This is Team Fortress 2. Please remember to stay on the move at all times.
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 violent lovechild, it'd be Team Fortress 2.
So read on, and join in on the fun.
Costs and Technical Stuff
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 [url=]this thread[/url] for that). If you are just itching for Team Fortress, the game is available alone on Steam for $29.95
System Requirements:
Minimum:
1.7 GHz Pentium 4
512 MB system RAM
DirectX 8 compatible video card
Recommended:
Processor: Intel Pentium 4 3000 MHz
DirectX 9 compatible graphics card
1024MB
Hay guyz, Gamertags? X-Box Liev?
Stop right there! We do not understand your Bill Gates moon language! Gamepads frighten us, and nobody here trusts an analog stick.
Seriously, there's now a thread for X-Box 360 styled Team Fortress.
This thread will take you there, but remember that the 360 currently has only the "Orange Box" package. If you want to JUST buy TF2 for a bit less, you're stuck with Steam (and therefore, PC).
CONSUMERISMTeam Fortress 2 Shirts are in! Buy them and support your class. Or...be a spy and just
pretend to support a class.
Nifty posters are also available.
Of course, our benefactors at the Penny Arcade Industrialized Fun Conglomerate have designed a wonderful shirt that conjures up wonderful memories of matches long past. You can exchange currency for it over
herePenny Arcade Servers
If you wish to join us for gamings on, join the PA Steam group!
Do not ask for invites in this thread. Just join our chat in Steam Community and ask there. It'll ensure faster results.
Server owners: Please PM me if there are any changes to your servers.
Bombardier's server
209.159.189.12:27015
Goofball's server
tf2.goofball.org:27015
Job's server
66.55.142.242:27015
jonxp's server
tf2.finalmeasure.com
Password for all PA servers:
wangMeet the Classes
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.
I've added some tips gathered from the boards, but keep in mind that these are mostly basic hints for people new to the class.
DefenseMeet the Heavy
Role: Suppressive fire, meat shield.
Weapons: Chain gun, Shotgun, Ham-like Fists
Hit Points: 300
Special: Can right click to start up his gun. This allows for instant firing without slowdown. If he presses no keys (or doesn't use the Chain Gun), his speed increases.
Tips: Heavy does well with the Medic, obviously. Watch your medic and make sure he is safe. Communicate to make sure that you can quickly answer any threat that might be trying to ambush from behind. Do not sit still! Even if you are getting healed, try to make it harder to be shot. A sniper's bullet can kill you even if ten medics are at your command. Also, make sure your minigun is spinning as you turn corners. And keep the ammo filled!
Meet the Engineer
Role: Base defense
Weapons: Shotgun, Pistol, Wrench
Hit Points: 125
Special: Can construct a variety of machines, including sentries guns and ammo dispensers. Can upgrade sentries and repair machines with the wrench. Has a teleporter which can allow for instant travel across the map.
Tips: Turrets should be in a spot that keeps attackers out, but also requires the enemy to expose themselves if they wish to take it down. Watch your machines for enemy spies, and make sure you get out of the base from time-to-time and set up a good teleporter exit. If you're going to be an "assault" Engineer, lay down a Teleporter entrance right outside your spawn point, run back in to refill, then go do your thang. You'll be at most 5 seconds or so behind the other guys, who will be giving you the distraction you need to start setting up a Teleporter exit once you reach the front lines.
Meet the Demoman
Role: Clearing grouped enemies, taking down sentries, protecting objectives
Weapons: Grenade Launcher, Sticky Bomb Launcher, Beer Bottle
Hit Points: 175
Special: Can jump higher with his sticky bombs.
Tips: With good aim, you can bounce grenades around to get kills without having to expose yourself. Also, sticky mines can protect more than control points! Put them at spots such as chokepoints or maybe behind a medic/heavy team to prevent attacks from the rear.
Support
Role: Healing
Weapons: Healing Gun, Needle Gun, Bonesaw
Hit Points: 150
Special: Healing gun can heal an ally pass their normal maximum hit points, to a limit of 150% their normal hit points. If the medic heals long enough, a special "Ãœbercharge" becomes available that makes the Medic and the person being healed invincible for 10 seconds. Cannot make flag carriers invulnerable. The medic always has a passive regeneration effect, allowing them to heal up over time.
Tips: Don't get "tunnel vision" and just focus on healing your heavy. Heal any nearby wounded players if you can afford to, as it'll fill the ubercharge faster. Don't stay in one spot, as it might give a sniper or other player a chance to line up a killing shot. And be aware of your rear, as pyros/spies can quickly bring you down.
