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 Post subject: Re: Scout update
PostPosted: 18 Feb 2009, 12:54 
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[SpA]Migu wrote:
Suiclider wrote:
Also, the 5 point map I want should be in an Alpine setting.
Totally agree! I like the setting of those maps, but I've actually never played arena mode... :|
I played it a couple of time when it was just released, didn't really find it that much fun.
Might try it again later tonight and see if it has changed. Then I guess you haven't seen the alpine map?

Image

Wouldn't mind if they re-made some maps with the alpine theme, looks so much better.

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 Post subject: Re: Scout update
PostPosted: 18 Feb 2009, 13:20 
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Suiclider wrote:
[SpA]Migu wrote:

Totally agree! I like the setting of those maps, but I've actually never played arena mode... :|
I played it a couple of time when it was just released, didn't really find it that much fun.
Might try it again later tonight and see if it has changed. Then I guess you haven't seen the alpine map?

Image

Wouldn't mind if they re-made some maps with the alpine theme, looks so much better.
indeed indeed...the alpine setting is just pure awesomeness~!

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 Post subject: Re: Scout update
PostPosted: 18 Feb 2009, 13:21 
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Quote:
hahaha, comment on etf2l forums: lvl 57 stunlock scout LFG raid gravelpit!
Someone explain me that, I didnt quite get it :|

And the baseball seems like a joke to me. "May" be useful for Dustbowl/Goldrush, but for competitive gaming it will be next to useless (all I say is Badlands + dodging in general).

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 Post subject: Re: Scout update
PostPosted: 18 Feb 2009, 13:27 
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I'm guessing it's a joke on World of Warcraft where you play a character that can stun O;

Doubt it will be used much in competitive matches, but we'll have to see how it works exactly~


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 Post subject: Re: Scout update
PostPosted: 18 Feb 2009, 14:20 
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I actually really enjoyed Arena mode, and I have no idea why people didn't like it

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 Post subject: Re: Scout update
PostPosted: 18 Feb 2009, 14:22 
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I liked arena mode, but it just didn't get the love it needed so it lay forgotten in the back of my brain somewhere dusty..


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 Post subject: Re: Scout update
PostPosted: 18 Feb 2009, 15:15 
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Arena mode by default was piece of shit - I can understand auto joining team, but sitting out was just a stupid joke - if my team lost, and i was top of scoreboard with 4 times more points than person below me I would get warning, that im gonna sit out next round, of course we lost another and I'm sitting out. We lose 3 in a row I get back in the game, we win one round to reset rounds win counter, but again I'm sitting out in rounds 3 and 4 having by far best score in my team :? But I saw thousands of arena modes, including 32 players at once <- that must be insane :shock:


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 Post subject: Re: Scout update
PostPosted: 18 Feb 2009, 15:18 
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After Scout update - Heavy + natasha :mrgreen: nuff said

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 Post subject: Re: Scout update
PostPosted: 18 Feb 2009, 16:40 
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staberas wrote:
After Scout update - Heavy + natasha :mrgreen: nuff said
Baseballs flying into the heavy completely disabling him? :mrgreen:

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 Post subject: Re: Scout update
PostPosted: 18 Feb 2009, 17:07 
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hmm, we dont know how it works yet + I'm totally not using him on open maps like goldrush...

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 Post subject: Re: Scout update
PostPosted: 18 Feb 2009, 17:38 
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TF2 needs some real snow themed maps. That alpine theme is for sissies.

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 Post subject: Re: Scout update
PostPosted: 18 Feb 2009, 19:46 
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SNOW?!!? i prefer a moon landscape

Image

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 Post subject: Re: Scout update
PostPosted: 18 Feb 2009, 19:54 
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i prefer tropical rainforest theme , with some banzai-japanese things like cod 5 :4

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 Post subject: Re: Scout update
PostPosted: 18 Feb 2009, 20:46 
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staberas wrote:
SNOW?!!? i prefer a moon landscape
oh snap

reminds me (vaguely) of that ctf map from ut2004 with the 2 opposite towers, completely forgotten what it's called but it's on a moon/huge asteroid like thing orbiting earth, very cool

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 Post subject: Re: Scout update
PostPosted: 18 Feb 2009, 22:40 
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This one ? 8)
Image

yep its a classic one called "Facing world"

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Last edited by staberas on 18 Feb 2009, 22:42, edited 1 time in total.

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 Post subject: Re: Scout update
PostPosted: 18 Feb 2009, 22:41 
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Is it wednesday yet in vavle time? The website isn't updating for me :(

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 Post subject: Re: Scout update
PostPosted: 18 Feb 2009, 22:42 
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[SpA]Minimoose! wrote:
Is it wednesday yet in vavle time? The website isn't updating for me :(
it's saturday.


