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Arrested Development Clan • View topic - Team Fortress 2
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Team Fortress 2

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Team Fortress 2

Postby Letter3 » Thu Oct 02, 2008 9:55 pm

Yeah, our clan can lay down some skills in this game, I'm not going to lie.

Awesome multiplayer that Valve got right the first time and improved to nearly perfect.

Love the character development, that you usually do not get in an FPS from Valve. The free videos of the bios are great and are a must watch.

(Hint: If you see me in a server and I am a Scout or a Sniper, watch out, I can and will find you.)

If you have not played it, yet, DO IT! If you have and want to join our clan, then go ahead and request it. We are always looking for new members :)


"Other Thoughts: THERE ARE SO GOOD A GOT TWO"
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Re: Team Fortress 2

Postby Bodknocks » Sat Oct 04, 2008 3:58 pm

You need more practice as Scout, Seth. No offense but I would totally rape you one on one as Scout. You have a lot of potential though so keep playing. :P

PS: Don't play Scout on defense until you have CAL-I skillz.

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Re: Team Fortress 2

Postby Letter3 » Sat Oct 04, 2008 5:54 pm

Sure I'll accept the challenge. 1v1 scout, granary; Sunday


"Other Thoughts: THERE ARE SO GOOD A GOT TWO"
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Re: Team Fortress 2

Postby Letter3 » Fri Jan 23, 2009 6:07 am



"Other Thoughts: THERE ARE SO GOOD A GOT TWO"
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Re: Team Fortress 2

Postby Bodknocks » Fri Jan 23, 2009 6:16 am

The first few posts of this old thread made me lol. And wtf Seth, did you just discover Penny Arcade tonight? I have the first five volumes if you want to borrow them.

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Re: Team Fortress 2

Postby Letter3 » Fri Jan 23, 2009 6:23 am



"Other Thoughts: THERE ARE SO GOOD A GOT TWO"
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Re: Team Fortress 2

Postby Bodknocks » Fri Jan 23, 2009 2:51 pm

No they're all free online of course, but in recent years they've released the volumes with commentary on each strip. Just offering if you're interested.

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Re: Team Fortress 2

Postby Letter3 » Fri Jan 30, 2009 5:05 am

Team Fortress 2 UPDATE:
- Added percentage to UberCharge HUD panel for the Medic
- Added upgrade progress and levels to Engineer HUD panel for all buildings
- Added mp_tournament_allow_non_admin_restart server ConVar to allow server admin to toggle whether non-admin players can issue the mp_tournament_restart ConCommand on the server. Default is 1 (current behavior)
- Added flag to the gamerules entity so map authors can override the HUD type being used. Allows map authors to force CTF or CP HUD to be used if they mix CTF/CP entities in the map
- Added check in CTF HUD to make sure it doesn't point at disabled capture zones when the player is carrying the flag. Allows map authors to have more than one capture zone for each team in the map
- Changed AutoTeam to give new players to the attackers on attack/defend maps if the teams are even
- Fixed Pyro model not animating in the class menu
- Fixed players getting stuck in the "prepare to respawn..." countdown loop
- Fixed Natascha not getting the proper 75% of damage and slightly increased the strength of Natascha's slowdown
- Fixed teleporter entrance/exit effects being drawn when they don't have a matching teleporter entrance/exit
- Fixed announcer saying "the cart is nearing the checkpoint" after the round has already been won
- Fixed cloaked spies having a particle-beam effect while standing next to a dispenser that's healing them
- Fixed server crash when trying to load a map that contains control points with duplicate index values
- Fixed several materials warnings in the console
- Fixed "Cart.Explode" sound script entry using an unknown sound channel
- Marked the cl_bobcycle and cl_bobup ConVars as cheats


"Other Thoughts: THERE ARE SO GOOD A GOT TWO"
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Re: Team Fortress 2

Postby Letter3 » Tue Feb 03, 2009 10:45 am

More Updates

New client features
Added Viewmodel FOV slider to advanced multiplayer options
Added a hide viewmodel option to advanced multiplayer options
Added custom crosshair support
Added crosshair image, scale, and color settings to the Options->Multiplayer settings tab
Moved HUD minimal mode & Disable Spray options into the Advanced Multiplayer settings
Added "open_charinfo_direct" command that opens the loadout directly to the class you're currently playing
Replaced the "Open Loadout" entry in the options->keys dialog with this new command. Rebind / reset your config to defaults to use it

New server features
Added "tf_damage_disablespread" convar to disable the 25% damage spread on all damage
Added class limit support to tournament mode
Set the "tf_tournament_classlimit_X" convars to the max number of class X allowed
Added "tf_tournament_hide_domination_icons" convar, that allows a tournament mode server to force clients not to display domination icons over their nemeses

Gameplay changes
Modified critical hit calculation. Overall, critical hit chance is now much more recent-performance based:
Base chance is now 2% (was 5%).
Bonus range based on damage done changed from 0%-15% to 0%-10
Damage range required for bonus changed from 0-1600 to 0-800
Reduced random damage spread applied to all player damage from +-25% to +-10%
Slight reduction (improvement) of the minigun's spread
Increased flare direct hit damage from 20 to 30
Rewrote Natascha's slowdown code to be more consistent
Sniper rifle now supports Crit Boost state like all other weapons (i.e. Kritzkrieg makes all shots critical hits)
Stealthed spies are no longer able to pickup the intelligence. They must uncloak first
Increased soldier primary ammo count from 16 to 20

Bugfixes
Fixed crash when running in tools mode
Added UTIL_IsCommandIssuedByServerAdmin() checks to several "physics_" CON_COMMAND scripts to prevent clients issuing the commands
Fixed bug in teleporter logic that allowed engineers to build teleporters with HUGE health values
Fixed matching teleporter not getting a health buff when the pair is upgraded (only the tele you were hitting got the health buff)
Fixed Medic UberCharge percentage in minimal-HUD mode


"Other Thoughts: THERE ARE SO GOOD A GOT TWO"
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Re: Team Fortress 2

Postby Bodknocks » Tue Feb 03, 2009 2:40 pm


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