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05-03-22 09:18:46 PM
Jul - Gaming - Team Fortress 2 - Balanced Update New poll - New thread - New reply
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Favorite Class/Classes
Scout
 
14.5% of users, 27 votes (38.0%)
Soldier
 
10.2% of users, 19 votes (26.8%)
Pyro
 
13.4% of users, 25 votes (35.2%)
Demoman
 
7.0% of users, 13 votes (18.3%)
Heavy
 
9.7% of users, 18 votes (25.4%)
Engineer
 
12.4% of users, 23 votes (32.4%)
Medic
 
12.4% of users, 23 votes (32.4%)
Sniper
 
10.2% of users, 19 votes (26.8%)
Spy
 
10.2% of users, 19 votes (26.8%)
Multi-voting is enabled. 71 users have voted.

FPzero
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Posted on 05-17-09 03:55:58 AM (last edited by FirePhoenix at 05-17-09 12:56 AM) Link | Quote
I would die laughing.

EDIT: My inb4 was too late: http://forums.steampowered.com/forums/showthread.php?t=862758

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Posted on 05-17-09 03:57:01 AM Link | Quote
Sukasa - Send Private Message



my favorite shot rom that movie, hands... sorta down.

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Eppy37
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Posted on 05-17-09 04:02:41 AM Link | Quote
Originally posted by Shantae
More like inb4 Scout's Mom is 10th class... XD

No, the Civilian is already the 10th Class.

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Sponty
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Posted on 05-17-09 05:17:58 AM Link | Quote

Haaaa~... that video was awesome.

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Kirbynite

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Posted on 05-17-09 10:07:29 AM (last edited by Kirbynite at 05-17-09 07:11 AM) Link | Quote
I absolutely loved this video. I also love how the Red Spy picked up the most innocent photo from the batch. Valve should really consider making a short movie or something.

I wonder if Spies will get the ability to slide sappers across the ground. The downside would probably be having a limited supply of sappers. Or even carrying just one. Should be pretty easy to see the downside.

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Mumbles
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Posted on 05-17-09 07:36:54 PM Link | Quote
Guys.

So the Spy says "my little flower" in French at the end, right? Ohoho, I'm sorry what's on the Pyro's purse? :3
FPzero
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Post 4058/9597
Active
5.5 years ago
Posted on 05-17-09 07:38:04 PM Link | Quote
You're right! Interesting... I love how Valve does all these jokes/potential hints.

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Tanks

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Posted on 05-17-09 08:12:06 PM Link | Quote
No doubt about it... Pyro's a girl...

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Sponty
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Posted on 05-17-09 10:52:53 PM Link | Quote

Yeah, they've been hinting at it a lot in the past few days.

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Sunny

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Posted on 05-17-09 11:36:12 PM Link | Quote
NO
-NO
--NO
---NO
----NO

I refuse that model of the pyro to be female. I would prefer an alternate model for the gender-swapped version. Still fully-covered, but slimmed down. (On that note, all alternate models should be slimmed down at least somewhat, except for the HWG.)

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Peardian

  
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Posted on 05-18-09 01:48:47 AM Link | Quote

Well, I finally revealed to others that I have Steam.


I played TF2 for the first time today and it was great.

My account name is Peardian. :3

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-Peardian-


"A new beauty has been added to the splendor of the world—the beauty of speed. " -Tommaso Marinetti


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Posted on 05-18-09 02:16:16 AM Link | Quote
Hey, welcome to the team.
Make sure you check your invites some time.

By the way, I'm still not buying these "Pyro is a girl" claims, let alone those "Pyro is Scout's mom" claims. I need a bit more evidence than a couple of minor hints from a company that likes to poke fun at its fans as much as Valve does.
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Posted on 05-18-09 02:32:57 AM Link | Quote
Pyro's purse is enough for me. Go look it up on youtube... Plenty of videos on it. You know, it's either that or the Pyro's a transgender which I highly doubt Valve would even mess with...

