Archive for the 'soldier' Category

Medieval Fortress 2: An Introduction

Team Fortress 2 takes place in the sixties. Everyone knows this. But RED and BLU aren’t new creations. They didn’t come about around that time. No, the Team Fortress 2 that we know is only a single chapter in a war that has spanned centuries. It spanned back… to medieval times…

Some of the tools of war from those times long since passed survive in the current incarnation of this never ending war. And using these tools, we here at ubercharged.net labs have recreated the war as it was hundreds of years ago. We have recreated…

MEDIEVAL FORTRESS 2

Medieval Fortress 2 is an update of a classic mod found on ubercharged.net Server 1. This update is a complete rework of the plugin, and includes TARGELANDER DEMOS and EQUALIZER SOLDIERS.

“But DPErny, what IS Medieval Fortress 2? I’ve never heard of it.”

Medieval Fortress 2 is what it says on the cover: it’s a Sourcemod plugin that creates a Medieval theme in Team Fortress 2.

THE STORY
Europe was a bloody, gory place since the fall of the Roman empire. For centuries, feudal states grabbed for whatever partition of the former empire that they could. Rulers, sometimes fair, sometimes tyrants, came and went. Then, word of a new king spread. A powerful, wise ruler known as King Manne was fighting to unite the world under his rule. He succeeded in uniting most of Europe, and then ceased his conquest to manage the empire he had accrued. During this rule, there was a time of great peace and many hats.

But then, King Manne fell ill. He no longer had the strength to run his kingdom. He left the day to day running of the Kingdom to his most trusted aide, Saxtonnious Hale. But Saxtonnious could not run it either, not without the guidance and wisdom of King Manne. The land began to fall apart.

Now, King Manne had two handsome, dashing sons. Blutonious and Lord Redwall, as they were called, were fiercely competitive. Each was always trying to outdo the other. When their father fell ill, Blutonious and Redwall each felt that they were entitled to the throne. One can only imagine their anger when Saxtonious was put into power. But Blutonious and Lord Redwall were not stupid. They watched as their father’s kingdom fell to ruin. Blutonious fled to the lands in the east, and Redwall went west. Each began amassing an army of supporters from their father’s former force.

Then, one day, the conflict finally erupted. Blutonious and Redwall each declared their land a sovereign state, named Blubaria and Redland respectively. Great battles were fought in the name of these two powers, and the very planet shook under the conflict.

THE CLASSES

The Archer

Ye Olde Kindom of Manne spared no expense when selecting its Archers. The most talented marksmen in the land were much prized during the great fissure; Redwall and Blutnoius each scrambled to win the favor of the kingdom’s Archers, knowing how important they’d be in the later battles. The Archers were often taught the then fledgling art of Jarate, a method of defence conceived by those strange peoples of the Far East. While most fierce with a bow in hand, Archers are a formidable warrior with a blade as well.

The Knight

No medieval war would be complete without knights, but these were far from chivalrous. These fierce warriors from the land of the Scotts were a force to be reckoned with. Hardened in battle and wielding cursed swords of unimaginable power, the Knights make up the backbone of any assault. They had been known to charge at their foes with reckless abandon, shouting a bloodcurdling battle cry. These fearsome Scottsmen are widely known for their lethal decapitations.

The Berserker

Tales were told of fearsome warriors from the Scandinavian regions that were but ordinary miners in times of peace. When times of war dawn, however, they were far from peaceful. These men revel in pain, and fight to the death without retreat. Travelers from the northern regions say that these Berserkers fight more fiercely as they sustain wounds, and that the most heavily wounded often take down foes with one swing of their mighty pickaxe. Berserkers occasionally carry in to battle a horn of war, which they blow to rally their fellows into the same frenzy.

The Bear

These strange men from cold regions to the east were as strong as they were stupid. Discovered by the Mannish traders, these hulking brutes knew no weapons. They fought with their bare hands alone, crushing their foes with but a swing of a mighty fist. The harsh landscape of Siberia trained them to withstand punishment far beyond that of a normal warrior. They also brought with them from their native lands a culinary dish with amazing medicinal properties. This meal of bread, meat, and vegtables serves to heal the brutes should they sustain damage. They have also been known to lend it to ailing comrades in times of great need.

The field of battle

Currently, the known battles of Medieval Fortress were fought at the castle Redfort. This tall structure, on the border between Redland and Blubaria, was held fiercely by the Redlandians. The Blubarians, attacking from a cave just outside of the castle, stormmed the gates and fought their way through the castle.

The Real Story

Medieval Fortress came about of the first time during the summer of 2009. After a rousing game of shenanigans, I decided that it was time to learn Sourcemod, and bringing Medieval Fortress to the non-administrated masses would be an excellent project. I began working on Medieval Fortress immediately.

I started my adventures in Sourcemod by reading the AlliedModder’s Wiki, and by reading Sirot’s Zombie Fortress plugin. These two sources helped me tremendously, and before long I was making headway on Medieval Fortress. Despite numerous bugs, glitches, and setbacks, I managed to choke out a working version of the plugin I intended. The final product was terribly unorganised, completely unoptimized, and it barely passed AlliedModders aproval, but it worked. About a month after the original Medieval Fortress had been put on, the new plugin was on Server 1.

Medieval Fortress was an instant success. It was played often, and for a while it was hard to get into a game that was hosting Medieval Fortress. Most of the server population loved it. Soon, however, after the fun had worn off, Medieval Fortress was taken off rotation and forgotten.

Fast forward to December of 2009, and the Demo vs Soldier update. As soon as the public caught glimpse of the Eyelander, the forums were alight with people asking for Medieval Fortress to get an update. People who had never heard of my plugin were demanding it. Several threads cropped up on the Steam Forums asking for someone to make a medieval game mode. Interest in the subject soared. I stepped back and analyzed the situation; people demanded it, I would provide. Before the update had even been released, I began work on Medieval Fortress 2.

This time around, I was more experienced in Sourcemod, and I could recognise the disaster that was my first plugin. Considering this, I decided that Medieval Fortress 2 would be a complete recode. I rebuilt my entire plugin from the ground up, starting with nothing but a blank notepad screen. When a problem arose, I asked for help. Before the end of December, Medieval Fortress 2 was ready for release. It was put up on Server 1, and playtesting helped me to iron out the one major bug in the programming.

And, now, two months after the completion of Medieval Fortress, I am ready to release it to the public at large. The source code, the program, everything that a server operator needs to host Medieval Fortress is available right now. What’s more, so long as even 1 server operator hosts Medieval Fortress, I will continue to keep it up-to-date and ready for more challenges. As time goes by, I will release more features, and the bare-bones plugin you see today will be a far more in depth game mode.

The Technical Details

Today’s Medieval Fortress allows for four classes, as previously stated. The Knight is a Demoman. He is allowed only the Eyelander, the Bottle, and the Targe. The Archer is Medieval Fortress’ default class. Anyone trying to switch to an unallowed class will be redirected to this tweak on the Sniper. He is allowed only the Huntsman, Jarate, the Razorback (which, although useless now, I plan on adding features for later), and his Kukri. The Berserker is simply a the Soldier with all non-melee weapons stripped, excluding the Buff Banner. The Bear is the same with a Heavy; all non-melee weapons are stripped excepting the Sandvich.