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 Post subject: Re: Scout update
PostPosted: 18 Feb 2009, 22:44 
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maybe it's wednesday, 17th, Friday 2012 :(

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 Post subject: Re: Scout update
PostPosted: 18 Feb 2009, 22:53 
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[SpA]Minimoose! wrote:
Is it wednesday yet in vavle time? The website isn't updating for me :(
& me :evil: i'm pressing F5 every 2 min

EDIT YEAHHHHHHHHHH http://www.teamfortress.com/scoutupdate ... nction.htm

..hey what?.. maps?

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Thank you for your co-operation."
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 Post subject: Re: Scout update
PostPosted: 18 Feb 2009, 23:16 
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Community maps. Watchtower and Junction

I am disappointed. Junction is another epitome of spam rockets and other explosive weaponry.

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 Post subject: Re: Scout update
PostPosted: 18 Feb 2009, 23:19 
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Oh hey it's the arena map from that Fper

Oh fuck it's arena map


Oh fuck the other one's junction which is just horrible


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 Post subject: Re: Scout update
PostPosted: 18 Feb 2009, 23:26 
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Quote:
It’s full of tight spaces and short sight lines, which create combat opportunities dominated by ambushes and explosive weaponry
Oh yes, just exactly what we need more arse corridors, TF2 suffers from a distinct lack of original open spaces, i'd of much prefered a Valve made Alpine setting open map,, but instead we get a close combat narrow choke point, which i've never played but first reponses from you guys is "teh suck", the kind of environment that scouts get raped in, snipers are useless, (not because i can't hit peeps that close, but because my team gets in my scope), spies suck and i constantly die from rocket deaths.

Great. No sniping and no scouting or spying, BUT WAIT!

Scout update is supposed to be making scout more useful in close combat, i await your next updates Valve with trepidation...

Can't wait... :roll:
p.s. Arena is boring, if i wanted to play CSS with silly weapons, i'd err.. *thinks* yeah, i don't know an equivalent.

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 Post subject: Re: Scout update
PostPosted: 19 Feb 2009, 00:06 
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[SpA]MikeDH wrote:
[...] which i've never played [...]
And this little text snippet makes everything else you wrote in your post pretty much meaningless. ;-)
(If you do play the map just to confirm your "theory" your opinion will still be useless since now we know that you approached it in a very biased way before even seeing it.)

Junction is OK, by the way and its ratings and popularity on FPSBanana speak for themselves. I'm not saying that there weren't better options but hey, at least many custom map fans won't have to adapt since they are familiar with this addition. TF2 doesn't have a map that is 100% indoor yet and there are still some good sniper spots on junction, which everybody who actually played it and doesn't merely fantasize about it would know. =)

Watchtower is pretty irrelevant since nobody will be playing arena mode on our servers - there were better custom map choices IMHO but then again we get a very open map for a change.

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 Post subject: Re: Scout update
PostPosted: 19 Feb 2009, 00:19 
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[SpA]Lim-Dul wrote:
[SpA]MikeDH wrote:
[...] which i've never played [...]
And this little text snippet makes everything else you wrote in your post pretty much meaningless. ;-)
(If you do play the map just to confirm your "theory" your opinion will still be useless since now we know that you approached it in a very biased way before even seeing it.)

Junction is OK, by the way and its ratings and popularity on FPSBanana speak for themselves. I'm not saying that there weren't better options but hey, at least many custom map fans won't have to adapt since they are familiar with this addition. TF2 doesn't have a map that is 100% indoor yet and there are still some good sniper spots on junction, which everybody who actually played it and doesn't merely fantasize about it would know. =)

Watchtower is pretty irrelevant since nobody will be playing arena mode on our servers - there were better custom map choices IMHO but then again we get a very open map for a change.
Junction lends itself very well to the demoman and soldier classes. Tight corridors and in general little movement space, make for some of the best splash damage action in game. You might dodge the rocket, but the wall behind you will make it splash you! I wish valve had made a new openish alpine map. I mean I love the starting area of Badwater, why can't they make a map like that for cp with rocky outcroppings blocking line of sight etc. Oh well, I will just hope we will exclude it from our cycle!

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 Post subject: Re: Scout update
PostPosted: 19 Feb 2009, 00:25 
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Truth be told I'm probably one of the guys who played junction the most (coming second to Bart_g) and I never noticed a problem with splash damage because the corridors aren't actually that tight and most of the choke-points feature height differences, railings and whatnot that make firing rockets and nades more difficult and abusing walls pretty much impossible. Nade and rocket spamming is also alleviated by many routes leading to each point (at least 3 per CP AFAIR and a total of 5 (methinks) for the last one).

