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Posted

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I've recently started to play Team Fortress 2, and I'd like to know if anyone here plays this game xD

 

I play with Sniper, by the way :3

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So, I was playing on a Server, and got myself 2 neat items to use for Demoman :D The Splendid Screen, and the Ullapool Caber :D DEMOMAN AWAAAY

Nice. The other day I got the laser cannon for Soldier as a random drop and legit started screaming.
  • 3 months later...
  • Author

OH MY GOD

I NEED THIS.

 

I already have it xD

 

11€ for this is a ripoff though :/

  • 3 months later...
  • Author

Bringing this back, since more people play it now (And this thread deserves more love xD)

 

So, what classes do you main, and what's your favourite loadout?

 

 

- I main Demoman, and nothing else xD Most people say "Demoman takes no skill, all you do is spawncamp", and I beg to differ xD

 

Demo is really good for keeping up a defense over a certain territory, especially with the help of a Sentry/Dispenser, and can also maintain a good offense, especially with the "Demoknight" variant.

 

I'll share my two Demoman loadouts: "Sticky Demo" and "DemoKnight"

 

- Sticky Demo

 

1) Grenade Launcher (Strange Specialized Killstreak Festive)

 

I'm not that good with The Loch N' Load, and since it got nerfed in Gun Mettle, most people prefer the stock Grenade Launcher xD

It's a pretty good weapon, so unless you have good aim, I recommend this weapon

 

2) Stickybomb Launcher (Strange Specialized Killstreak Gold Botkiller Mk.I)

 

Hands down, the best Sticky launcher in the game, and it's even the Stock one xD

Scottish Resistance is good for MVM, and the Quickiebomb Launcher is kinda gimmicky xD

Perfect for defense (Especially in CP and PL, you set the Stickies on the point/cart, and then detonate when it starts moving), and for nailing down enemies chasing you!

 

3) Frying Pan (Killstreak)

 

I go for the Pan, because of the noise it makes xD

People go for the swords, but I prefer those +15 HP xD

But you can choose the bottles, or The Bat Outta Hell, it's up to you

 

 

- DemoKnight

 

1) The Bootlegger/Ali Baba's Wee Booties

 

At the cost of your Grenade Launcher, you get some pretty good boosts, which are important for the next weapon

 

2) The Tide Turner

 

The Tide Turner and The Bootlegger work so well! Get a Meele Kill while charging, and the effects of both these weapons charge up your charge completely, allowing you to charge again! The resistances are also nice!

 

3) The Eyelander/Nessie's Nine Iron/Horseless Headless Horsemann's Headtaker

 

All these 3 weapons have the same effect: the more kills you get, the more HP and Speed you get!

Bringing this back, since more people play it now (And this thread deserves more love xD)

 

So, what classes do you main, and what's your favourite loadout?

 

 

- I main Demoman, and nothing else xD Most people say "Demoman takes no skill, all you do is spawncamp", and I beg to differ xD

 

Demo is really good for keeping up a defense over a certain territory, especially with the help of a Sentry/Dispenser, and can also maintain a good offense, especially with the "Demoknight" variant.

 

 

 

For sure: the Demo is super useful on defense. I like using him on Payload a lot, since you can keep your stickies on watching the cart while you can take care of something else.

 

For me, I usually main Engineer. The game lists him as defense, but I've always thought of him as more of a support role, in that your job should always be to fix a problem that your team is encountering. The sentry should either be watching a control point so your team doesn't have to, or can be pushed further ahead in order to help capture a point. And while people tend to focus on the sentry kills, I feel like there's more to the Engie's job than just the kill-death ratio. Getting the Dispenser to the front lines so the Medic doesn't get overworked is always key, and the Teleporter, especially in Payload defense, should always be the Engie's top priority, in my humble opinion. Get people to the front line and keep them alive, then worry about getting kills. 

