(Decided to split this post into 2 parts, due to length) Hey everybody! When I first proposed this blog I didn’t have a clear vision regarding its use, but so far I’m pretty satisfied with what we’ve done with it. That said, I thought I’d finally try writing something myself. In what’s hopefully the first [...more]
Yes like Panda mentioned below we are indeed on our way back. I was originally going to postpone this until early September since I’m on a laptop with horrible hotel internet for a month, but one high FPS config and a late night scrim made me change my mind. I’ll reveal who’s joining the new [...more]
Hey all, sorry for the lack of updates. Schoolwork has kept most of us busy, and because of summer plans, we don’t plan on playing competitive 6v6 for about 2 months. We may be back in the fall! Although the lineup might be different from what it is now. In the meantime, you can probably [...more]
Here’s the stuff I use: Mumble. Superior than Teamspeak in every way. Version 1.2 brought lots of nice things as well, most importantly superior voice quality. PVHUD. A really good HUD that has a auto-update feature. Whenever a tf2 update comes out, all you need to do is run the .exe file, and your HUD [...more]
UPDATE3: Videos are up check the bottom of the post Yep it’s finally the weekend to go to PAX East 2010 in Boston at the Hynes Convention Center. The TF2 tournament is in the freeplay area on the 3rd floor, starting at 6pm. Details are limited, and it’s hard to tell who’s even going to [...more]
Just my honest opinion about the current state of the TWL league. I’m not trying to be a whiny complainer, its just that I would really hate to see this league slowly die after gaining plenty of momentum. TWL was the first league we got into, and it has been a lot of fun for [...more]
Hey there qtpies. Just another update as I’m having difficulty remastering some of the more crucial jumps and rollouts and I don’t want to put a jump out without being consistent with it myself. So basically another teaser video with a couple jumps today. I’ve got a list of 10 more things that I want to accomplish before the end of December so look forward to that. I’ll probably get the rollout video out last. If there is interest I’m thinking of adding an actual hopping tutorial with keypresses in the future, seeing as these are mostly examples. I might also put in some pug clips where I absolutely shit on people with some of these .
We’re playtesting a 5 CP version of Gorge right now (it was actually designed & built as a 5-CP push map originally, and then converted into a short Attack/Defense to see how the community reacted). It’s working out well, so it’ll probably be in the next update. As usual, we’ve got other prototypes in the works, including a new map built around the new game mode we’re working on.
It’s a interesting read. I think the tf2 beta is definitely a step in the right direction. I remain hopeful for the new gamemodes. KOTH is a relatively new gamemode that has made its way into comp. If they can come up with a few other good modes, I think it’ll breathe life into tf2 like hats never will be able to.
I was hoping they would talk about the new demo system they announced was being worked on over a year ago, and never said anything more about it. Am I the only one that remembers that?
Welcome back. Being pretty lazy here a rehashing an old post on community fortress. I won’t link the thread because there’s mostly incorrect advice in there (save Sigma who is of course pretty much a genius).
Projectile
For projectile dodging, generally if you look at their rocket launcher you can see if they are leading you or are going to flick to you. If they’re leading you, it’s quite easy to see that they are doing it and change directions. If they’re not tracking you with their mouse (aka: flicking to you) generally you can time your dodge with the cooldown on their rocket or they won’t be as accurate anyway. Generally you never want to jump unless you’re trying to reduce splash or ride a rocket away (excellent if you can time it right against bombers). If you’re getting solo bombed and the Soldier or Demoman is going above you directly, if helps your survivability if you move forward, assuming someone is there to protect you from a push, even if don’t have someone forward if you have uber it opens up a lot of possibilities if you walk forward a start a dodge. An example would be BLands choke. If someone jumps you and goes long going forward will cause at least 2 of his shots to miss and he has to turn around to hit you. If someone is still watching choke you’re pretty golden. On an unrelated note, if you’re retreating with an uber take any chance to rj off their rockets. Sticky dodging is a bit different, take longer dashes and be erratic and unpredictable. After he realizes you’re not backing into stickies he’ll probably lay down some at your perimeter, can’t do a whole lot about this unless you just outsmart him. Keep track of their ammo because if for whatever reason you’re trapped it’d do you good to dodge out their ammo and make an escape when they’re forced to reload.
Hitscan
Hitscan dodging is tricky. Note if your LOS is perpendicular to the Scouts LOS you will take less damage from Scatter shots. A ground airstrafe is very effective. If you’re confident enough with your stutter step facing the opposite direction of the Scout will throw him off as your Medic cape is not part of you hit box and will be very misleading. Also something to note you sometimes will internally mimic a Scouts movement if looking at him giving him an easier shot, another advantage to the method above. Generally I switch between looking at him to readjust a body block and then back to the method above. Generally you want to judge his position by his tracers. For Snipers abusing crouch twice while in the air and looking down and spinning is fairly safe if you can air control well. I occasionally flick my mouse back and forth giving the effect that I’m constantly turning; this will screw up his shot.
It’s a little bit old and not very well worded so the next post will be a couple videos explaining a lot of these theories. Bear with me .
Hey there this is just an article intended to help beginner Medics get into 6v6 and flourish.
Firstly, you’ll have to decide on a good sensitivity. I would greatly recommend disabling mouse acceleration for Medic as it will make airstrafing much easier. For PC players go into your control panel run mouse options and go to the pointer options tab and deselect enhance pointer precision. The next task for you is to find a sensitivity where you can comfortably look around while at the same time you are able to turn 180 degrees quickly and easily every two seconds. This will be important in holds and in general can be applied in spam fights as well.
The next thing you should concern yourself with is your autocall option. Basically autocall will cause your teammates to automatically call out for Medic when they reach or go below a specified percentage of health. Go into advanced options under the multiplayer tab and adjust your autocall. I don’t use this option because I generally have a good gamesense and I find it clutters the screen with useless calls. For example if someone is going to do an impulsive push they’re probably smashing their Medic key. I can react more quickly to their decisions that way. At any rate I wouldn’t raise the percentage higher than 50%.
That’s pretty much all for Medic settings. As long as you have your net settings fine then you’re pretty much off to a good start. m0re’s FPS config has very good net settings and reduced graphics that many people enjoy. Stay tuned for more.
Just a quick update with another couple easy jumps. In the next video I’ll get in to some relevant rollouts and a couple more complex jumps. And perhaps sometime in between that I’ll do a freestyle cp_granary video where I string everything together. After I’ve got hopping out of the way I might make a couple instructional videos on dodging as Medic as well. If anyone knows how to record key presses I would appreciate your help . Anyway that’s about it just an update.
Here’s the video .
The first jump requires a decent hop and can be done by 300 vel classes. The second one is pretty simple. And the third jump requires a hop from the very edge of the railing on Granary last. All in all fairly simple and nothing too complicated yet .
This article is part of a series. I’ll be introducing that bunny hopping in TF2 is still noticeable and still viable. Now, I’m not saying I use these jumps and hops in every scrim. They are very situational, however, I use a couple of these every 1/10 scrims as Medic and they have saved my life countless times. I’ll go over the jumps in the video in order and give a description of how to do them and when they’re applicable. Something that is important to note is that you shouldn’t perform some of the riskier ones without knowing your accuracy. I’ll put a risk warning along with each description as well. At the end of the second article I’ll give some links to some other useful jump videos. I have been compiling these jumps for a year or so now. As far as I know, I’m the first to use bhops in a competitive context and put them in a video so hopefully the community welcomes it .
The first thing to establish is that the speed cap on bunny hopping is 170% (prior to the bunny hop fix in 2007 you could bypass this, now if you go over the cap it brings you back to base speed that’s why you can’t hop off of a rocket jump or sticky jump). That said a Medic can achieve 544 horizontal velocity from a base of 320. This value is misleading because people often confuse velocity for displacement. When you bunny hop you’ll be strafing left and right on an angle of approximately 60-90 degrees. You can argue you can maintain a decent speed with circle hops instead of strafe hops (a circle hop is a bunny hop where as you land you hit the opposite direction key and strafe the other direction for a split second until you jump again), however, my results still indicate approximately the same displacement slightly above Scout speed (400 velocity). There are a couple maps where you can abuse this to roll out faster. The most vibrant in my mind right now as I write this is Granary where I have clocked 2-3 seconds faster than walking. With an 80% success rate you can get Scouts to middle with around 170 and the Equalizer soldier can get to mid about a second earlier. There’s a couple other maps where you can benefit from bunny hopping during your rollout and I’ll go over those in depth in the next article.
Alright let’s get to the video . This one focuses more on situational jumps rather than bhops but be patient. I also apologize for the black border I’m still working out some quality issues.
1. This jump is pretty simple, although the latter part is kind of tricky. You have to get used to strafing out for a split second and then back inward.
2. It’s just another strafe jump, pretty simple.
3. This is the only bhop in this collection. You bhop from 2 on GPit B to the pack. You start from the top of the ramp and hop about two thirds of the way down towards the small pack.
4. This jump is really easy. Approach the window from the right, go out the left side, and strafe.
5. This jump is probably the most difficult as it requires a lot of precision and a maxspeed strafe jump from a small platform. I’ve managed to get it to 50% accuracy and have used it to escape a couple times.
6. This jump is very similar to the first jump as you have to strafe out and in precisely. It’s basically a safer version of 5 and the Blu team version of 7.
7. This one is easy. Just strafe out and inward once to avoid the sign and then once again to land on the machine.
I’ll be doing a lot more in depth instructions (perhaps even key presses in the video) when I actually do difficult stuff. This is just a taster with jumps that really don’t require too much practice. The only one I left out is the A tunnel jump on GPit which I’ll probably add in the next video. Until then enjoy and happy hopping.