Role: Infiltration, Assassination
Weapons: Knife, Pistol, Electro-Sapper, Spy Kit
Hit Points: 125
Special: Can disguise self as a member of the opposing team and as any class (even a Spy). Can cloak in 10 seconds intervals. If done from behind, the knife is an instant kill. In addition to being undetected by sentries while disguised, has an electro-sapper that shuts down enemy machines until an engineer puts it back online. But the sapper will quickly destroy the machine if it is not fixed by the engineer in time. While disguised, the spy does not show signs of taking damage from enemies, making "spy checks" worthless unless they kill the spy.
Tips: Cloak is valuable! Use it to get behind enemy lines so your disguise is more believable. Don't linger uncloaked for too long, stay on the move and quickly take out targets. Never become too comfy with a single disguise, but make sure the disguise fits. Chances are you'll take a medic's name if you become a medic, so don't switch if medics are the target! And always be aware of enemy locations when cloaking or disguising, as both will give betray your allegiance to the enemy.
Role: Head-shotting
Weapons: Sniper Rifle, Submachine Gun, Machete
Hit Points: 125
Special: Shots get more powerful the longer you stay zoomed in.
Tips: You want a spot that allows for quick cover in case of retaliatory fire, and gives you plenty of shots. You're going to be alone in most cases, so be wary of any friendly player that approaches you.
Offense
Role: Reconnaissance, Grabber of Enemy Things, Takes Control Points Faster
Weapons: Shotgun, Pistol, Steel Bat
Hit Points: 125
Special: Counts as two people when taking control points. Can double jump and is faster than other classes.
Tips: You need to, generally, be constantly on the move. Take advantage of your double jump, as it allows for quick direction changes. Don't linger too long in combat if things are getting rough. Flee the battle, heal up, and head back in.
Meet the Soldier
Role: Basic Attack Class
Weapons: Rocket Launcher, Shotgun, Shovel
Hit Points: 200
Special: Can "Rocket Jump" by aiming rocket launcher at feet.
Tips: Another popular Medic target, so be aware of your wingman should you have one. Aim towards the ground when attacking, as rockets have splash damage. Take advantage of rocket jumps to allow for quick travel or prime ambush points.
Role: Close Quarters Combat
Weapons: Flamethrower, Shotgun, Fire Axe
Hit Points: 175
Special: Can set people on fire, which obstructs their vision and slowly deals damage to them over time. Only medkits, the medic's healing beam or water can put the fire out.
Tips: Try to find ways to get behind the enemy, allowing for brutal ambushes. Also, your fire will light up cloaked or disguised spies. Don't be afraid to torch the area if you think a spy is around. Do not underestimate your shotgun. It's your only weapon of choice if you're trying to actually attack someone who might actually run away, instead of ambush them.
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.
Criticals: Some shots do more damage. This is indicated by the attack having a special glow with equally special sound effects and a nice "CRITICAL HIT!" above your target's head. How often this occurs is based on A) where your shot landed (head shots tend to be criticals) and
How well you are doing (better play = more crits).
Other Fun StuffGame developers wear TF2 costumesMore TF2 costumesGarry's Mod TF2 picturesScreenshots!
Thanks to Rorus Raz for the original version of this post.
Posts
The thought is that the PA servers are for the guys who post here, not for clan practice.
Agree, although not all of the PA servers generally get filled.
It would probably be less shady if I saw them post around here or someone said who they were or where they were from, maybe they have and I've missed it
Or could just be a lurker and givin' his other buddies the information. Either way, whatever not that big of a deal
Some bastard engineer sets up a sentry nest on the right exit of the spawn at C. It kills me once.
I go sniper, take the left exit, go up to the C cap point and ventilate me some heads - one demoman, the bastard engineer and nearly some soldier.
I am betting so hard that this update also broke old dems.
edit: >> Added backward compatibility code to allow demos recorded with protocol 12 to continue to be playable under protocol version 13
I stand corrected.
I think they moved the final spawn point too, but I don't really remember where it was originally. In any case, it is now in the area between the middle point and the 2nd-to-last point, on the side of the building that connects to the middle spawn area.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Yeah, I saw you decloak. I would have taken it out with charged sniper shots anyway, starting with the teleporter. But thanks for the help!
rakuen's forum account is a month and a half old, mine is over four years old. does that mean i am some how entitled to a game spot more then him? no.
Edit: I seriously thought the "hoggin' spots" thing was a joke, too.
Was gonna hog me some spots tonight!
That was definitely where the majority of games stalled, so this should help that problem.
Also it's dumb to say that CI people are hogging spaces. Plus Ta!nt seems like a good dude.
Also H5
Yeah, he knows what to do when ubered. Would choose him again.
It's possible that I've been tainted though....
Donate or order a gameserver and help out!
alright maybe 2
That's reason enough.
Fuck pyros.
Donate or order a gameserver and help out!
PSN: super_emu
Xbox360 Gamertag: Emuchop
Damn you to hell
3DS Friend Code: 2707-1614-5576
PAX Prime 2014 Buttoneering!