Swords, crafting, and broken item drops aside, what's the general consensus (if any) on the new maps?
i like both
doublecross is one of the few maps i don't go "UGH CTF GET THIS SHIT OUTTA HERE", but compared to other maps, it's meh; for ctf, it's pretty good
gorge is alright, really doesn't fill a niche... it's like playing one round of dustbowl over and over again... which is alright, but the only saving grace is its design is kinda interesting
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Valve just told me to die. Says it will solve my problems...
Gorge is definitely interesting. It's got the intensity of the final stage of a 2x3 A/D map, but without the first two stages to be a steamroll and to rock the clock up to 15+ minutes to defend as.
PMAvers on
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
I personally like ctf_doublecross, but it's reception seems oddly mixed.
Well, it's ctf. The one gamemode Valve has never once managed to release a good map for.
Their next big update should really put in some changes to the ctf mechanics to make it a mode that's actually fun.
I would enjoy hearing your ideas for these mechanics.
I have no idea. I might like to see a test where the flag carrier runs at a fixed speed, and putting 'no build' zones near the intelligence, but I don't know if it would improve things or not. Due to the class nature of TF2, it might just be something that cannot work.
I personally like ctf_doublecross, but it's reception seems oddly mixed.
Well, it's ctf. The one gamemode Valve has never once managed to release a good map for.
Their next big update should really put in some changes to the ctf mechanics to make it a mode that's actually fun.
I would enjoy hearing your ideas for these mechanics.
I have no idea. I might like to see a test where the flag carrier runs at a fixed speed, and putting 'no build' zones near the intelligence, but I don't know if it would improve things or not. Due to the class nature of TF2, it might just be something that cannot work.
My suggestion would be to make it a single flag CTF. Where one team has it, and the flag is a person, a very important person even.
I personally like ctf_doublecross, but it's reception seems oddly mixed.
Well, it's ctf. The one gamemode Valve has never once managed to release a good map for.
Their next big update should really put in some changes to the ctf mechanics to make it a mode that's actually fun.
I would enjoy hearing your ideas for these mechanics.
I have no idea. I might like to see a test where the flag carrier runs at a fixed speed, and putting 'no build' zones near the intelligence, but I don't know if it would improve things or not. Due to the class nature of TF2, it might just be something that cannot work.
My suggestion would be to make it a single flag CTF. Where one team has it, and the flag is a person, a very important person even.
I don't understand why people play classes other than [strike]scout[/strike] heavy on any map.
Fixed!
It's amazing, the official TF2 stats consistently have the heavy as the most kills per hour and most points per hour, and yet he's almost always among the lowest played.
I liked it even when not playing a sniper, it plays similarly to Badlands.
For some reason, I feel like posting this.
Also, got A Year to Remember on scout with <30 hours, yet I still don't have Pyromancer with 55 hours of pyro(and thus having 100% pyro achievements).
I like the Scottish Resistance. It is, admittedly, not "pro". I mean, using sticky bombs for actual traps? That's what those patronizing hint boxes tell you to do, so it must me scrub behavior.
Anyhow!
Here is what I like about it:
- Trap Cleaning: Every so often I'll be putting stickies on a door I think enemies are going to be coming through. Due to the fact that my time as a Medic has taught be to NEVER STOP MOVING EVER, I will generally be doing this from a variety of angles. And typically this means a sticky bomb will eventually fall on a doorway or a wall next to me instead of beside the thing I want to trap. That means that if I want to blow up a guy, I have to sticky-bomb myself as well. Not so with the SR! I can just pop the errant sticky without losing the rest of my trap.
- Point Clearing: The regular sticky launcher will clear a point of stickies, sure, but it sends them in all random directions and they're still functionally live. Plopping an SR sticky on the point forces the issue: either they blow the stickies in advance, or they lose them when your sticky goes off.
- Trap Layers: I don't buy that you're not in the right place if you have time to set multiple traps on a five-point map. In any case, since you've got a maximum of 14 mines and extra capacity, it's fine to let a few sit around unused. You never know when you're going to have to fall back.
- Chained Explosions: I still ain't "pro" enough to actually pull this off, but some day I'm going to have my stickies set up so that the first blast knocks the dude into a trap, then set that one off. It will be humiliating for the recipient.
- Line of Sight: In most cases when I'm using the sticky launcher, I have line of sight to the dude or object I'm trying to explode anyway. The SR really isn't that much of a change in that respect. I won't deny that the regular stickies have the advantage in terms of detonation mechanics, but it's slimmer than it appears.
- Squeak Squeak Squeak: Squeak Squeak Squeak
In any case, the weapon has existed for a grand total of five days, if that, so I think it is a wee tetch too soon to declare it either useless or awesome. In the meantime, I'm going to continue to see what all I can do with it.
squeak squeak squeak
Kupi on
My favorite musical instrument is the air-raid siren.
