Also I realised what the 3rd unlock should have been. A variation on the pipe launcher: pipe moves faster, always explodes on contact but only bounces once. Possibly it could have been modeled on one of those awesome sort of sidearm RPG launchers, the little tube ones that make the satisfying pop sound when you fire. It would reload slightly faster than the flare gun though.
It's stuff like this that makes me glad the person isn't working for Valve and that demomen lost.
Also, Ace Jon, that server sounds like a really fun and hilarious place! What's the IP?
It's a pipe version of the DH, would have a smaller blast radius as well. Basically, it would be useless in the hands of 80% of players because they can't aim.
Except if the rounds flew faster, it would make it easier to aim, and therefore, 80% of players would be much better as demomen.
Because every average TF2 player right now is maiming people left right and centre with the Direct Hit...oh wait most people are doing worse than usual without their 3 mile blast radius crutch.
Also people farming achievements make me sad. Why even bother? You'll get the weapons easy enough anyway. At least just go onto a pub server and earn them.
Rami on
Steam / Xbox Live: WSDX NNID: W-S-D-X 3DS FC: 2637-9461-8549
ehhh, heavy on offense in steel? The enemy has the high ground 90% of the time in that map. If he has a pocket medic and a decent team theres not a whole hell of a lot a heavy can do.
BlindPsychic on
0
Zen VulgarityWhat a lovely day for teaSecret British ThreadRegistered Userregular
edited December 2009
~30 heads harvested over the defense and offense rounds eye eye argh see (8 defense, 22 offense)
Cut and paste this into a .cfg file in your tf2 directory:
sv_cheats 1
mp_respawnwavetime 1
mp_disable_respawn_times 1
mp_teams_unbalance_limit 0
mp_autoteambalance 0
tf_bot_sniper_spot_max_count 1
tf_bot_keep_class_after_death 1
tf_bot_force_class medic
tf_bot_add red
tf_bot_add red
tf_bot_add red
tf_bot_add blue
//tf_bot_force_class scout
tf_bot_force_class engineer
tf_bot_add blue
tf_bot_add red
tf_bot_force_class demoman
tf_bot_add blue
tf_bot_force_class soldier
tf_bot_add blue
tf_bot_add red
tf_bot_force_class heavyweapons
tf_bot_add blue
tf_bot_add red
//tf_bot_force_class sniper
//tf_bot_add blue
sv_cheats 0
Load up one of the official koth maps (viaduct, nucleus, sawmill), bring up the console and run the cfg you just saved, and join team blue. Instant achievement farm!
Awesome, thanks! Can you tell me how to run a cfg file? (I tried "run" and "load" and neither worked)
Let's say you want an item for a class (like soldier). To craft that item, first you need a token for that slot (not that hard) then you need a token for the class. To get the token for the class, though, you'd need 4 extra items for that class, which is very unlikely if you haven't gotten the item yet (i.e. class update is new).
For hats you need an exponential number of items which is just ridiculous.
So what use does crafting have?
I think it'd help if there were items that could only be gotten through crafting. If you could get a weapon that looks different from the regular version by combining a set of tokens with level 2 or 3 metal I'd probably make one.
It'd be frustrating if you couldn't decide the exact item you get from it, though. It'd suck if you tried to make a special buff banner, but got a shotgun or set of gunboats instead.
Cut and paste this into a .cfg file in your tf2 directory:
sv_cheats 1
mp_respawnwavetime 1
mp_disable_respawn_times 1
mp_teams_unbalance_limit 0
mp_autoteambalance 0
tf_bot_sniper_spot_max_count 1
tf_bot_keep_class_after_death 1
tf_bot_force_class medic
tf_bot_add red
tf_bot_add red
tf_bot_add red
tf_bot_add blue
//tf_bot_force_class scout
tf_bot_force_class engineer
tf_bot_add blue
tf_bot_add red
tf_bot_force_class demoman
tf_bot_add blue
tf_bot_force_class soldier
tf_bot_add blue
tf_bot_add red
tf_bot_force_class heavyweapons
tf_bot_add blue
tf_bot_add red
//tf_bot_force_class sniper
//tf_bot_add blue
sv_cheats 0
Load up one of the official koth maps (viaduct, nucleus, sawmill), bring up the console and run the cfg you just saved, and join team blue. Instant achievement farm!