To set up map to automatically play Medieval Fortress, simply erase the map’s existing prefix and affix “mf_” to the beginning. For example, on UC server 1, we use Redfort under the name “mf_redfort_b3″. Alternatively, Medieval Fortress can be enabled on any map by typing “sm_mf_enable” into the console (changemap admin flags required). While Medieval Fortress will automatically disable itself at the end of a map, it can be turned off manually by typing “sm_mf_disable” into the console (also requires changemap).

Download

Source code: Medieval Fortress 2

Plugin: MF2

Credits

I have to give credit to tons of people for this, because it really isn’t original. First off, credit goes to Phoenix, the ubercharged.net editor, for the original Medieval Fortress. He got the ball rolling. Next, credit to mrmof for making the map we play on. More credit goes to everyone on the ubercharged.net forum for making this work.

The Classy Classes Avatar Pack

Indulge me dear reader; just the other day I was playing a game of Team Fortress Two with my good companion Sir Tygrys when an observation was made. Checking the scoreboards, one notices that many of you are sporting digital avatars that are ill-fitting for such a Gentle Manne’s game.

chess

Now perhaps you can get away with this shameful display on other counties of the Internet, but this is Ubercharged; my companion and I agreed we must do something about it.

And so Sir Tygrys, being a master of the arts, began work producing a collection of Team Fortress 2 inspired portraits tailored for Gentle Menne with an eye for the latest in style. Before presentation I must insist that neither of us will be held responsible if, upon glancing these works of art, your monocle falls into your tea.

But without further ado allow me to present to you our works, complete with the accompanying press release from the newly formed T&T Industries:

T&T Industries is happy to announce the release of our very own avatar pack, more precisely the ‘T&T Industries Classy Classes Avatar Pack’.

This pack was specially designed for all of you who understand the need to be classy in all your digital ventures. This splendid pack comes in two styles: BLU and RED, to suit individual customer preferences. You will find that they have been readily scaled down to 184×184 pixels, so they are immediately ready to use on Steam the very moment you download them to your drive.

All of these spiffing avatars were made by two masters of fine art – Sir Tygrys Murdock and Sir Tesla Sherbonk, with extra thanks to Sir Dont for improving the quality of the original images. Should you encounter either of them during your exploits in digital space, be sure to bid them thanks; they’ll be ecstatic to hear their work is appreciated.

Now go ahead and enjoy this fine art as we have prepared for you.

Remember our motto – quality is of the utmost importance and we strive to satisfy all of our customers.

Signed: T&T Industries Chairman of marketing

Willbur McTrackingster

AvatarPack

You can download the newly improved v2 pack HERE, thanks to our friend Dont. You may also wish peruse the full sized imagery whilst you await the cheeseboard. Lastly, to those of you whom have no interest in showing some class, may I perchance interest you in a job sweeping out my chimney?

Competitive TF2: Concentrated Training

Yo what’s up?

Scout - Meet the Scout

Wasn’t expecting me, was youse?

Anyway, take this situation; it’s a lazy Saturday afternoon. All your homework (assuming you get homework) and chores are done, and you don’t enjoy just lazing around. So you fire up TF2, but there’s no one to play “competitively” with; only pubs around. Sure, they’re fun, but you don’t feel like it, plus you’d like to try and get a little better, which ain’t gonna happen there. What’s one to do?

Here’s a couple suggestions for Soldiers. And maybe Demomen.

BBall

Maybe you’ve heard of it, maybe not. Just to be on the safe side, I’ll explain in detail.

bball 1

ctf_bball is a deathmatch sort of game, meant to be played 2 on 2, but also works with 1 on 1 (gets boring more easily) or 3 on 3 (more spammy). You’re in a basketball court with only moderate-height walls to jump off, and the objective is to land the flag in the enemy net. You run Soldier or Demoman, with a max of one Demoman. Simple no?

But what’s stopping people from playing something other than those two classes? Nothing, but people, which is alright, since most people who look for bball servers are in a similar mindset. It’s that simple really.

Training includes playing with other good sollys and demomen, and it helps airshots (the enemy needs jumping to score). You could also play scout, though only FaN scouts can reach the net, and it’s pretty iffy. It also helps walljumping (based off long jumps rather than height jumps) and airstrafing (scoring).

bball 2

There’s a few dedicated bball servers that aren’t locked, plus some regular servers have it on the map list; type “ctf_bball” into the map choice for a collection. UC servers #2 and #3 also have it, although you’ll need an admin to start it. Typical etiquette includes no using sticky bombs to attack, and to a lesser extent, the shotgun is discouraged.

On the subject, there are two different maps that follow the style. One is ctf_pro_bball.

pro bball

It improves over the original in a few, most notably a shoot-through backboard which prevents people from cheaply knocking you off scoring by shooting it. There’s also ctf_ballin, which is about the same as pro_bball, but a little prettier, and doesn’t limit you to 3 captures. Both look much better than plain ctf_bball though. Give ‘em a run.

ctf_ballin

Ammomod

This is my personal favorite.

Basically, you fight in an arena against one other person, as either Soldier or Demoman. The map can be a plain room, or based on a notable portion of a stock map, like Gravel Pit’s tower, Badlands Spire, Granary’s mid point, etc..
Both are given 1600 health and unlimited ammo. First one to go down loses.

It’s really simple, but the added health and ammo gives you plenty of room to practice without having to respawn after a few shots. There’s a few servers dedicated to it around; for example, in the US:
- Clan Vortex – 67.212.189.186:27093
- Exodus Society – 216.52.148.129:27015

I mostly go to thenoid’s ammomod, which is at 67.202.71.165:27015. You’ll probably run into some really good players if you do run by, so the best advice I can give is don’t go in expecting to do well.

And if you ever run into Solid Snake, do yourself a favor and have a key bound to “explode.”

Spireking

Spireking is like ghetto ammomod for soldiers – like ammomod, it’s 1v1. There’s a badlands spire in the center of the map, and both players battle for control of the top, where there’s a control point. Unlike ammomod, though, you start with 200 health, but you’re continually resupplied with full ammo and health every 4 seconds. That means that to score a kill, you need to deal out 200 damage in 4 seconds. What better way to do that than by nailing some awesome airshots?

spireking

Since spireking doesn’t work well for matches bigger than 1v1, you’re unlikely to find any public servers for it. However, since it’s a standalone map, you don’t need a bunch of mods to run it on your server, as you do with ammomod. This makes it great for clan training. If you have a server, or have access to a private server, give this map a go.

Tr_Walkway

Get it. Now.

walkway

Ha, but no seriously. Originally an ESG-only beta by wiseguy and washipato (trust me, it wasn’t that great when it was in beta), it’s now available to the general public, and there probably isn’t any better aerial training bar playing against other people. The launcher is a great asset, and a couple hours on this thing I assure you will greatly improve your prediction skills .Unless they’re already maxed, in which you’ve still got a bunch of commands to mess with to make it harder.

And if you’re like me, when your ping rockets because somebody in the dorm is torrenting… stuff… you can always fire up a listen server.

There’s also modifications for stairstab and eagle stab training in there, but honestly, who falls for stairstabs anymore, and who plays Spy anyway?

And while you’re at it, try a couple headshots.

___________________________________________________________________________

That concludes this article for today. Seriously, get a server, or become friends with someone who does, so you can reap the benefits of Spireking and BBall. Until next time, good night and good luck.

