Thursday, March 6, 2008

March 6th Update Released

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:


Team Fortress 2

  • Removed sv_alltalk from the list of convars that affect custom server tags
  • Fixed Demoman grenades not hurting the shooter if fired at point blank range against a target
  • Fixed critical modifier for explosive weapons (rockets, pipe bombs) increasing critical chance more than intended
  • Fixed Sudden Death "seconds have passed" string not including the amount of seconds that have passed
  • Fixed Internet and Custom tabs in the Server Browser not correctly displaying the server information for servers when going back and forth between the two tabs
  • Updated the URL used for the "Click for more info on custom servers" link on the Custom tab
  • Fixed a crash for a sound channel getting created without wavedata
  • Fixed Setup timer not showing the correct percentage in the circular progress bar
  • Fixed being able to enter a "spectate" command in the client console to join team Spectator when mp_allowspectators is set to 0
  • Fixed SourceTV servers not being displayed in the Spectate tab for servers with custom server tags
  • Fixed servers with maxplayers <= 24 that are running SourceTV having the "increased_maxplayers" tag added for their server
  • Added mp_tournament_restart command to be used with Tournament Mode (mp_tournament). This can be used at any time to return to the "Waiting for Teams" state
  • When a tournament match ends it now returns to the "Waiting for Teams" state

Thursday, February 28, 2008

Meet The Scout

Toward the end of his presentation regarding the visual style of Team Fortress 2, Valve’s design engineer Jason Mitchell gave the session’s attendees the world’s first look at the upcoming ‘Meet the Team’ promotional video, featuring the smack-talking Scout.

“I’m a force of nature. If you were from where I was from, you’d be f–king dead!”

Seeing the Scout was a bit of a surprise, since Valve announced over a month ago that the Pyro would be the next character to be spotlighted in his own video.

I won’t go heavily into the details, because these ‘Meet the Team’ videos can only truly be enjoyed first-hand. Nonetheless, expect to see the fearless sprinter brazenly take on an enemy quite a bit larger than himself.

He may not be the biggest or the toughest TF2 character, but the Scout himself boasted “Grass grows, birds fly, sun shines, and brother…I hurt people.”

Valve will be releasing the video online within the next few weeks.

You can read more about Jason Mitchell’s presentation.

February 28th Update Released

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Added "Custom" tab to the server browser
  • Servers can now specify metatags describing the custom rules they've adopted
  • Players can use tag filtering to find servers running the custom rules they want to play
  • Added options for servers who want to become custom games: Disable critical hits (tf_weapon_criticals), eliminate respawn times (mp_disable_respawn_times), and raise maxplayers above 24

Initial release of Tournament mode (mp_tournament)

  • UI for handling team naming, ready mode, and win results
  • Disables team player limits, autobalancing, and intermission


Class balancing

  • Reduced Soldier's maximum rocket reserve ammo from 36 to 16
  • Reduced Demoman's maximum sticky bomb reserve ammo from 30 to 16
  • Reduced Demoman's maximum grenade launcher reserve ammo from 40 to 24

General

  • Added protection against voice command spamming. Dramatic reduction in teleporters needed
  • Fixed mp_timelimit ending the map during the middle of a round on maps like Dustbowl and GravelPit
  • Fixed "lastdisguise" command not remembering if you were disguised as your own team
  • Added "Toggle Disguise Team" binding in Options->Keyboard to toggle the disguise team for the Spy's PDA
  • Changed PDA menus to accept keys bound to "slot1", "slot2", etc., and "slot10" cancels
  • Fixed Spectator targetID not using team colors
  • Changed team autobalance code to not balance the teams when the active round timer shows less than 60 seconds
  • Fixed "-maxplayers" on the command line not correctly setting the maxplayers value for the server
  • Fixed Badlands never having Sudden Death triggered
  • Fixed Engineer being able to detonate buildings that are being sapped
  • Changed Engineer buildings to detonate when a player disconnects instead of blinking out
  • Fixed potential client crash for players being healed by a Medic or dispenser
  • Made several improvements to server-side stat reporting (not related to individual player stats)

Wednesday, February 27, 2008

TF2 Class Guides

Some great play guides have been created by Asfastasican, for every class in TF2 "These guides are for playing all classes in TF2. The guides are long reads, because I want to explain things and they have a lot of detail to cover all the bases. I’ll have a short class explanation, a description of its purpose and roles in TF2 and how they play out on offense and defense. I’ll go over each of its weapons and talk about each weapon in detail, then I’ll talk about special concepts and tactics. After that, I’ll talk about match-ups against the same class and all other classes. Finally, I’ll end each class section with some closing thoughts."

