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Medic Fortress 2: Medic Even Harder

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Posts

  • SkutSkutSkutSkut Registered User regular
    edited April 2009
    The Engineer in CP Well needs 200 metal! Spycrabs, found in the waters below CP Well drop metal, go grind spycrabs!

    SkutSkut on
  • Zen VulgarityZen Vulgarity What a lovely day for tea Secret British ThreadRegistered User regular
    edited April 2009
    spycrab_2.png

    Zen Vulgarity on
  • Hockey JohnstonHockey Johnston Registered User regular
    edited April 2009
    You guys are all being huge babies about this. It's like you bring it out in each other.

    Hockey Johnston on
  • WhatWhat Registered User regular
    edited April 2009
    fuq da poleez

    What on
  • TK-42-1TK-42-1 Registered User regular
    edited April 2009
    fyi you cant delete default weapons, just the unlockables.

    TK-42-1 on
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  • Zen VulgarityZen Vulgarity What a lovely day for tea Secret British ThreadRegistered User regular
    edited April 2009
    What wrote: »
    fuq da poleez
    Heh.jpg

    Zen Vulgarity on
  • WhatWhat Registered User regular
    edited April 2009
    What wrote: »
    fuq da poleez
    Heh.jpg

    I always thought Tofu shopped that. It still owns bones though.

    edit:
    heh1.jpg

    What on
  • DeMoNDeMoN twitch.tv/toxic_cizzle Registered User regular
    edited April 2009
    Arikado wrote: »
    My thing is that they're planning on things we probably won't see implemented for another year or so while there are still classes that need their respective "Meet the..." videos along with their unlockables. I think that's a bit more important than adding drops and hats to the game. :P

    Did they not claim that the sniper update will be one of the biggest updates ever?

    *fingers crossed*

    And everyone complaining about this are big babies. This shit is fucking awesome and I can't wait.

    DeMoN on
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  • TagTag Registered User regular
    edited April 2009
    I, for one, look forward to the Baal runs :P

    http://www.youtube.com/watch?v=lV-H4qZQhUA

    Tag on
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  • TK-42-1TK-42-1 Registered User regular
    edited April 2009
    What wrote: »
    What wrote: »
    fuq da poleez
    Heh.jpg

    I always thought Tofu shopped that. It still owns bones though.

    edit:
    heh1.jpg

    that looks like a fat wayne brady

    TK-42-1 on
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  • DeMoNDeMoN twitch.tv/toxic_cizzle Registered User regular
    edited April 2009
    Demoman gets a fro.

    That will automatically make the game better.

    DeMoN on
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  • In Starscream We TrustIn Starscream We Trust Registered User regular
    edited April 2009
    looks like Snipes has really let himself go

    In Starscream We Trust on
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  • The_ScarabThe_Scarab Registered User regular
    edited April 2009
    Sheep wrote: »
    The_Scarab wrote: »
    Im not saying it wont be good. I mean, this is Valve and they will have playtested the fuck out of it. But it probably wont be for me. I play TF2 for the simplicity. Like a game of chess everyone has the same tools. It achieves a higher level of strategy because of this and rewarded forward thinking and skill.

    If they introduce itemization and I die not because the other player was better at aiming but because he simply had a +2 modifier that I did not, then that's going to make it less fun, nor more fun. Plus grenades - adding them in pretty much confirms they have abandoned most of the design tenets they laid down with the latest iteration of TF2. I've got no qualms about that - games evolve and change. But you know I still play Quake 3, and they didn't need item drops to keep that game fun. Why is TF2 inherently different that Valve need to add in mechanics rather than content to keep its playerbase? I think that is the question here.

    Pretty much agree with Scarab.

    While I'm sure I'll have fun with some of the new things they implement, those new things pretty much kill what I like in TF2 to begin with. TF2 isn't Modern Warfare. Changing classes around like that isn't TF2. TF2 is, like mentioned above, about simplicity and balance.

    Also, FYI Scarab, iD pretty much fucked with Quake 3 with the new Quake Live. Some levels have drops, new weapons, and they pretty much broke the BFG.

