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gaming [Gaming] The Team Fortress 2 Thread


Ron Jeremy

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Its the best Hat Simulator. Yes its true that i spend more than 300 on virtual hats.

 

PS: Game got a pony hat and character start to say Friendship is Magic. I dont forget ballonicorn

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I actually kind of liked the arena version of 2fort. It had ramps and a healthpack in the middle. A cp version would definitely be interesting to see. Apparently it has already been done. It looks exactly like what I had in mind when I thought about it but it seems like there aren't any servers using it. http://tf2.gamebanana.com/maps/108539


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[indent=11][color=#800080][font='trebuchet ms']And Sombra is the best villain.[/font][/color][/indent]

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While I enjoy 2fort for the silly shenanigans and simplicity it carries, there's no denying the fact that most of the 2fort games look very similar.

 

 

While not neccesarily bad, it does doom it for being pretty..bland.

It's a place you can say "Oh, 2fort. That place."

Edited by Jozzeh

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I actually kind of liked the arena version of 2fort. It had ramps and a healthpack in the middle. A cp version would definitely be interesting to see. Apparently it has already been done. It looks exactly like what I had in mind when I thought about it but it seems like there aren't any servers using it. http://tf2.gamebanana.com/maps/108539

Mine was an extended map of 2fort. The waterbed is much longer, there is a control point on the bridge, and two extra buildings between the long bridge, which have two more control points. The final two points for RED and BLU are near the stairway. 

 

The spawn is are the "intelligence" rooms respawn, though if the central control point  is captured, then the respawn is at the stairway, and if the fourth is captured, below the bridge.

 

The cp_2fort map will be twice as big at the ctf map. I can draw a picture if you're confused.

 

There's also a pl_2fort as well, but only one server has it. 

 

CP_2FORT MAP

 

vz3i.jpg

- Bridge is widened and climbable, along with two boxes for cover

- Center is widened, and waterbed is made more deep to allow climbing up to shore

- Courtyard is enlarged to place an extra control point pod

- Final control point (intel room) is enlarged to allow for more defense potential

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I just played a bit tonight, after almost a year of not playing....none of the servers I had faved exist anymore.

 

 

So I'm looking for some pony/brony servers to play on. So does anyone here have any fave pony servers?

 

I played on one earlier called "PoniPoniPoni"Or something. it was pretty good, although I seen players with pony skins on.Apparently I downloaded all that when I joined the server. So how can I "equip" it?

 

Aside form that, I usually play as Pyro. Sometimes soldier or Heavy.


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I'd advise caution playing on PoniPoniPoni, I've run into players who shit on their teammates by forcing them to play a class only he/she wants them to play. Especially in the MvM servers, some people on there just hate medics for no adequate reason.

 

On that note, I've decided to give TF2 another chance. This time going in with people I know who won't treat me horribly rather than just jumping into a pub game alone. Although I'm only planning to play in moderation as I'd like to give my other multiplayer games some attention. After the pub clan I was part of fell apart, I forgot how much more enjoyable is it to play it with people you love to go in with.

 

But first thing's first: I've got some serious backpack cleaning to do. All those crates have GOT to go. And maybe I'll get rid of items I'm not fond of using through crafting and trading. I'll let you guys know my plans around that. But in the meantime, see you guys on the battlefield very soon!


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I'd advise caution playing on PoniPoniPoni, I've run into players who shit on their teammates by forcing them to play a class only he/she wants them to play. Especially in the MvM servers, some people on there just hate medics for no adequate reason.

 

On that note, I've decided to give TF2 another chance. This time going in with people I know who won't treat me horribly rather than just jumping into a pub game alone. Although I'm only planning to play in moderation as I'd like to give my other multiplayer games some attention. After the pub clan I was part of fell apart, I forgot how much more enjoyable is it to play it with people you love to go in with.

