The team fortress 2 thread

If you guys have room for another player, I'd be happy to join in practices and scrims. I haven't played TF2 in a while because of school and lack of motivation, but playing with a team is always the best way to enjoy the game and good reason for me to get back into it. I wouldn't mind just being a backup though, in deference to longtime members of your group.

My two main classes are Medic and Demo (and occasionally defensive Solly, rocketjumping is too fun), so I can provide support or firepower... whatever the team needs at the time. I've been learning Pyro on PC as well (air blast is tooo fun and Axetinguisher makes him even more of a beast in close range), so if you need one in a highlander, I could do it.
 
I guess my order of effectiveness would be:

Engineer, Scout, Soldier, Sniper, Spy- the rest I'm only meh on.
 
Soldier Soldier Soldier Soldier.

I'm so lame.. Oh, well maybe I can play demo.. Maaaaybe.
 
Just a heads up: Left 4 Dead demo's out on Steam now for people who pre-ordered. I'm d/ling it right now. =D
 
Live, thread, liiiiiive!

Anyways, tried logging on today in Steam and playing TF2, but I kept getting errors about my map files not matching the servers... Turns out there's a huge update today and servers need to update their files before they become playable.

Here are the changes (copypasta from TF2F.com)...

  • The Engineer's teleporters can now be upgraded to level three. It will recharge faster the higher level it is
  • The Engineer's dispensers can now be upgraded to level three. It will give out metal and heal faster as it is upgraded
  • Spies will be able to recharge their cloaking ability by picking up ammo off of the ground or from health cabinets
  • Some changes to the second part of the first stage of Goldrush to give the attackers more of an advantage
  • Any weapons that fire bullets (shotguns, sniper's machine gun, heavy's minigun, etc.) can now break apart the Demoman's stickybombs
  • The icon on the HUD for a person calling for Medic will now give more information to the medic (if the target is low on health, on fire, etc.)
  • Added an achievement tracker that will allow people to choose specific achievements that they are trying to get
  • There is now a custom icon for death messages when the player was killed from a critical hit
  • Added a new particle effect for when a player enters the water
  • Added smoke to the feet of a rocket jumping soldier
  • Players will now have some particles swirling around them so other players can see when they are overhealed

No more Demo carpets scaring people off, it seems.
 
Also the Scout will be the next update, and the spy and engineer changes in that patch don't count towards their update.
 
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Also the Scout will be the next update, and the spy and engineer changes in that patch don't count towards their update.
Yeah, my brother was just telling me about that... really curious as to what kind of weapons they'll give the Scout, he's already the bane of every Medic's existence. ^^; Probably some sort of mid-range weapon or a projectile weapon?

Good to know about the Spy and Engy's changes being balance issues and not counting towards their updates though, they needed the buff.
 
i just got my computer workin 100% again. So i'm playing tf2 after not playing it since janurary. please add me, my account name is "burnt_m1lk." I have an old computer laying around so I'm gonna see if i cant get my own server up sometime in the upcomming months.

I play mostly pyro and sniper.
 
That Medic change is incredibly useful. I seriously need to stop playing fighters and play this shit again. That Spy update is gonna be incredible for them now. But the best thing, IMO, is the Demoman change. Its like a soft-buff for the Ubercharge since it'll be harder to split the Medic from the patient now. Its also a quite a buff to the Heavy as well. Too awesome :D

Whitey: Got you added to my list.

We should play sometime this week, whoever is interested.
 
Hopped on for a bit today... So here are some initial impressions.

Tons and tons of spies! xD While a good spy-checking regimen will keep them at bay as usual, they will never be caught in corners trying to hide and recharge anymore, so no more randomly coming upon spies and getting a free kill. The rechargeable cloak means that if a spy gets away and cloaks, they'll have a much easier time of coming around from a disorienting angle than before 'cause they can cross more distance more quickly.

The nerfs to the Demo aren't too bad honestly, as the last thing you'll be doing in the heat of battle is blasting at his stickies. It does make him useless at separating ubers, as Gopher mentioned, but then the Pyro basically becomes the anti-uber specialist because he's got compression air blast juggling... I have seen 3 simultaneous ubers wrecked by a crew of Pyros, kind of insane. Makes the class much more valuable on defense, as he has something to do other than spy check incessantly now. :P

Engy changes really increase the pace/frenetic nature of a match. You get a level 3 tele or two and you'll have people on the front lines as fast as they can spawn. The charge time is almost instant. On the other hand, I think that the Lv. 3 dispensers promote turtling to an insane degree. Sentry-based defenses now have legitimate stopping power instead of being a nuisance that an offensive class + Medic could take out without too much trouble.

More info when people call Medic is hella useful, lets me know who the priority targets are and who I can ignore. :P

I enjoy the changes quite a bit. So, plus points to Valve for successfully making more classes viable and useful with this patch.
 
fuck man the updates seem juicy, cant wait till they are on the X box.

This really adds a lot off depth to the Engineer class because of the setup time. When upgrading the teleporter, do u gotta upgrade both of their parts for them to level up?
 
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