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Rank: You're gonna stick that where?

Groups: Registered User, {pDs} Member
Joined: 3/26/2009 Posts: 226 Points: 699 Location: Washington
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KotH looks like it would be fun for a while. Possible to put these on the Tempest?
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Rank: Administration

Groups: {pDs} Member, Server Admin, WDFNews.com Official Mapper
Joined: 5/31/2006 Posts: 3,454 Points: 445 Location: Merryland
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# Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists. # Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist. I do not approve :( - The negative attribute has changed from "no double jump" to "-30 max health". I approve! :) I think this will cause a drop in the number of players playing with the FaN.  Cantrip wrote:When I die, I want to be reincarnated as a woman's jogging bra.
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Rank: You're gonna stick that where?

Groups: Registered User, Server Admin
Joined: 7/3/2008 Posts: 190 Points: 303 Location: Pennsylvania
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Dragon wrote:# Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists. # Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist.
I do not approve :(
- The negative attribute has changed from "no double jump" to "-30 max health".
I approve! :) I think this will cause a drop in the number of players playing with the FaN.
*Übercharged players can no longer be stunned. That's what the real change is all about.
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Rank: Administration

Groups: {pDs} Member, Server Admin, WDFNews.com Official Mapper
Joined: 5/31/2006 Posts: 3,454 Points: 445 Location: Merryland
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Honestly, I didn't even know you could stun ubercharged players :( now I feel like I've missed an essential part in getting people to hate me  Cantrip wrote:When I die, I want to be reincarnated as a woman's jogging bra.
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Rank: Taco Technician

Groups: Registered User, {pDs} Member
Joined: 5/9/2006 Posts: 3,948 Points: 3,636 Location: Hi-Five City
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Dragon wrote:Honestly, I didn't even know you could stun ubercharged players :( now I feel like I've missed an essential part in getting people to hate me That was the best part about the scout update. Some guy comes in ubered thinking he's going to melt some faces then DINK! out for 5-6 seconds, depending on the map and where you are. The best was dustbowl where ubers always come from the same place and there are a lot of long stretches, or even better, the payload maps. But alas, it's gone now, and we have to settle with giving those peckerwoods pyro blowjobs... :(
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Rank: You're gonna stick that where?

Groups: Registered User, Server Admin
Joined: 7/3/2008 Posts: 190 Points: 303 Location: Pennsylvania
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Okay. Here's a partial list of things Valve didn't announce that they included based on my testing. All weapon firing speeds slightly increased (assuming the times on tf2wiki are correct). Ambassador cooldown shortened. Soldiers no longer do damage to enemies if they suicide with a rocket. (If a soldier is at low health and fires at an enemy and ends up dying because of the self-splash, the enemy will take 0 damage most of the time.) Melee critical hit chance massively increased. Streaks of melee crits are long and frequent if you get a kill or do lots of damage. In a bot server I made, I was frequently getting streaks of 10+ melee crits in a row and got a maximum of 17 in a row. Baseballs are now 'fired' with mouse2. Baseballs do about 13 damage now instead of 3 (crits probably do more). (In other words, 4 baseballs hit at you from a scrawny little punk which hit you in the foot can do more damage than a rocket /rage.) KotH_Viaduct lags really badly. Pyro airblast range (radius) increased. Now it is wider than the splash of a rocket (before it was just slightly smaller). I also believe sentry (and other building) build times were increased. Now a sentry takes 5 seconds to construct (and it begins targeting enemies) if you hit it with your wrench constantly. I don't know what it was before, but this seems much faster to me. I don't play engineer to much, so I might be mistaken. Hitboxes are now fixed and are different for each class again. If you didn't notice, every class had the same hitbox as a heavy as of the sniper/spy update. Now they're back to being different again. Sentry guns and miniguns given increased knockback. A level 1 sentry can push a heavy back out of its targeting range before the heavy dies if the heavy is eating a sandvich (some times). Spy cloaking/decloaking sounds seem to me quieter and cloaking times seem to make you mostly invisible more quickly. If cloaking were in 5 stages (1, uncloaked; 2, partially cloaked; 3, half cloaked;, 4, mostly cloaked; 5, invisible) stages 2 and 3 seem much shorter and the spy stays in stage 4 much longer.
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Rank: You're gonna stick that where?

Groups: Registered User, Server Admin
Joined: 7/3/2008 Posts: 190 Points: 303 Location: Pennsylvania
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Oh. Medics can neither gain health from shooting cloaked spies with the Blutsauger nor gain ubercharge from hitting them with the ubersaw. But Valve announced that.
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Rank: Pooter Scooter
Groups: Registered User, Server Admin
Joined: 11/8/2006 Posts: 2,468 Points: 2,103 Location: San Antonio, Texas
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I've noticed the medic heals a hell of a lot faster In an hour of Darkness a blind man is the best guide. In an age of Insanity look to the madman to lead the way. 
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Rank: You're gonna stick that where?

