    Stupid question:

    Are the new achievements/unlockables for Pyro and Medic ever coming to consoles?

    Maybe.

    From what I've heard about the 360, Valve wants them to be free updates and Microsoft wants to charge, so they're at an impasse. I don't know about the PS3 though.

    Do consoles get any sort of patching updates? : /

    In regards to Zombies (repost, but it's appropriate):
    Spoiler:

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  • PMAversPMAvers You wouldn't have heard of it, anyway...Registered User regular
    edited July 2008
    PMAvers

    I don't know if this was mentioned but Fastlane on your server will last forever if no one wins. Is there no maptime limit that instantly ends the game. We were playing Fastlane for an hour on a stalemated section. It was no fun. Also Blue Dot

    A similar thing happened to some ctf map (rivalry?), the timer counted down to zero but there was no stalemate or sudden death, it just kept going until one team won. And while we're whining about map rules on the HoNC, ctf_turbine lasted like 20 minutes in which we played 5 full rounds of ctf, yet cp_freight lasted only about 5-10 minutes with only 3 rounds played. That's just not right man. Nowadays Turbine and Fastlane don't really belong on HoNC anyway, or at least not in the default rotation.

    I'll take a look to see what's going on.

    EDIT: Okay, I increased the win limit on Freight up to 6. Decreased the time limit on Turbine to 15 minutes, and it and Fastlane should only show up if it's voted for.

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  • iowaiowa Registered User regular
    edited July 2008
    whenever flippy does his fo srs argument thing I can't help but picture him as Pat from achewood.

    you man the island and the cocaine and the elegant cars
    http://steamcommunity.com/id/iowa
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  • savooipeerdsavooipeerd Registered User
    edited July 2008
    PMAvers wrote: »
    PMAvers

    I don't know if this was mentioned but Fastlane on your server will last forever if no one wins. Is there no maptime limit that instantly ends the game. We were playing Fastlane for an hour on a stalemated section. It was no fun. Also Blue Dot

    A similar thing happened to some ctf map (rivalry?), the timer counted down to zero but there was no stalemate or sudden death, it just kept going until one team won. And while we're whining about map rules on the HoNC, ctf_turbine lasted like 20 minutes in which we played 5 full rounds of ctf, yet cp_freight lasted only about 5-10 minutes with only 3 rounds played. That's just not right man. Nowadays Turbine and Fastlane don't really belong on HoNC anyway, or at least not in the default rotation.

    I'll take a look to see what's going on.

    EDIT: Okay, I increased the win limit on Freight up to 6. Decreased the time limit on Turbine to 15 minutes, and it and Fastlane should only show up if it's voted for.

    <3

    [SIGPIC][/SIGPIC]
  • SuMa.LustreSuMa.Lustre Registered User regular
    edited July 2008
    The only thing I hate now is that I can't kill pyros with a snap headshot and a bodyshot/machete. I'd run in and give them a whack after a headshot only to find out they still have life and I burn to death.


  • AsiinaAsiina Registered User regular
    edited July 2008
    Mrfm Mrmfmrmf 2: Fmrmfmmfm fmfmrmfm fmrmm

  • DeMoNDeMoN Registered User regular
    edited July 2008
    Pyro does need some changes because EZ mode is stupid. Was the extra health really that necessary?
    Maybe give 200 health for both flamethrowers, take away regular crits from Backburner.

    PSN: Toxic_Cizzle Steam id : Toxic Cizzle
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  • risumonrisumon Registered User regular
    edited July 2008
    The canal zone map on HoNC yesterday was sweet. My only regret was not playing scout so I could actually see more of the map. I just kept getting lost wandering around and dieing.

    [SIGPIC][/SIGPIC]
  • LurkLurk Registered User
    edited July 2008
    DeMoN wrote: »
    Pyro does need some changes because EZ mode is stupid. Was the extra health really that necessary?
    Maybe give 200 health for both flamethrowers, take away regular crits from Backburner.

    The biggest advantage for the Backburner is the extra health. Since you have to be directly behind someone to get the critical for it, it's too situational unless you have a ambush. If you remove normal crits, the angle in which you can burn someone's back should be increased.

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  • Metal Gear Solid 2 DemoMetal Gear Solid 2 Demo Registered User regular
    edited July 2008
    iowa wrote: »
    whenever flippy does his fo srs argument thing I can't help but picture him as Pat from achewood.

    Reminds me more of this Tap Tap Tap Tap Tap

    Hypothetical situations to keep our minds alive and all

    Spoiler:
  • FellhandFellhand Registered User regular
    edited July 2008
    DeMoN wrote: »
    Pyro does need some changes because EZ mode is stupid. Was the extra health really that necessary?
    Maybe give 200 health for both flamethrowers, take away regular crits from Backburner.

    I think pyro is fine as is. I can take them down with a medic if I meet them in the front. If they surpise me from behind I lose, but I'd likely lose anyway if the damage on the backburner was toned down or if they didn't have the hitpoints. Once the other classes get updated I bet this problem will disappear.

  • TheSinisterMinisterTheSinisterMinister Registered User
    edited July 2008
    Pyro's my most played class now (clocking in at a whopping eight hours), and I manage to do pretty well. I agree that Pyros should not be the tanks they are now. What I think would fit the class more is to take away the bonus health from the backburner, take 25 more off on top of that, and remove any flame drop off (on second thought, maybe keep the dropoff give 'em the 25 health back, and just make headshots 1 hit them). To me, that really inspires play that coincides with the class. You drop in (hopefully from behind) scream "OH SHIT!" and go up in a firey explosion, causing the coagulated masses that were there to go running and screaming for health packs and medics, pretty much like an overt, visible, spy.

    What irks me most playing against Pyros is when you just get licked by the flame, but manage to hold your distance aside from that lucky touch and kill him, only to die inches from a health pack. This happens much more often to me than being backstabbed, and isn't quite as irritating, but can still get me that much closer to a ragequit - but I think it's just right.

    A lone spy can destroy an entire push by killing a medic an instant before he pops his uber. That's the kind of shit that causes damage to my room, and it's perfect. I think backstabbing a medic with 100% uber should be worth 10 points. A pyro doesn't (or at least shouldn't) have the option to have that kind of timing. He can wreak havoc if no one sees him until he's close, but he should be blown to smithereens before he has the chance to melt everyone, and, with a good medic, the survives won't burn to death.

    If the pyro manages to get behind enemy lines without being seen, without a cloak, or a disguise, his reward is 100% crits. Provided no one turns around. OR he can choose to have an easier time getting TO the front line with the leafblower.

    My two cents.

  • tofutofu Registered User regular
    edited July 2008
    iowa wrote: »
    whenever flippy does his fo srs argument thing I can't help but picture him as Pat from achewood.
    no, flippy is totally cornelius

  • AvynteAvynte Registered User regular
    edited July 2008
    Even if they lowered the hp bonus of the backburner to +25, I would still use it almost exclusively. The ability to control when you crit through superior maneuvering skill just seals the deal. If they enemy can't watch their backs and lets a pyro sneak by, then they deserve to experience a fiery death.

    From the other side however, overhealed pyros absoutely wreck any level 2 sentries if they start close enough to them. Something about this seems off...

    Also: Blue dot!! ....hudda...hudda....rmbrhnsssssss..

    ECOED.jpg
  • FellhandFellhand Registered User regular
    edited July 2008
    Avynte wrote: »
    Even if they lowered the hp bonus of the backburner to +25, I would still use it almost exclusively. The ability to control when you crit through superior maneuvering skill just seals the deal. If they enemy can't watch their backs and lets a pyro sneak by, then they deserve to experience a fiery death.

    From the other side however, overhealed pyros absoutely wreck any level 2 sentries if they start close enough to them. Something about this seems off...

    Also: Blue dot!! ....hudda...hudda....rmbrhnsssssss..

    You don't need to be over healed as a pyro to wreck sentries. You just have to circle strafe. Lone pyros with leaf blowers can wreck attended sentries if they approach right.

  • iowaiowa Registered User regular
    edited July 2008
    tofu wrote: »
    iowa wrote: »
    whenever flippy does his fo srs argument thing I can't help but picture him as Pat from achewood.
    no, flippy is totally cornelius

    I was thinking of this strip specifically

    you man the island and the cocaine and the elegant cars
    http://steamcommunity.com/id/iowa
    signature.png
  • TK-42-1TK-42-1 Registered User regular
    edited July 2008
    orky fort... just sayin. needs more greenskins.

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  • tofutofu Registered User regular
    edited July 2008
    iowa wrote: »
    tofu wrote: »
    iowa wrote: »
    whenever flippy does his fo srs argument thing I can't help but picture him as Pat from achewood.
    no, flippy is totally cornelius

    I was thinking of this strip specifically
    point

  • tyrannustyrannus Registered User regular
    edited July 2008
    Asiina wrote: »
    Mrfm Mrmfmrmf 2: Fmrmfmmfm fmfmrmfm fmrmm

    SHUT UP

  • Zen VulgarityZen Vulgarity Ask me about Super Propane and Super Propane accessoriesRegistered User regular
    edited July 2008
    God damnit I hate asiina more than most pyros.

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  • DissociaterDissociater Registered User regular
    edited July 2008
    I think it would be funny if, instead of the +50 health they made ignited players burn longer, and make it possible for fire to spread among enemy players if they bump into eachother.

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  • SkexisSkexis Tongue Firmly in CheekRegistered User regular
    edited July 2008
    make it possible for fire to spread among enemy players if they bump into eachother.

    This is the best thing.

    (So did anyone want to play right now? I have to go in to work at 4. :( )

  • DeMoNDeMoN Registered User regular
    edited July 2008
    The Backburner's extra health annoys me because everyone chooses the Backburner for the extra health, which benefits the person playing.

    The compression blast is much more useful for the team. I've singlehandedly wrecked two ubers by bouncing back everyone, possibly saving the day.
    I think the most fun I had was standing alone up top of the tower on Gravel pit on defense and shoving no less than five guys, atleast two ubered, off of the tower in the last 30 seconds or so.

    I don't know, I just feel that every unlockable should be balanced with the rest of the game, and as it is the Backburner is just a liiiittttle too good. Just a little. Especially compared to what the flamethrower used to be.

    I'd be happy If they changed the changed the health to 200.

    PSN: Toxic_Cizzle Steam id : Toxic Cizzle
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