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[Beta On]Team Fortress 2: This is a PC thread.

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Posts

  • ZetxZetx 🐧 Registered User regular
    edited October 2007
    Zek wrote: »
    Sometimes I swear I get hit by crits but there's no audio cue. Like when I get one-shotted by a demo grenade or a Sniper body shot as a Pyro, neither of which are possible without a crit.

    Yeah, I think that happens to me too. Especially when one-shotted by demo's.

    Zetx on
    76561197966849367.png
  • mrflippymrflippy Registered User regular
    edited October 2007
    mrflippy wrote: »
    RedDawn wrote: »
    Scouts are really tough to me as a soldier. I get killed a lot more than I care to admit by them. I know its my own fault, but I cannot play the demo anymore. With the changes to grenades I cannot seem to get any kills with them.

    I know its my aim that is terrible anymore, thats what I get for playing on the xbox more than the PC though. The last real FPS I played on the computer was Q3:Rocket Arena.

    I find that I have to lead my target with rockets much much more than I would expect..

    That's because they're soooooooooooo slowwwwwwwwwwwwww.

    And if you've played Dystopia, the normal GL is very easy to smack people in the head with. Unless the person's a scout. Then fuck them I'll spam everywhere.

    What if I haven't played Dystopia?

    mrflippy on
  • mrflippymrflippy Registered User regular
    edited October 2007
    Wyked wrote: »
    bombardier wrote: »
    Headshots do criticals on most accounts I've seen. Usually when I'm dropping grenades on peoples' heads from above as demoman I notice this. I critical hit one guy on cap B of Granary, and the resulting explosion cleared out about 4 other people around him.

    Also, as demoman the stickybombs are a lot more useful in close combat situations I find. I almost use that primarily instead of the classic launcher.


    thats just a coincidence. the game checks for the critical shot before it even lands. you can have a critical shot that doesnt even hit anything, which makes me sad.

    check the tracers out on your shots. if you have a light colored sparkle following your shot (of your teams color) then the shot is a critical shot and will score more damage. if it connects you will be rewarded with the "critical hit"

    rockets i think are the easiest to spot the trail on, but you can even see it on shotgun shots if you look closely.
    Critical shots make a special noise when fired too. (Except perhaps on the flamethrower)

    mrflippy on
  • nlawalkernlawalker Registered User regular
    edited October 2007
    mrflippy wrote: »
    Critical shots make a special noise when fired too. (Except perhaps on the flamethrower)
    Most weapons make that electric crackly noise. I believe I critted someone with the flamethrower at one point and it made a low "thud" noise.

    Not really sure how crits work on the flamethrower. It's pretty clear that automatic weapons, like Sacha, get "rolling crits," but the flamethrower is unique.

    nlawalker on
  • Houk the NamebringerHouk the Namebringer Nipples The EchidnaRegistered User regular
    edited October 2007
    nlawalker wrote: »
    mrflippy wrote: »
    Critical shots make a special noise when fired too. (Except perhaps on the flamethrower)
    Most weapons make that electric crackly noise. I believe I critted someone with the flamethrower at one point and it made a low "thud" noise.

    Not really sure how crits work on the flamethrower. It's pretty clear that automatic weapons, like Sacha, get "rolling crits," but the flamethrower is unique.
    I've definitely gotten rolling crits with the flamethrower. I specifically remember having a medic cornered and unloading on him, and 4-5 'critical's flashed up right in a row.

    Houk the Namebringer on
  • tyrannustyrannus i am not fat Registered User regular
    edited October 2007
    Flamethrower criticals are fucking insane.

    tyrannus on
  • KagnarosKagnaros Registered User regular
    edited October 2007
    When your flamethrower crits, it's gains a hint of blue in the fire. And yes, it completely and totally rapes.

    Kagnaros on
    fss.png
  • DiscoZombieDiscoZombie Registered User regular
    edited October 2007
    so I'm a few days behind, but does the pyro not suck anymore?

    DiscoZombie on
  • mrflippymrflippy Registered User regular
    edited October 2007
    Rentilius wrote: »
    Flamethrower criticals are fucking insane.

    I love when I hit someone with 10 flame crits and they turn around and kill me in one shot.

    :(

    mrflippy on
  • durandal4532durandal4532 Registered User regular
    edited October 2007
    mrflippy wrote: »
    Rentilius wrote: »
    Flamethrower criticals are fucking insane.

    I love when I hit someone with 10 flame crits and they turn around and kill me in one shot.