The Scout-
http://forums.gstutor.com/showthread...3635#post23635

The Soldier-
http://forums.gstutor.com/showthread...3637#post23637

The Pyro-
http://forums.gstutor.com/showthread...3638#post23638

The Demoman-
http://forums.gstutor.com/showthread...3640#post23640

The Heavy-
http://forums.gstutor.com/showthread...3642#post23642

The Engineer-
http://forums.gstutor.com/showthread...3643#post23643

The Medic-
http://forums.gstutor.com/showthread...3646#post23646

The Sniper-
http://forums.gstutor.com/showthread...3648#post23648

The Spy-
http://forums.gstutor.com/showthread...3650#post23650

Monday, February 25, 2008

Goldrush!

From Valve: You may’ve heard that new achievements, maps, and unlockable items are on the way. The first map, Goldrush, intro- duces a new game mode. The BLU team must escort a high-tech mining cart through a series of checkpoints to the RED base within a time limit. The more BLU players near the cart, the faster the cart moves. The cart stops if any RED team member is in the vicinity. Valve are currently play-testing the map and should be out soon.

It will be interesting to see how it plays out in the TF2 environment. The interest is already sparking within the community, with custom maps being created. Here are some screen- shots from es_cave created by Spacemonkey.

Sunday, February 24, 2008

TF2 achievements anyone can get

Lets face it, TF2 needs more achievements. It's those little awards that give you happy happy joy joy feelings deep down in your heart. I'm sure most people these days have now achieved everything that there is to be achieved (with the exception of "Friends like these" which is a total fail).

So leave it up to the fans to come up with their own backyard job achievements that need to be added to the next patch. Here are just some that have been created. Click the pic for the whole list.

Saturday, February 23, 2008

TF2 Girls

Fap fap fap fap fap fap.... Well I guess it was only a matter of time before both men and women pondered as to what the female counterparts to the all-male characters would look like.

A whole bunch of concept art is being flung around the place ranging from the classic 1970's pin-up style to some absolute horrid 2D scetches and some even worse anime versions. Here are just some that are doing the rounds.

The pinups:
The Girl Scout
The Demo Lady
The Girl Soldier
The Girl Pyro

The anime:
Engineer Part 1
Engineer Part 2
The Girl Scout

Group Shot:
B&W

More Drawings:
Demo Girl
The Girl Medic
The Emo Pyro
The Girl Engineer
Hello Kitty Pyro

Real Life TF2:
Group Shot

Spy tips for all players

These are only a handfull of tips for the ever so complex class, the spy:
  • The Quick Backstab
Always use this when there is more than 1 person around that you want to kill. Right before you get in range to backstab someone, hit fire and keep running towards them. You will do the normal stab animation, but you will backstab them. People have also been suggesting to strafe while doing it to prevent the backstab animation.
  • Sentry guns and Engineers
1. Kill the engineer and then sap the sentry quickly. Make sure you have a previous weapon button bound so you can do this as quick as possible.
2. This one is harder, but will never fail to anything other than engineers that blocked themselves in a corner. Kill the engineer, then cloak as fast as possible and strafe away so you miss the sentry gun rockets and you can possibly avoid sentry gun fire. This one works very well in Sudden death where there are lots of engineers camping. It will not alert the others that a spy is near.
3. Engineers melee crit you more often than other classes so you do not want to get into a knife vs wrench battle.
  • Groups of people with their backs behind you
Make sure no one is behind you. If there is a gate behind you, be ready to strafe left/right from incoming fire. Stay a few feet behind them. Move with them for a bit so they don't suspect anything and they won't spy check you. When you're ready to backstab them and are sure they won't turn back and kill you instantly, use the quick stab method for best results.

Kill order for groups -

1. Pyro (They will not let you get a second kill)
2. Medic (Especially when they are fully charged)
3. Soldier (Their rockets will 1 shot you and since you are in close range, if you give them time, they will find you in the back and kill you quickly)
4. Heavy (They move slow and fire slowly giving you time to either kill others or run away)
5. Demoman (They are very easy to avoid)
6. Engineer (Make a mental note of where they are to get them later)
7. Sniper (Make a mental note of where they are so get them later)
8. Spy (Just report to your team what disguise they have on asap)
9. Scout (Don't bother)
  • Sapping
Never sap a teleporter if you plan on doing something more important (Such as killing the engineer). All this will do is alert him and everyone that a spy is in the base and you will soon die. Always sap teleporters when there is a bunch of them and no one near by. Solo teleporters in odd places are spy bait.

When there are a bunch of buildings nearby, sap the farthest one then quickly cloak and move closer to the other buildings, then uncloak in a safe spot and sap the rest quickly, but be sure to cloak after you sap them. Most likely, some will get knocked off. When this happens, use a different disguise and sap the rest.

