[QUOTE=ASIC;52905470]Can you rephrase that? I am a bit confused.
To clarify my question:
The australium contracter needs 6840 points.
Each contract has the main mission, and 2 bonuses.
Do you have to do the main missions before the bonuses, in order to get the maximum number of points?[/QUOTE]
Sorry, nevermind, brain.exe did not respond, i thought you were talking about australium-ish war paint (dragon slayer) for some reason :v:
[QUOTE=Intermission;52905495]I just finished up the Pyro contracts just for the heck of it now, to get that notification off my screen. Just need to figure out what to spend my remaining blood money on and I'm officially done with the Jungle Inferno campaign!
It's 130. But ultimately, it does not matter, because your total will max out at 6480 no matter what, you get the Austrailium contracker when you get every single star.[/QUOTE]
Thanks for the info.
[QUOTE=kos8bit;52905516]Sorry, nevermind, brain.exe did not respond, i thought you were talking about australium-ish war paint (dragon slayer) for some reason :v:[/QUOTE]
No problem.
[QUOTE=Trekintosh;52905381]I wanna trade with facepunchers though. I trust you guys way more than randoms on any trading site[/QUOTE]
Trust no one, not even yourself.
Learned that lesson the hard way when I scammed myself and crafted all of my hats away.
[QUOTE=Drury;52905583]Trust no one, not even yourself.
Learned that lesson the hard way when I scammed myself and crafted all of my hats away.[/QUOTE]
I remember back in the hatless update days the only hat I really wanted was the Ushanka and I got it, then the Hound Dog came out and I was like eh maybe I'll craft my only 2 hats and see if I get it. I ended up with a Panama and I think I didn't get a heavy hat back untill trading came around.
So is Gullywash just straight up broken? I was just in a match where the enemy managed to beat us because, for some reason, they barely even touched the point and it instantly capped and we lost without being able to retaliate. Is Delfy doing a video on this shit? If he hasn't I bet he is eventually.
[QUOTE=Brobattington;52906040]So is Gullywash just straight up broken? I was just in a match where the enemy managed to beat us because, for some reason, they barely even touched the point and it instantly capped and we lost without being able to retaliate. Is Delfy doing a video on this shit? If he hasn't I bet he is eventually.[/QUOTE]
Some people are running around with a hack that lets them more-or-less instantly capture a point so long as no enemies are standing on it. It's subtle since they won't be doing expected script kiddie stuff like aimbotting or wallhacks, instead they'll just quietly and instantly end the game while the rest of the server is left confused.
[QUOTE=Psychopath12;52906052]Some people are running around with a hack that lets them more-or-less instantly capture a point so long as no enemies are standing on it. It's subtle since they won't be doing expected script kiddie stuff like aimbotting or wallhacks, instead they'll just quietly and instantly end the game while the rest of the server is left confused.[/QUOTE]
Yeah, it happened again, with the same guy too. This time he was on our team so I called a vote and he got kicked.
valve seems to have a strong fondness for pyroland and pyrovision ... but do they not realize the functionality itself doesn't keep up with the new maps?
do they not realize it's their duty to consistently update mtp.cfg and manually enter each map name into it to work? Something they have never actually done once. are they this clueless
if you're gonna make an entire room for pyroland in your office then you should probably make sure its flawless in the videogame first.
Not to mention it would suuuure be nice to have a way to enable it without wearing those god awful goggles.
Im generally curious what rep tf2 must have at valve as a company; bad enough that the team is limited to 6 programmers, yet good enough to get its own designated room
[QUOTE=Fluury;52906321]Im generally curious what rep tf2 must have at valve as a company; bad enough that the team is limited to 6 programmers, yet good enough to get its own designated room[/QUOTE]
My guess is that it was mainly built for tours. Meet the Pyro was one of the most popular TF2 videos and pretty much everyone who's a hardcore enough Valve fan to go on a tour will likely remember the pyroland part of the video.
[QUOTE=Whomobile;52905113]IF you're having trouble with the intel defence contracts, what I did was hide sticky bombs underneath the intel and camp somewhere safe (like the resupply room in the basement in 2fort or spawn in turbine) and wait till someone tries to cap the intel, very few times did anyone actually noticed the sticky bombs in time.[/QUOTE]
The problem with that, especially on Turbine, is that opportunities to defend the intelligence rarely come up when both teams are playing engineer wars. 2 to 3 engineers defending basically ensures no team is getting anywhere near the intel room without a competent medic.
[QUOTE=Hell-met;52906281]valve seems to have a strong fondness for pyroland and pyrovision ... but do they not realize the functionality itself doesn't keep up with the new maps?
do they not realize it's their duty to consistently update mtp.cfg and manually enter each map name into it to work? Something they have never actually done once. are they this clueless
if you're gonna make an entire room for pyroland in your office then you should probably make sure its flawless in the videogame first.
Not to mention it would suuuure be nice to have a way to enable it without wearing those god awful goggles.[/QUOTE]
There are several ways to enable it without wearing the goggles.
Pyro has:
Lollichop (axe reskin).
Rainblower (Flamethrower reskin, but has a kill taunt).
Infernal Orchestrina (cosmetic item).