 

My secondary is Heavy, which a lot of people rag on because it "doesn't take skill," but I would argue that all the classes take skill to play well, and the Heavy is no exception. Once you start to learn to watch for Snipers and check for Spies regularly, you will be doing way better as the Heavy than if you just start shooting blindly. Not to mention that, if you're feeling silly, it can be fun to run around with the Killing Gloves of Boxing and seeing how many kills you can get.

For sure: the Demo is super useful on defense. I like using him on Payload a lot, since you can keep your stickies on watching the cart while you can take care of something else.

 

For me, I usually main Engineer. The game lists him as defense, but I've always thought of him as more of a support role, in that your job should always be to fix a problem that your team is encountering. The sentry should either be watching a control point so your team doesn't have to, or can be pushed further ahead in order to help capture a point. And while people tend to focus on the sentry kills, I feel like there's more to the Engie's job than just the kill-death ratio. Getting the Dispenser to the front lines so the Medic doesn't get overworked is always key, and the Teleporter, especially in Payload defense, should always be the Engie's top priority, in my humble opinion. Get people to the front line and keep them alive, then worry about getting kills. 

 

My secondary is Heavy, which a lot of people rag on because it "doesn't take skill," but I would argue that all the classes take skill to play well, and the Heavy is no exception. Once you start to learn to watch for Snipers and check for Spies regularly, you will be doing way better as the Heavy than if you just start shooting blindly. Not to mention that, if you're feeling silly, it can be fun to run around with the Killing Gloves of Boxing and seeing how many kills you can get.

I personally play a Defensive Engie much better than I play offensive, but I wouldn't say the role changes much there either, as they are very much a support class. I main Engie as well, and it's the only class that I play well at at all, though I can manage as others. Every good team needs a little More Gun, even the best offense or defense players can struggle against even a decent Engie, and vise versa, which is pretty cool.

 

Personally, I like playing Aggressive Level 3's, sucks when they go down, but that can't be helped, if it helps our team win, all for it. I can kind of do a bit of every class, save Sniper, however the skill with them is mediocre at best, however I do love some Soldier from here and there.

My favorite class is Pyro, but I also play Soldier and Engie from time to time. I'm not super knowledgeable about what loadouts work best, so I just use whatever I think sounds good. xD I don't play too often, so I'm not particularly good as any of the classes, but those three are my favorites.

 

I do know that my current Pyro loadout is Rainblower (PYROVISION, WOO!), Scorchshot, and Axtinguisher, though.

http://imgur.com/a/7JWcb

 

All my loadouts save Sniper because his loadout is more or less stock due to scrapping just bout everything for him.

 

Pardon most of my cosmetics being kind of crap, if you can't tell, however, most of my cash goes into Engie xD

http://imgur.com/a/7JWcb

 

All my loadouts save Sniper because his loadout is more or less stock due to scrapping just bout everything for him.

 

Pardon most of my cosmetics being kind of crap, if you can't tell, however, most of my cash goes into Engie xD

 

Inspired me to show off my loadouts as well! Hooray for Halloween cosmetics!

 

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  • Author

So, what are your experiences with Mann VS Machine (MVM)?

 

I'm still trying to learn MVM Demo, so I can use my Tour of Duty tickets, and get a chance of obtaining Australium Weapons :D

So, what are your experiences with Mann VS Machine (MVM)? I'm still trying to learn MVM Demo, so I can use my Tour of Duty tickets, and get a chance of obtaining Australium Weapons :D

I finished my first tour the other day (advanced) and have been running around in boot camp for nearly a solid 200 games, only recsntly, however, have I been winning. Probably due to my upp'd skill with Engie,
  • 1 month later...
  • Author

So!

 

The Smissmas 2015, AKA Tough Break is upon us!

 

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Quite the number of stuff added to the game, including:

 

- New skin crates (Who didn't see that coming, huh)

- New cosmetic crate (No Elite Grade this time around, so the stuff you get inside is quite cheap)

- 3 new taunts for the Demoman, Engineer, and All Classes (Pretty nice taunts in my opinion)

- A few new maps to play on (CP, PL, CTF, and KOTH, all pretty good maps!)

- New contracts (Woot!)