If it is a lone engineer, or 2-3 engineers with no other defense (The latter is highly unlikely), then simply take out the engineer(s) one by one then get to sapping.

Keep in mind, sapping while there are many enemies around (Like say in dustbowl at the last cap) is a very bad idea. You will die very soon and accomplish nothing. In cases like those, work with another spy (One saps and then undisguises and distracts, while the other keeps sapping things) or simply take out people.
  • Disguises
Pyro - The best disguise to use. Fast and if you are not firing things at random, no one will think twice.

Demo man - Also a good choice, same reasons as above(Keep in mind that if there are no sticky bombs around, you have a high chance of getting spy checked)

Heavy - Very bad choice for a lot of situations. Slow, if there are people in sight and you are not spinning your gun, it is very obvious you are a spy.

Engineer - You will get spy checked 24/7. Good disguise to use when your ally are near by. Act as if you're rushing with the engineer and keep moving back and forth as if you're shooting and retreating. It will fool a lot of people. Never stand still.

Sniper - Very good choice when you uncloak near their spawn and want to go up top to get a better view of the battle field. Also good for getting to those snipers/sentry guns that are placed up top (Such as in well, 2nd cap point).

Medic - Never a good choice. You will bring attention to yourself and basically get killed because of it. Your medigun is not equipped and your Ubercharge meter does not show which is a dead giveaway.

Scout - Never use this in open areas. Only use this in small areas such as 2fort bases. Always keep moving around in different directions. It will make it seem like you're moving faster than you actually are in closed places. In small areas, people will not notice you moving slower than you're supposed to. In big areas, it is very noticeable.

Spy - Never.

Soldier - This one is very good when the other team has 2 or more soldiers. You will get healed by medics more than with other disguises. You move slower, but that is okay as this disguise isn't supposed to be used for killing. It should be used for infiltrating the base when there is a lot going on and a lot of spy checking and you just want to bring little attention to yourself. Just try to stay in the front lines a bit.

Global disguise tips - Use your peripheral vision. Never directly look at someone. Try to stay in the middle/upper lines. Use a disguise for running in the middle of the map and another for infiltrating. It'll keep them guessing and make them look for a different class other than yourself. Do not use the same disguise over and over.
  • Revolver
You should always be holding this weapon when moving in/infiltrating. It should always be on your quick switch/last used button. Once you learn to aim properly with this, it will be very effective for killing people at range. Learn to use cloak to gain range between you and your target, it will help you be more effective with it. Always rely on it to kill the person following you trying to spycheck you when no one is around. This weapon is very good at killing sentry guns as well. On maps such as well, if you manage to get on the attic and look down on CP2, you will usually see a few sentry guns. Use your revolver and crouch to avoid being hit/seen.
  • Cloaking
On most maps there will be spots for you to uncloak safely and recharge. Use these spots a lot. When you are inside the enemy base, wait for a full cloak before going in farther. You have to use your cloak to get behind enemy players. Do not rely on disguises as you will die to spy checking a lot.

During combat, be prepared to cloak out instead of simply trying to run away. Run one way, cloak, then run the other. This will fool the enemy.

If you are cloaked and an enemy sees you and keeps shooting at you, stop moving for 1 second. They will then either shoot the other way - Run past you - Give up. If they shoot the other way, go to where ever you were going before. If they run past you, get your revolver out, uncloak and shoot them in the back. If they give up (which most do), go and kill them. They will have thought you kept going forward.
  • Knifing from the front
Never do it unless they are really low on health/have bad aim.
  • Spawn killing
If you manage to cloak past the entire team and get to their spawn, you can usually hear them spawning and hearing them walk to the gate. You can hear this on all Valve maps. Once you get the hang of knowing how close they are by how loud their footsteps are, you will be able to cloak right before they come out, then cloak behind them and either backstab them or shoot them with your revolver. This can easily win you a game by killing 3-4 people in a row just as they spawn.
  • Sudden death
This is what separates the good spies from the bad spies. As a spy, this is where you can truly destroy an entire team, literally. Always backstab then cloak. No exceptions. Always go for the engineers first. Backstab them and their sentrys and more importantly their dispensers go down. Many times I will be able to take out an entire team solo. Once you master all of the above, on SD, you should be able to take out at the very least 4 people.

