Archive for February, 2009

TF Industries

To understand what exactly TF Industries is, we need to understand the motive behind the warring between RED and BLU. Now, typically war is an international dispute between two countries over land, or ideals, or, I dunno, oil. But that doesn’t seem to be the case with RED and BLU, for two reasons. First, in normal warfare, the fighting takes place in areas of key importance, capital cities, economic centers, etc. RED and BLU fight in some far of desert, and even then the two factions rely on corporate fronts to hide them from the public eye, (RED is Reliable Excavation Demolition, and BLU is Builders League United). Secondly, the ‘armies’ of RED and BLU are multinational. Russian Heavies, Scottish Demoman, Australian Snipers, American Soldiers and Scouts. True, there are armies made up of various nationalities, however none are so diverse.

So where does that leave RED and BLU? What is their war about? Simple, they are fighting a new breed of warfare. Corporate Warfare. It explains why they hide so far from the public eye, and it explains their many nationalities. RED and BLU are most likely rival mercenary companies, each one trying to eliminate the other and monopolize the market. But their warfare has become so constant, it’s actually become beneficial for both companies. It gives them means to train their employees, test their weapons, and gain the attention of potential clients. Even the infamous Intelligence can be explained while operating under this hypothesis. The most probable contents of the Intelligence is something along the lines of weapon plans, or perhaps new gadgets for the Engie. But something still doesn’t fit. If RED and BLU really are separate companies, why are they nearly identical? Same training, same weapons, same machines. Even their employees look the same. There is a missing link…

The face of evil.

And suddenly it all makes sense. RED and BLU aren’t rivals, they’re fronts for the same company. They aren’t fighting for clients, or stealing weapon plans. The entire thing is just a training simulation. The constant battles are a way to test weapons, train employees, and weed out the weak. I was intrigued by TF Industries, and did some poking around, starting with the Scout Update page.

Filler

For those that are thick and did not catch it, look at the bottom. Alright, so now I had a name and a location (apparently TF Industries is based in Washington, the corporate part, at least), so I dug deeper and found this site. The fine print at the bottom right reads “A subsidiary of TF Industries – Washington, USA”, perhaps I had stumbled on to the front they used to sell the Spy’s gear to clients? I’m not easily deterred, so naturally I ignored the “Access Denied” message, and got in to the support page, which details various service plans. I also noted that there were two links to the RED and BLU websites. BLU’s has apparently been vandalized by a cheeky Spy or Engineer. However, by far the most interesting thing I’ve discovered is this:

Filler

Sadly, the Copyright reads 1968-2008, meaning that the Technology Summit has already passed. I had intended to attend, see if I could find more out about the mysterious TF Industries. However, all hope is not lost. On the front page of the RED website, there is a box labeled “We’re always hiring!” with instructions on how to join the company. I intend to go undercover and get a job at RED to see if I can get to the bottom of all of this.

34 Comments »

VAKinc on February 26th 2009 in team fortress 2, the funny

How To Deal With The Scout Update

Spenny posted this one in the forums. The thought had occurred to me that this would be a sensible thing to do, and I’m glad someone captured it on action.

It’s of how Namakan5157 dealt with the mother of all scout rushes in the first few moments of the scout update being released.

The Problem

Lots of pesky scouts running around.

The Solution?

Use gun. And if that don’t work, use more gun.

31 Comments »

madlep on February 26th 2009 in engineer, scout, team fortress 2, the funny, videos

Scout update is live!

What? You didn’t get the message? Go! Play! And don’t come back until you’ve unlocked the Bonk! Energy Drink!

Shameless plug.

If you need me, I’ll be out cold from drinking too much of the demoman’s whiskey. Yeah, being a demoman and spy specialist, I’m not looking forward to the upcoming scout rush. And the sticky nerf kind of hurt, too. The prospect of foul-mouthed, irritating, fast, hard-to-hit Boston runts overrunning my favorite servers is a little depressing for me. But that’s life. Sigh. :-(

Anyway, happy scouting! On a side note, to prevent the inevitable scout rush that’ll cripple most servers, and to hold our TF2 server for regular uberchargers, we’ve put a password on it. I’m not going to post the password here, but if you’re curious, check out our steam group page.

25 Comments »

himmelstoss on February 25th 2009 in team fortress 2

100% GUARANTEED to be made in Portugal

So, here it is finally, the third Scout Weapon unlockable, the Force-A-Nature or FaN for short. A two shot weapon with apparent potential to perhaps be balanced or to suffer the wrath of the TF2 players. There it really is little I can do at this moment to answer any questions most of you might have about the balance of functionality of this weapon.