    :(

    You didn't really hit them, sir.

    durandal4532 on
    Take a moment to donate what you can to Critical Resistance and Black Lives Matter.
  • nlawalkernlawalker Registered User regular
    edited October 2007
    You didn't really hit them, sir.
    Yeah, that much fire would burn down 2fort and all the opposition inside.

    nlawalker on
  • tyrannustyrannus i am not fat Registered User regular
    edited October 2007
    yeah, seriously. ALSO DAMN YOU. every place I rocket jump to, you mine up! YOU AND BOMB.

    tyrannus on
  • StasisStasis Registered User regular
    edited October 2007
    so I'm a few days behind, but does the pyro not suck anymore?
    I'm no good with them, but they sure kill me a lot.

    I guess because there's usually three or more on each team, so the higher number of them makes it seem like they kill me more easily. :P

    Stasis on
  • mrflippymrflippy Registered User regular
    edited October 2007
    mrflippy wrote: »
    Rentilius wrote: »
    Flamethrower criticals are fucking insane.

    I love when I hit someone with 10 flame crits and they turn around and kill me in one shot.

    :(

    You didn't really hit them, sir.

    So the crit crit crit crit crit crit crit crit text on screen was lies?

    mrflippy on
  • ZarcathZarcath Registered User regular
    edited October 2007
    Zetx wrote: »
    There's also the audio cue. Also, if you win the round, in the time before the next round all (or a very very large majority) of your shots are criticals.

    Everyone gets criticals at the end of round slaughter.

    Zarcath on
  • FirebrandFirebrand Registered User regular
    edited October 2007
    Scosglen doing a sexy pose with me as background.
    scosglen%20is%20looking%20good!.jpg

    An unknown engineer was too tired to climb the C-tower it seems and snuck out.
    resting.jpg

    Firebrand on
  • nlawalkernlawalker Registered User regular
    edited October 2007
    so I'm a few days behind, but does the pyro not suck anymore?
    The pyro has become the "instrument of fear" on a team. If you see a pyro, you backpedal for your life. This is the true strength of the pyro, and why they are a great "9th member" addition to a team.

    Are they killable? Yes. Are they balanced? IMHO, yes. They have to get close to do serious damage. Their secondary is a shotgun, like a Soldier, but they will lose to a soldier in long/medium range combat because the Soldier has more health and can occasionally land some splash damage with a good rocket. But good lord, if they get close...

    Anyways, direct application of fire does more damage (burning does same damage it did before) and it seems easier to get most enemies to ignite now.

    I personally like playing pyro if there are too many opposing scouts. I'm probably slightly below the curve on "twitch" gameplay, which seems to be the forte of most good scouts, so I spray and pray in close quarters with the flamethrower and will usually roast quite a few. I'll typically die to a close-range scattergun blast by a good scout that doesn't get freaked by the fire, but it's a huge help to the team.

    nlawalker on
  • mrflippymrflippy Registered User regular
    edited October 2007
    nlawalker wrote: »
    mrflippy wrote: »
    Critical shots make a special noise when fired too. (Except perhaps on the flamethrower)
    Most weapons make that electric crackly noise. I believe I critted someone with the flamethrower at one point and it made a low "thud" noise.

    Not really sure how crits work on the flamethrower. It's pretty clear that automatic weapons, like Sacha, get "rolling crits," but the flamethrower is unique.

    I'm not entirely sure how it works, but the flamethrower gets rolling crits as well. I'm not sure whether they last for a certain amount of time or what, but when I get them, I get a whole lot of them.

    mrflippy on
  • DehumanizedDehumanized Registered User regular
    edited October 2007
    So I changed some settings and stuff to get even more eye candy out of the game... and now all players fall through the floor (including myself... the camera follows) when they die. Heavies get sort of half stuck in the floor, so their bodies are halfway through the ground and their arms flail with the falling animation, while all other classes just disappear through the ground.

    Did some more testing, it doesn't happen on a locally loaded map. Maybe only occurs when there's a lot of other players around? I was experiencing the bug on a 30 player server.
    cp_dustbowl0000.png

    Dehumanized on
  • stigweardstigweard Registered User regular
    edited October 2007
    30 player server? It is most likely a problem with the hacked dlls they use to allow more than 24.

    stigweard on
  • ArikadoArikado Southern CaliforniaRegistered User regular
    edited October 2007
    It's usually a server side issue when that happens. I've had issues like that and I've been able to confirm a large chunk of the people have the same issues.