    As a stalwart q3 fan quake live doesn't exist to me. in the same way many people deny cs:source.

    The_Scarab on
  • FirebrandFirebrand Registered User regular
    edited April 2009
    Turkey wrote: »
    I found out -400k fire points too late.

    Edit - Weird, my medic achievement progress didn't change.

    Achievements in progress are stored locally in the gamestate.txt file, so if you can figure out which entry corresponds to a certain achievement you should be able to edit it back to the lost value. E.g., go do some fire damage as pyro, write down the achievement progress, search for the value in gamestate.txt and replace it with roughly what you had before the reset.

    Well, unless they moved it to the Steamcloud thingy and will ban you and your family if they detect you editing the file. I do know some of the grindier achievements took me a long while to get because I played on two different computers and each kept its own separate progress.

    Firebrand on
  • BlindPsychicBlindPsychic Registered User regular
    edited April 2009
    They moved all that shit to steamcloud I think

    BlindPsychic on
  • GumpyGumpy There is always a greater powerRegistered User regular
    edited April 2009
    Since when was TF2 about balance

    Gumpy on
  • PeewiPeewi Registered User regular
    edited April 2009
    They moved all that shit to steamcloud I think

    Pretty sure they didn't touch achievement progress. As far as I know, only your current weapon selection is in the cloud.

    Peewi on
  • SheepSheep Registered User, __BANNED USERS regular
    edited April 2009
    The_Scarab wrote: »
    Sheep wrote: »
    The_Scarab wrote: »
    Im not saying it wont be good. I mean, this is Valve and they will have playtested the fuck out of it. But it probably wont be for me. I play TF2 for the simplicity. Like a game of chess everyone has the same tools. It achieves a higher level of strategy because of this and rewarded forward thinking and skill.

    If they introduce itemization and I die not because the other player was better at aiming but because he simply had a +2 modifier that I did not, then that's going to make it less fun, nor more fun. Plus grenades - adding them in pretty much confirms they have abandoned most of the design tenets they laid down with the latest iteration of TF2. I've got no qualms about that - games evolve and change. But you know I still play Quake 3, and they didn't need item drops to keep that game fun. Why is TF2 inherently different that Valve need to add in mechanics rather than content to keep its playerbase? I think that is the question here.

    Pretty much agree with Scarab.

    While I'm sure I'll have fun with some of the new things they implement, those new things pretty much kill what I like in TF2 to begin with. TF2 isn't Modern Warfare. Changing classes around like that isn't TF2. TF2 is, like mentioned above, about simplicity and balance.

    Also, FYI Scarab, iD pretty much fucked with Quake 3 with the new Quake Live. Some levels have drops, new weapons, and they pretty much broke the BFG.

    As a stalwart q3 fan quake live doesn't exist to me. in the same way many people deny cs:source.

    Quake Live is fun until you hit some guy with rocket splash damage six times and he skips away, only to one shot you with a rocket directly to your chest.

    And then you actually have to give a guy a hug for the BFG to register.

    Sheep on
  • TagTag Registered User regular
    edited April 2009
    Sheep wrote: »
    The_Scarab wrote: »
    Im not saying it wont be good. I mean, this is Valve and they will have playtested the fuck out of it. But it probably wont be for me. I play TF2 for the simplicity. Like a game of chess everyone has the same tools. It achieves a higher level of strategy because of this and rewarded forward thinking and skill.

    If they introduce itemization and I die not because the other player was better at aiming but because he simply had a +2 modifier that I did not, then that's going to make it less fun, nor more fun. Plus grenades - adding them in pretty much confirms they have abandoned most of the design tenets they laid down with the latest iteration of TF2. I've got no qualms about that - games evolve and change. But you know I still play Quake 3, and they didn't need item drops to keep that game fun. Why is TF2 inherently different that Valve need to add in mechanics rather than content to keep its playerbase? I think that is the question here.

    Pretty much agree with Scarab.

