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| Team Fortress 2; Latest Update: "Catch-Up Comic" | |
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| