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I've been on the top of the scoreboards a couple of times with it. I just run around and use speed to my advantage, the FaN accels against enemies like pyros and heavies, because you can push the pyro back before you are lit and push heavies back before they unleash sasha on you. the scattergun is better against the weaker classes though. I also find the FaN bit better for exposing disguised spies because its really noticeable when you fire and they get pushed back.

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I actually don't use any of the scout's unlocks most of the time because they seem to be strictly situational.
Agreed......scouts got kinda jipped on their unlocks, they are all very situational, sure other unlocks are situational, but not nearly as restricting as using the scout unlocks can be.
I've been on the top of the scoreboards a couple of times with it. I just run around and use speed to my advantage, the FaN accels against enemies like pyros and heavies, because you can push the pyro back before you are lit and push heavies back before they unleash sasha on you. the scattergun is better against the weaker classes though. I also find the FaN bit better for exposing disguised spies because its really noticeable when you fire and they get pushed back.

I actually prefer the scattergun for heavies....with the FaN you fire 2 shots and the heavy now has 1.6 seconds to kill you before you can attack again.....once they are aware of you they are going to be spun up and ****ed off due to knockback, good luck getting close enough to finish them.......with the scattergun they are under constant fire and every shot you take gives them less and less time to kill you, all without stopping to reload. The FaN IMO is only good for annoying the enemy and quickly killing low HP classes.......the second can be done just as effectively with a few well placed scattergun shots, but you now have 3-4 more shots to kill another enemy without stopping to reload.

That being said, vs a heavy it depends more on how skilled the heavy is than it depends on the weapon you are using....I know a very good heavy that practically always has a good communicating medic with him.....trying to kill him as a scout ends up in a dead scout. For most PUB heavies though you can kill them with either weapon.....hell, some PUB heavies I end up batting to death without ever firing a shot.

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hell, some PUB heavies I end up batting to death without ever firing a shot.

I hardly ever take on heavies as a scout and try to kill them I let my teammates finish them off but when I have to my preferred method is jumping on his head and batting him to death :shifty: if I can't do that I just bat him while running in circles around him :p Most heavies I play against aren't smart enough to figure out if they turn the other way they'll catch me.

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I hardly ever take on heavies as a scout and try to kill them I let my teammates finish them off but when I have to my preferred method is jumping on his head and batting him to death :shifty: if I can't do that I just bat him while running in circles around him :p Most heavies I play against aren't smart enough to figure out if they turn the other way they'll catch me.

I love jumping on a dumb heavies head....they just keep spinning in circles looking for you while their health drops, its so amazing. Another thing with Pyros and generally any class, jumping over their head confuses them......I was in the building on cp_gravelpit B, a pyro was closing in on me fast (along with a few of his team mates). He backed me into a corner (expecting to kill me as I had nowhere to go)....out of panic I double jumped over his head, didnt even catch fire....turned around and killed him mid air then took a nade to the face. Before I killed the pyro though he was just spinning in circles where he tried to corner me cause he thought I just ran around him. Half my team was dead (we were red, I was one of the few people left on B) so they saw my move and complimented me over the mic.

People expect you to run around them, they dont often expect you to go over their head or even land on it, doing so can cause confusion and even if you cant finish them off its often a great method to get away. (pyros and heavies generally don't expect a scout to run straight at them, so when you disappear they figure you started circling them).

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I find it quite easy to kill a Scout with just about any class. However, it's a whole different story when you go against multiple Scouts. They literally swarm around you. It drove me insane on one server. I'm only going to admit this on here but I actually left the server because the players on blue would only use the Scout.

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I find it quite easy to kill a Scout with just about any class. However, it's a whole different story when you go against multiple Scouts. They literally swarm around you. It drove me insane on one server. I'm only going to admit this on here but I actually left the server because the players on blue would only use the Scout.

Lol that's what makes scout rushes so fun one time on turbine they had a sentry on that platform and we had gotten the intel right infront of it and we all changed to scout and rushed it and confused the sentry and the defenders so much by the mass scouts we got it back with a few of us still alive.

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Multiples of any class can be annoying, although scouts are so low on health that a few pyros or a heavy+medic pair would cause them to retreat.

I often gets scouts who run straight at me (so I hit them with a flare), then when they get close to me I hit them with my flame thrower. It really is funny how many scouts don't dodge the flares (or just normal classes actually)

Edit:

ctf_well0007.jpg

Out of the 32 player server, he was the only one I healed. If I wasn't healing him I was taunting out in the open, they still didn't kill me -_-

Edited by The_Decryptor
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Today we're releasing an update to the Source SDK that includes the .vmf source files for many of the official TF2 maps. This is something we've wanted to do for a while, especially as we've been growing the range of game modes in TF. Here's the list of maps that are included in the update: Lumberyard, Ravine, Badlands, Dustbowl, Granary, Gravelpit, 2Fort, Badwater, Goldrush, and Hydro.

Read more...

SOURCE: TF2 Blog

This sounds great! I'm tempted to edit 2Fort and possibly even create my very own map. Perhaps I'll try re-creating the original 2Fort from Team Fortress Classic.

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Okay, so a few more questions:

I have some special items and I thought I "set up" my character to use these items, but upon respawning then i am using the same old default items. FOr instance, I have a level 10 bow for the sniper, but he never uses it? I have the flare gun set for weapon 2 as a pyro but he uses the shotgun still? And what is the sandwich for?