- And of course, gameplay balances (Oh God,,,)

 

So, I'll review each and one of them in the best way I can xD

 

- New Skin Crates

 

Uuuhhhh

Sure, there are nice skins (Dat Rainbow Grenade Launcher doe), but does TF2 really need more skins? I wouldn't mind having new weapons, or heck more Australiums!

 

-New Cosmetic Crate

 

The cosmetics are nice, but trying to unbox for a specific cosmetic is really not worth it, you're better off by getting the one you want from the Steam Market (A Well Wrapped Hat is like 6€, and it's the most expensive cosmetic from the collection, so...)

 

- New Taunts

 

I don't get why people don't like the new Demo taunt, is it because it sounds horrible?

Ok, it does sound horrible, but it compliments the Demoman's personality xD

The new Engineer taunt is nice, but it should not have the price it has as of now, to be honest :/

And Mannrobics is a great dance taunt, the conga was obliterated xD

 

- New Maps

 

I haven't fully tested all maps as of now (Just tried out the new PL map), so I gotta update this xD

 

- New Contracts

 

I swear, Valve hates custom HUDS

I haven't done any yet ._.

 

- Gameplay Changes

 

Ohhh booy....

Quite the number of gameplay changes here

 

I'll go through the most controversial:

 

- Sentries have now a higher delay of being active after a sapper was removed

People say it's an Engineer nerf, while others say it's a Spy buff, I agree with both xD

 

- You can now hold the shells of the Panic Attack, and use them when you let go of the primary fire button

Finnaly, the Panic Attack got some love! But still, it's just a different weapon to use :/

 

- Demoman's shields now do impact damage at any range and debuffs are removed when charging (Bleeding, Burning, Jarate)

The Splendid Screen still does more damage at any range, but this kinda stole its shine :/

And the Chargin Targe was debuffed, since it no longer has the afterburn immunity :/

 

- Swords now holster slower (Means that you have a slower switch time on all weapons), The Half Zatoichi is now considered a long range sword

 

Why all of this nerf on the Demoknight? D:

 

- Phlogistinator no longer has the hidden -10% penalty, gives immunity to any damage and knockback while taunting for crits

 

WHY

JUST

WHY

 

THIS IS THE INCARNATION OF HELL AND SATAN HIMSELF

 

Don't believe me? Look up on Youtube, the Phlog is now the new Loch N' Load D:

 

 

What do you think of this new update?

Every day I go to sleep, I pray that the Phlog will go away. Removing the damage decrease was bogus enough, but making it so the Pyro is invisible while powering up is insane. The real sad part is then you get a bunch of Pyro users who don't know how to use air blast, which is actually more useful now that extinguishing team mates gives you some health.

 

I'm liking the Tough Break update thus far. The new maps are really quite good, with the new Capture the Flag map being particularly neat. I'm also a sucker for the skins, since the default weapons are, in general, probably the best, but the skins still give you the chance to be unique with your loadout.

  • 7 months later...
  • Author

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Oh boy.

 

You'd think that the Summer update of Team Fortress 2 would be a big thing. And it normally is, last year Gun Mettle brought lots of good stuff. But this...

 

 

Let's go over the things that transpired with this update.

 

 

- Brought Competitive Mode

- More weapon/class balances

- Replaced Quickplay with Casual Mode

- New taunts/crates/starter packs

- Brought Heavy VS Pyro War

 

There's some ground to cover here, so let's do this.

 

 

- Competitive Mode

 

meetyourmatch.png

 

This is it, the thing the community's been longing for: Competitive Mode is out of Beta and is now official! And it's... Just the same as it was in the beggining of the Beta on Day 1. Lots of patches have been made since the beggining of the update, but there are still lots of bugs/glitches to patch.

For example, your game can crash when qeueing up for a game. You can lose your rank instead of leveling up. Just what.

And hackers galore, you're almost guaranteed to find an Aimbot/Spinbot on Competitive Mode. Also on Casual, but we'll get to that.