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Sukasa

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Posted on 05-18-09 02:33:44 AM Link | Quote
Sukasa - Send Private Message

Dude, it's VALVE.

Trust me, they'd go there if they felt there was humour to be found.

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Posted on 05-18-09 02:35:53 AM Link | Quote
. . .

"Mphhh mph mphph mphphpmhphphp..."

Translation: "I'm a flaming homosexual..."

*Shantae is bricked to death

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Xenesis

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Posted on 05-18-09 04:35:09 AM Link | Quote
Originally posted by Madman200
I refuse that model of the pyro to be female. I would prefer an alternate model for the gender-swapped version. Still fully-covered, but slimmed down. (On that note, all alternate models should be slimmed down at least somewhat, except for the HWG.)


When you really think about it, most of the male models are pretty uglyish too.
Peardian

  
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Posted on 05-18-09 04:53:36 AM Link | Quote

I have no trouble believing Pyro is female.



By the way, so far Scout is my favorite class. I haven't tried all of them yet, though. I tried being a medic once and everyone yelled at me.

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Posted on 05-18-09 05:07:10 AM Link | Quote
I got an crazy idea.

What if the scout's mother is the announcer lady? After all, she could have a dark toned voice, but still be young

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Posted on 05-18-09 07:41:46 AM Link | Quote
How To Build A Team Fortress 2 Team That Actually Wins (CTF)

Defensive
- 2 or 3 Engineers, with well-placed Sentries; and in case they aren't close to the respawn room, teleporters to get them there fast, with Dispensers nearby
- 1 or 2 Pyros, as needed, for spychecking and scout-flaming, who should generally stay near the Sentry nests and prioritize spychecking as soon as reports of a spy/sapper come in
- 1 Demoman, for stickybomb traps around corners or other chokepoints
- 1 or 2 Heavies (Medic optional) for dealing with minor offensive pushes before the Sentry nest
- 2 Snipers to deal with incoming pests before the reach the base
(~8 people)

Offensive
- One Engineer, maximum (optional) - Building a small outpost near or in their base for attackers to start from. Defending this should NOT be a priority!
- 2 Soldiers/Heavies
- 1 Pyro for on-the-go spychecks + sapped building destruction
- 1 Demoman (to assist in unsapped building destruction)
- 1 ~ 2 Medics, with Ubercharge
- 1 ~ 2 Spies, which SHOULD sap Sentries before the rest of the offensive team obliterates them
- 1 ~ 2 Scouts to rush in and get out with the intel while the defending team is dead
(~8 people)


Obviously, the real balance you need will change based on what the other team is doing. For example, if they have a large number of Spies taking out your buildings, you want more Pyros doing spycheck duty; if they have no defense, get a bigger offense to make that push!


AVOID THIS AT ALL COST
- No Pyros/Heavies doing spychecking duty
- Too much empahsis put on building in their base
- Nobody on defense at all


Useful tip for Engineers
Don't build all of your team's sentries in the exact same spot (e.g. all facing the courtyard in 2fort)! This is ridiculously easy to destroy, since as soon as they figure out where one is, they know all of them, and a single good Uber will take them all out, leaving you completely open. Instead, provide each one with backup; e.g. put the first one in the lobby (near the grate area), one in the Courtyard, and one in the upper area near the spawn. That way, they'll have to push though one sentry, make their way to sentry 2, and then the last one -- taking too long that the Uber will wear off and they'll get mowed down. Leaving them to not be bunched up also means a Demo can't camp them; he'll have to take out one at a time, giving your team lots of advanced warning that he needs obliterated fast.


I cannot tell you how many times I've been on a team that decided building 2 sentries in their sewer was a great idea (regardless of what I said), and then getting completely steamrolled 0-3. It works the other way too; while it helps to keep your areas clean, unless a Sentry is providing a huge threat (i.e. one near spawn or otherwise cutting your paths off badly, e.g. right outside) you can usually rush in and find their base deserted. After that it's just a matter of making it back to your base.