Is there a small manual online on how to use these items?

Thanks :)

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Okay, so a few more questions:

I have some special items and I thought I "set up" my character to use these items, but upon respawning then i am using the same old default items. FOr instance, I have a level 10 bow for the sniper, but he never uses it? I have the flare gun set for weapon 2 as a pyro but he uses the shotgun still? And what is the sandwich for?

Is there a small manual online on how to use these items?

Thanks :)

Perhaps you didn't equip the items. Fire up Team Fortress 2 and click on 'Character Info and Setup'. That should bring you to the loadout screen. From there, select the class you wish to modify. If you hover your cursor over a class, it'll show you how many items that class has in the inventory (e.g. 2 items in inventory). Once you select a class, you should see the items that are currently equipped. You can change those items provided you have an item to replace it. Simply click the 'Change' button and equip the desired item.

If you change an item in-game, you'll have to resupply at a supply closet or respawn for the changes to take effect.

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Having some fun on the UK Facepunch server.

pl_goldrush0224.jpgpl_goldrush0208.jpg

It's fun playing with admins.

pl_badwater0231.jpg

Especially when they start trying out plugins they have installed.

pl_badwater0215.jpg

And it's fun to get back at people when they ruin a melee match by bringing weapons.

He also enabled low gravity and negative friction, we then had another melee fight, man that was hard.

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I'm just taking a break from TF2 as I've recently started on a new job :D . That said, I will be getting a new notebook by the end of July so considering that it will have a pretty powerful graphic card, I can't wait to get back in the action!

Scirwode

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Was messing around on a server and I found 2 teleporters unguarded, so I jumped down and bashed them to pieces, got an achievement then got the first scout milestone, so now I've got the force of nature (Found the other 2 unlocks).

I then preceded to annoy an admin until he started calling me names (He made himself purple, went to the highest capture point and said people should only melee him, so I kept running up next to him and shooting him off)

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Update today, a few fixes for the spy and sniper. you can also flip the view model in the settings or use the console command "cl_flipviewmodels 0" or 'cl_flipviewmodels 1'. Its great for peeking around corners rocking sentries, i just bind the commands to two keys.

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Update today, a few fixes for the spy and sniper. you can also flip the view model in the settings or use the console command "cl_flipviewmodels 0" or 'cl_flipviewmodels 1'. Its great for peeking around corners rocking sentries, i just bind the commands to two keys.

Very cool, they mentioned they were working on implementing switching between left and right handed weapons......is the change just cosmetic or does it change where the bullets are fired from? If its the latter then the pyro just got a decent buff.....before they could hit sentries to a corner on their left, but not their right (due to the way the flamethrowers particle system checks if it hits something), if the flame as well as weapon (which makes the most sense) is switched to the other side together pyros are now able to do the same on sentries around a corner to their right.....something they couldn't do before and always annoyed me. (I cant get on to test it myself as I'm in the process of moving and wont be on a computer capable of playing TF2 for another week or so)

Removed refract from water ripples caused by bullet impacts for performance reasons

Very nice.....thats the only performance issue I had on my system (4850 w/ a Q6700 @ 3.6Ghz playing at 1920x1200 on maxed settings including 8xAA and 16xAF) and it was rather rare given the lack of water in maps, but gave anyone who jumped into water to get away from me a major advantage as I always dropped to like 30 FPS (from 67, locked) if I shot down through the water at them even if it was only me and them around. Despite being able to handle 8+ people on the screen and firing without going below 60 FPS.

Wont matter much as I will be getting a 4890 toxic (sapphire factory OC with vapor-x cooling) in a few days as a late birthday present, but still very nice to see them improving performance for a change.

Edited by mwpeck
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Update today, a few fixes for the spy and sniper. you can also flip the view model in the settings or use the console command "cl_flipviewmodels 0" or 'cl_flipviewmodels 1'. Its great for peeking around corners rocking sentries.

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Remember my little observation about the Huntsman's viewmodel being left-handed?

Sniper

  • Fixed a bad detection case in the "Friendship is Golden" achievement
  • Changed the description of the "Triple Prey" achievement so it better describes how to get it
  • Critical arrows now have a trail and correctly deal enhanced damage
  • The Huntsman now defaults to be right handed
  • Friendly arrows will no longer trigger the near miss sound on you
  • Fixed several sources of floating arrows

SOURCE: Steam News

Mmm-hmmmm. Yeah, that's right. It's about damn time they fixed it. :p

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TF2 just got updated again.

A few interesting things

  • Changed cl_flipviewmodels so it can no longer be set while connected to a server
  • Removed the movement speed penalty on The Razorback

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  • Removed the movement speed penalty on The Razorback

That was actually an undocumented change from the previous patch.

  • Fixed Bonk! ammo count exploit after using a regeneration locker

Now people can quit complaining about the bonk exploit.

  • Reverted Force-A-Nature and airblast knockback on disguised Spies, so that they can once again be knocked back

Glad they did this, I rarely use the FaN but I often save teammates from spies by airblasting them away from a teammate before they can stab them.

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TF2 just got updated again.

A few interesting things

  • Changed cl_flipviewmodels so it can no longer be set while connected to a server
  • Removed the movement speed penalty on The Razorback

haha :(

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If the game goes on sale, I may buy it on the PC finally. I installed Steam again and my aging system can handle things decently enough, though at a cut back resolution. Shame the 360 version didn't get any love.

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