Awesome, thanks! Can you tell me how to run a cfg file? (I tried "run" and "load" and neither worked)
Also I realised what the 3rd unlock should have been. A variation on the pipe launcher: pipe moves faster, always explodes on contact but only bounces once. Possibly it could have been modeled on one of those awesome sort of sidearm RPG launchers, the little tube ones that make the satisfying pop sound when you fire. It would reload slightly faster than the flare gun though.
It's stuff like this that makes me glad the person isn't working for Valve and that demomen lost.
Also, Ace Jon, that server sounds like a really fun and hilarious place! What's the IP?
It's a pipe version of the DH, would have a smaller blast radius as well. Basically, it would be useless in the hands of 80% of players because they can't aim.
Except if the rounds flew faster, it would make it easier to aim, and therefore, 80% of players would be much better as demomen.
Because every average TF2 player right now is maiming people left right and centre with the Direct Hit...oh wait most people are doing worse than usual without their 3 mile blast radius crutch.
Also people farming achievements make me sad. Why even bother? You'll get the weapons easy enough anyway. At least just go onto a pub server and earn them.
Right because pipes are slower than normal rockets. And nobody can ever manage to hit with pipes. And you're not making pipes faster by 10% more than rockets got a speed increase. Pipes would literally be faster than fully charged huntsman shots.
Cut and paste this into a .cfg file in your tf2 directory:
sv_cheats 1
mp_respawnwavetime 1
mp_disable_respawn_times 1
mp_teams_unbalance_limit 0
mp_autoteambalance 0
tf_bot_sniper_spot_max_count 1
tf_bot_keep_class_after_death 1
tf_bot_force_class medic
tf_bot_add red
tf_bot_add red
tf_bot_add red
tf_bot_add blue
//tf_bot_force_class scout
tf_bot_force_class engineer
tf_bot_add blue
tf_bot_add red
tf_bot_force_class demoman
tf_bot_add blue
tf_bot_force_class soldier
tf_bot_add blue
tf_bot_add red
tf_bot_force_class heavyweapons
tf_bot_add blue
tf_bot_add red
//tf_bot_force_class sniper
//tf_bot_add blue
sv_cheats 0
Load up one of the official koth maps (viaduct, nucleus, sawmill), bring up the console and run the cfg you just saved, and join team blue. Instant achievement farm!
Don't even bother with this nonsense. Filter your server browser for empty servers running tr_ maps.
I don't know if you want to walk on the wild side but the achievement unlocker fixes the issue.
Relock the milestones and then unlock them while on a server that is connected to steam.
Thanks for this. I can confirm this worked, for those of you still without the milestone weapons.
It's so easy to kill sword and board demomen as leafblower Pyro it's satisfying.
Fixed that for you.
Even with the axtinguisher it's still hard for backburner pyros, because you can't retreat FROM A DEMOMAN, and since 2-3 hits from the eyelander kill you, you gotta burn them and not miss your first swing.
You play freaking pyro. Just punt the idiots out of the way. Yeah, the fire damage thing is suck, but...no stickies!
re: fast nades: The difference between soldier rockets and demo pipes is rockets are a fuck-ton easier to get splash with. That's why a DH version of the nade launcher would probably be -more- effective than the DH rocket...the downside isn't as apparent.
It's so easy to kill sword and board demomen as leafblower Pyro it's satisfying.
Fixed that for you.
Even with the axtinguisher it's still hard for backburner pyros, because you can't retreat FROM A DEMOMAN, and since 2-3 hits from the eyelander kill you, you gotta burn them and not miss your first swing.
That was implied... Cause you know, people who use the backburner are... Oh wait a minute.
You play freaking pyro. Just punt the idiots out of the way. Yeah, the fire damage thing is suck, but...no stickies!
re: fast nades: The difference between soldier rockets and demo pipes is rockets are a fuck-ton easier to get splash with. That's why a DH version of the nade launcher would probably be -more- effective than the DH rocket...the downside isn't as apparent.
