This is Team Fortress 2. Please remember to stay on the move.
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
this thread 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).
Penny Arcade Servers
If you wish to join us for gamings on, join the PA Steam group! Ask for an invite in this thread.
Server owners: Please PM me if there are any changes to your servers.
Job's server
66.55.142.242:27015
Donatejonxp's server
tf2.finalmeasure.com
DonatePMAvers'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)
Maps in the pack:
cp_junction_v2,
ctf_mach3,
cp_grand_canyon_b5,
ctf_quarry_v2,
cp_sidewinder_b5,
ctf_impact,
cp_science,
ctf_jinxed_b3,
cp_desertfortress,
ctf_chaos_b1,
cp_studio_rc3DonateSE++ ZF's West Coast
64.156.14.133
Password for all PA servers:
wang
Server status:
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
here.
Meet 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 "Übercharge" 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 StuffTF2 WikiGame developers wear TF2 costumesMore TF2 costumesGarry's Mod TF2 picturesScreenshots!
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.
Profile -> Signature Settings -> Hide signatures always. Then you don't have to read this worthless text anymore.
Posts
I hope I haven't gotten rusty
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
It's occasionally off by a few seconds, what with free will and all.
Shit what did I miss
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
I usually play medic so I suppose I'll switch it up while everyone else whores for achievements
Gold rush concerns me a bit, doesn't it seem like Demomen just stickying the length of the track will make it a bit too easy to kill the people trying to escort it?
http://www.computerandvideogames.com/article.php?id=180201&site=pcg
My Ideas -
Medic with a Spy Revolver
Snipers can "Mark" targets for soldier alt fire, leading to homing rockets!
Engineer with a Fire Axe
Scouts that can backstab. (Alright, this one is a joke, but imagine the chaos of a scout stabbing in the middle of a crowded fight!)
Pyro = Incendiary Grenade Launcher
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
I'm guessing that to escort it you probably have to be within the same range as the medigun. Alternatively, one of the unlockables might be a sticky shootin' gun.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
A plate of armor covering his back?
Bicycle mirrors attached to his shoulders that allow you to see behind you?
A basket backpack for the medic to ride in?
Grenades for soldiers.
</fingers crossage>
Which is exactly my point, Demoman would be way over powered on that kind of map.
Chainbonesaw is only a 1.4% drop rate off of Epic Dustbowl Sentries. Sorry.
Does this mean no more Engy/Oliver combo?
Glee, because it sounds just awesome.
Terror, because I'm afraid they'll fuck it up and send the wonderful balance they've created spiraling into the Abyss. And, you know, Heavies with six-million HP.
I guess I'll settle for a feeling of cautious optimism.
Why couldn't (shouldn't!) you have either your own Demoman or Soldier whose job it is to scatter the sticky bombs. Or a scout whose job it is to try to get the Demoman to set off his bombs early. Or a spy whose job it is to find that demo and back stab him.
Just because the stickybombs are there doesn't mean you can't neutralize or lessen their effect somehow. Really, this isn't much different from the way it is now. Which can always be mitigated with the tools Valve has already given us. In the end it's getting a team together to actually use them correctly.
Gold rush is gonna be tons and tons of fun.
Including probably Goldrush and anything new Valve introduces.
Change is scary!
Well, to be fair a CP badlands is a crime against humanity. Next up: Parcheesi Avanti.
Full disclosure: I'm only being half serious. Badlands was my fav CTF map from TFC, but I like the map layout enough that I really am excited to see how this new incarnation goes. Also I'm running on no sleep, hence my completely insipid non sequiturs.
Unlockables: Please please PLEASE do not give weapons that deal with classes' weaknesses. Enhance their strengths, if anything. Taking any weaknesses away from any class automagically makes them a superclass--balance is out the window and changing classes mid-round to "fill a role" will no longer be needed.
it's gonna make having at least one medic absolutely paramount to winning the game.
most of all, most of all
someone said true love was dead
but i'm bound to fall
bound to fall for you
oh what can i do
Err, they're unlockable subclasses. So you choose between a standard Medic or an Overhealer Medic.
another successful procedure !
SAW-ry!