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Also when someone or a few someone's join up on another server, they'll 99% of the time jump ship to the more populated server.
i like both
doublecross is one of the few maps i don't go "UGH CTF GET THIS SHIT OUTTA HERE", but compared to other maps, it's meh; for ctf, it's pretty good
gorge is alright, really doesn't fill a niche... it's like playing one round of dustbowl over and over again... which is alright, but the only saving grace is its design is kinda interesting
I sat on Zissou by myself for 20 minutes last night, no one showed up. My anecdotal evidence neatly disproves your statement!
You just called dustbowl a good map.
DoubleCross is a 2 fort with more death pit, more open bridge, less water and slightly less dull.
Gorge is like if someone said "Hey lets make another Dustbowl" and then after one map came to their senses.
ffffff
cp_gorge is ok, but the second point is really a zerg-fest once the red team gets dug in (especially with 24+ players).
I personally like ctf_doublecross, but it's reception seems oddly mixed.
Valve just told me to die. Says it will solve my problems...
Well, it's ctf. The one gamemode Valve has never once managed to release a good map for.
Their next big update should really put in some changes to the ctf mechanics to make it a mode that's actually fun.
I would enjoy hearing your ideas for these mechanics.
Gorge is definitely interesting. It's got the intensity of the final stage of a 2x3 A/D map, but without the first two stages to be a steamroll and to rock the clock up to 15+ minutes to defend as.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
doublecross suuuuuuuuuucks. Flippy likes it. That should tell you something.
I have no idea. I might like to see a test where the flag carrier runs at a fixed speed, and putting 'no build' zones near the intelligence, but I don't know if it would improve things or not. Due to the class nature of TF2, it might just be something that cannot work.
My suggestion would be to make it a single flag CTF. Where one team has it, and the flag is a person, a very important person even.
would this person be hunted?
Or "takethelowerrouteifyoudon'twanttobesniped".
I think that's one of the reasons why I like it. There's the "short" way, which is more dangerous. (Across the bridge.)
There's the longer way, which can get you there safer, but... well, takes longer. (The lower route underneath it.)
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
I get sniped more on the lower route.
Really? I hardly ever get sniped down there. Though maybe that's because I generally play scout on doublecross
And then other times they play Soldier.
Fixed!
It's amazing, the official TF2 stats consistently have the heavy as the most kills per hour and most points per hour, and yet he's almost always among the lowest played.
I heavy.
hmm, the only current memory I haveof you as a sniper is chopping off your head with the sword taunt.
;-)
You are also getting Flippy levels of attention.
davincie, did you get a new pc eh? getting ahead in life eh
getting new clogs for the family eh
getting a new windmill for the bread eh
getting new tulips for the garden eh
getting new vango-
For some reason, I feel like posting this.
Also, got A Year to Remember on scout with <30 hours, yet I still don't have Pyromancer with 55 hours of pyro(and thus having 100% pyro achievements).
Just wait 'till I start getting back into sniping again. You're soul is mine.
Anyhow!
Here is what I like about it:
- Trap Cleaning: Every so often I'll be putting stickies on a door I think enemies are going to be coming through. Due to the fact that my time as a Medic has taught be to NEVER STOP MOVING EVER, I will generally be doing this from a variety of angles. And typically this means a sticky bomb will eventually fall on a doorway or a wall next to me instead of beside the thing I want to trap. That means that if I want to blow up a guy, I have to sticky-bomb myself as well. Not so with the SR! I can just pop the errant sticky without losing the rest of my trap.
- Point Clearing: The regular sticky launcher will clear a point of stickies, sure, but it sends them in all random directions and they're still functionally live. Plopping an SR sticky on the point forces the issue: either they blow the stickies in advance, or they lose them when your sticky goes off.
- Trap Layers: I don't buy that you're not in the right place if you have time to set multiple traps on a five-point map. In any case, since you've got a maximum of 14 mines and extra capacity, it's fine to let a few sit around unused. You never know when you're going to have to fall back.
- Chained Explosions: I still ain't "pro" enough to actually pull this off, but some day I'm going to have my stickies set up so that the first blast knocks the dude into a trap, then set that one off. It will be humiliating for the recipient.
- Line of Sight: In most cases when I'm using the sticky launcher, I have line of sight to the dude or object I'm trying to explode anyway. The SR really isn't that much of a change in that respect. I won't deny that the regular stickies have the advantage in terms of detonation mechanics, but it's slimmer than it appears.
- Squeak Squeak Squeak: Squeak Squeak Squeak
In any case, the weapon has existed for a grand total of five days, if that, so I think it is a wee tetch too soon to declare it either useless or awesome. In the meantime, I'm going to continue to see what all I can do with it.
squeak squeak squeak
I read that in my head as Stewie Griffin.
Wrong one.
This is my favorite screenshot I have ever taken in my life.
I personally like the audacity of mine. A blue engineer in badlands manages to sneak up on a sniper, in his own base, and kill him.