 

- Weapon/Class balances

 

 

Since Gun Mettle, we've been having major balances, such as the Dead Ringer/Loch N' Load nerf, and the infamous "Phlog" buff, but this update has a smaller number of balances. But the most important balances were this:

 

- The Spy's max speed has been increased from 100% to 107%. This means that at max speed he's just as fast as a Medic. Before he had the same speed as a Sniper, Engineer and Pyro, so naturally he had some difficulty to catch up with a Medic. This is obviously a buff for the Spy, and a very welcoming buff.

 

- All the Medic's Medi Guns now match the same speed as the healing target. So you're thinking "Wait, doesn't the Quic-Fix already do that?". Well, it maintains the effect, but now it's a shared effect with all Medi Guns. Meaning you can heal a Scout with the Stock Medi Gun, and have the same speed as him. This is very important in Competitive Mode, as it makes healing Scouts more viable.

 

- Replaced Quickplay with Casual Mode

 

This was the most outrageous change in the update for all the community. Before MYM, you could choose a server, and instantly join. Now you have to qeue up for any server (Except for community servers). And in the first 2 weeks of the update, it was almost impossible to join a server, as you'd wait around 10-20 minutes to get in a server, and most likely lose.

As of the moment of writting, qeueing up in Casual Mode alone is much faster (It takes around 1-3 minutes), but it still has some problems.

- You cannot change teams

- You cannot vote for a scramble

 

It was even worse before, as you couldn't vote kick a hacker.

 

- New Taunts/Crates/Starter Packs

 

This is obviously the most TF2 Economy related content, and it was actually kinda of a bad thing for the Economy.

The new taunts are decent (With the exception of the Scout taunt imo, no music?), and the Starter Packs are just there. But the crates are best/worse thing form this update.

Now we have 11 new crates, 1 of them is a normal crate with new Stranges (Such as the Iron Bomber and Quickiebomb Launcher), and the other 10 crates are "Unlocked" Crates in which you don't need a key to open them. Don't be fooled, as the crates cost the same as a key. So bleh.

The thing about these 10 crates is that each have cosmetics belonging to a class, and the last one has multi/all class cosmetics. Cosmetics can be Strange and hats can be Unusual and/or Strange.

What does this mean? It means that everyone's gonna buy the Multi Class crates, meaning that there will be an overflow of Multi/All Class Unusuals. Heck, I even unboxed 1 myself, and a Burning Flames Team Captain has already been unboxed. With that, All Class Unusuals will drop in price.

 

- Brought Heavy VS Pyro War

 

For those who don't know, a War is when 2 classes duke it out, and whoever wins gets new content. This time it was Heavy VS Pyro, and whoever won will get a class pack in a future update (Meaning new weapons and game balances). In August 15th, the War was decided, and Pyro won with a 12% advantage against the Heavy.

Although this War only decided who'd get a class pack first. This means that Heavy will get  new weapons eventually (Something he desperately needs), and Pyro will get game balances soon (Something that Pyro really needs).

 

My thoughts about the Meet Your Match Update?

 

Valve said that this update was the "saving grace" of Team Fortress 2. Surprise surprise, it's not, and I agree with that.

There should have been a lot of fixing and working before launching the update, and doing damage control over the update is definitely a "no-no" in my book. There were some changes I liked, but overall this was a bad update.

 

 

What are you thoughts about the MYM Update?

My main beef with the update is that it now takes forever to get put into a match. By only letting people join at the start of the game, it means that you can be waiting a long time to get into a longer game type like Capture the Flag. Altogether I haven't been a big fan if only because they've made it harder to actually play the game.

  • Author

My main beef with the update is that it now takes forever to get put into a match. By only letting people join at the start of the game, it means that you can be waiting a long time to get into a longer game type like Capture the Flag. Altogether I haven't been a big fan if only because they've made it harder to actually play the game.

 

It's easier now to join a game, as qeueing is much faster now, and you can even join a game that's half way the goal :)

Problem with that is that when that happens, it's because one team is overpowered, and you join the team that's losing (Due to most players leaving the server)

 

And you stil can't scramble teams ._.

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