Sudden death kill list -

1. Medic (By far the most important class in sudden death. Other than the dispensers, the only way to get health is from the medic)

2. Engineer (Just backstab them, do not sap, as their equipment self destructs once they are dead)

3. Sniper (They will headshot your team mates, so you better get them quick)

4. Soldier (Soldiers will usually kill a few of your team mates by ducking in and out and hoping for a crit rocket)

5. Spy (They will do what you are doing to their team if they are good enough)

6. Heavy/Demo/Pyro (Heavys usually sit with a medic trying to kill people from range. Demo will camp points with sticky bombs, if one is alone or has sticky bombs planted in important pathways, go ahead and kill them first. Pryos will camp unless ubered meaning they are harmless to your team, but very harmful to you.

7. Scout (Let your team mates worry about them)
  • Stay out of everyone's way
If you do not want to die quickly, move out of everyone's way. Find a wall or a corner and stay near it. Less people will run into you. But do not sit in a corner and simply look around. That is very suspicious. Simply stand near it and strafe around looking at the entrances that your ally have to come through. This will ensure that you have less chance of being spychecked, you will not be found out by having someone bump into you, and most of all, you will be free to figure out who you need to kill and where everyone is.
  • Capping the intel against a team with lots of defense
Many people do not realise how amazing the spy is for capping the intel. Unlike other classes, you can cloak past the entire enemy defense.

1. Infiltrate the enemy base
2. Check where all the sentry guns are
3. Get near the intel
4. Wait for full cloak
5. Cloak to the intel
6. Check for sentry guns/defenders
7. Run out
8. Wait for full cloak
9. If there are sentry guns, disguise and sap them
10. Quickly take the int
11. More than likely, you will die soon
12. From then on, get into the base and get the intel while cloaked (Pick it up while cloaked)

Do step 12 over and over till you actually cap it/get it far enough for someone on your team to cap it. Expect to die a lot, but this will work. I've won many games doing this on 2fort/custom maps. This is also a very good way to reset the timer on the int so it doesn't go back to their base.

Hopefully some of you learned from this. These simple tips will help you be a more successful spy after some practice. Some of these tips will take a lot of work to get the hang of. Others will be easy to get. If there's anything you feel to be added, post about it. Other than that, these are the most important things you need to know as a spy.

Spy needs a buff

As it stands, the spy is incredibly difficult to play. I'm not saying this because I expect to be able to run around and backstab every person I happen to find, but because it's the opposite. Even after having played the spy enough to know what to do and what not to do, I still find being a spy a bit ridiculous.

One example: Sapping sentries. Why is it that almost every time I try to sap something, it turns into a comedy performance? Me, hopping around wildly trying to dodge an engineers buckshot or constantly placing sappers on the sentry, the engineer shooting at this acrobat spy who won't keep still while still trying to keep his sentry up and running. There are times, of course, when I can stab the engineer and sap the sentry and leave a wonderful mess for the enemy team to clean up without suffering a scratch, but those are few and far between. These situations often end up with the spy having a face full of buckshot.

So, I've come up with a few things that could make the spy a bit more enjoyable without horribly unbalancing things.
  • A longer cloak time
This would allow the spy to perform reconnaissance for his team to a further extent. As it stands, you usually use the cloak to pass through the defense or escape from attackers, and while this is it's main use it can be used for so much more. Unfortunately, it's a bit hard to perform recon when you have ten seconds to do so. On my clan's server, we doubled the cloak time and now using the spy is a lot more fun and it doesn't seem to unbalance things at all! :>
  • Being able to pass through enemies while disguised
The reason for this is simple. What good is a disguise when you can be discovered by being bumped into? Many people just say "In that case, avoid the enemy!". Well, the downside to that is that people will just shoot at someone who is trying not to bump into people. This would only apply to spies who are disguised, not ones that are cloaked. If you are cloaked, you will still bump into people - disguised or not!
  • Having your health while disguised reflect your actual health
Ever since I discovered that a disguised spies health is always around 3/4 full, I've been killing a lot more disguised spies. Having it reflect their current health would add a lot more depth to the spy. Do you damage yourself to half health in order to have an enemy medic follow you away from his real teammates and risk dying a lot faster then you normally would? Or do you keep all of your health, allowing you to operate behind enemy lines longer?
An alternative method would be to allow the spy to choose how much health to display. This way he could fake being damaged by his teammates, further convincing the enemy that he's on their side.
  • Backstabbing an enemy allows you to take on their identity
But there's a catch! You would need to "charge" your backstab for five seconds, similar to the demomans sticky grenade charge before backstabbing would allow you to do so. This would eliminate the risk of bumping into the person whose name you took, but then there would be the risk of the enemy catching on. After all, isn't it a bit weird to see your teammate that just died run past you?

Also, while I'm making this thread, I might as well throw this out there: Would it be possible to make the disguise kit display all of the possible disguises in the actual kit instead of having a menu pop up? It's incredibly distracting and even slows my system down for some reason. The same could be done for the engineer's build and destroy pads. :>