Give a big hand to Secret Agent Clank, on his first contribution to the Competitive TF2 Guide. Future installments of the guide are going to be generally shorter and more specific than the first nine. Thanks for the support, readers. -himmelstoss

19 Comments »

Secret Agent Clank! on November 13th 2009 in demoman, how to, maps, scout, soldier, team fortress 2

Dishonourably Discharged!

Well, you did it. You managed to stay awake for the Classless Update. It costed you hours of precious time and/or sleep (Depending where you live), but you succeeded in being one of the first players to download the update. And it seems VALVe recognises your achievement, by giving you a rare, level 100 Medal to show your dedication…

medal_large

Yes, bask in all of its glory. Show off to all your friends. Make all the deathcams with you in so much better. There is nothing this Medal can’t do. This Medal is better than Chuck Norris! Anyone who wears it becomes a God! Why settle for just walking on water when, with this Medal, you can call the water to you and get it to take you to your destination without you even having to lift a finger!

Why, with this Medal, you could finish I Wanna Be The Guy without dying! This Medal has the power to align the planets together, causing whatever disastrous ancient evil of your choice to be awoken. Heck, this Medal allows you to bend bullets to your will! If I was you, I would go get one of these Medals right away if you don’t have one! They are better than anything your girlfriend (Or boyfriend) can do!

Oh, wait…

TF2 All Medals are Gone

For those of you who have no idea what I’m talking about, VALVe decided to give the first eleven thousand, one hundred and eleven people who played the Classless Update a Medal unlock for the Soldier. I presume you have seen the new “misc” category in the loadout menu. That is where the Medal goes. There is also this page, if you want some proof of its existence…

So, as you can expect, some people have been rather angry that they could not get a Medal. After all, VALVe only gave out so many (Some of which were deleted by their owners, so people could get their daily facepalm), and the update was released late in the evening in America, which meant the update was released at about 3am in Europe. That means that most Europeans were asleep at the time, so some of those haven’t been very happy to hear that these Medals were given out while they were resting.

I didn’t get a Medal. I was at a camp site at the time, thus I didn’t even know the Medals existed. I wish I did get one, but, to be honest, I would be happy with any non-weapon unlock. I’m one of those unlucky players who has played for a long time since the update, and is yet to earn my very own hat, while people around me have one or two (Or even three) hats, some without having to resort to idling.

So, what should I do? Do I rage to everyone I know, saying how unfair the situation is? Should I stop playing Team Fortress 2, since it clearly hates me? Well the answer is more simple than telling the difference between meerkats and cheap car insurance…

I play some more Team Fortress 2!

(Or spend several hours writing articles about why I should play TF2)

Sniper What

Yes, really.

Why would I stop playing a game I enjoy because I can’t get a rare item? That’s kinda like not going to a theme park because you’re not tall enough the ride a couple of rides; they are always the other rides. Sure, you might have rode them before, but that’s the brilliant part of TF2. There are nine classes, nine different ways of playing. And that’s not including the unlockables…

Some people forget what the hats were added for. They are not some kind of device to enhance your gaming skills, nor are they some kind of advantage in the mist of battle. They are just eye-candy, a way to give the characters more personality, or add more humour to the game.

As for the Medals, yes, you may have missed them, but what says they aren’t coming back, maybe as a random drop? These Medals will most likely come back, since VALVe cares for their customers (And has the ability and time to update their games). I mean, look at the new Sandman. I’ve always liked the Sandman, but not everyone did, so VALVe has done its best to balance it to allow any player, casual or competitive, hat collector or hatless, to accept and enjoy it.

So, before you have a giant rant about the game hating you, think. Ask yourselves if this is an issue that VALVe will pick up on and improve or not. After all, no feature in the game is safe from being changed for balance and/or enjoyment. Just chill, and enjoy the game you have…

engineer_dance (credit siamnoodle)

HOWEVER!

There is nothing wrong with having a small moan. After all, we are human. We don’t accept everything as it is and say “Oh well,” and carry on. That’s how dictatorships are made. No, people should be allowed to say “Well, actually, I wished that would happen.” It’s only fair, right?

Well, there is a difference between a comment and a full-out rant, and it’s important that people can understand the difference. Some people instantly dismiss any comment about someone not having only of the Medals or Hats as a rant about it. Be honest, have you ever seen someone talk about something that is controversial in the game, and instantly dismiss it that it is the same as every other rant you have read?

No? Let’s just pretend you do…

soldiernumnuts

The thing is, the Medal was an unexpected move, and excludes people from getting one at this current moment. Despite how rare hats are, it is possible that anyone can get one. Chance is a silly thing, because if you say “That’s extremely unlikely”, people can say “Well, what were the chances of you being born?” Statistically speaking, considering the chances of your parents meeting, and their parents meeting, and so fourth, the chances of you being born are extremely less then the chances of getting a hat…

Anyway, the chances of someone getting a hat are low, yet still possible. So, what’s the problem with making the Medals randomly drop like the hats? Some argue that, if VALVe does that, then the Medals lose their value. Well, if you are one of those people, here is a challenge for you. Choose one of the new hats, spend a entire day playing TF2, and count how many people you see with that hat. Come back and tell me how many you see.

The thing is, people are angry for different reasons, and people dislike those people for different reasons. I don’t really understand it entirely either. I’ve given my thoughts about it, but even then, people can argue about them. I don’t like arguments, to be honest. I took a look at the Steam Forums for Medal-related topics. Most of the posts there were pretty much at either end of the argument spectrum. Those who didn’t get one either wish VALVe should make more opportunities to get one, or that VALVe is flawed, greedy and/or stupid. On the other hand, people have attacked those people with sarcastic comments about VALVe’s “stupidity”.

cs_office0005

To be honest, I’m not sure what side to support. I disagree with only a limited number of people getting the Medals, but I disagree with the attitude some people have taken towards VALVe and people with Medals. I suggested on the UC forums that players should be able to get one hat of their choice for free, and then unlock the rest normally. Of course, in retrospect, that would make the sight of someone without a hat rarer, since people will most likely pick a hat for their favourite class, and then play as said class. It’s hard to please everyone…

So, where do you stand? Was the way Medals were handed out good, bad, or alright and with room for improvement? May I ask that, when commenting, please don’t cause or contribute to a flame war? I don’t really want to see a repeat of what happened with articles containing the Sandman. KTHXBAI! :P

Oh, and one last thing…

The person who thought a hatless, bald Engineer was a good idea was clearly wrong. And, thanks to Murphy’s Law, that will be my first hat (or hat removal)…

engineer_nohat_large

73 Comments »

Paper Shadow on August 16th 2009 in community, rants, soldier, team fortress 2, valve

Competitive TF2, Part Two: the Soldier

This article is part of ubercharged.net’s competitive TF2 guide.