On an unrelated note, the absolute worst part about playing on TPG's servers is that there's no team talk option. As much fun as alltalk is, it ruins the TEAMWORK part, since you can't very well tell your spy to start sapping without letting the other team know too.

This is why I wish TF2 did something Halo 2 did on the XBox, where you could swap to teamchat at any time.

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Posted on 05-18-09 07:50:04 AM (last edited by Mumbles at 05-18-09 04:56 AM) Link | Quote
Originally posted by Xkeeper
How To Build A Team Fortress 2 Team That Actually Wins (CTF)

Defensive
- 2 or 3 Engineers, with well-placed Sentries; and in case they aren't close to the respawn room, teleporters to get them there fast, with Dispensers nearby
- 1 or 2 Pyros, as needed, for spychecking and scout-flaming, who should generally stay near the Sentry nests and prioritize spychecking as soon as reports of a spy/sapper come in
- 1 Demoman, for stickybomb traps around corners or other chokepoints
- 1 or 2 Heavies (Medic optional) for dealing with minor offensive pushes before the Sentry nest
- 2 Snipers to deal with incoming pests before the reach the base
(~8 people)

Offensive
- One Engineer, maximum (optional) - Building a small outpost near or in their base for attackers to start from. Defending this should NOT be a priority!
- 2 Soldiers/Heavies
- 1 Pyro for on-the-go spychecks + sapped building destruction
- 1 Demoman (to assist in unsapped building destruction)
- 1 ~ 2 Medics, with Ubercharge
- 1 ~ 2 Spies, which SHOULD sap Sentries before the rest of the offensive team obliterates them
- 1 ~ 2 Scouts to rush in and get out with the intel while the defending team is dead
(~8 people)


Obviously, the real balance you need will change based on what the other team is doing. For example, if they have a large number of Spies taking out your buildings, you want more Pyros doing spycheck duty; if they have no defense, get a bigger offense to make that push!


AVOID THIS AT ALL COST
- No Pyros/Heavies doing spychecking duty
- Too much empahsis put on building in their base
- Nobody on defense at all


Useful tip for Engineers
Don't build all of your team's sentries in the exact same spot (e.g. all facing the courtyard in 2fort)! This is ridiculously easy to destroy, since as soon as they figure out where one is, they know all of them, and a single good Uber will take them all out, leaving you completely open. Instead, provide each one with backup; e.g. put the first one in the lobby (near the grate area), one in the Courtyard, and one in the upper area near the spawn. That way, they'll have to push though one sentry, make their way to sentry 2, and then the last one -- taking too long that the Uber will wear off and they'll get mowed down. Leaving them to not be bunched up also means a Demo can't camp them; he'll have to take out one at a time, giving your team lots of advanced warning that he needs obliterated fast.


I cannot tell you how many times I've been on a team that decided building 2 sentries in their sewer was a great idea (regardless of what I said), and then getting completely steamrolled 0-3. It works the other way too; while it helps to keep your areas clean, unless a Sentry is providing a huge threat (i.e. one near spawn or otherwise cutting your paths off badly, e.g. right outside) you can usually rush in and find their base deserted. After that it's just a matter of making it back to your base.




On an unrelated note, the absolute worst part about playing on TPG's servers is that there's no team talk option. As much fun as alltalk is, it ruins the TEAMWORK part, since you can't very well tell your spy to start sapping without letting the other team know too.

This is why I wish TF2 did something Halo 2 did on the XBox, where you could swap to teamchat at any time.


God, today I was trying to build an uber. All I said was "let's wait here" and then not five seconds later the whole frickin enemy team came looking for us. I like all talk, but I can't take the game seriously when it's on.

Okay, here's a question: If your sentry is destroyed, should you consider building it somewhere else unless it's at a choke point?

Also, it's REALLY hard to convince a pyro player to stick around and play defense. Sometimes I'll do it, but then I get accused of turtling by the other team.

I find it curious that a heavy is considered a defense class because no one uses it as such. Unless there's a dispenser to stand by. Then you get a moving sentry
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