    While I'm sure I'll have fun with some of the new things they implement, those new things pretty much kill what I like in TF2 to begin with. TF2 isn't Modern Warfare. Changing classes around like that isn't TF2. TF2 is, like mentioned above, about simplicity and balance.

    Also, FYI Scarab, iD pretty much fucked with Quake 3 with the new Quake Live. Some levels have drops, new weapons, and they pretty much broke the BFG.

    My hope is that this doesn't become like an MMO where you "level up" through better gear. And I don't really see Valve doing this unless they've completely lost their minds. I'm hoping more that these items will be like mini-unlocks, providing tradeoffs to tailor yourself to the circumstances of the game. For example, say the "base" hat is +25 health (one might even imagine them lowering the health of each class by 25 and then using the hat to bring it back to current levels). Instead of grinding to find a +50 or +75 health hat, the others provide different advantages at the expense of all or some of the health. Thus acquiring more drops increases your available tools, but it doesn't provide an absolute/straight advantage over other players (In theory. Of course there may always be imbalances like the Ubersaw/Bloodsucker).

    That kind of flexibility feels less like a gimick and more in the theme of TF2's spirit. Flexibility has always been a core theme, but it started as limited to your class pick. Unlocks allowed some flexibility within your preferred classes and I'm hoping these items will simply build on that idea.

    That said, more options for map types would be nice. A payload map where both teams are trying to push a single bomb cart into the enemy base would be fun -- a reverse tug-of-war.

    Tag on
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  • TK-42-1TK-42-1 Registered User regular
    edited April 2009
    Peewi wrote: »
    They moved all that shit to steamcloud I think

    Pretty sure they didn't touch achievement progress. As far as I know, only your current weapon selection is in the cloud.

    if they did they probably would have noticed that i have all my scout weapons and like 3 achievements. i unlocked and then relocked the milestone achievements and somehow kept my weapons.

    TK-42-1 on
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  • PeewiPeewi Registered User regular
    edited April 2009
    TK-42-1 wrote: »
    Peewi wrote: »
    They moved all that shit to steamcloud I think

    Pretty sure they didn't touch achievement progress. As far as I know, only your current weapon selection is in the cloud.

    if they did they probably would have noticed that i have all my scout weapons and like 3 achievements. i unlocked and then relocked the milestone achievements and somehow kept my weapons.

    They really did put your item choices in Steamcloud.
    http://www.teamfortress.com/post.php?id=2193
    http://store.steampowered.com/news/2246/

    Peewi on
  • TK-42-1TK-42-1 Registered User regular
    edited April 2009
    i meant achievement progress more than weapons.

    TK-42-1 on
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  • PeewiPeewi Registered User regular
    edited April 2009
    But the thing you talk about being detectable has nothing to do with progress of individual achievements.

    Peewi on
  • RandomEngyRandomEngy Registered User regular
    edited April 2009
    Added the ability for players to permanently delete items from their inventory using the new Backpack menu. This does not reset achievements. Once an item has been deleted it can never be re-earned

    Why would you even add this? What am I going to see in the next patch?

    New!
    * Added the ability to disable a class. Once you have disabled a class you can never play it again
    * Added a button to the Loadout screen that causes a Valve employee to drive to your house and kick you in the junk

    RandomEngy on
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  • savooipeerdsavooipeerd Registered User regular
    edited April 2009
    Team Fortress 2 update (21/4/2009)
    • Added the option to permanently remove your ability to capture control points.

    savooipeerd on
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  • SkutSkutSkutSkut Registered User regular
    edited April 2009
    DeMoN wrote: »
    Arikado wrote: »
    My thing is that they're planning on things we probably won't see implemented for another year or so while there are still classes that need their respective "Meet the..." videos along with their unlockables. I think that's a bit more important than adding drops and hats to the game. :P

    Did they not claim that the sniper update will be one of the biggest updates ever?

    *fingers crossed*

    And everyone complaining about this are big babies. This shit is fucking awesome and I can't wait.

    I'm excited for it I just thought I'd make a funny.