However, there is something I can do. To reveal the mysteries of its origins! In case you didn’t notice, on the corner of the FaN update page, you can notice this detail:

Which actually should be rephrased, seeing as Portuguese=/=Spanish(nothing against Spain here, just being perfectionist), to:

But you aren’t here for those petty details. You are here for the story of the Force-A-nature and its secret ties within the Portuguese history. Or perhaps not, but we’ll get to all the rest too.


You know, this country over here

It all started on the 14th of August of 1385. after a lot of disputes with royal families and what-not, Spain invaded Portugal with the intent of conquering the royal line. They met in Aljubarrota.

As the Portuguese army had a strong strategic position the Spanish one tried to circumvent them, however that didn’t work so well, seeing that the Portuguese relocated their pits and barriers to face their enemies once more. So what happened then?

If you read the history books they’ll tell you that Spain attacked and disorganized themselves. Not quite so. This point in history marks the first appearance of the Force-A-Nature.

In a single organized attack from the back front(what you may know as a Scout Rush), troops wielding this new efficient weapon charged into battle, shooting and relinquishing their reloading as they pushed their enemies into the ditches and dooming them into a long respawn time.

Thus it happened. And as such the force-A-Nature was first created.*

So, how does that translate into the reappearance of the Force-A-nature all of those years later?

For all of those who are not Portuguese(aka 76.538 readers) our dear prime minister has been doing quite a show about our version of the Intel classmate PC, the Magalhães, or like he likes to call it: “The first great Ibero-American Computer”. Or at least that is what he wanted us to think. Finally the truth has come to the top.

Secretly within the hidden secret experimental vaults of the secret subterranean tunnel system of the secret remains of the secret Portuguese government facility, they have been developing the Force-A-Nature for mass distribution. Secretly.

The Magalhães(Intel Classmate) nothing more ended up being than the distribution cover for you international TF2 players to receive them as soon as you get those achievements done. So when the media transmitted this:

It was really this:


cake for C.G. for the awesome image

So, the first time you fire those two shots and rise to great heights, do spend a second to notice the intricate and beautiful design and history of this weapon. And the political cover that was risen around it just to bring to you: the player, the very best that the world has to offer in the matter of taking as much blood as necessary from your enemies.

And don’t forget to add as you kill that heavy that now cannot even keep his eyes on you, in a gentle yet strong way: “Toma lá fatolas” has an homage to you weapon.**


C.G. deserves an award for this one

*this information may not be in anyway similar to the truth.

**extra points awarded for the non-Portuguese speaker that manages to pull this off with a manageable voice.

23 Comments »

Drexer on February 25th 2009 in scout, team fortress 2, the funny

The Heavy Dilemma

There was Angus up ahead in the trench, pinned down by B.L.U. soldiers. If I could get to him and get him out, he would be able help push through the sentry nest with his pipe bombs. I couldn’t just barrel out there with mini-gun a’blazing, I hate to get help! Just as I saw a medic run around the corner, Angus was hit! With a snarl of rage I roared, “GET BEHIND ME DOCTOR!” Without even waiting for him to heal me up I pulled out my shotgun and charged forward shotgun booming. Although it seemed like a toy in my massive hands, I wielded it like an artist his paint brush. With finely tuned accuracy I let loose on the soldiers who were caught reloading. They desperately tried to fall back but I had them exactly where I wanted them. With tender love I let loose with the love of my life. With a tremor of delight Sasha thundered as she shot hot lead at those who would dare oppose me. With the B.L.U. rockets quieted I shouted to the medic, “Tend to Angus! I’ll keep these babies at bay!” But with a quick glance back I realized that the medic was just a crumpled and bloody heap behind me. He must have taken a rocket to face. No problem, “I’ll carry Angus back to the base myself” I thought. It was done, I had saved Angus from certain death, and my fine black cyclops friend was saved. Victory was at hand! No B.L.U. woull stand in our way!

 

 *BOOM*

 


I stared at my computer screen in disbelief. With that oh-so-smug smile the sniper waved at my now drafty face. To save my keyboard from a brutal outburst of frustration I quickly swooped up my stress ball and began kneading it. With closed eyes and a gentle hum I managed to vent my anger on the little sand filled rubber ball. Sigh….

Sure, I think we can agree that the Heavy has some great firepower. The problem is this:

  • 1. The Heavy is slow
  • 2. The Heavy is big
  • 3. The Sniper likes slow, big targets.
  • 4. The Spy likes slow, big targets.

