• TF2 General Chat and Speculation Station: Whiteboard Blues
    5,005 replies, posted
[QUOTE=Mort Stroodle;52756452]Sure, if you're playing ctf. If you're playing on a really well-designed gamemode like payload though, then you're bound to see teamwork because the entire mode is designed to encourage it.[/QUOTE] Medic refusing to heal anyone but his soldier friend. If you're an engineer, no one helps you take care of spies that keep buggering you. Defending the cart is non existant to most F2P's. If there's no defense, people would rather continue playing spy when there's 5 spies on the team already instead of going anything else that atleast stops enemies. Also It's safe to say now that Pyro update is not happening on 10th. No way there's no blog post 3 days before update.
[QUOTE=TomatoGuy;52756297]Until a bunch of Engis set up there and the other team begin camping your exits[/QUOTE] well, any map is terrible with 32 players tbh
[QUOTE=qubestf2;52755710]Pro tip. If you want to enjoy TF2 never play 2fort or turbine[/QUOTE] The first ever stamp I bought was for Turbine :v:
[QUOTE=qubestf2;52755710]Pro tip. If you want to enjoy TF2 never play 2fort or turbine[/QUOTE] I was raised on the bridge of 2fort, how dare you
well be playing for the next hour or two 217.113.57.6:27015 join is for some FUN
[QUOTE=Brobattington;52756216]That fucking Ambassador nerf can't come soon enough. Jesus christ I'm sick of it.[/QUOTE] Personally I enjoy the ambassador as it is now. A lot of the time in pubs there's just no other way to get rid of an engie wall than to snipe them from behind enemy lines, and it's not like an actual sniper can get into that position reliably.
[QUOTE=Daakun;52756655]Personally I enjoy the ambassador as it is now. A lot of the time in pubs there's just no other way to get rid of an engie wall than to snipe them from behind enemy lines, and it's not like an actual sniper can get into that position reliably.[/QUOTE] Uber?
[QUOTE=Daakun;52756655]Personally I enjoy the ambassador as it is now. A lot of the time in pubs there's just no other way to get rid of an engie wall than to snipe them from behind enemy lines, and it's not like an actual sniper can get into that position reliably.[/QUOTE] Huntsman does wonders to engie stuff, even if it is the "luck-based" weapon.
Speaking of huntsman, apparently goofing around and using the thing made an enemy demand for me to be kicked by my team for [I]"abusing exploits" [/I] [B]Wot[/B]
[T]https://i.imgur.com/iOrxDIk.jpg[/T] How 2 play wave 666 101
I have a feeling most of this rhetoric over desiring greater teamwork and team fights stems from people that aren't very good at killing on their own. I mean, utilizing teamwork to accomplish an objective is fine, but why would you necessarily want massive clumps of players shooting other clumps? Doesn't that slow combat down and make it a chore? From a design standpoint, I vastly prefer maps and objectives that disperse teams in order to mitigate just that type of stalemate-inducing slog. Sure, you can continue to coordinate with your team in order to make plays, but there won't be any instances where large groups of overhealed players (brick walls) are attempting to overcome other large groups of overhealed players (enemy brick walls).
Thanks for playing everyone. Facepunch had a TF2 Server before, right? This tiny event proved to me that there are more than enough players available for these gaming sessions every now and then - but I both lack the knowledge and the money to host one. The way you do Community Servers nowadays is to make an "Event" and notify everyone about the play-sessions. We could make this into a weekly thing, yknow.
But there was no game though. The server was empty.