    SkutSkut on
  • The_ScarabThe_Scarab Registered User regular
    edited April 2009
    RandomEngy wrote: »
    * Added a button to the Loadout screen that causes a Valve employee to drive to your house and kick you in the junk

    Knowing Steam though his car would break down halfway to your home.

    The_Scarab on
  • WickerBasketWickerBasket Registered User regular
    edited April 2009
    The_Scarab wrote: »
    RandomEngy wrote: »
    * Added a button to the Loadout screen that causes a Valve employee to drive to your house and kick you in the junk

    Knowing Steam though his car would break down halfway to your home.
    Or he'd turn up 10 years later and it'd be the best kick in the junk you'd ever had.

    WickerBasket on
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  • The_ScarabThe_Scarab Registered User regular
    edited April 2009
    The_Scarab wrote: »
    RandomEngy wrote: »
    * Added a button to the Loadout screen that causes a Valve employee to drive to your house and kick you in the junk

    Knowing Steam though his car would break down halfway to your home.
    Or he'd turn up 10 years later and it'd be the best kick in the junk you'd ever had.

    Actually he'd turn up a week later, kick you in the balls. Then a month down the line your balls would stop working and you would have to re-download an entire new set of balls before you can even have sex again.

    The_Scarab on
  • No Great NameNo Great Name FRAUD DETECTED Registered User regular
    edited April 2009
    I think these things will be purely aesthetic changes to gear.


    By think I mean hope.

    No Great Name on
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  • BlindPsychicBlindPsychic Registered User regular
    edited April 2009
    Team Fortress 2 update (21/4/2009)
    • Added the option to permanently remove your ability to capture control points.

    Called the Sandman. OOOOOOH

    BlindPsychic on
  • SithDrummerSithDrummer Registered User regular
    edited April 2009
    Team Fortress 2 update (21/4/2009)
    • Added the option to permanently remove your ability to capture control points.*
    *This option is initially bound to mouse1 by default. We apologize if this affects anyone's configs.

    SithDrummer on
  • PMAversPMAvers Registered User regular
    edited April 2009
    Personally, I'm hoping for a hat for the medic that has a gigantic bulls-eye on the forehead.

    If a sniper hits the bulls-eye, he gets bonus points. On the other hand, the Medic gets points faster the longer he's alive.

    PMAvers on
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  • JJJJ DailyStormer Registered User regular
    edited April 2009
    PMAvers wrote: »
    Personally, I'm hoping for a hat for the medic that has a gigantic bulls-eye on the forehead.

    If a sniper hits the bulls-eye, he gets bonus points. On the other hand, the Medic gets points faster the longer he's alive.

    That's silly, you're silly. It should be a magical hat that raises his INT by +5 and makes his heals more effective.

    JJ on
  • The_ScarabThe_Scarab Registered User regular
    edited April 2009
    Man can you imagine if they actually implemented the heavy/medic/arwing combination. That would be stupendous. Also, did it say the heavy would be getting a football helmet? thats dumb. he's russian it should be an ice hockey mask.

    The_Scarab on
  • No Great NameNo Great Name FRAUD DETECTED Registered User regular
    edited April 2009
    the heavy is going to get that toupee

    No Great Name on
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  • TK-42-1TK-42-1 Registered User regular
    edited April 2009
    and he will look FAAABBBUULOUS

    TK-42-1 on
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  • The_ScarabThe_Scarab Registered User regular
    edited April 2009
    Well considering that if these items have statistical benefits or gameplay mechanics associated, they have to be visually striking enough to be identifiable from distance, like every other weapon/item in the game.

    The_Scarab on
  • UEAKCrashUEAKCrash heh Registered User regular
    edited April 2009
    I don't like the sounds of it, because no one is going to use the base looks, especially if it is all just superficial. Everyone is going to want to use the new looking stuff, and we're going to never see a non-fro'd demo again.

    I think the joke factor will lose it's punch pretty quick.

    UEAKCrash on
  • MrDelishMrDelish Registered User regular
    edited April 2009
    fro expands demo's head hitbox

    MrDelish on
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