Recently, essentially beginning with my foray into competitive TF2, I picked up the Soldier. At a glance, the soldier is a simple class. You shoot the rockets to make people-fetti, and use the shotty to finish people off. But it is within the simplicity of the Soldier’s arsenal that the true depth of the class lies. The rocket launcher is an extremely versatile weapon: It not only handily blows enemies into convenient chunks, but it can be used to bounce them, clear points, separate ubers, and launch people into the air, where, as luck would have it, you can hit them with more rockets. The shotgun does its job- absurdly powerful at close range, it’s excellent for finishing off weakened enemies and protecting the soldier when his rocket launcher is out of ammo. Lastly, there’s the shovel, which sees use only as a last resort. On a side note, it is preferrable to simply switch to the shotgun or shovel as opposed to reloading, especially while ubered, because reloading wastes several precious seconds out of 10 seconds of charge. Most new soldiers, and by new I mean public server players (no offense, you amateurs you) charge into combat, firing all their rockets as fast as possible and hopefully getting a kill. This is not the type of soldier I play, and will not be discussed in any manner of detail here. What I am going to discuss however, is what I do play, the competitive soldier.

sollypic2

In competitive TF2, and even in more serious pubs, players generally recognize that there are two main ways to play the Soldier. These two ways are known as ‘long leash’ or ‘roaming’ and what is known as ’short leash’ or ‘pocket’. These two soldier playstyles differ greatly, but of course there is a bit of overlap.

sollypic

The roaming soldier in competitive play does essentially what the name suggests: he roams. Roaming soldiers flank the enemy and use the environment against them. This can range from ambushing the other team’s Medic to raining death on the other team from high points such as the crates at Granary mid, the spires in Badlands, or the roof of Gravelpit’s cap point B. Of course, it’s not always easy to get to these positions, so in order to play roaming soldier, one must have a solid grip on rocket jumping. Rocket jumping is what separates decent soldiers from good soldiers. The ability to ascend and cross terrain rapidly is often the determining factor in fights. Good roaming soldiers, and indeed, good soldiers, all possess a mastery of map verticality.

In competitive TF2, players must be cognizant of their health at all times; this is especially important for the roaming soldier, who may very well be separated from his team’s medic for extended periods of time. The roaming soldier’s position away from a medic and away from his team that puts him at great risk. However, taking this risk can allow a skilled soldier to reap great rewards. An advantageous position can stop the enemy team dead in its tracks.

Because of the great mobility possessed by a skilled roaming soldier, he will be ahead of his team at most, if not all times. This has benefits in addition to the soldier being to flank his enemy; namely, the soldier can protect his team’s scouts, who are also serving in a flanking role, and the scouts can protect the soldier if he gets into trouble with a member of the other team.

sollypic6

In addition to monitoring health, another good tactic to keep in mind when playing any class is to watch your surroundings. This is extremely important for the roaming soldier, whose entire strength lies in his ability to utilize the environment to his advantage. There are two main things to keep an eye out for as a roaming soldier: perches and cover. The former, perches, are high points from which the soldier can fire rockets directly down onto the other team. Cover is self-explanatory if you have played any shooter. It simply provides you with a place to reload or heal, and can be great for setting up ambushes, as well.

On the subject of jumps, there are several types of jumps that a soldier can perform to traverse a map. In order of difficulty, they are vertical rocket jumps, long jumps, and wall jumps. Vertical jumps are very useful for reaching perches, but do not provide the soldier with much horizontal momentum. Long jumps, while excellent for moving a soldier quickly over long distances, are not the best for clearing obstacles or reaching perches. Wall jumps give the soldier the best of both worlds. To perform a wall jump, simply jump and shoot a rocket at a nearby wall (the effectiveness of a wall jump is heavily increased if you vertical jump up the wall first). They can be used to scale great heights, and the can also be used to cross gaps not typically accessible via a simple long jump. Wall jumps also allow the soldier to reach areas which a typical rocket jump would not allow him to reach. In addition to this, wall jumps build up horizontal speed several times that of a Scout – perfect for running down fleeing enemies. However, wall jumps are not always entirely practical without a medic or plentiful health, due to the fact that they use multiple rockets.

So when you play roaming soldier, be sure to keep a look out for potential perches. Always head for vertical areas and areas that give you an uninterrupted view of the field. Use height to your advantage, using well placed rockets to break up combos and kill medics. Never underestimate the power of a few well aimed rockets from above.

sollypic5

Owned.

The short leash or pocket soldier, on the other hand, never ventures far from a friendly medic. Before I continue, let me stress that there is an immense gap between a public server and a competitive match. Soldiers make difficult uber targets on public servers. Soldiers don’t have the strength to take down a thorny sentry nest, and the low ammo reserves are off-putting to some.

sollypic3

At the same time, there is some virtue in staying with a soldier as a medic. Soldiers aren’t the most destructive buggers around, but at the same time, they really don’t have any counterclasses. The soldier has just enough firepower and mobility to keep most enemies at bay – and therefore, he can do a great job of protecting his medic.

Arguably, the heavy is a more destructive medic buddy, but at the same time, the heavy has several counterclasses and lacks the speed and mobility of the soldier. In a competitive match, speed is critical, especially in the initial rush to the central capture area. The soldier provides an excellent compromise between power and mobility, and therefore is the number one choice for medic buddy in a competitive game.

Back to the topic: pocket soldiers stick with the medic at all times, protecting him and taking advantage of the healing to land some serious damage on the enemy team. The pocket soldier-medic pair is often referred to as the “combo”, and it really is the core of the team. Good chemistry between the medic and the pocket soldier is crucial to a team’s success.

sollypic4

Pocket soldiers, in the interests of protecting the medic, should not rocket jump out of range of the medigun’s healing beam. However, long jumps and wall jumps can be extremely useful for a pocket soldier – they help propel the soldier along fast enough that the medic does not have to stop and wait for the soldier to catch up. In addition, it helps the medic charge his ubercharge faster.

If the medic goes down, the pocket soldier switches gears and goes into roaming soldier mode, which is why it’s crucial that the pocket soldier knows how to effectively rocket jump, as well. Depending on the strength of the opposing team, it may be beneficial to hold the current position rather than pushing, especially if the enemy team’s medic is still alive.

For either style of play, you should have a solid grip on rocket jumping. In addition, especially if you’re considering a challenging league, such as CEVO, ETF2L (the premier European league), or TWL, the ability to perform aerials and juggle enemies is absolutely crucial.

sollypic7

Juggling is one of the more difficult skills to learn as soldier. It requires precise aim and good hand-eye coordination. Juggling, at its simplest form, is firing a rocket at an enemy’s feet, so as to knock him into the air. Once in the air, the soldier should fire another rocket into the now airborne enemy’s feet. It will likely kill him if the unfortunate target has low health. While this may not kill a soldier, demoman, or pyro 100% of the time, there is a good chance he will die from fall damage. Despite the fact that you won’t be credited with a kill, your team still needs to worry about one less opponent.

Aerials are also a difficult skill to properly utilize. Aerials or ‘airshots’ consist of launching an enemy into the air, and killing him with a well placed rocket. The key to both aerials and juggling is prediction, which has to be learned through playtime with the class.

Special thanks to himmelstoss for helping me get images and writing the pocket/short leash section.

-clubtheseals

29 Comments »

clubtheseals on August 9th 2009 in soldier, tactics, team fortress 2

Clank’s Super-Cool Awesome TF2 Improvement Bit! – Part Uno

That’s it. It’s been a week. I’m posting this.

Before I start, I want to mention that this is in no way a definitive post on what should be done with TF2 and the mechanics of said game. These are my opinions, and mine alone, and any resemblance to any person, living or dead, is purely coincidental. Feel free to comment, though.

Anyway, I was on LoR the other day and was wondering to myself “If I were an employee at Valve and I were one of the guys changing the weapons to improve the game (FaN buff anyone?), what would I do?” So I went through the equipment, one by one, and here is a list. If it’s not mentioned, I don’t think it needs changing, but feel free to give your opinions anyway.

Yes, it’s another one of those articles.