There is a reason why the Heavy is the third least played class. He simply dies too easily. The whole point of the Heavy is to have an unstoppable behemoth that can take ridiculous amounts of damage before dying. But the problem is that snipers can take them out so easily that you seldom see Heavies go on massive killings sprees. Now you might say, “No big deal, I can take being killed a few times by snipers.” But the crux of the issue is that Heavies are so slow that it takes forever to get back into battle. The Heavy has the highest opportunity cost of any class. If you die, you pay for it with a 5 hour walk from the spawn to the front lines (particularly noticeable on the final point of stage three Gold Rush.) People realize this and avoid the Heavy as a result.

At first I thought the solution was simply to play Heavy more defensively to keep the snipers off of my back. Well this does and doesn’t work. Yes, it helps to keep the snipers from constantly blowing my head into nice bite-sized chunks, but it just makes me a nice target for the spies. The spies prowling around behind our lines look at the Heavy as a great big candy-filled balloon waiting to be popped, and it really is not difficult. If you play as the defensive Heavy then chances are that you will be staying in generally the same area. This lack of movement combined with his already slow speed makes him ridiculously easy to backstab.

So what is the Heavy good for at this point? I honestly don’t know. Perhaps a personal sanvich chef for Madlep? Regardless, the Heavy has outgrown his usefulness in the game of Team Fortress 2, and also badly needs some Rogaine.

47 Comments »

Oligarchy on February 25th 2009 in heavy weapons guy, sniper, spy, team fortress 2

ubercharged Test Comic – 300 (ping)

Just a test comic I did to check timing and work required to run an actual ubercharged comic. And based on this lazy product (which in itself was a few hours), I’d say it would take a fair amount of time to do some good stuff, something which me and Nalfang could split, which would probably work out fine. See if we can’t work something out. Decided to post it, just because… well, it’s there, isn’t it? And since you knew what was coming, there really wasn’t much to see. =P

Click for full version

Had to jpeg this altogether to get it on here, which means it’s of not-so-great quality. oO

(Whatcha think? Too many advertisements? XD)

26 Comments »

Secret Agent Clank! on February 24th 2009 in heavy weapons guy, spy, team fortress 2, the funny, ubercharged

Me Ranting On Control Point

We don’t mention it enough, here but the lads from Deadworkers Party behind the always excellent Control Point are still going strong. They’ve been pumping out high quality TF2 news and… stuff… podcasts since the beginning pretty much every week.

Anyway, I got off my backside and sent in a little something to them last week. Hopefully it’ll be a permanent fixture (I just recorded the next one and sent it off for this week).

So go subscribe to the Control Point podcast, have a listen, and write them happy reviews in iTunes and stuff.

(I’m at about 1:03:00 in the latest episode #63 if you care. Yes, I do actually sound like that.)

17 Comments »

madlep on February 23rd 2009 in news, team fortress 2

Secret Agent Clank!’s Guide to Espionage – Part 2 – Clank’s Disguise Kit

According to our very own Robin Walker, original co-creator of Team Fortress, as retold by Nathan Meunier of the Escapist, the Spy’s disguise is nearing the end of it’s lifecycle. And what he said is probably true. Most people now will just melee someone who’s standing there doing nothing. Expect a free crit if you aren’t acting perfectly as a member of the class you’re disguised as would. Nobody’s going to think “Oh good, another Engineer here to help me build!” Or even “Meh. Friendly Pyro.” And don’t think that that Sniper won’t try and put a bullet through your head if he’s not shooting at anyone else.

This is probably something that I don’t mind too much, since I’m a pretty late TF2 player anyway (relatively). Nowadays, the kit won’t fool people for more than a few seconds. Maybe it’s not so useful… but I’ll take any amount of time it buys me.

The point that I’m trying to get to laboriously is not that the disguise kit should be used, but rather, it should be used appropriately. We are given the option of which disguise to use for a reason, and not just so that the enemy starts seeing a pattern every time a Pyro stands around in their base doing nothing. The important thing to do here, is realize when and where which disguise is appropriate. You have a total of 9, and a grand total of 18.

Time to choose, cowboy.

Point #1: Fooling the enemy for a few seconds

This is probably the most basic. It’s only for a moment, but you can use what little time you have to get in and go for the kill. People may not be fooled easily now, but looking like a friendly class is certainly better than running out in the open as a Spy, obviously (plus, of course, protection against sentries). Perhaps you can get that quick stab on that Soldier running past you, or move through the opposing team and cloak before they turn around and start searching frantically.

Where are sticky bomb? Are you real Demoman?

Where are sticky bomb? Are you really real Demoman?