The most points to be had are actually by playing a Pyro, at least for the first two CPs - for the third one you need lotsa nades and rockets to take out sentries that have a height advantage.

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War does not determine who is right - only who is left. - Bertrand Russell


Last edited by Lim-Dul on 19 Feb 2009, 00:30, edited 1 time in total.

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 Post subject: Re: Scout update
PostPosted: 19 Feb 2009, 00:30 
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[SpA]Lim-Dul wrote:
Truth be told I'm probably one of the guys who played junction the most (coming second to Bart_g) and I never noticed a problem with splash damage because the corridors aren't actually that tight and most of the choke-points feature height differences, railings and whatnot that make firing rockets and nades more difficult and abusing walls pretty much impossible. Nade and rocket spamming is also alleviated by many routes leading to each point (at least 3 per CP AFAIR and a total of 5 (methinks) for the last one).
Excitement level rising.

:mrgreen:

Differant routes is good, as scout i enjoy flanking people, so that's good.

Since i haven't played it / heard anything about it other than guys basicly saying it sucks and the description doesn't read very well, i'm gonna pass judgement but not enough to "lock it", if i'd seen or somehow played it then yeah, i'd probably not change my mind. But we'll see! I'll be too excited with new scout toys to really be bothered ;)

i'm just having an arsey day.

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 Post subject: Re: Scout update
PostPosted: 19 Feb 2009, 00:59 
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[SpA]Lim-Dul wrote:
[SpA]MikeDH wrote:
[...] which i've never played [...]
And this little text snippet makes everything else you wrote in your post pretty much meaningless. ;-)
(If you do play the map just to confirm your "theory" your opinion will still be useless since now we know that you approached it in a very biased way before even seeing it.)

Junction is OK, by the way and its ratings and popularity on FPSBanana speak for themselves. I'm not saying that there weren't better options but hey, at least many custom map fans won't have to adapt since they are familiar with this addition. TF2 doesn't have a map that is 100% indoor yet and there are still some good sniper spots on junction, which everybody who actually played it and doesn't merely fantasize about it would know. =)

Watchtower is pretty irrelevant since nobody will be playing arena mode on our servers - there were better custom map choices IMHO but then again we get a very open map for a change.
Not really because the sentence he quoted says it all, it is exactly that, a massive orgy of spam. Its pretty much a smaller version of steel with a ridiculous last point which is easy to defend if your team aren't complete idiots. The last point is actually going to be impossible, since they will definitely have sentries on it, the sentries can only really be taken down by 1-3 demo ubers, depending on how well placed they are (1 demo uber would be lucky), but 2 pyros with compression blast will completely nerf the attacking team. Or even a scout decent with the new baseball weapon.

If you are half decent at aiming with rockets/pipes the map is a piece of cake, until you get to the last cap where there is mostly just a sentry + demoman spam. I have played this map a lot and this is what it tends to be like, especially on large servers. Its the easiest map to rocket juggle people since they get blasted into walls/ceilings all the time. The corners make it easy to sticky camp and pipe anyone who gets through. Heavies + Medics rule on it though, unless they have well organised spam then you will be obliterated by the demos + soldiers :|

@MikeDH - There is no way you will be able to scout on Junction, unless your objective while playing scout is getting sticky camped and hit by 40 rockets at once, or even just meeting heavies in corridoors. Sniper are pretty much useless until you get to the last cap, where if you are defending you will do alright, but if your attacking you will probably find it hard with all the spam. The multiple routes are only accessable once you have taken one of the first points unless you are lucky that the defenders are distracted by one point, even if you do access the route you will more than likely be killed due to the size of the map.

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 Post subject: Re: Scout update
PostPosted: 19 Feb 2009, 02:35 
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Has no REAL life! (3017)
junction?
:|

JUNCTION?
:|

Instead of freight? *sigh*
Oh well, let's see some more. Though, on small server, the map might be okay.

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 Post subject: Re: Scout update
PostPosted: 19 Feb 2009, 06:57 
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2 community maps i was hoping for some new map from valve :( . Played junction a bit it's ok.


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 Post subject: Re: Scout update
PostPosted: 19 Feb 2009, 07:59 
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I like junction, the few times I played it during the custom map weekend way back ;p

But yeah, I rather have freight (TRAINS! <3333) and labor in there~ Maybe one of the next days will reveal these maps


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