Each change will be rated out of five, with 1 being “completely unnecessary change,” 3 being “could work,” and 5 being “great idea, methinks.”

Scout

So I’m going to leave the Scattergun and the FaN alone, firstly because the Scattergun is fine, and secondly because you need perfect aim (not hard at point blank, though) to get that 2 shot kill-anything-but-the-Heavy strikes, which balances it somewhat I suppose. That was a pretty uninspired buff, really.

ctf_2fort0005

Pistol
Just about perfect, although a lot of times I find myself wishing I had more ammo, especially when playing soccer. Perhaps Valve could increase the ammo count by one or two clips, although I’m not sure what this would do to balance, particularly in scrims.
Rating: 2 out of 5

BONK! Atomic Punch
Now this thing right here is somewhat of a problem. It’s mostly a gimmicky escape tool, and no really good Scout would surrender his (or her) pistol for a slim chance at escaping (the enemy can easily chase you down). It is DEFINITELY not doing much to fulfil its original goal: to allow Scouts to bypass their #1 nemesis, the sentry. Only a handful of situations sees actual use (distracting a sentry, mostly).

cp_dustbowl0063

Solution 1: Reduce the slowdown after-effect a little so that Scouts still have a fighting chance, maybe 100%? Speed is their primary weapon, after all, and most who don’t escape to a safe place are easily mowed down anyway.
Rating: 2 out of 5

Solution 2: Allow an alternate fire that causes you to slow down initially, THEN get invulnerability. This would help with the original conception of giving Scouts access to areas previously blocked by sentries. To make up for this, you will be slowed down for ten seconds, with no notice of when the invuln starts. Alternatively, we could have 6-8 seconds of slowdown beforehand, then only have 2 or so seconds after the invuln. Cannot be stopped once activated.
Rating: 3 out of 5

The Sandman
Ahh, yes, the controversial child; now more balanced, although it’s still incredibly irritating to get hit with (and incredibly giggly to use), and still banned from CEVO. However, there’s something on my mind that I’m sure a lot have been thinking of; bind mouse1 to attack with the bat and mouse2 to launch the ball, instead of the current system.
Rating: 5 out of 5

cp_dustbowl0064

Also, I read this. Written by Chro, whom you may have heard of. It could work, but I don’t think it’s necessary until the average Scout develops proper aim with it (all the good ones use the double jump anyway).

Soldier

axl_pull_b30000

Ah yes, the crazy one. I see no necessary or even interesting changes to the class. Dismissed!

Pyro

Now here’s a class I grief  about along with the Scout. However, unlike the Scout, I find it takes a fair bit less skill to use, and is far too rewarding for what it is. A higher skill ceiling and floor platform would be nice to have.

So, here’s my proposals.

Flamethrower
Idea 1: The Compression Blast is ridiculously fun to use, indeed it is, and is very annoying when you face a Pyro who’s actually skilled with who actually uses it. But it’s still the Pyros main, and a pain to encounter. Remember the old, broken, incredibly overpowered Ambassador? Unlike the tough weapon to use it is today, that is what is being used by the flamethrower. I’m not saying we get rid of that though. That would be stupid.

I recommend a slight reduction of the flames hitbox to fit the animations, so that Pyros will actually have to aim more and spam less in order to win their kills. The advantage? Compression blasts take 5 less ammo to use, giving you a total of 10 on a full tank. I’m (partially) sure many would approve.

It would also match the actual animations we see. Even if not, at the very least, change those animations to match what the Pyro can actually do.

Yes, I know the music is weird. Shut up.
Rating: 3 out of 5

The Backburner
This one. Yes… this one.

Well, here’s the deal. Many, many, MANY Pyros use it. And not really “use” it, so much as equip it.

The thing is, too many equip it over the flamethrower because of the occasional free crits and the fact that they never use the airblast anyway (the stingy, teamworkless, usually unskilled twits). Very few actually try ambushing and flanking the original Pyro was made for, and the Backburner was made for, and I guess I don’t blame them too much.

cp_dustbowl0061

The solution? Originally thought up by Christopher Livingston (creator of Concerned) on his (old) (abandoned) TF2 comic blog 1Fort, this involved reducing the backburners range somewhat and slightly increasing it’s cone of fire + hitbox for crits. The benefits? You can attack bigger groups with it, IF you use it right,  while reducing the number of DURR HURR MUST CHARGE ENEMY type Pyros that consume so many games. I really thought this was a neat idea, number crunching notwithstanding.
Rating: 4 out of 5

Alternatively, reduce the damage from the front, I dunno. 1 out of 5.

Generic flamethrower idea
Make the flamethrowers have to connect with a certain amount of an enemy’s model before it sets him alight. Still does regular damage if you don’t connect enough, but Pyros would also have to do more than touch the enemy for the free 50-60 damage.
What? It could work.
Rating: 2 out of 5

The Flare Gun

cp_dustbowl0065

This is my beloved in my 70-80 odd hours as Pyro. I love grabbing the attention of Snipers, and setting people on fire at a distance, and it’s not terribly easy to use either (like the flamethrowers). However, a recent update came out; the reverse damage falloff is gone, but it now mini crits enemies that are already on fire.

This I’m not too a big fan of because:
1) I was toataly MLG prO wif flare wepon at long raenge
2) The mini crit requires that the enemy be on fire, and it does 10 extra damage.

The 10 extra damage helps, I suppose, but I’m still not buying it. I could get 10 extra damage easily enough by spamming flames wildly in the enemy’s general direction. 50, in fact. Flaregun meh, revert plz Velav.
Rating: 2 out of 5

Fireaxe

Copy of arena_lumberyard0066

That is all.

Demomahn

Ahh, the controversial Demoman. My 2nd most played class, and one of my favorites. What’s there to change?

In honesty, although I wasn’t in TF2 from the beginning (August of last year), I agree with most, if not all of Valve’s nerfs. 6 grenades would have been way too spammy, as would 32 spare shots (if my sources are right). Stickies would completely lock out areas, and merely moving them takes forever without an airblast (and that’s assuming they’re on the floor), so it’s only right that they can be destroyed (and they can’t be destroyed easily save Heavies). Having grenades explode on ANY contact (if GB isn’t lying) creates a lot of fear (and spam). And sticky spamming is prevalent, so the close range damage nerf was alright (although the least inspired/goodideaish of the nerfs)

What can I bring to the table, then? Sticky spamming is still common, although any Demoman who relies purely on stickies is at a big disadvantage in my point of view. So, perhaps an increase to 5 grenades and a reduction to 7 stickies, or even 6/6? It could work. Maybe. Not all that important, though, come to think of it.
Rating: 2 out of 5

The Heavy

Natasha
DON’T BE JEALOUS, SASHA.

I still find this gun to be woefully underused, due in part to a couple of mistakes (the initial 66% damage miscode before the Scout update and the speed reduction during the Scout update being 25% instead of 75%). So, what’s one to do?

I can’t really tell, to be honest. The better Heavies can aim well enough to kill without needing slowdown to make it easier. It needs to be played a more teamwork style, as mentioned earlier, but then the Heavy is already quite deadly when played together with a team, whichever weapon he uses (not to say that ninja heavies aren’t a threat). Helps ‘gainst Scouts & Pyros, but that’s most of it.

Thoughts?