Disguises that do this well: Pyro, Demoman, Engineer, (except if there are buildings around; you’re a little suspicious without your wrench), and Sniper.

Most do this acceptably well, except the Scout for clear reasons. Medics are a no go either, since they’ll be expecting you to at least latch on to them. The Soldier and Heavy work, but preferably for quick-stabs since they’re slower than any other class, although I do find them handy for running around. Not much difference for the Heavy anyway; out of 100% normal speed, the Soldier is 80% and the Heavy is 77%. That’s a measly 3% folks! Only problem of course, is that a Heavy is a lot more conspicuous than a Soldier.

There are other things, though.

Point #2: Using a shadows disguise

Let’s say you’re hiding in a dark corner or behind a wall the enemy is likely to miss. Or, hiding around a corner waiting for someone to come and get stabbed. You will still need a disguise. Perchance they will turn around and see you, but in that case, might not attack. Not on first glance, at least. And then, once you leave, you’ll already be fully prepped, rather than have a cloud give you away.

Disguises that do this well: Scout, Medic, Spy, and Engineers and Demomen (though less effective for the latter two)

Mrrf mmhmm.

Mrrf mmhmm.

Now, when you’re hiding around a corner, you don’t want that big bad non-existent flamethrower or sniperrifle to give you away to the enemy, do you? In fact, it’s even more likely that they’ll turn the corner and shoot, because they don’t know your team yet, either.

Scouts and Spies are the best disguises here because they’re small, and easy to miss. Their weapons don’t stick out. Same goes for Medics, although their coats are white, making it a little more open.

Use dees! ;)

Use dees! ;)

Point #3: Stalker disguises

I’m tired of everyone saying that the Medic is a bad disguise simply for the lack of an ubercharge meter. Sure, it’s a bad flaw, but if you zigzag and jump around enough (which incidentally makes you less obvious, since Spies mostly just run straight to a target’s back), they may not catch that less-than-obvious detail. If you’re chasing, say, a Pyro, then it may look like you’re trying to catch up to heal him.

Mediiiic!

Mediiiic!

Scouts are a bit more obvious, but less people would suspect them than another class like the Pyro. Unless, of course, you’re out for more than 2-3 seconds, in which time you should have already caught the person! What were you thinking?!

Disguises that do this well: Scout, Demoman, Medic

The other classes are less effective. A Pyro trying to run up to a Heavy’s back is pretty darn suspicious, as is a friendly Spy/Engineer/Sniper. But for some weird reason, people suspect Demomen less when I’m disguised as one. I don’t know. Maybe it’s because they’re black, or Scottish, or something. But perhaps it’s because they’re 93% of the regular 100% speed. I don’t know for sure. Regardless, that last speed fact is something that disadvantages you slightly. Hopefully, the guy will run very inefficiently, or stop somewhere to let you catch up.

Point #4: Friendly disguises

Hands up now, those of you who don’t put on an enemy disguise while still in setup/hanging around your teammates. Hands down. You are dismissed. The rest of you, SCHWEINHUNDS!

Most Spies I’ve observed don’t seem to get the idea that disguising as an enemy while in setup/around teammates makes the fact that they’re the much more obvious. I don’t know why, but it seems to happen to most non-career Spies, i.e. those who don’t play it a whole lot, and even then, some who do use the class often fall into that habit. Whatever you do, it’s always better to don a friendly disguise in this situation until you get there.
Himmel, I’ve seen you do it before too. Don’t try to hide it.

I know, I know, that “-” key is hard to reach with your left hand. So here’s what I do. Tap 4, left click, release the mouse for a second to press “-,” and return hand to mouse while picking a disguise simultaneously. This should be no excuse in setup/when you’re around your own/when you’ve just spawned. It’s a quick move, and 98.73% of the time you won’t need mouse control because no enemy is going to be around to attack you.

My favorites for this are Pyro and Demoman. Enemy Spies have a greater tendency to avoid trying backstabs on Pyros, and Demoman is just an all around badass class that no one wants to mess with. Well, not completely true, but it works! And both classes have about 100% speed, so you’ll walk just fine.

There IS an alternative to this when you’re around your teammates, however. See, what I like to do is disguise myself as an enemy Spy. While it’s sad that you can only have the revolver out, it tricks some people into thinking that you’re legitimately trying to score a couple of kills while in this position. You get the benefit of not looking out of place, and already being disguised as an enemy. Most of the time, make sure to switch to a different class when you’re free (often necessary, but not always). Keep in mind, though, that once you cloak out in the open, you glow your own teams color, and that may or may not alert some enemies.