Oh it's easy for airblasting pyros to counter targes. I guess that settles that!
The targe lets you zoom to enemies and instantly kill them. The targe makes you take greatly reduced damage. The targe lets you zoom past enemies and pipe them in the back. The targe lets you zoom past chokepoints and bottle the enemy team. The targe is still in effect even when you have the grenade launcher out. It's clearly broken, having a counter here or there doesn't make up for everything it can do.
You play freaking pyro. Just punt the idiots out of the way. Yeah, the fire damage thing is suck, but...no stickies!
re: fast nades: The difference between soldier rockets and demo pipes is rockets are a fuck-ton easier to get splash with. That's why a DH version of the nade launcher would probably be -more- effective than the DH rocket...the downside isn't as apparent.
Oh it's easy for airblasting pyros to counter targes. I guess that settles that!
The targe lets you zoom to enemies and instantly kill them. The targe makes you take greatly reduced damage. The targe lets you zoom past enemies and pipe them in the back. The targe lets you zoom past chokepoints and bottle the enemy team. The targe is still in effect even when you have the grenade launcher out. It's clearly broken, having a counter here or there doesn't make up for everything it can do.
the targe is kind of a really good weapon
but not as good as you are making it out to be; people need to see a charging demo, back the fuck up, and shoot him to death
I sure love sneaking up on soldiers using the direct hit, it wasn't bad enough before, but now they do 35% more damage!
Unless they manage to miss from 5 feet with a rocket that goes roughly the speed of light.
Or they'll just rush you with the equalizer out, what are you going to do backburner pyro? All of a sudden he's faster than you, and your flames just make him stronger!
You play freaking pyro. Just punt the idiots out of the way. Yeah, the fire damage thing is suck, but...no stickies!
re: fast nades: The difference between soldier rockets and demo pipes is rockets are a fuck-ton easier to get splash with. That's why a DH version of the nade launcher would probably be -more- effective than the DH rocket...the downside isn't as apparent.
Oh it's easy for airblasting pyros to counter targes. I guess that settles that!
The targe lets you zoom to enemies and instantly kill them. The targe makes you take greatly reduced damage. The targe lets you zoom past enemies and pipe them in the back. The targe lets you zoom past chokepoints and bottle the enemy team. The targe is still in effect even when you have the grenade launcher out. It's clearly broken, having a counter here or there doesn't make up for everything it can do.
the targe is kind of a really good weapon
but not as good as you are making it out to be; people need to see a charging demo, back the fuck up, and shoot him to death
Well see, the charge makes him move faster than a scout. Backing up only lets him get crits.
And have fun shooting him four times with the DH and still not killing him. Hopefully you don't have the bugle so you can shotgun him. Unless he just runs behind you and pipe bombs you and your team to death in two or three hits. Then when he finally gets in the red he can teleport-run away.
It's pretty easy to talk about how good a weapon isn't when you use (rely) on it.
but not as good as you are making it out to be; people need to see a charging demo, back the fuck up, and shoot him to death
Yes, back up from the dude that runs faster than a scout, has melee with double range and can aim the full 360 degrees before his hit connects
Backing up also doesn't help when he's targeting your medic instead of you, you get one chance to pop him up with an explosive or a second later you have a dead medic.
You play freaking pyro. Just punt the idiots out of the way. Yeah, the fire damage thing is suck, but...no stickies!
re: fast nades: The difference between soldier rockets and demo pipes is rockets are a fuck-ton easier to get splash with. That's why a DH version of the nade launcher would probably be -more- effective than the DH rocket...the downside isn't as apparent.
Oh it's easy for airblasting pyros to counter targes. I guess that settles that!
The targe lets you zoom to enemies and instantly kill them. The targe makes you take greatly reduced damage. The targe lets you zoom past enemies and pipe them in the back. The targe lets you zoom past chokepoints and bottle the enemy team. The targe is still in effect even when you have the grenade launcher out. It's clearly broken, having a counter here or there doesn't make up for everything it can do.