Medic is the most important class in MvM. It's the only class that has the potential to revive everyone (though reviving a Scout would be unnecessary), and also the only class that has the force field equal to the Wrangler sentry force field. Let's face it, it's impossible to win without a Medic. I prefer using the Kritzkreig or Vaccinator in MvM, along with the Overdose (the Crusader's Crossbow is less effective in MvM with the exception of the Mad Milk upgrade).

 

The second most important would be the non-combat Engineer. This is the case where sentry nesting might actually help your team. Two-way teleporters, two sentry potential, this is essential for an ideal defense.

 

For a 6-member team, it will be the Medic, Engineer, the money collector and assist offense (Scout is recommended, though Spy can work as well), two splash offense (Demoman, Soldier, Pyro), and a focused target shooter to take down Medics and the like (Sniper is good for this, though a Medic-Heavy pair can work).

 

Bad weapons for MvM will be the Your Eternal Reward (useless since you can't switch disguises), Sydney Sleeper (there are large waves coming through and you don't need to Jarate one robot when you can just do it with your own Jarate), Crusader's Crossbow (Overdose, stock Syringe, or Blutsauger works just as fine), Gunslinger (combat Engies are less effective in MvM), Tomislav (Don't need a silent killer), Ali Baba's and Half-Zatochi (Demo-knights are significantly weaker in MvM without their grenades and stickies, along with the honor-bound effect), Reserve Shooter (waste of time to blast someone in the air), Rocket Jumper (loss of splash damage), and the Flying Guillotine (useless when bleed only affects one petty robot).

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I missed the last MvM update, so don't be surprised if I play horribly out there. I'm gonna be awfully rusty after not playing it for 3+ months.


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Let's face it, it's impossible to win without a Medic. 

 

Denied, because I have won Mannhattan without a medic AND Rottenburg without an engineer.

 

Essential classes, but if good enough players, can be done without.

Not saying you should aim to play MvM without them, but it can be done.

 

Also, regarding that "Sydney Sleeper" is bad in MvM is also just not true. Jarate is often on a cooldown and while it can be upgraded to recharge faster, the sydney sleeper is the #1 item choice if you want constant jarate on a giant. 

Of course it's not too necessary given that you have a scout in your team who will also mark him for death.

Also, the blutsauger is arguably the worst medic weapon to use in MvM. You're going to be healing your teammates, you rarely have a good opportunity to use the only ranged offensive weapon that medic carries. And blutsauger comes with -2 health regenerated per second, so that's making you regen slower for not using it.

Half-Zatoichi doesn't mean you must go full 100% demoknight. While the stats still apply; the 1-hit kill..so does it apply on the robots. Having played a lot of Degroot keep, I find it useful when you want a funny, challenging way to kill the samurai demomen.

For the record, the last time I played Mannhattan we won with our engineer using the gunslinger.

 

As for Ali Baba's Wee Booties/Bootlegger, that's not a terrible choice.

If a Demoman isn't planning on using his grenade launcher and is going 100% stickybomb launcher, might as well give him +25 hp in which it allows a greater overheal, no?

 

Regarding your comments on the non-gunslinger engineer, I for one hope for your own sake you don't purchase the mini-sentry upgrade.

It's a waste of 500 credits for a gun that contributes too little to be worth your investment. You rather buy full on crit resistance with those 500.

Two-Way teleport is situational. I never find a good opportunity(aka, don't ever see the need to get it).

Edited by Jozzeh
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Denied, because I have won Mannhattan without a medic AND Rottenburg without an engineer.

 

Essential classes, but if good enough players, can be done without.

Not saying you should aim to play MvM without them, but it can be done.

 

Also, regarding that "Sydney Sleeper" is bad in MvM is also just not true. Jarate is often on a cooldown and while it can be upgraded to recharge faster, the sydney sleeper is the #1 item choice if you want constant jarate on a giant. 

Of course it's not too necessary given that you have a scout in your team who will also mark him for death.