Burning Bongos (cosmetic item).
For all classes there are:
Balloonicorn and Reindoonicorn.
A real big boost to pyroland's popularity would be to make it work with restricted items as well.
They could also add more advanced options to disable the other pyroland effects people might not be keen on always dealing with like the voice filter and confetti blood.
Pyroland would become more popular if you could just turn it on and off whenever you wanted from an options menu without needing a specific item or cosmetic.
Pyroland, remember when that was a feature?
Lol, ran into wickedplayer494 on Casual today. Told him in chat that facepunch says hi.
[QUOTE=CyclonatorZ;52906811]Lol, ran into wickedplayer494 on Casual today. Told him in chat that facepunch says hi.[/QUOTE]
Did we all agree to say hi though?
I have a weird feeling that they will add the Competitive stuff they promised WAAAY back after a few weeks from the release of MYM (Elo and Placement Matches) on the Smissmass 2017 Update.
I mean, they added voting and "manualbalance" on Smissmass 2016. Pretty bad speculation, but hey, VALVe is VALVe, and we can never guarantee what's coming up. That's why speculations happen.
we're playing on the NA server again
connect 45.77.144.141:27015
alternatively, use Steam's server tool and add the IP to your favorites 45.77.144.141:27015
Don't know if this is just me, but every third or fourth time I queue for a MVM server, I have to retry my connection to get into the server. The "queued for MVM" text pops up when I start my search, but sometimes it will disappear without prompting me to join the match. I have to restart my game or type "retry" into console to join.
I really wish that you could turn in War Paints. I have nearly half a page of MK II paints I don't want, and trading them up will at least let me have less.
I'm surprised they didn't make the AWPer Hand skinnable in the update :v:
[QUOTE=EmilyVasquez;52907291]I'm surprised they didn't make the AWPer Hand skinnable in the update :v:[/QUOTE]
I'm surprised that they didn't make the flare gun skinnable, considering how plain it is and the fact that every other flare gun can take skins
why is the medigun invisible in the world model and it doesnt produce any heal sound
it also applies to the kritzkrieg, but the quick-fix seems fine and dandy
[QUOTE=BarJarHinks;52907508]I'm surprised that they didn't make the flare gun skinnable, considering how plain it is and the fact that every other flare gun can take skins[/QUOTE]
Because it'd look exactly like the Scorch Shot when skinned, which is also why Natascha, Mediguns, Heatmaker/Machina, Spy revolvers etc aren't skinnable
Imagine if they made the Ham Shank skinnable :v:
[QUOTE=Rajikaru;52907559]Because it'd look exactly like the Scorch Shot when skinned, which is also why Natascha, Mediguns, Heatmaker/Machina, Spy revolvers etc aren't skinnable[/QUOTE]
That's a horrible reason if it's true since almost all of the weapons you listed have skins before war paint was a thing
[QUOTE=Riorio;52907556]why is the medigun invisible in the world model and it doesnt produce any heal sound
it also applies to the kritzkrieg, but the quick-fix seems fine and dandy[/QUOTE]
It's not just mediguns that are having this issues. I've seen several different weapons for different classes becoming invisible during matches.
[t]https://steamuserimages-a.akamaihd.net/ugc/853857364275802787/59FED2C210D1842B0075855AFA96BD5E4323F9C9/[/t]
[t]https://steamuserimages-a.akamaihd.net/ugc/857235601758900358/11F84B14A44CCFE95F3BF8550B44A2E2B80179B9/[/t]
[t]https://steamuserimages-a.akamaihd.net/ugc/857235601759603265/858252DD26AE9F86B6ECCCCEF52C9DDE412BDC62/[/t]
Luckily though it seems pretty rare... I'm presuming it has to do with them trying to fix characters running around with multiple weapons on them.
Which, I will also add I still see on a much rarer occasion as well. Saw a scout with 2 or 3 of his weapons out at one point recently.
[QUOTE=Zadrave;52907773]That's a horrible reason if it's true since almost all of the weapons you listed have skins before war paint was a thing[/QUOTE]
Uhhh none of them do? By spy revolvers and medi-guns i meant non-stock
[QUOTE=Kitt Stargaze;52907779]It's not just mediguns that are having this issues. I've seen several different weapons for different classes becoming invisible during matches.
[t]https://steamuserimages-a.akamaihd.net/ugc/853857364275802787/59FED2C210D1842B0075855AFA96BD5E4323F9C9/[/t]
[t]https://steamuserimages-a.akamaihd.net/ugc/857235601758900358/11F84B14A44CCFE95F3BF8550B44A2E2B80179B9/[/t]
[t]https://steamuserimages-a.akamaihd.net/ugc/857235601759603265/858252DD26AE9F86B6ECCCCEF52C9DDE412BDC62/[/t]
Luckily though it seems pretty rare... I'm presuming it has to do with them trying to fix characters running around with multiple weapons on them.
Which, I will also add I still see on a much rarer occasion as well. Saw a scout with 2 or 3 of his weapons out at one point recently.[/QUOTE]
Not only that, but at rare times I've actually seen player models invisible too. Don't remember if that was fixed/seen it in the Pyro Update tho.
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