[QUOTE=Lord Exor;52756988]I have a feeling most of this rhetoric over desiring greater teamwork and team fights stems from people that aren't very good at killing on their own. I mean, utilizing teamwork to accomplish an objective is fine, but why would you necessarily want massive clumps of players shooting other clumps? Doesn't that slow combat down and make it a chore? From a design standpoint, I vastly prefer maps and objectives that disperse teams in order to mitigate just that type of stalemate-inducing slog. Sure, you can continue to coordinate with your team in order to make plays, but there won't be any instances where large groups of overhealed players (brick walls) are attempting to overcome other large groups of overhealed players (enemy brick walls).[/QUOTE] lmao what's with the condescending "if you want to play the objective with your team you're probably just bad at the game". Team fights ARE the game, they're the bread and butter of TF2. I'd take a tense back and forth tug of war with one team trying to slow down a push with the other team trying to beat them back over a deathmatch game with 12 second respawn. TF2 was never designed to be sheer deathmatch, half the classes are boring as hell without teamplay going on. If I wanted to play a DM game I'd choose a game that's actually based around it. I mean shit half the time a deathmatch match-up is going to be determined by who's play what class anyway, and spy is completely anti-thetical to that type of game in the first place. Trying to figure out a plan to take down a nest or coming up with a solid defense, targeting medics and protecting yours, pushes, holds, that's what's actually fun about TF2 for me. By all means, if you enjoy 1v1ing people on hightower go right ahead, but it's a gimmicky silly way to play the game that ignores most of the depth of the game.
[QUOTE=C. Blades;52757046]But there was no game though. The server was empty.[/QUOTE] Think the NA server was empty because lol timezone organising, EU was full though.
[QUOTE=hahagoni_r;52757079]You guys truly are awesome. It was a great time (well, aside from Lars annihilating everyone) Thank you for organising this[/QUOTE] You can rekt Lars by flanking him. I did that lots of times with Spy and Scout. Anyway, this was real fun! Looking forward to the next time! And please make it more frequent! :happy:
For the kinda short time I was there, I really enjoyed it. Seeing all the people from here playing random maps just for fun, mild chat banter, that all feels inspiring in a way. If only my connection hadn't failed me.. more would be definitely welcome.
[QUOTE=C. Blades;52757046]But there was no game though. The server was empty.[/QUOTE] Yeah that was my bad. Maybe we could do an NA FP Game session one day - but someone else would have to take that deed.
[QUOTE=Mort Stroodle;52757057]lmao what's with the condescending "if you want to play the objective with your team you're probably just bad at the game". Team fights ARE the game, they're the bread and butter of TF2. I'd take a tense back and forth tug of war with one team trying to slow down a push with the other team trying to beat them back over a deathmatch game with 12 second respawn. TF2 was never designed to be sheer deathmatch, half the classes are boring as hell without teamplay going on. If I wanted to play a DM game I'd choose a game that's actually based around it. I mean shit half the time a deathmatch match-up is going to be determined by who's play what class anyway, and spy is completely anti-thetical to that type of game in the first place. Trying to figure out a plan to take down a nest or coming up with a solid defense, targeting medics and protecting yours, pushes, holds, that's what's actually fun about TF2 for me. By all means, if you enjoy 1v1ing people on hightower go right ahead, but it's a gimmicky silly way to play the game that ignores most of the depth of the game.[/QUOTE] This is entirely anecdotal, but in my experience, people that desire an emphasis on team-oriented strategy over individual skill are usually lacking in the latter--ergo, they want to compensate for poor DM with groups of teammates as a cushion. If I didn't enjoy being divided into teams, I wouldn't play TF2; I simply don't find fighting through choke points, spam, and mobs to be gratifying. Good competitive players understand that a balance of individual skill/DM ability and game sense/coordination is necessary for success, rather than placing too much priority on one or the other. Thankfully for those of us that want to pick and choose regardless, TF2 is broad enough to whet our palates. You can play around your tug o' war choke points, and I'll play around maps that aren't host to those things.
Three days until October 10th. God knows how many until the update.
[QUOTE=Lord Exor;52757163]This is entirely anecdotal, but in my experience, people that desire an emphasis on team-oriented strategy over individual skill are usually lacking in the latter--ergo, they want to compensate for poor DM with groups of teammates as a cushion. If I didn't enjoy being divided into teams, I wouldn't play TF2; I simply don't find fighting through choke points, spam, and mobs to be gratifying. Good competitive players understand that a balance of individual skill/DM ability and game sense/coordination is necessary for success, rather than placing too much priority on one or the other. Thankfully for those of us that want to pick and choose regardless, TF2 is broad enough to whet our palates. You can play around your tug o' war choke points, and I'll play around maps that aren't host to those things.[/QUOTE] Gamemodes like payload and a/d (on the a/d maps that don't suck anyway) DO have a good balance of deathmatch and teamplay though. It's gamemodes like plr, ctf, and mannpower that throw half the game out the window and only focus on being a mediocre DM game.
