Panda posts actual guides and stuff. Well, I post worthless vaguely-tf2-related youtube videos.
They’re actually a really great group and not incompetent.
Thanks to waxpax and his crew for letting me post it here.
oh, also, never forget: ALL HAIL TRAIN GOD.
PC Gamer has news on the next big tf2 update. Seems we’ll be getting a new game mode, trading, AND loads of stuff from the polycount competition.
Polycount winners are:
Expect it all early 2011.
So today someone sent me this interesting animation that illustrates circle-strafing. Basically, the idea is that when Red (the one being circle-strafed) shoots at where Blue is he misses because Blue is constantly changing location, but when Blue (the circle-strafer) shoots at where Red is he always hits because Red is standing still. Of course, this situation assumes that Red does not alter his shots to account for Blue’s movement–he always shoots at where he currently sees Blue–so it is not a perfect model, but it at least could function as an explanation for why one takes less damage when attacking a sentry via circle-strafing instead of head-on.
Spotted on the gotfrag forums, this video will help you quickly learn the ropes as medic, and become very LEE-THUL. Nearly as LEE-THUL as a dispenser.
So when the weekend rolls around, and no scrimming is going on, baldy and I go off pubbing on various servers. Since its just the two of us, we often try different things. We’ve posted before on going double engy on cp_gorge’s roof, and we’ve done stuff like double sniper defense of cp_gravelpit A, or double sniper offence on pl_badwater.
We pulled out the good old heavy-medic combo for the first time after the buff to heavy’s spin times, and took a little spin on pl_badwater. Here’s baldy’s final screenshot of the outcome:
While the heavy-medic combo is definitely strong, its a very straightforward playstyle, with the heavy simply abusing corners (as well as his pocket medic) to take down the enemy team. The soldier-medic combo can be just as strong, and takes a little more strategy with making sure the medic is kept safe when the soldier takes the high ground in certain areas.
Today was our first real pub experience on cp_coldfront, and it plays out very interestingly on pubs, because the wide middle point and 3-2 yard has lots of high ground and wide open areas, making it easy for random flanks to appear. Baldy and I hopped on this server on cp_coldfront, and after chasing down flanks, running for our lives from triple heavy combos on the high ground, clearing out various pockets of enemies, and doubling back often for backcaps, I suddenly noticed this on my scoreboard:
I thought that was pretty cool, cause it never really works out that well on the mayhem of pubs and crits, so we went on playing, and pushing our way slowly from 3-2 after countless stalemale situations, and then I suddenly noticed a new scoreboard:
O_o.
After the map finally ended in a stalemate, and baldy’s computer decided to restart itself without warning, I was zooming around ctf_mach4 with my gunboats when I was disconnected from the server with the following message:
o_O.
Moral of the story? Sometimes two people, using a little teamwork and having lots of fun, can dampen the fun of the others on the server, but I’m sure this is not where our pubbing adventure will end.
For those of you who still cannot join a server, DirectX8 is confirmed to be currently broken. See other things you can do to prevent crashing from the recent update here!
Another bonus email (with no response though)







Recent Comments