    Arikado on
    BNet: Arikado#1153 | Steam | LoL: Anzen
  • DroolDrool Science! AustinRegistered User regular
    edited October 2007
    I get this all the time on the PA servers, it's a bug of some sort.

    Drool on
  • RandomEngyRandomEngy Registered User regular
    edited October 2007
    I get this a lot too on the PA servers, but my friend who plays there never sees it.

    RandomEngy on
    Profile -> Signature Settings -> Hide signatures always. Then you don't have to read this worthless text anymore.
  • mrflippymrflippy Registered User regular
    edited October 2007
    So I changed some settings and stuff to get even more eye candy out of the game... and now all players fall through the floor (including myself... the camera follows) when they die. Heavies get sort of half stuck in the floor, so their bodies are halfway through the ground and their arms flail with the falling animation, while all other classes just disappear through the ground.

    Did some more testing, it doesn't happen on a locally loaded map. Maybe only occurs when there's a lot of other players around? I was experiencing the bug on a 30 player server.
    cp_dustbowl0000.png
    Happened to me for a while, then it stopped without me doing anything.

    mrflippy on
  • Houk the NamebringerHouk the Namebringer Nipples The EchidnaRegistered User regular
    edited October 2007
    So for some reason, when I turned on the miniHUD, everything actually got bigger and bled off the sides of the screen. I couldn't see my health or anything. Really strange.

    Houk the Namebringer on
  • EdcrabEdcrab Actually a hack Registered User regular
    edited October 2007
    Ditto to the floor-falling issue going away. I suspect it was a bug in the older versions, but evidently it still crops up now and again for some reason.

    Edcrab on
    cBY55.gifbmJsl.png
  • HarlonHarlon Registered User regular
    edited October 2007
    Anyone get the bug where a random player's toon appears in front of you for just long enough to see him, and then disappears? Usually happens with enemy HW guys for me, which is damned scary.

    Harlon on
    3DS FC 1048-9228-8841
  • ArikadoArikado Southern CaliforniaRegistered User regular
    edited October 2007
    I get that with laggy Scouts.

    Arikado on
    BNet: Arikado#1153 | Steam | LoL: Anzen
  • mrflippymrflippy Registered User regular
    edited October 2007
    Harlon wrote: »
    Anyone get the bug where a random player's toon appears in front of you for just long enough to see him, and then disappears? Usually happens with enemy HW guys for me, which is damned scary.

    Yeah, I've seen that too. Just a split second. Usually I freak out and go spy hunting.

    mrflippy on
  • DehumanizedDehumanized Registered User regular
    edited October 2007
    Houk wrote: »
    So for some reason, when I turned on the miniHUD, everything actually got bigger and bled off the sides of the screen. I couldn't see my health or anything. Really strange.

    The Mini-HUD is supposed to go off the sides of the screen, but not so far that you can't monitor your health. Like this:
    cp_well0000.png

    Sucks that it's not working for you, though. :(

    Dehumanized on
  • FirebrandFirebrand Registered User regular
    edited October 2007
    I prefer the big HUD. I wouldn't mind a way to toggle it for screenshots, probably exists as a cvar, but I couldn't find it.

    Firebrand on
  • Houk the NamebringerHouk the Namebringer Nipples The EchidnaRegistered User regular
    edited October 2007
    yeah, thats what it did except the plus sign and ammo numbers went off the side as well. ill hafta try it again and see if maybe they fixed it.

    Houk the Namebringer on
  • InquisitorInquisitor Registered User regular
    edited October 2007
    I swear the game can tell in advance when your ridiculously long impossible shots are going to hit a moving opponent (which it really would have no way to tell) and makes them criticals for you.

    I know it makes no sense, but it seems like whenever I am spamming rockets as a soldier at long ranges if ones a crit the odds of it connecting suddenly jump to 100%, like they home (but I know they don't)

    Inquisitor on
  • DehumanizedDehumanized Registered User regular
    edited October 2007
    Firebrand wrote: »
    I prefer the big HUD. I wouldn't mind a way to toggle it for screenshots, probably exists as a cvar, but I couldn't find it.

    I play with the standard HUD too.. I don't feel it's so intrusive that I need to have it in the absolute corner of my screen. After spending many many (many many) hours of my time in World of Warcraft customizing my UI and discovering that I like to have everything I need to know centered and just below the middle of my screen, I've sort of conditioned myself to tend towards wanting that in any other game I play. Since the HUD isn't directly customizable, slightly larger and in the corners of my screen is as good as it'll get.

