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Posted: January 26th, 2008, 19:38
by deject
Hehulk wrote:
In theory, yer, easy. Dump an invul'd heavy with medic on-top of them, watch turrets die. Against a decent team, medic is gona get wasted long before he can build up an invul

nah you don't even need ubercharges. a demoman just out of range will completely rape any sentry gun.
Posted: February 2nd, 2008, 14:45
by Sol
That goldrush map which is due to come out reeks of fail

Posted: February 2nd, 2008, 16:26
by Baliame
Hehulk wrote:
In theory, yer, easy. Dump an invul'd heavy with medic on-top of them, watch turrets die. Against a decent team, medic is gona get wasted long before he can build up an invul

In theory, a decent team can. But they are most likely to be met on a clan war. In a random-infested server, it's most plausible.
Posted: February 2nd, 2008, 17:40
by Roman Totale
deject wrote:
nah you don't even need ubercharges. a demoman just out of range will completely rape any sentry gun.
QFT
Posted: February 2nd, 2008, 19:07
by deject
maybe it's just the servers I play on, but I rarely see sentry guns last for more than 5 minutes. As soon as a sentry starts giving people trouble someone will find an angle to get sticky bombs on it from cover or a spy will make it through and sap all your shit. Hell, even a lone scout or pyro will drop your sentry if you're not there to fix it up.
then again, the people I play with can go toe-to-toe with the Valve guys so maybe they're a bit more skilled than average players.
Posted: February 3rd, 2008, 0:39
by FatherJack
The sentry achievement was the last one I got and that was on lazytown. I think it'd be pretty hard to get now people are wise to them.
Posted: February 3rd, 2008, 16:32
by Baliame
FatherJack wrote:The sentry achievement was the last one I got and that was on lazytown. I think it'd be pretty hard to get now people are wise to them.
I got 14 kills on 2fort a few hours ago by planting a sentry under the enemy stairs.
Posted: February 3rd, 2008, 18:36
by HereComesPete

Lulz.
Attacking from an unexpected angle, in an area considered safe by the enemy, classic bit of warfare Mr bubbles.
Posted: February 3rd, 2008, 18:57
by deject
see, against the people I play with most of the time, you could never even get a turret built, let alone upgraded or anything.
Posted: February 3rd, 2008, 19:01
by Roman Totale
deject wrote:see, against the people I play with most of the time, you could never even get a turret built, let alone upgraded or anything.
Does your connection keep dropping?
Posted: February 3rd, 2008, 19:34
by deject
no you're usually dead within 30 seconds of being in the enemy base and you sentry would be destroyed usually as soon as it's put down.
Posted: February 3rd, 2008, 19:53
by HereComesPete
Lol hax!
Posted: February 3rd, 2008, 20:03
by Baliame
deject wrote:no you're usually dead within 30 seconds of being in the enemy base and you sentry would be destroyed usually as soon as it's put down.
I believe you are training with the top of the TF2 demographic, the wtfpwnerds. Shoo.
Posted: February 4th, 2008, 12:40
by Gunslinger42
oh noes deject is turning into a clanfag/competitive gheyer

Posted: February 4th, 2008, 12:41
by HereComesPete
Gunslinger42 wrote:oh noes deject is
turning into a clanfag/competitive gheyer

Fix'd.

Posted: February 4th, 2008, 15:14
by Baliame
Gunslinger42 wrote:oh noes deject is turning into a clanfag/competitive gheyer

I don't believe I should be hearing that from
you.
Posted: February 4th, 2008, 18:47
by MrGreen
Baliame wrote:
I don't believe I should be hearing that from you.
Slinger doesn't need a team.
Posted: February 4th, 2008, 19:01
by deject
if I was I would have joined their tournament thing.

Posted: February 4th, 2008, 19:04
by Sol
MrGreen wrote:
Slinger doesn't need a team.
Slinger is the team.
Posted: February 14th, 2008, 1:12
by Dr. kitteny berk
Updates to Team Fortress 2, the Source Engine, and SourceTV will be released tomorrow. (thursday the 14th) The updates will be applied automatically when your Steam client is restarted. Click the link below for the full change list.
Source Engine
* Refactored how lightmaps are downloaded to the graphics card at level load. On some hardware configurations this can lower level load times significantly
* Optimized some particle systems to improve performance on some hardware configurations
* Player stats are now sent up as they change, rather than when the player dies
* Improved playback of sub-frame sounds
* Fixed a crash caused by alt-tabs during map load
* Eliminated unnecessary temporary memory allocation in scenefilecache
Team Fortress 2
* Badlands released
* Changes to Dustbowl
o Added a new access point to the stage2 attacker gates (drop-down left from spawn), allowing attackers a way to reach the left route without being subjected to the spam and sentry gun fire
o Fixed a gap in stage 3, cap 1 that allowed a player with to wiggle above the "ceiling" clip
o Fixed a gap behind stage 1, cap 1 house
o Fixed a high perch on stage1 cap1 house roof
o Fixed a perch offering view of nodraw textures and the skybox (stage1 cap2 rock barrier)
o Fixed a few places where rockets/demoman pipes could pass through non-solid models
o Sealed up a gap over stage1 lower startgate
o Clipped off tall windows in stage 3 to prevent sentry guns from behind built behind them
* Changes to Capture the Flag Well
o Fixed trains not starting on map spawn
o Removed cap association from red spawns that were spamming console
* Changes to Granary
o Removed spawn timing advantage from the middle (from -3 to 0)
o Fixed several model perch exploits (red, blue cp1 gate and blue cp2 gate pipe)
o Fixed a few places where players could get stuck between containers and silos
o Adjusted playerclips on red container that made it appear like players were floating
* Added a small delay (200 ms) before a zoomed sniper shot can get a critical hit
* Added server side convar mp_fadetoblack. Same functionality as Counter-Strike, used mainly during in-person tournaments and LAN events
* Added flamethrower "sizzle" sound when the Pyro is hitting a target
* Updated explosion debris to be a bit darker
* Fixed idle players not being kicked from the server if mp_allowspectators was set to 0
* Added ctf_well to the default mapcycle.txt file
* Added ctf_well to the default motd.txt file
* Fixed floor tile material type
* Fixed some weapon damage info missing from TF2 game stats
* Made some small changes to the Demoman viewmodel that were causing performance problems
* Added exec'ing a .cfg file on the client when you select a class to play.
* Added a new timer to the HUD to show the value of mp_timelimit. This is useful if you're playing a timed match on 2Fort, where you only set a timelimit on the server and no other win conditions.
* Added server log entry for buildings destroyed by their owner
* Fixed sentry gun shadows being clipped
* Updated glass material
SourceTV
* SourceTV now uses a hidden slot on the game server. This allows for 24 player servers to also have a SourceTV proxy connected to it
* Fixed Pyro's flamethrower flames not showing up in SourceTV