• Team Fortress 2 General Chat - Oh Shit Edition
    5,002 replies, posted
[QUOTE=Blackavar;47339868]But why is it not on the actual stats for the Loose Cannon that you can view in-game?[/QUOTE] The Loose Cannon projectile is in its own class. As such it doesn't inherit attributes from what you'd assume is the parent, it is on its own. In doing this, it gives the programmer a little more flexibility to have the projectile do things differently, such as not detonating on contact or having a different base movement speed. As its a standalone class, it's very easy for programmers to forget to ensure that all code works properly with it. Forgetting that, even though it is still classed as a projectile, it doesn't inherit all things that [I]grenade[/I] projectiles do. It's the reason why reflecting a Loose Cannonball won't make it minicrit, it simply was never coded to do so. Similarly, it's why there's no stat to make Flare Guns crit on burning targets, that's hardcoded into the class for flare guns. It's a weird way to do it, since there are flare guns that don't crit on burning targets, but it was an easier way to do things back in the day when there was only the 1 flare gun (yes, there was the Axtinguisher's crit on burning target attribute available to them, but methinks they did try that and realized it caused afterburn ticks to crit as well, so they dug into the flare class to code it for on-contact stuff). As the weapon is now, the only ways to introduce that tooltip without changing much would be to do one of the following: Give it an empty tooltip that does nothing other than state the increased projectile speed. If they later want to change the speed, they'll need to update the tooltip as well. Decrease the cannonball class's base speed to match grenades, then add attribute that increases projectile speed. Probably the easiest option and it's futureproof. Put the cannonball into the grenade class. Prone to errors if done lazily.
[QUOTE=Cornish;47264323]there are medals they were confirmed by miggy but knowing valve you'll get them like next year[/QUOTE] Yup! Someone told me about this thread during my HL match last night so I decided to pop in. If anyone has any FLan related questions shoot me a PM or add me on [URL="http://steamcommunity.com/id/migeto"]Steam[/URL] Can't wait to see y'all there!
[QUOTE=Matihood1;47269262]Anyone happens to have old blade hit sounds? I was going to get them from my second PC where I haven't updated my TF2 but before I did this, my brother has made a Steam account and opened Steam therefore updating the game :/[/QUOTE] Yes I do: [url=http://www.unfgaming.net/archives/sound/weapons/Original%20Weapon%20Sounds/]The original sounds, before the February 11th, 2015 patch that changed them.[/url] [url=http://www.unfgaming.net/archives/sound/weapons/Updated%20Weapon%20Sounds/]Before the March 12th, 2015 patch[/url] If its been changed, and you need the old version, chances are I've got it. This mostly applies to major changes or changes in things like backpack icons. I don't archive changed .RES files (too many to keep track of) or most VTF changes (unless the change is a drastic one) or even model changes (such as that patch that updated a single line in most hat models to change their $surfaceprop line). If a file gets deleted from TF2, I'll archive it. If its a MAJOR noticeable change, I'll archive it. If someone requests something that was changed in a patch, and I haven't updated my TF2 yet, chances are I'll have it as I am planning to keep old VPKs for about a week after updating, in case someone wants a file. If no-one contacts me in a week, I'll delete the VPKs from before the patch.
[QUOTE=geel9;47338722]To be fair the loose cannon is RIDICULOUSLY hard to reflect for some reason.[/QUOTE] the great thing about the loose cannon's projectiles its that reflecting it will still expose you to the bomb exploding in your face, airblasting might just save you from the doubledonk.
[QUOTE=Metaru;47343398]the great thing about the loose cannon's projectiles its that reflecting it will still expose you to the bomb exploding in your face, airblasting might just save you from the doubledonk.[/QUOTE] Well, that's if they're actually good and were going for the doubledonk in the first place. If they're just spamming at you, reflecting will usually explode the projectile in their face at short-mid range
Can you double-donk the demoman who shot a loose cannon ball at you with a reflect?
[QUOTE=DJswitch;47344215]Can you double-donk the demoman who shot a loose cannon ball at you with a reflect?[/QUOTE] If you can, it hasn't been proven yet simply because that'd require some perfect timing.
[QUOTE=DJswitch;47344215]Can you double-donk the demoman who shot a loose cannon ball at you with a reflect?[/QUOTE] Technically? Yes. Just because it was reflected doesn't mean it instantly loses its functional properties. Practically? No. The only time that would happen is if the Demoman is deliberately not cooking the grenades and you are half the distance it'd travel in a second. Alternatively, you're at point blank and he's cooking them for some weird reason instead of trying to shove you away with their high knockback, also why are you not burning him at that range?
Speaking of which, I still remember fighting a Pyro who keeps reflecting my balls. He died from his own reflected balls because of how short the fuse is.
because 9 of 10 times the demo/soldier that faces you around the corner will instantly fire, thus giving you a good chance to reflect the projectile and dealing masive damage. if that fails, you might as well shove him away and give yourself more room to maneuver.
One thing I want from Loose Cannon is less self-damage.
[QUOTE=Spectre1406;47344883]One thing I want from Loose Cannon is less self-damage.[/QUOTE] Didn't they do that in the christmas patch? yeah, [QUOTE]Reduced the amount of self-damage received from the Loose Cannon [/QUOTE] it wasn't in that day's patch notes, they forgot and mentioned it in the next post.