    Dehumanized on
  • ZekZek Registered User regular
    edited October 2007
    mrflippy wrote: »
    mrflippy wrote: »
    Rentilius wrote: »
    Flamethrower criticals are fucking insane.

    I love when I hit someone with 10 flame crits and they turn around and kill me in one shot.

    :(

    You didn't really hit them, sir.

    So the crit crit crit crit crit crit crit crit text on screen was lies?

    You probably crit them with the very edge of your flame, which still didn't do that much damage.

    Zek on
  • tyrannustyrannus i am not fat Registered User regular
    edited October 2007
    FA knew being a scout would piss me off, so him and I locked eyes in a tunnel on dustbowl, I think, and he pulled out the bat and I pulled out the entrenching tool. I have FA's brains on my spade now. I love him. <3

    tyrannus on
  • InquisitorInquisitor Registered User regular
    edited October 2007
    I found a pretty good way to break stalemates on granary.

    Usually, on granary, the middle point is gained through a scout rush, or is otherwise got early on in the game. The last point usually also falls pretty fast. The problem is that damn second point, it's a very tough nut to crack. However, I found a way that broke the stalemate my last two games on granary.

    As an engineer, try to sneak into the 2nd capture point building during all the confusion of combat. This will take a few tries. You are shooting from the garage door opening that leads directly to the stairs that lead to the upper level. Not the garage door that leads to the cap point. It's rarely watched, so once inside head up the stairs, and go down the long hallway. Drop the exit to a teleporter way back there, and then run to the ammo/health pick up to get enough to drop a turret like halfway down the hall. From there, the rest is just getting a dispenser and upgrading your turret and making sure spies don't ruin your little expansion point. (Which is easy, shoot anyone that comes up the hallway and not out of the teleporter, they are almost always spies)

    From that teleporter, your team can either drop down the chute to attack from the front, go down the stairs to attack from the side, or go out on the catwalk overlooking the capture point to attack from behind. The defenders basically get overwhelmed.

    Inquisitor on
  • nlawalkernlawalker Registered User regular
    edited October 2007
    Inquisitor wrote: »
    I found a pretty good way to break stalemates on granary.

    Usually, on granary, the middle point is gained through a scout rush, or is otherwise got early on in the game. The last point usually also falls pretty fast. The problem is that damn second point, it's a very tough nut to crack. However, I found a way that broke the stalemate my last two games on granary.

    As an engineer, try to sneak into the 2nd capture point building during all the confusion of combat. This will take a few tries. You are shooting from the garage door opening that leads directly to the stairs that lead to the upper level. Not the garage door that leads to the cap point. It's rarely watched, so once inside head up the stairs, and go down the long hallway. Drop the exit to a teleporter way back there, and then run to the ammo/health pick up to get enough to drop a turret like halfway down the hall. From there, the rest is just getting a dispenser and upgrading your turret and making sure spies don't ruin your little expansion point. (Which is easy, shoot anyone that comes up the hallway and not out of the teleporter, they are almost always spies)

    From that teleporter, your team can either drop down the chute to attack from the front, go down the stairs to attack from the side, or go out on the catwalk overlooking the capture point to attack from behind. The defenders basically get overwhelmed.
    I like that. I've also noticed that once you begin an assault on that 4th point (and take down any engineers and sentry guns they may have up on those walkways that have visibility into the cap point), almost no one from the defending team goes upstairs.

    Once you've got the fourth point down and are trying to crack the fifth, coming at it from upstairs can be helpful. There are big bulletproof windows you can use to get the lay of the land and you can target sentry guns on the point platform from above, where they are visible and you are out of range.

    EDIT: Whoops, I was thinking of Well. Never mind.

    nlawalker on
  • tyrannustyrannus i am not fat Registered User regular
    edited October 2007
    I still cannot fucking rocket jump into that little pipe opening.

    tyrannus on
  • dispatch.odispatch.o Registered User regular
    edited October 2007
    Inquisitor wrote: »
    I swear the game can tell in advance when your ridiculously long impossible shots are going to hit a moving opponent (which it really would have no way to tell) and makes them criticals for you.

    I know it makes no sense, but it seems like whenever I am spamming rockets as a soldier at long ranges if ones a crit the odds of it connecting suddenly jump to 100%, like they home (but I know they don't)

    I wouldn't be at all surprised if the crit projectiles had a larger collision box. It would go with their theme of letting everyone kill someone if they're lucky.

    Hate crits.

    dispatch.o on
This discussion has been closed.