If you're using the backburner when the enemy team is mostly demos and solders I submit you're doing it wrong. If the enemy is in charge range and sees you, you're ALSO doing it wrong. The backburner is an ambush/sneaky weapon, of course its going to be worse than the leafblower in a medium range head to head situation!
That said the backburner IS a bit underpowered right now.
The targe charge isn't instant, it CAN be dodged, and using it to get past chokepoints is just going to get you shot. It'll also be a lot less powerful when there are more heavies/scouts/etc and less explosive-damage classes out.
You play freaking pyro. Just punt the idiots out of the way. Yeah, the fire damage thing is suck, but...no stickies!
re: fast nades: The difference between soldier rockets and demo pipes is rockets are a fuck-ton easier to get splash with. That's why a DH version of the nade launcher would probably be -more- effective than the DH rocket...the downside isn't as apparent.
Oh it's easy for airblasting pyros to counter targes. I guess that settles that!
The targe lets you zoom to enemies and instantly kill them. The targe makes you take greatly reduced damage. The targe lets you zoom past enemies and pipe them in the back. The targe lets you zoom past chokepoints and bottle the enemy team. The targe is still in effect even when you have the grenade launcher out. It's clearly broken, having a counter here or there doesn't make up for everything it can do.
If you're using the backburner when the enemy team is mostly demos and solders I submit you're doing it wrong. If the enemy is in charge range and sees you, you're ALSO doing it wrong. The backburner is an ambush/sneaky weapon, of course its going to be worse than the leafblower in a medium range head to head situation!
That said the backburner IS a bit underpowered right now.
The targe charge isn't instant, it CAN be dodged, and using it to get past chokepoints is just going to get you shot. It'll also be a lot less powerful when there are more heavies/scouts/etc and less explosive-damage classes out.
I don't recall saying or even hinting at using the backburner.
And try dodging the targe as any class slower than a medic. Protip: You can't.
Annnnd using the targe to break behind enemy lines? It works. I've done it. I've done it in every game I've used the targe. What are they going to do, plink away with their prissy rockets? And against hitscan, it's just like things were before. The targe is exactly what I expected: Any decent demo that equips it becomes a goddamn unstoppable force.
Does anyone else go hours without getting any random drop? Or for that matter, days? I mean, not getting my Milestone weapons is annoying but at least let me randomly get them.
Does anyone else go hours without getting any random drop? Or for that matter, days? I mean, not getting my Milestone weapons is annoying but at least let me randomly get them.
Yes you can. I've done it and had it done to me. Especially if they're level headed enough to shoot you aside (soldiers, FAN scouts, airblasting pyros, the occasional lucky or sneaky demo).
Through enemy lines in general? Sure. But you can sticky-jump through the same way. Through a chokepoint? No. Against a sentry gun? Forget about it.
You can damage resistance, speed, and crit-boost. You lose the demoman's most potent weapon. Its a fair tradeoff IMO, though I do expect a nerfbat eventually.
I've had more issues with the solider unlocks as a pyro, myself. Direct Hit makes it even more dangerous to get close, the Equalizer lets them smash or get away, making it even worse, the banner is really fucking nasty with a team that stays together, etc.
Posts
HEH
although that whole round was 100% bullshit, even worse than those old games of every defender on dustbowl going demoman
Because every average TF2 player right now is maiming people left right and centre with the Direct Hit...oh wait most people are doing worse than usual without their 3 mile blast radius crutch.
Also people farming achievements make me sad. Why even bother? You'll get the weapons easy enough anyway. At least just go onto a pub server and earn them.
39 kills without a death on offense was fun
Awesome, thanks! Can you tell me how to run a cfg file? (I tried "run" and "load" and neither worked)
I think it'd help if there were items that could only be gotten through crafting. If you could get a weapon that looks different from the regular version by combining a set of tokens with level 2 or 3 metal I'd probably make one.
It'd be frustrating if you couldn't decide the exact item you get from it, though. It'd suck if you tried to make a special buff banner, but got a shotgun or set of gunboats instead.
Pretty sure the command is exec.
Don't even bother with this nonsense. Filter your server browser for empty servers running tr_ maps.
Shut your mouth fingers! Bugles are works of art!
Pretty much just this:
Ka-Chung!
Ka-Chung!
Airblast the charge, flame puff to burn them, suddenly you autocrit them and they can't crit you at all. I'll have to give that a try.
Thanks for this. I can confirm this worked, for those of you still without the milestone weapons.
Even with the axtinguisher it's still hard for backburner pyros, because you can't retreat FROM A DEMOMAN, and since 2-3 hits from the eyelander kill you, you gotta burn them and not miss your first swing.
Seriously, with so many people running around being terrible with melee demos this patch is almost as good for my Pyro score as the spy update.
You play freaking pyro. Just punt the idiots out of the way. Yeah, the fire damage thing is suck, but...no stickies!
re: fast nades: The difference between soldier rockets and demo pipes is rockets are a fuck-ton easier to get splash with. That's why a DH version of the nade launcher would probably be -more- effective than the DH rocket...the downside isn't as apparent.
That was implied... Cause you know, people who use the backburner are... Oh wait a minute.
*gets all the shit in 3 days*
valve get off your ass and release more hats~~!!!
Thanks. Valve.
The targe lets you zoom to enemies and instantly kill them. The targe makes you take greatly reduced damage. The targe lets you zoom past enemies and pipe them in the back. The targe lets you zoom past chokepoints and bottle the enemy team. The targe is still in effect even when you have the grenade launcher out. It's clearly broken, having a counter here or there doesn't make up for everything it can do.
the targe is kind of a really good weapon
but not as good as you are making it out to be; people need to see a charging demo, back the fuck up, and shoot him to death
Unless they manage to miss from 5 feet with a rocket that goes roughly the speed of light.
Or they'll just rush you with the equalizer out, what are you going to do backburner pyro? All of a sudden he's faster than you, and your flames just make him stronger!
Thanks. Valve.
Well see, the charge makes him move faster than a scout. Backing up only lets him get crits.
And have fun shooting him four times with the DH and still not killing him. Hopefully you don't have the bugle so you can shotgun him. Unless he just runs behind you and pipe bombs you and your team to death in two or three hits. Then when he finally gets in the red he can teleport-run away.
It's pretty easy to talk about how good a weapon isn't when you use (rely) on it.
Yes, back up from the dude that runs faster than a scout, has melee with double range and can aim the full 360 degrees before his hit connects
Backing up also doesn't help when he's targeting your medic instead of you, you get one chance to pop him up with an explosive or a second later you have a dead medic.
If you're using the backburner when the enemy team is mostly demos and solders I submit you're doing it wrong. If the enemy is in charge range and sees you, you're ALSO doing it wrong. The backburner is an ambush/sneaky weapon, of course its going to be worse than the leafblower in a medium range head to head situation!
That said the backburner IS a bit underpowered right now.
The targe charge isn't instant, it CAN be dodged, and using it to get past chokepoints is just going to get you shot. It'll also be a lot less powerful when there are more heavies/scouts/etc and less explosive-damage classes out.
Protip: use the leafblower
I'm just picturing this in slow motion.
And try dodging the targe as any class slower than a medic. Protip: You can't.
Annnnd using the targe to break behind enemy lines? It works. I've done it. I've done it in every game I've used the targe. What are they going to do, plink away with their prissy rockets? And against hitscan, it's just like things were before. The targe is exactly what I expected: Any decent demo that equips it becomes a goddamn unstoppable force.
yes, hence they are random
Through enemy lines in general? Sure. But you can sticky-jump through the same way. Through a chokepoint? No. Against a sentry gun? Forget about it.
You can damage resistance, speed, and crit-boost. You lose the demoman's most potent weapon. Its a fair tradeoff IMO, though I do expect a nerfbat eventually.
I've had more issues with the solider unlocks as a pyro, myself. Direct Hit makes it even more dangerous to get close, the Equalizer lets them smash or get away, making it even worse, the banner is really fucking nasty with a team that stays together, etc.