[video=youtube;OaNlL-ID34s]http://www.youtube.com/watch?v=OaNlL-ID34s[/video] It's so disorienting seeing pyro videos where they're running with the stock, with the default switch speed and all. This is from 2009.
[QUOTE=What Up;47345075][video=youtube;OaNlL-ID34s]http://www.youtube.com/watch?v=OaNlL-ID34s[/video] It's so disorienting seeing pyro videos where they're running with the stock, with the default switch speed and all. This is from 2009.[/QUOTE] Wanna see old? [video=youtube;h6-z-W5lOoE]http://www.youtube.com/watch?v=h6-z-W5lOoE[/video] Random crits in frag vids. (this is actually from 08, the HD upload was 09)
[QUOTE=What Up;47345075][video=youtube;OaNlL-ID34s]http://www.youtube.com/watch?v=OaNlL-ID34s[/video] It's so disorienting seeing pyro videos where they're running with the stock, with the default switch speed and all. This is from 2009.[/QUOTE] more importantly, check that spy with the DR tanking up two crit flares at 3:10, three if you count the one that activated the DR itself.
[QUOTE=Darth_Toast;47344950]Didn't they do that in the christmas patch? yeah, it wasn't in that day's patch notes, they forgot and mentioned it in the next post.[/QUOTE] It took like 1/3 of my health per jump At least this is better than 1/2
Check out my popular RubberFruit playlist :smile: [url]https://www.youtube.com/playlist?list=PLSCL3xUsyfR8TD2wyVihh8WIqvMxFP0HB[/url] [highlight](User was permabanned for this post ("joined to advertise" - Orkel))[/highlight]
[QUOTE=QuickSnapz;47340508]sm_votemap[/QUOTE] That one immediately changes the map after the vote has ended. I want to manually iniate the nextmap vote from the mapchooser plugin or something similar. [editline]18th March 2015[/editline] But I found out I can just do a normal vote with the maps as ansers and then set the map as nextmap manually. It's still a bit annoying though.
[QUOTE=Custum;47348382]Check out my popular RubberFruit playlist :smile: [url]https://www.youtube.com/playlist?list=PLSCL3xUsyfR8TD2wyVihh8WIqvMxFP0HB[/url][/QUOTE] Why do I need a playlist for this
Snip, wrong thread
[IMG]http://puu.sh/gGimL/1d34e79828.png[/IMG] WHY
are you hosting the server yourself from the moon?
[QUOTE=QUILTBAG;47352105][IMG]http://puu.sh/gGimL/1d34e79828.png[/IMG] WHY[/QUOTE] Late night European players using quickplay and getting thrown into populated US valve servers instead of empty nearby servers if I'd have it a guess.
I never understood why all the high-ping people always seem to be stacked on one team.
[QUOTE=Fapplejack;47352349]Late night European players using quickplay and getting thrown into populated US valve servers instead of empty nearby servers if I'd have it a guess.[/QUOTE] Late night in the US out servers are populated heavily with Thai and Koreans.
[QUOTE=Metaru;47345283]more importantly, check that spy with the DR tanking up two crit flares at 3:10, three if you count the one that activated the DR itself.[/QUOTE] Looks like those were mini crit flares, according to the sprites.
Are there some diagrams/tips for the best sentry placements? Specifically looking for PL and CP maps.
[QUOTE=_Pai;47356012]Are there some diagrams/tips for the best sentry placements? Specifically looking for PL and CP maps.[/QUOTE] I'm trying to learn engie, just playing a lot of pubs gets you a general idea, and watching the casted ugc matches helps. I don't have any maps or anything, sorry.
[QUOTE=_Pai;47356012]Are there some diagrams/tips for the best sentry placements? Specifically looking for PL and CP maps.[/QUOTE] The best places are ones where the gun's coverage coincides with the map layout. If there are locations where the sentry cannot detect far enough to stop someone from sitting still and shooting at it, it's generally a very risky location to be at. Wrangler can supplement a lack of vision range but don't depend on it. Additionally, any corners that are within the detection range should optimally be places that can easily be covered by yourself or your teammates. This ensures that you won't have people peeking out to take some potshots at you. Finally, know the arc of grenades and sticky bombs. If your sentry can be taken out without it even being able to counterattack, you're going to be picking up the pieces soon enough. Good maps are designed in such a way that no sentry placement has all of those vulnerabilities taken care of, so brush up on your active Engineering to maintain a safe perimeter but don't stray too far in case a sap comes up. There are no definitive [i]best[/i] sentry spots, there are indeed the most common spots and they can be effective, but people who have been playing a lot will be familiar with how to take those down via exploiting map geometry. Mixing things up with unconventional spots can sometimes yield some satisfying results, but that comes with knowing what constitutes a [i]bad[/i] spot and avoiding that as well as being wary of how to coax your opponents into walking into them.
[QUOTE=_Pai;47356012]Are there some diagrams/tips for the best sentry placements? Specifically looking for PL and CP maps.[/QUOTE] As an engy main, I recommend moreso that people figure out spots on their own, rather than just "monkey see, monkey do" it. I wrote a guide about Engineer, you should check it out. [url=http://steamcommunity.com/sharedfiles/filedetails/?id=246980022]Engineer's Guide to Engineering[/url]
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