Also, the blutsauger is arguably the worst medic weapon to use in MvM. You're going to be healing your teammates, you rarely have a good opportunity to use the only ranged offensive weapon that medic carries. And blutsauger comes with -2 health regenerated per second, so that's making you regen slower for not using it.

Half-Zatoichi doesn't mean you must go full 100% demoknight. While the stats still apply; the 1-hit kill..so does it apply on the robots. Having played a lot of Degroot keep, I find it useful when you want a funny, challenging way to kill the samurai demomen.

For the record, the last time I played Mannhattan we won with our engineer using the gunslinger.

 

As for Ali Baba's Wee Booties/Bootlegger, that's not a terrible choice.

If a Demoman isn't planning on using his grenade launcher and is going 100% stickybomb launcher, might as well give him +25 hp in which it allows a greater overheal, no?

 

Regarding your comments on the non-gunslinger engineer, I for one hope for your own sake you don't purchase the mini-sentry upgrade.

It's a waste of 500 credits for a gun that contributes too little to be worth your investment. You rather buy full on crit resistance with those 500.

Two-Way teleport is situational. I never find a good opportunity(aka, don't ever see the need to get it).

But still, it's difficult to play without the essential classes. It's like if the team is an entire body; if you're missing an organ, then winning the game or the even the wave can be extremely difficult.

 

I prefer the Overdose due to the free speed buff ($150 makes a big difference) the more ubercharge you have. Pair it up with a Kritzkreig, Quickfix, and Vaccinator (usually the former since some players can do without the resist buff by simply buying it), in order from mostly used to least used. Medigun is less necessary when reviving can be used and players can survive fairly long if they are careful.

 

And Demo knights, while not completely useless, are sometimes looked down upon in MvM due to being melee focused, while the Demoman can potentially kill multiple robots at once. The Charge n' Targe is decent if you need to run quick, but the Splendid Screen is terrible since you can't resupply ammo.

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But still, it's difficult to play without the essential classes. It's like if the team is an entire body; if you're missing an organ, then winning the game or the even the wave can be extremely difficult.

 

I prefer the Overdose due to the free speed buff ($150 makes a big difference) the more ubercharge you have. Pair it up with a Kritzkreig, Quickfix, and Vaccinator (usually the former since some players can do without the resist buff by simply buying it), in order from mostly used to least used. Medigun is less necessary when reviving can be used and players can survive fairly long if they are careful.

 

And Demo knights, while not completely useless, are sometimes looked down upon in MvM due to being melee focused, while the Demoman can potentially kill multiple robots at once. The Charge n' Targe is decent if you need to run quick, but the Splendid Screen is terrible since you can't resupply ammo.

First segment: Of course. You need to be real skilled if you want to play without a sentry backing you up at mopping up scouts. Heavy without a dispenser is an annoyance, too!

That's pretty much what I said: doable, but difficult.

 

Overdose is fine really because that one is mostly a straight upgrade for the times you would bring the syringe gun up - Running away!

As for the healing beam of choice, I find that the kritzkrieg is the most prefered one for me and many others because of a practically free +25% charge rate (worth $300) point along with kritz. If you're someone with the common sense to be careful to dodge those giant glowing rockets coming at your face, invulnerability isn't as neccesary.

Not to mention; the medic's new shield means that a skilled team might not even need to buy any resistances.

 

As for demoknights: They don't make up for what a stickyman would do. Like being one of the few classes that can drop ubermedics, not pop'em.


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Gentlemen. I had the best idea ever.

 

cp_2fort. Must have this.

I've played on a map like that before. There was one capture point in the middle of the map, on the bridge, and one team had to control it. Come to think of it I think it was KOTH instead of CP...

 

But first thing's first: I've got some serious backpack cleaning to do. All those crates have GOT to go. And maybe I'll get rid of items I'm not fond of using through crafting and trading. I'll let you guys know my plans around that. But in the meantime, see you guys on the battlefield very soon!

I'll take the boxes.