An update came out a couple days ago with plenty of great changes, including raw mouse input, tweaks to accel, and a decent amount of bug fixes:
Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
[Windows] Added support for raw mouse input. Raw input reads directly from the mouse, bypassing Windows control panel mouse settings. This addresses issues with high DPI mice, and provides for a more reliable controller experience at various resolutions
[Windows] Improved custom mouse acceleration
[Windows] Updated mouse configuration UI to support raw input and acceleration; added tooltips to some of the options
[Windows] Fixed UI tooltips so that they display correctly on first hover
Team Fortress 2
Added the “Team Spirit” paint can.
Added Telltale Games items:
Dangeresque, Too?: Strong Bad’s styling glasses (equipped by the Demoman)
License to Maim: Max’s Badge (equipped by all classes)
The Iron Curtain: The Heavy’s first love (equipped by the Heavy, obviously)
The Enthusiast’s Timepiece: Tycho’s favorite timepiece (equipped by the Spy)
Updated some item capabilities:
Employees badges can now have custom names.
The Stickybomb Jumper can now be gift wrapped.
The Spine-Chilling Skull and Voodoo Juju hats are now paintable.
Improved the Spine-Chilling Skull and Voodoo Juju hat positions on the Sniper.
Added the original Ubersaw taunt to the Vita-Saw.
Fixed an issue that prevented the game from running on Fat32 systems.
Fixed a problem with the Sackston Hale achievement sometimes not being awarded correctly.
Fixed the holiday gamestartup sound files being included in the random startup selection after the holiday is over.
Fixed numerous WebAPI issues.
Fixed a Heavy exploit that let him run at full speed while shooting.
Fixed a Frontier Justice exploit that let Engineers have infinite crits for their current life/round.
Fixed the shotgun reload animations for the Soldier/Pyro/Heavy looping endlessly.
Fixed the Medigun charge percent for other players being steppy.
Fixed not being able to light arrows after the first arrow is fired unless they’re drawn back.
Updated the localization files
Just a quick update to let you guys know that the TF2 competitive 6v6 LAN finals have arrived. ESEA has a lot of coverage for this event and I’ll be posting links for STV demos and interviews below. Although it will only a three team LAN because a lot of drama involving EG. flame and some questionable decision-making by lpkane that can be found here, it’ll still be very interesting.
This will also be a little introduction post. I alias as Mike nowadays but used to alias as Healbot. I played Medic for countless fail teams with Midnyt before finally joining some form of vPolice for a couple weeks. After that I pretty much went on and off as Medic and Scout for sometime. I now play off-Soldier for orz and usually Sniper/Spy/Heavy . We will also be welcoming Gravegun, who will be playing Scout, to the team a good friend of mine and long time sexual partner.
I’ll throw in a nice LAN prediction article from a very respected Medic, Sigma, which can be found here. That’s all right now in the world o NA TF2. We’ll be updating a lot more hopefully since we’ve pretty much hammered out our team .
Update: The finals have been played. Congratulations eMg.
Just a quick update to let you guys know that the TF2 competitive 6v6 LAN finals have arrived. ESEA has a lot of coverage for this event and I’ll be posting links for STV demos and interviews below. Although it only a three team LAN because a lot of drama involving EG. flame and some questionable decision-making by lpkane that can be found here:
Hey all, long time no update! The regular season for ESEA and CEVO are just about to end, and while we are taking the #1 seed in CEVO-A playoffs (with 3 FFWs out of 8 matches…), we probably won’t be making the ESEA-O playoffs, and with a little luck will finish the season exactly .500 Which is a little disappointing, as we had to give up 3 matches without a fight due to roster issues and forfeits. We played our ashville matches with only a day’s preparation, but now with those out of the way we’re scrimming badlands in order to finish off the season strong, playing carnal gaming and the terribles next week.
Regarding CEVO playoffs, you can check out the newspost here, which also includes a link to the future brackets. 2 matches per week, with viaduct, gullywash, and coldfront being the first 3 maps played. There are a bunch of decent teams that are set to make playoffs as well, most notably Dinosaur Bones/Team Explosion, who forfeited to us on freight I believe to focus on their ESEA matches, which are both on Thursday (match day for CEVO as well). Natures with yaug seems to be the other team to beat in playoffs. Apparently, winning CEVO-A means we get a chance to go up against a Valve team, so we shall see if we end up with that chance
Your mental state is important in any competition. Losing your cool in a scrim or match can mean and immediate breakdown in the flow of your team. I’ll leave discussion about ways to improve team chemistry for another day but in this column I want to talk about ways to balance your own temperament. You might be able to get away with a terrible attitude (at least for roughly a season) if you’re highly skilled, but for everybody else, you need to check yourself before you wreck yourself.
orzTF2 is now sponsored by SavageGaming! ESEA Season 8 registration ends Jan 3rd, make sure you sign up!07:10 AM December 14, 2010from web
CEVO is over! 1-2 loss vs. natures on gpit. best of luck to everyone else. orz is looking for a solly and scout for next season!07:13 PM November 09, 2010from web
ESEA Season almost over - 3 losses in a row :( but 2 last badlands matches vs. carnal gaming and the terribles. Hope to finish strong!11:52 PM October 22, 2010from web
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