The KGB

Copy of cp_meleebarn0068

Honestly, who uses the fists after this except for being generally awesome with taunt kills? What heavy uses melee, in fact? How about making the fists always do mini crits?
Rating: 2 out of 5

And that concludes this 1500 word rant! Part dos on the Engineer through to the Spy will be coming out soon*.

Please discuss with civility.

Clank out. ~~

45 Comments »

Secret Agent Clank! on July 22nd 2009 in demoman, game classes, heavy weapons guy, pyro, rants, scout, soldier, team fortress 2

I haven’t sold out, I swear

I don’t get a lot of people talking to me, but these days, people almost always go, “Hey Sheep, what happened to being a career Medic?”

My most common answer is “The Spy Update.”

spy

He backstabbed my heart

.

Truthfully, my friends, I have fallen in love with the dashing French(maybe)man we call “The Spy.” He appeals to my tactical nature, espescially with the Cloak and Dagger. While Medic is not an option due to us having six snipers and three spys on our team, I join the madness, put on my balaclava and suit, and go hunting. While other Spies will jump right into the action, I lurk, invisible on the battlefield, advancing and stopping with my cloak meter, inching ever closer to that dominating Heavy, or that Engie whose name I’ve taken, I watch, I wait, then I strike. Gentlemen, I am a Spy.

But then, something odd happened on the server last night. I was on a team in Redfort with the usual post-update Spy and Sniper count, but the Spy count was low enough so that if I went Spy, I would tip the fragile balance of our team. What few assault classes we had were being deftly cared for by a Medic better than me, so I did something I haven’t done in ages.

I went Soldier, and I LOVED IT.

.soldiershovelspycrit

I just crit. IN MY PANTS.

That Hectic night was my best Soldier playtime in a while. A positive Kill/Death ratio, one domination for most of the game. (I had two for a while, but a very determined dominee wrested it from me.) Top of the scoreboard a few times. I was bouncing Scouts up into the air and getting direct hits on the way down. I rocket jumped behind a siper and killed him with my shovel, and hit a Heavy in the face with a direct crit rocket.

Then we switched the Convoy and things got… strange. It was still fun, though.

So, don’t expect me to be playing Medic all the time any more. I have two new classes now. I need to become a better spy, and I need to see if that night of Soldier competence was a fluke.

However, I’m not in a position to play any Team Fortress 2 right now, (I’m sure anyone on my friends list has heard me whine about it.) Here’s hoping I get a decent laptop for graduating this year and can get back in the fray soon. Who knows, maybe by the time I get back into Team Fortress 2 we’ll have resonably balanced teams.

Until then, I’ll have to survive on Ubercharged DnD sessions and Frank Sinatra.

26 Comments »

Sheepshifter on June 6th 2009 in game classes, medic, soldier, spy, team fortress 2

Jarate: A TF2 Story

It was a sunny, beautiful day. The noise of the distant morning commute could be heard for miles, and the wind swept throughout the outskirts of town. The grass grew, the birds flew, and the sun shone.

However, there was nothing beautiful about the carnage taking place during that day. The sun itself was a witness to yet another bloodbath spilled daily near the two bases owned by two major corporations.

There was a ferocious battle taking place in Dustbowl. BLU team was pushing into RED territory, and RED soon found itself holding on desperately to their last control point. The Heavy had waddled his way back into a corner of the control point with the Medic strafing around him to prevent any future backstabs. The Soldier and the Demoman were waiting at the entrance for the enemy. The Engineer was already fixing up his buildings in a snug little corner. And the  Spy and Pyro were making their regular rounds about the possible entrance routes.

As arrows flew and the Spy came back with the smell of burnt hair and clothing, the Heavy noticed the BLU sniper was aggressively attacking him with his new weapons. However, where was their sniper? And where’s that little baby man?

None of this, though, bothered the two gentlemen who had ditched the action for the relative peace at Gravelpit. In fact, they were sitting on a control point miles away, having their own little picnic.

The Sniper got out merely because of an excuse about his bladder. After convincing the Medic that all he needed was a trip to the bathroom (and not surgical removal with the bonesaw), he hopped into his van and sped off to rendezvous with the Scout, who complained that his ball had flown out of the fence and he had to go retrieve it. Poor excuses, but nobody missed the two. The battle went on without them.

So it was, the Sniper and the Scout having a dainty little picnic under the shade from their umbrella.

“Beer?”

“Nah. I prefer tacos.”

The two sat back, listening to the noises of gunfire and explosions in the distance. Occasionally, the Sniper would go on a high perch and “fire” off a few arrows in the general direction of the noises while the Scout would hit his balls (he found a couple of Sandmen on the way). That way, they could claim that they were “part of the action.”

Crunch, crunch

The Sniper’s ear quickly picked up on the noise. He quickly reached under the picnic blanket for his kukri.

Instead of an open confrontation, he received a faceful of gravel that stung his face.

“Hey!”

The Scout brushed at his face, upset at the annoyance. “Gravel? What a nuisance!”

Suddenly, a BLU spy appeared right before their eyes. Dressed in a blue pinstripe suit, he looked far too well-cut to kick gravel in somebody’s face. He carried a gold watch in his left hand, instead of his normal gray watch. He looked at the duo with sheer disgust.

The Spy sneered. “Haw haw haw, what are you going to do? Run five miles and shoot me?”

“Ye-; No…” The Sniper was at a loss for words. How did he know? With his severely underpowered submachine gun, he could not fight at close range combat effectively. His kukri was ineffective at dealing with someone who actually knew how to fight hand-to-hand.

The Scout, however, had no trouble dealing with those “dime-a-dozen backstabbing scumbags.” With a single blast of his scattergun, the sneering gentleman instantly fell to the ground. And died.

The Sniper took off his hat to pay his respects. How often did the Spy go down so quickly?

“Not often enough.”

The last thing the Sniper saw was a silver revolver with a huge barrel and engravings on its side. He also heard the Spy’s signature cackle, the laugh that told him that he had been backstabbed once again. How did he know?

And then the blood poured out from his head.

* * *

The Sniper sat in his van, feeling miserable at his failure. Not only did a BLU spy dispatch him and the Scout, he had been chastised severely for playing hooky. Obviously, somebody noticed and tattled, although it might have been one of those cameras that she installed everywhere, from the dorms to the latrines.

How did she know?

He remembered the chastisement from the Announcer. He had been summoned after he and the Scout bought some tacos from the taco truck outside of their dorms.

*FZZT* SNIPER PLEASE REPORT TO THE OFFICE *FZZT*

He knew what to expect. The middle-aged lady sat in her arm chair, back facing the Sniper. The lack of lighting only made it seem more ominous. The stench of her cigarette was overpowering.

“Tell me, why did you skip out on the match?”

The Sniper’s Adam’s apple bobbed.

“Well?”

He scratched his head. Time to use the excuse that he had used so often. “Well…nobody seems to think much of me, ma’am. I mean, they claim I hang back too much, and-”

She waved and cut him off. “I’ve given you two unlockables already. The Huntsman and the Razorback. If you can’t make use out of them, then I don’t see what use I can make out of you!”

She paused. “Get out, and do NOT disappoint me again.

Now the Sniper was lying on his bed. He couldn’t confront his teammates. Not after he had ditched them. His only refuge now was the pile of comics he had under his bed. Superman, Batman, he loved them. None of them had the merits of Saxton Hale, though.