so for the server, i'm thinking about maybe applying for FP community fund (I know there is already one) first I want to know how many people are interested and if there's a real demand for it, so please vote here [url]http://www.strawpoll.me/14099390[/url] we'll later see if it should be EU or NA, or possibly both, please vote how often you will play
[QUOTE=Johnny Joe;52756711]Uber?[/QUOTE] Pubs, I said. If I'm Medic I can't find a reliable Demo. If I'm not Medic, there [I]is[/I] no Medic.
[QUOTE=ElderLolz;52757208]God forbid people play the objective and care about teamwork in a game that has many game mechanics that emphasize team play and is called Team Fortress 2. Are we trying to argue teamwork is important against someone who is actually known for playing on 24/7 hightower servers and even had the unironic nickname "Spawncamping Heavy" on Steam for a while.[/QUOTE] God forbid someone understands a point before dismissing it through ad hominem. I never stated teamwork was entirely irrelevant, and it was implied in my previous post that even though I personally care more about deathmatching, teamwork is still considered an equally critical component in competitive play. My point is that when the game is tipped toward exclusively team play (or "team fights"), the pace of combat--combat being the crux of the FPS genre--slows down and becomes an onerous chore. [QUOTE=Mort Stroodle;52757271]Gamemodes like payload and a/d (on the a/d maps that don't suck anyway) DO have a good balance of deathmatch and teamplay though. It's gamemodes like plr, ctf, and mannpower that throw half the game out the window and only focus on being a mediocre DM game.[/QUOTE] Payload is debatable, but I agree about A/D; Payload is oftentimes saddled by the linearity that causes chokes and drudgery. As far as control points are concerned, I think I vastly prefer the flow of Standin.
[QUOTE=Nebrassy;52757274]so for the server, i'm thinking about maybe applying for FP community fund (I know there is already one) first I want to know how many people are interested and if there's a real demand for it, so please vote here [url]http://www.strawpoll.me/14099390[/url] we'll later see if it should be EU or NA, or possibly both, please vote how often you will play[/QUOTE] I'm guessing we'll see [URL="http://blog.counter-strike.net/index.php/steam-group-lobbies/"]Steam Group Lobbies[/URL] added to TF2 with the pyro/jungle update, if Valve does add that it would probably just be easier to make a steam group and play on Valve servers.
[QUOTE=ComodoreBluth;52757371]I'm guessing we'll see [URL="http://blog.counter-strike.net/index.php/steam-group-lobbies/"]Steam Group Lobbies[/URL] added to TF2 with the pyro/jungle update, if Valve does add that it would probably just be easier to make a steam group and play on Valve servers.[/QUOTE] yeah I'm expecting that too, hopefully it involves a UI remake
[t]https://steamuserimages-a.akamaihd.net/ugc/868491143107638612/FB5E729ADA7038A9831ED176AFAB0AE4128D06C2/[/t] [t]https://steamuserimages-a.akamaihd.net/ugc/868491143107638989/3C7EE4435B446CD0B09515F2250BE8241C116A89/[/t] Just came across this spray in a Valve server. I thought sprays were supposed to be disabled?
[QUOTE=Mort Stroodle;52757533][t]https://steamuserimages-a.akamaihd.net/ugc/868491143107638612/FB5E729ADA7038A9831ED176AFAB0AE4128D06C2/[/t] [t]https://steamuserimages-a.akamaihd.net/ugc/868491143107638989/3C7EE4435B446CD0B09515F2250BE8241C116A89/[/t] Just came across this spray in a Valve server. I thought sprays were supposed to be disabled?[/QUOTE] You must have played with them at some other point on a community server, you already have their spray cached. Pretty sure valve servers just stop you from downloading other players sprays. Which is to say if you already have their spray you can see it. I tested this with my brother, we could see each others sprays but after I cleared Team Fortress 2>tf>materials>temp I couldn't see his but he could see mine.
I wish sprays weren't stored in my PC. I have to clear out a lot of furry porn.
I can't imagine the amount of weird shit exists in my spray folder.
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