Groups: Registered User, Server Admin
Joined: 7/3/2008 Posts: 190 Points: 303 Location: Pennsylvania
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Gunslinger wrote:I've noticed the medic heals a hell of a lot faster Maybe. I thought I was being healed somewhat quickly, but the Ubercharge charge rate is still the same, so I'm not too positive about that.
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Rank: You're gonna stick that where?

Groups: {pDs} Member, Registered User
Joined: 6/8/2008 Posts: 119 Points: 300 Location: Canada, Vancouver BC
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hey but the best part is MORE NEW HATSS and you have a chance to find them faster now snice there more
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Rank: You're gonna stick that where?

Groups: Registered User, {pDs} Member
Joined: 3/26/2009 Posts: 226 Points: 699 Location: Washington
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Quote:hey but the best part is MORE NEW HATSS and you have a chance to find them faster now snice there more This depends on how the game was written. If the total chance of finding a hat/item is independent of what kind, is the same, the amount of hats does not matter. If however there is a chance of finding each individual item based on time played then you would get a lot more items more often which does not seem to cool....Anyway, if you got that....
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Rank: Administration

Groups: {pDs} Member, Server Admin, Administration
Joined: 6/18/2009 Posts: 1,422 Points: -25,484 Location: USA, Indiana
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http://www.teamfortress....en/today_is_a_good_day/
DAMN IT!!!! DAMN DAMN DAMN!!!!!!!! Also, some guy did a study on about 2600 players and has a pretty detailed study on the odds of getting a hat when you get a drop. Getting an item has a 25% chance every hour. Here's your odds of getting a hat if you happen to get an item!  Ahhhh snap! Here are pics of the new hats! There are some pretty sweet ones in there too!  In case you're too stupid to figure it out, I'll give you a hint. The hats are paired from left to right with the class they're given to. The second pyro hat is...confusing. If you wish to make an apple pie from scratch, you must first invent the universe. - Carl Sagan My Backpack
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Rank: You're gonna stick that where?

Groups: Registered User, Server Admin
Joined: 7/3/2008 Posts: 190 Points: 303 Location: Pennsylvania
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You typically find an item once every 100 minutes, not once an hour. That study's far bigger than 2600 players, lol. Those numbers are from the collective finds of everyone using the SourceOP idle program over several months. There are about 7200 items found every hour from people using it with 2500-3500 people online. Which is actually sad, because it makes me realize that with over 500 hours logged in-game and idling this summer, I should have found about 2 hats, statistically. Also, teleporters are sometimes impossible to kill for some reason since this update. Yesterday, I was in a room by myself and shot 4 rockets, 6 shotgun shots, and shoveled it 14 times and it didn't die. The engie who built it was dead the entire time and the team only had 1. And I hear Valve gave out medals when I was eating to 11,111 players, effectively shafting people who do not spend every waking minute on the Steam Forums and people in Europe and people who eat at normal times on the East Coast. Now I'm sad. I think the sniper got the bad end of the bargain with these new hats. His default hat is better than these new two. Now I want either new engie hat, the new heavy hat, the demoman top hat, the fireman helmet, the viking helmet, and the beard camera. I know that I will never actually find any hat, so it doesn't matter.
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Rank: The Number 12 Personified

Groups: {pDs} Member, Administration
Joined: 2/5/2009 Posts: 449 Points: 9,369 Location: next to 11 and 13
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Fat Pigeon wrote:And I hear Valve gave out medals when I was eating to 11,111 players, effectively shafting people who do not spend every waking minute on the Steam Forums and people in Europe and people who eat at normal times on the East Coast. Now I'm sad.
I was one of those 11,111 players who got a medal. I think Noobina and Defiance got one too at the time. Those things went so quick. =P DredNaught wrote:In regard to the ladies... or lack thereof: Just remember that it's about quality, not quantity. And when you do meet a lucky lady, don't be a fool, wrap your tool!
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Rank: Fecal Impaction For the Win!

Groups: Newsie, Registered User
Joined: 6/16/2006 Posts: 1,301 Points: 1,263
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-Fixed Announcer overtime bug on KOTH servers using mp_timelimit --Due to many requests, added server ConVar "tf_overtime_nag". When set to 1, it keeps the broken announcer behavior LOL {pDs} Lead Salad: bike why did you change your name Jessica343: so I can get heals {pDs} Lead Salad: oh damn good idea {pDs} Lead Salad has changed their name to {pDs} Lead Salad (is a girl) Jessica343: hahah
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