Saxton Hale. The Australian Alan Quartermaine. That handsome, muscular man with the large amounts of chest hair and incredibly short cut-off pants. He was his childhood hero, his idol and model. And like the Hank Aaron poster in the Scout’s dorm, he had posters of him. Pictures, flyers, comics, even fanfic that he never dared to publish. Whenever the Sniper had a bad day or just plumb was in a bad mood, he turned to Saxton Hale for answers.

He started flipping through his comic book. And there he found his answer.

It was a comic. And not just an ordinary one. It had somebody just like him, bullied around by a troublesome BLU spy. And on the second row, he saw himself, reading a similar comic. It was him, discovering Jarate.

Just like how I am learning about it now breathed the Sniper in amazement.

Suddenly, he yelped. He kicked a chair across the room. It was all coming to him now. And something happened just then -

He remembered everything. From the ancient Aborigines, he saw the ancient art in his head now. From the ancient ancestors of long past, he understood the guarded secret. And from the Australian blood in his veins, he felt a connection to Saxton Hale – the Australian Chuck Norris. This message was a god-send, and he was now a prophet.

I’ll never have to worry about lack of urinary privileges ever again! thought the Sniper as he cut out the order form and put in the $5 from the allowance money Mum sent him.

* * *

The box came to the Sniper almost two days after he sent the order in. In it were Saxton Hale Jarate pills, a trophy, and a couple of jars. However, the Sniper didn’t read the instructions. Even worse, he didn’t even read the part about the Saxton Hale Pain Tonic. It wasn’t in the box.

The Sniper downed the pills. Within seconds, he felt something near his sides expand. The size of his kidneys tripled as expected. They started filtering his liquid wastes like never before!

After a minute, he had completely filled all four jars. And he still needed more.

He had to keep it a secret though. After all, the instructions had told him to keep this secret art to himself for reasons of “public health and decency.”

It wasn’t easy. He saw the Announcer pop a few aspirins and a few forehead veins after he ran out of a briefing mid-meeting. The Heavy looked at him with an odd look on his face, troubled by the Sniper’s constant running in and out of the dining hall. He told the Engineer to take his night-watchman post, as he could not stay for a few seconds before having to urinate again.

I really gotta buy more jars thought the Sniper as he walked to his van to take a trip to the local convenience store.

Hours later, the Medic came across the moaning and mumbling Sniper, clutching his chest as if he wanted to rip his organs out.

* * *

The Sniper woke up to a world of aches and pains. He felt as if a million little Spies were inside him, puncturing his organs with their butterfly knives. It felt as if his organs were shutting down. He was bedridden and had to be kept under watch 24/7 to prevent his symptoms from getting worse. Only the Sniper’s glassy, pitiful eyes prevented the good Doc from satisfying his curiosity on him.

“He looks awful.”

“Musta been the tacos.”

The Sniper took the trash can and vomited for the 14th time in the day. And most of that vomit was blood, too.

Being between life and death and teetering towards the latter, he thought of his Mum and his Dad. He thought of past memories on the range, living on his own in the outback before he had been taken away to fight for RED. Most importantly, though, he thought of his friends, his teammates that he had abandoned. He should’ve helped him – after all, he was of some importance, right?

“Maybe I should’ve been a doctor like Dad said,” groaned the Sniper as he gave in to his exhaustion.

* * *

White. Was he in heaven? All he could see was white.

He blinked. No. It was some sort of material. What was it?

A paper. It was familiar. As the light reached the Sniper’s eyes, he saw that it was quite colorful. The morning light was going through the paper, filtering the colors from the other side.

He turned it over. It was that same comic, the one he had read back in his trailer. Before he had gotten himself into this mess with that Jarate crap.

How could you, Saxton Hale?

Looking closely at the paper though, he saw discrepancies. The first part of the comic was just the way it was before. However, in the last part of the comic, he saw that the original drawings had been scribbled over. In its place was a crude drawing of figure reminiscent of the BLU Spy. Underneath his feet was a corpse with a knife sticking out of the back. And that corpse was on a hospital bed…

No…

He heard a chuckle. He heard the flicking of a knife. He heard it too often. And for once, he found himself helpless. Even scared.

The BLU Spy flicked his knife once more as he advanced on the bed, carrying with him a sinister aura. The Sniper swore that he could fit a slice of watermelon in the Spy’s smile.

The Sniper got off the bed and backed away. The adrenaline was pumping within him now. He took out his kukri. If he was going to die, he would with his face to the enemy.

The Sniper glared at the Spy. “How did you get in here?”

The Spy smirked. “Your poor fat friend was obviously distracted with his disgusting food. The Sandviches. When I killed him, he found three other sandviches just lying around. Fat got his tongue.”

He lit a cigarette. “I see that you’ve resorted to desperate measures just to defeat me. You disgust me. You were so gullible, falling for that lowbrow ruse I called Jarate.”

The Sniper’s jaw dropped. “How did you know?”

“I sneaked into your trailer. I gave you something from your so-called childhood hero, Saxton Hale, who is obviously in financial trouble. I mean, who would charge people $5 just to teach them how to piss in a jar?

“The truth is, I did it to humiliate you. What would the world think of a the great “Adelaide Assassin”? He now pisses in a jar just to defeat someone like me!” The Spy’s laugh rang throughout the room. “You’re nothing, you don’t stand a chance against me. And the world will finally see the fool in you. And I will finally be known as the best class in the world!”

Then, once again, he disappeared.

Blood pounded in the Sniper’s head. What am I going to do? His teammates were gone, he was alone with a kukri against a skilled assassin. He rushed out of the room in sheer panic.

“You can run, but you can’t hide!” rang out a voice somewhere near the Sniper.

He rushed down the hallway. As much as his sides ached, he had to keep going. he didn’t know where to go, or what to do when he got there. His legs just carried him.

“What are you going to do? Run 20 meters and shoot me?”

The Sniper burst into the lab room, where the Medic usually operated on his hapless subjects. He bolted the door and sat on the blood-stained operating table, gasping for breath. There was nothing he could do…

I’m going to die I’m going to die I’m going to die I’m going to die-

“Peekaboo!”

An arm snaked out of nowhere and slashed at the Sniper. Had it not been for the Sniper’s quick reflexes, he would’ve received more than just a facial wound. Nevertheless, the shock of it all drove the Sniper back into a row of shelves, where the Medic was studying the Sniper’s urine samples.

The Sniper, bloodied and battered, looked up above him.

Take it…

As if on instinct, the Sniper snatched a jar from the shelf. What am I going to do with this jar of urine?

Use it…

“Maybe they should bury you in that van you call home!” cackled the Spy as he raised his knife for the kill.

Now!

The Sniper tossed the jar of urine. As it arched across the room, the Spy’s smirk was quickly replaced by one of shock. It was then replaced with a look of fear.

The jar shattered as the Spy received a faceful of the Sniper’s liquid bodily wastes. The urine stained the Spy’s Hugo Boss suit. There was a sound of electricity, and then the Spy was fully uncloaked.

“Is this…?!” cried the Spy in anguish.

With the last ounce of his strength, the Sniper stabbed the Spy with his kukri. Before the Spy died, though, he gave the Jarate master a look of agony, a look of the deepest hate that one could possibly possess.

The Spy spat out these last words through his gritted teeth: “I HATE -”

The Sniper took out his kukri and the Spy fell to the ground covered in the Sniper’s urine and his own blood.

The Adelaide Assassin paid his respects.

