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PostPosted: 14 Aug 2009, 02:12 
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Has no REAL life! (1715)
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hahahahah new hats are just so awesome im gonna idle 48 hours/day :ugly:
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Also notice Soldier's medals and


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PostPosted: 14 Aug 2009, 02:16 
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:mrgreen:

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PostPosted: 14 Aug 2009, 02:50 
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The new animations during humiliation is just... wow. :shock:


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PostPosted: 14 Aug 2009, 03:17 
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Animations are just awesome, but more "awesome" are "new" sticky jumps ( or rather nuke jumps ) http://www.youtube.com/watch?v=7779DHMD7ic :6


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PostPosted: 14 Aug 2009, 03:44 
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Has no REAL life! (4896)
The Spies Beard Camera pleases me immensely.


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PostPosted: 14 Aug 2009, 04:11 
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pyro is a girl !!!1111
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PostPosted: 14 Aug 2009, 08:39 
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Bartg wrote:
hahahahah new hats are just so awesome im gonna idle 48 hours/day :ugly:
Image
Image
Also notice Soldier's medals and
Those hats are nice, i'll be lucky if i find 3 of them :ugly:


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PostPosted: 14 Aug 2009, 09:21 
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time to start idling AGAIN

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PostPosted: 14 Aug 2009, 09:58 
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Now there is just more chance of me getting a hat I don't want 8)

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PostPosted: 14 Aug 2009, 10:13 
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Looks like Valve gave out medals ( Soldier misc slot ) for the first 11.111 people clicking a hidden link.
Which was activated around 3 in the night for europeans. :roll:


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PostPosted: 14 Aug 2009, 10:49 
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not to sure how i feel about "Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist"

feels that it might defeat the point of getting an engy out of hiding if ur a spy.

Dekar wrote:
Looks like Valve gave out medals ( Soldier misc slot ) for the first 11.111 people clicking a hidden link.
Which was activated around 3 in the night for europeans. :roll:
yeah someone at work just showed me the news link on kotaku, :( i want what i can have... still no trading system right?

As for the KOTH and new CTF, can we not just stick them in the normal rotation, rather than making a new server, i think a variety of different game modes in the rotation would be more enjoyable :)

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PostPosted: 14 Aug 2009, 10:50 
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Bartg wrote:
pyro is a girl !!!1111
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or gay.

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PostPosted: 14 Aug 2009, 10:58 
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Nerdish, tbh. (455)
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As for the KOTH and new CTF, can we not just stick them in the normal rotation, rather than making a new server, i think a variety of different game modes in the rotation would be more enjoyable :)
I second this.
I did not mind the new game style.

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PostPosted: 14 Aug 2009, 11:01 
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I thirdededed it, even though i started it! :18

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PostPosted: 14 Aug 2009, 11:05 
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[SpA]ProtectMyBalls wrote:
not to sure how i feel about "Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist"

feels that it might defeat the point of getting an engy out of hiding if ur a spy.

Dekar wrote:
Looks like Valve gave out medals ( Soldier misc slot ) for the first 11.111 people clicking a hidden link.
Which was activated around 3 in the night for europeans. :roll:
yeah someone at work just showed me the news link on kotaku, :( i want what i can have... still no trading system right?

As for the KOTH and new CTF, can we not just stick them in the normal rotation, rather than making a new server, i think a variety of different game modes in the rotation would be more enjoyable :)
I think it's to do with the server set up, maybe not, probably not, but... gah I don't know. Anyway, I want to play KotH :D

Image

I was hoping my level 0 fire axe would do no damage :D

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PostPosted: 14 Aug 2009, 14:09 
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I signed up for a medal, I hope it will be worth sacrificing for 4 hour sleep :D And as fair as I worked out yesterday KOTH can normally be played along with other cp ctf pl etc. maps. Its fun, but something went wrong with update and both sawmills, viaduct and other koth map give me between 3 and 80 fps, depends on place and time :shock:


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PostPosted: 14 Aug 2009, 15:08 
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enjoyed koth, thou i still think it should be chucked in with the rest of the map types and not its own server as it may just become arena mode that no one really wants to do, but mixing it up would mean the game style will always vary.

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PostPosted: 14 Aug 2009, 16:58 
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God awful idea, the teleporter sap thing. You run in there and sap engie stuff, and then he just keeps removing it from the safety of his sentrynest.

At least first the engi would have to choose, stay with the sentry nest or go back to spawn and build a new one. Also as an added effect I have sapped sentry emplacements while the engineer was dead, he spawns removes sapper from teleporter on his side, teleports through and then removed all sappers on the sentry/dispenser.

Okay, perhaps I could live with the sapper going through the teleporter if you sap from the entrance but it should defo not do that if you sap the exit.

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PostPosted: 14 Aug 2009, 17:07 
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No its awesome change, especially buff when attacking ( payload maps, dustbowl ), since spies have tendency to just cloak&dagger around spawn and sap teles. I hope this will encourage spies to take enemy teleporters instead of sapping them, many engis have tendency to build teles behind their back, so when you take it its easy stab&sap.
upd. I see theres new KOTH server, so its not possible to mix koth with usual game types ?


Last edited by Bartg on 14 Aug 2009, 17:26, edited 1 time in total.

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PostPosted: 14 Aug 2009, 17:26 
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The Necromancer (4970)
Yep, it's a good idea which makes teleporters slightly easier to maintain but isn't a huge balance issue considering the recently introduced ability of the Spy to take enemy teleporters. Don't think how close your Engineer is to your sappers, think how close YOU are to the engineer.

If you're at the exit, the engineer is probably close, ready for stabbing. If you're at the entrance, you can just take it and still end up close to the engineer.

Before the change teleporters were a pain in the ass to build and maintain, now they actually make sense.

Build teleporter entrance, teleporter exit, upgrade them - *zap* a spawn-camping spy just nullified two minutes of your gameplay time and forced you to go back to the spawn and running back and forth is exactly what teleporters are supposed to help alleviate. Not to mention the fact that when you abandon your sentry/dispenser THEY will get destroyed in turn, which is even more annoying and harmful to your team, so in the end why bother building teleporters at all? ;-)

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PostPosted: 14 Aug 2009, 21:49 
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really great update....and what does the first person i see on the server have.....THE NEW SOLDIER HAT :x

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PostPosted: 14 Aug 2009, 22:09 
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My medal arrived :mrgreen:
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PostPosted: 14 Aug 2009, 23:10 
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[SpA]Lim-Dul wrote:
Yep, it's a good idea which makes teleporters slightly easier to maintain but isn't a huge balance issue considering the recently introduced ability of the Spy to take enemy teleporters. Don't think how close your Engineer is to your sappers, think how close YOU are to the engineer.

If you're at the exit, the engineer is probably close, ready for stabbing. If you're at the entrance, you can just take it and still end up close to the engineer.

Before the change teleporters were a pain in the ass to build and maintain, now they actually make sense.

Build teleporter entrance, teleporter exit, upgrade them - *zap* a spawn-camping spy just nullified two minutes of your gameplay time and forced you to go back to the spawn and running back and forth is exactly what teleporters are supposed to help alleviate. Not to mention the fact that when you abandon your sentry/dispenser THEY will get destroyed in turn, which is even more annoying and harmful to your team, so in the end why bother building teleporters at all? ;-)
I was referring mores specifically to, I stab engi, sap stuff. Other engi at spawn removes sapper the whole flipping time. Or run into a non defended sentry emplacement sap all stuff. Engi wrenches his teleport at spawn, ports through and unsaps everything. Its retarded and already happed to me a couple of times. I'd be fine with the change if it only worked if the spy saps the entrance. But the sapper should not teleport through an exit.

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PostPosted: 14 Aug 2009, 23:33 
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Bartg wrote:
My medal arrived :mrgreen:
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Finally i got mine as well 8)


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PostPosted: 15 Aug 2009, 10:00 
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what does the medal do ?

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In cold blood.
Thank you for your co-operation."
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PostPosted: 15 Aug 2009, 10:12 
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Looks like a medal

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PostPosted: 15 Aug 2009, 11:16 
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Fun :)


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PostPosted: 15 Aug 2009, 12:25 
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:mrgreen:

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PostPosted: 15 Aug 2009, 14:15 
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KOTH needs a 0 engineer limit too :4

:P


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PostPosted: 15 Aug 2009, 18:04 
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zomg wtf and various other annoyed expressions :x

How can they change the negative impact of the sandman to be -30 health when the scout is already at 125 anyway. I mean what's the point of equipping the sandman when the enemy now only have to glance in your direction and you'll die? It was bad enough before but now it's a complete waste of time. I don't care about points for stuns and no doubt some additional animations when it's at the expense of completely unbalancing the weapon.

Why do the developers insist on fixing things that aren't broken? There are plenty of bugs that have been around since the game was launched. If that's too much effort then why not loan themselves out to L4D instead and start fixing those bugs.

If you hadn't guessed I'm less than happy.

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