Conclusion

Okay, so we don’t have the best times anymore (unless, if I’ve heard right, you play on the PS3 or Xbox360 =O). It’s not entirely useless, of course, but go ahead and try some of these things out. I do find them to be pretty handy a bunch of times, and of course, if something gives you a couple of seconds more to get closer, then all the better!

Don’t go away thinking “Oh, he’s asking me to use my disguise kit. What an idiot,” because that’s not what I’m saying. The three points I’ve made all support Clank’s Theory of Situational Disguising. We all know the obvious ones; Sniper around Sniper decks, Engy around defensive buildings, Scouts on the cart, etc etc, but here’s an aside from that. Here is, I hope, a guide that will help Spies everywhere to perform just a little better. That is, until the Spy update comes out, fnarr fnarr! (Just in case anyone wonders where that reference is coming from…)

Happy stabbing from,
Secret Agent Clank!

36 Comments »

Secret Agent Clank! on February 20th 2009 in how to, rants, spy, tactics

Flareblasting 2!

I’m here to bring you yet another skilled pyro, and it’s not Newman this time. This is Huey Lewis, an example of somebody who removes the idea of the W+M1 pyro and uses all the of the Pyro’s tools to effectively take out enemies. Make this in HD of course, it’s worth it.

Let the epic battle of Newman versus Lewis someday come.

34 Comments »

TPMX on February 19th 2009 in pyro, team fortress 2

4 Console Commands Everyone Should Know

Ah, the console. Tap ~ and you are there at the gray screen, blotting out Mr. Heavy on your main screen, white text telling of old tales of how the map you are playing screwed up it’s lighting, who killed who with tf_weapon_rocket, who connected, who disconnected and so on. And at the click of the submit button, anything is possible. You can fly, turn invisible, and become stronger then any man*! But, this article isn’t to tell you about stuff like that or whatever. No, I’m here to tell you about stuff that makes TF2 awesome, or stuff that is just useful ingame.

Submit to console, your lord & master.

1. “explode”

This one is a simple one, and most know it. But it’s still a very nice command. Stop having a boring sucide, stop having a boring life. Falling over dead is for losers and people hit by anything other then stickies, pipes and rockets! A simple explination for this is, you use this, you explode into little tiny gibs with a shower of blood. That’s pretty awesome if you ask me.

2. “cl_burninggibs 1″

This is just a simple graphics tweak. But it’s really cool, and works really well with the above command. Pretty much, if it’s enabled, if you explode while set on fire, your gibs will also be set on fire. Which works really well with the above command because if you just want to sucide after a pyro got you, you get these really awesome particle effects. It’s also cool to walk through a battle field as a pyro and see all your burning enemies, no matter how they died.

3. “mat_picmip -10 through 2

This is one of the nicer graphical console commands. You ever notice how the signs in TF2 are almost unreadable, even at highest texture quality setting? That’s because the highest setting isn’t the highest, or in this case, the lowest setting. Mat_picmip scales downwards. The lower the number at the end, the better the texture quality, down to -10. After -10, there is no difference. It doesn’t really affect much besides the signs and small props with text on them. But hey! You can read them now!

4. “cl_drawhud 0*; r_drawviewmodel 0″

This one is techinically two commands, but it’s very useful for doing general screenshots, like the one above. It removes your HUD and your hands + gun from the screen, letting you take screenshots without anything in the way. A basic explaination is that it serves the same purpose as the camera tool in GMod, but you still have to use F5, and it’s for TF2. Cl_drawhud is a cheat command, so you’ll need to have sv_cheats 1 enabled before you use it. To set everything back to normal, you’ve got to do “cl_drawhud 1; r_drawviewmodel 1″

5. “Other Neat Stuff

By now, your probably wondering, Drac, how do I set this up so all these commands stay the right way? In your TF2 Configure Folder, which is located at “C:\Program Files\Steam\steamapps\forteshadow\team fortress 2\tf\cfg”, there should be a file called autoexec.cfg. If it’s not there create it. Open it in notepad, and add these commands spaced by a line. If you want to bind a command to a key, for example, if you wanted to explode every time you push k, you can use the command “bind KEY command”. I’d also recommend using “cl_showfps 1″ to make sure you don’t horribly kill your FPS.

*Sv_cheats 1 required. Dracula Guy does not endorse sv_cheats, and sv_cheats 1 may have unintended side effects, such as griefing on your server, vomiting, and intense glitching. Sv_cheats 1 should not be used by pregnant woman & pyros, and those class members with weight problems. Please talk to your doctor before using sv_cheats 1.

17 Comments »

Dracula Guy on February 19th 2009 in how to, team fortress 2