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I'll take the boxes.

You sure? There's almost 50 crates in there, including varieties. XP


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I've played on a map like that before. There was one capture point in the middle of the map, on the bridge, and one team had to control it. Come to think of it I think it was KOTH instead of CP...

 

I'll take the boxes.

I wanted to modify the map because of the poor placement of the central control point on the map. There is no cover whatsoever on the control point, making it an extremely vulnerable target, along with the fact that the point is on a narrow strip. I extended the bridge width and added two symmetrical rectangular crates below the bridge as cover, and allowed the bridge to be climbable by ladders and have a hole in the center right above the control point. 

 

The bridge roof is flat instead of triangular, and again, two crates are on top of the roof. The walls that run parallel to the bridge strip is now completely covered, and the open field in the center of the map is widened for more flanking ability. The water becomes shallow at the edges on the waterbed and inclines into a desert piece of land. Far north and south of the water bed are two spawns for the RED and BLU team, which is only usable if the fourth control point on the map is captured.

 

Capping the central point takes 24 seconds with one. Point 2 and 4 take 12 seconds, and the final points take four.

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I wanted to modify the map because of the poor placement of the central control point on the map. There is no cover whatsoever on the control point, making it an extremely vulnerable target, along with the fact that the point is on a narrow strip. I extended the bridge width and added two symmetrical rectangular crates below the bridge as cover, and allowed the bridge to be climbable by ladders and have a hole in the center right above the control point. 

 

The bridge roof is flat instead of triangular, and again, two crates are on top of the roof. The walls that run parallel to the bridge strip is now completely covered, and the open field in the center of the map is widened for more flanking ability. The water becomes shallow at the edges on the waterbed and inclines into a desert piece of land. Far north and south of the water bed are two spawns for the RED and BLU team, which is only usable if the fourth control point on the map is captured.

 

Capping the central point takes 24 seconds with one. Point 2 and 4 take 12 seconds, and the final points take four.

Ah, that makes sense then.

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Ah, that makes sense then.

There's a pod on CP 2 and 4 as well, so the courtyard is elevated and enlarged. There is a lot of defense potential for this area, though the more liberal space and the extra flanking route on the far right of both forts makes it easy to flank or sneak through for classes such as Spy. 

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Yes! And then boxes I don't want I'll give to one of my irl friends!

*shrug* Okay, if you say so. I'm gonna have to load the game and update my inventory, though. I've left my Steam link in the 3DS/PSN/Steam thread, so send a friend request when you get the chance.


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*shrug* Okay, if you say so. I'm gonna have to load the game and update my inventory, though. I've left my Steam link in the 3DS/PSN/Steam thread, so send a friend request when you get the chance.

I believe I tried to add you before but nothing ever happened. Oh well, take two!

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I'd advise caution playing on PoniPoniPoni, I've run into players who shit on their teammates by forcing them to play a class only he/she wants them to play. Especially in the MvM servers, some people on there just hate medics for no adequate reason.

 

 

 

I didn't notice anything like that. Then again I'm just a casual player on there to have fun,I don't take it seriously. I also don't use or have a mic, so I don't hear other teammates or anything. 

 

I read on the MLPForums Steam group that a TF2 server of our own is in the works, which would be cool to see it actually happen.


Fluttershy's lover, she's my waifu. I'm in love and obsessed with her, she's given me shyabetes. *Hnnnng*

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There was actually once a server up by MLP forums, but it was canceled later.

 

What has caused the decision of reopening one?

 

 

Not totally sure. Chigens and Kay would have more info about it. It's one of the topics on the mane pages of the Group too.


Fluttershy's lover, she's my waifu. I'm in love and obsessed with her, she's given me shyabetes. *Hnnnng*

Keep3555Calmsig600x100HOBOFont_zpsd659ba 

Yellow Pink Squee Blogs | Ask one of Fluttershy's biggest fans | Official Fluttershy fanclub page

 

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