* * *

The following days passed quickly. After finding the Spy’s cache of Saxton Hale Pain Tonic Pills (which he took from the box before it was delivered to the Sniper), he quickly recovered.

The Medic didn’t get to satisfy his curiosity. However, the Sniper’s incredibly effective kidneys never ceases to amaze the Medic.

The RED and BLU Spy’s disgust for the Sniper only grew. “Filthy jar man,” they would mutter behind the Sniper’s back.

Thanks to the Sniper’s ingenious new weapon, he could now fight effectively at close-range. He would toss his jar of urine at the enemies. They would cower in fear and lose the will to live. They would die either from the Sniper’s kukri or from the bullets of his teammates. And even if they escaped, it would haunt every living, waking moment of their lives.

Even better, everybody was now grateful to the Sniper for saving his life when the Engineer accidentally left the task of grilling burgers to the Pyro. They were all a little disgusted, but nevertheless, grateful. And the Sniper quickly learned that he was now a team player, and that friendship is indeed golden.

After a day of chucking his jars around, the Sniper retired to the trailer. On his desk was not only a picture of his parents, but also a jar of urine.

And if you look closely enough in the yellowish fluid, you can see the smiling, rugged muscular Australian man who turned the Sniper into a weapon of mass destruction. It’s cheap, it’s found everywhere, it’s easily used -

It’s Jarate.

Wrecking Ball to the Fourth Wall

Author’s note: Loyal readers, (Have we known each other long enough, can I call you Loyal Readers, or is that too personal?) I know you must all be sick of these kinds of articles by now, but I guess the writing staff at Ubercharged.net has spring fever, and there are very few of us around, so you guys will have to take what you can get until the spring fever goes away.

Anyway, in eight months we’ll have had Team Fortress 2 in our game libraries for two years. That’s a big milestone. Two years of playing maps. Two years of updates. Two years of Demoman nerfs. We’ve had all this time to play Team Fortress 2, and observe the classes.

But what if the classes had the chance of observe us? What if they all knew they were in a video game? How would they react when exposed to Valve and the community?

Scout: I see the Scout taking the realization that he’s a video game character the best. He would get a huge ego boost over the fact that there were people playing as him all over the world. He would join the Steam forums and be annoyingly pro-sandman. Anything to give himself an edge.

Soldier: The Soldier would probably be disappointed in most Soldier players. He’d probably think anyone with less than a thirty kill streak unworthy of playing him. When introduced to the real world, he would find a job in management and whip some maggot department into shape.

Pyro: To quote the Pyro himself, “Mrph mrmm mm mp mrm mmmm!”

Demoman: Demoman would be very angry at Valve for nerfing him so much. He’d question the sensibility of nerfing the Demoman on the word of only the Steam forums. Then, finding that nobody was listening to him, he’d get drunk on the strongest booze he could find.

Heavy: Heavy would tell the Steam forum users to cry some more, then go join a real wrestling league and beat up puny babies untill he was fired for being too violent with his defeated enemies. After that, he would probably join the military. Heavy would love all those fancy new automatic weapons.

Engineer: Engineer would be one of the most unaffected by the revalation. In fact, I see him going to work for Valve. The image of him whacking away at the Half-Life episode 3 demo with his wrench is pretty funny. Maybe he’ll make it so you’ll get scurvy if you pirate it.

Medic: Medic would find no companionship with actual doctors. He would be severely disappointed with the lack of hurting within the medical practice. Perhaps he could get along with pediatricians. Most likely, he would follow Heavy into the army and revolutionize battlefield medicine with the ubercharge. Or many not, Team Fortress 2 tactics would never work in a real-life battle.

Sniper: Sick of being hated all the time, the Sniper would flee Team Fortress 2 and everything related to it. He could take up assassination and make millions, or maybe get his own reality show. “The Wankerdile Hunter.” I forsee big bucks no matter what career path the Sniper takes.

Spy: The Spy would probably be motified at this revalation. All his secret operations laid bare for the world to see. He would disappear into the real world, and no one would hear from him again… Or would they? Mysterious deaths and corporate takeovers abound.

The Announcer: Fools, she already knows. Most likely, every world leader is under the Announcer’s thumb somehow. She also runs Valve, Gabe Newell is her cofee-boy.

See you on the other side, friends.

If you have recently expierienced head truama and care about what Sheepshifter is doing these days, check out his twitter by copy and pasting the following address into your browser because he cannot figure out how to make links all fancy right now. https://twitter.com/Sheepshifter

SOLDIER SUCKS LOL

Before I begin, just let me start by saying this: DANGER, DANGER WILL ROBINSON! “CRY-SOME-MORE” LEVELS DANGEROUSLY HIGH! What I say here is my opinion and my opinion alone. It’s not wrong or right, it’s one player’s gripes. Remember that.

Now that that’s over, let me continue on with my undoubtedly controversial rant.

I really, really dislike Soldiers.

No, dislike isn’t strong enough. Passionately despise would be slightly more accurate, but words could never describe how much I hate that class. Every solitary facet of the Soldier fills me with a deep smouldering rage. I hate being juggled by ultra-damaging rockets. I hate being gibbed, punctured, and slashed by the frequent cirts brought on by the constant splash damage done by rockets. I hate how the Soldier has only the second highest health, but never seems to die when I need him to. I hate how the Steam stats claim the Soldier is only the fourth most frequently played class, yet it seems every corner I turn, there’s one standing there ready and willing to blow me into chunky noodle soup. I hate how I’m always dominated by them, but can barely play as them. But most of all, I. Hate. The. Soldier.

I’m going to let that sit in for a second.

Back with me again? Good. Bear with me now for a bit, this is where it gets tricky.

I’m not suggesting we do anything about it.

“But why?” you may ask through a mouth stuffed full of some sort of greasy, cheese encrusted snack. “Why then have you come here to complain? Why do you present complaints but no solutions? Are you not interested in the betterment of the game?!”

Dearest readers, I come here simply to present my opinion. I suggest that Team Fortress 2 is not only the gut-grabbinest, gut-rippenest, strangle-you-with-your-own-grabbed-gutsiest battle thriller ever seared onto my monitor (as the game’s website so accurately puts it), but it is essentially perfect. I believe the only patches that are ever really needed are exploit and bug fixes. Nerfs and upgrades are almost never necessary, with examples being the Pyro’s airblast as a necessary, and the Backburner’s 50 extra health being removed being unnecessary (but that’s another issue entirely, and perhaps I’ll discuss it at a later date).

Instead of blaming the game as being unbalanced or unfair, I instead blame my own lack of skill. I am by no accounts a poor player, as many of my friends may begrudgingly admit. However, one of my main faults is my near-complete inability to fight Soldiers. Is this the fault of the game mechanics? No. Is this the fault of The Valve? Nope. It is my fault and my fault alone for being unable to fight that single class. Besides, who am I to ruin someone’s favourite class? The Demoman is this close to being crippled with all the requests for nerfs from the endlessly whiny community, why endanger yet another class?

And so dear readers, I put this forward to you: the next time you beg for nerfs, reconsider. Perhaps, instead of changing the game to pander to your needs and wants, instead try to play around that part of the game, and eventually you’ll find a counter for whatever tactic you may be challenged with. All it takes is patience.

And so, I leave you with one last thing for you to remember next time you’re frustrated with the game:

LEETLE LEETLE MAN

I still hate the Soldier, though.

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sQUEAKYfOAMpEANUT on March 12th 2009 in rants, soldier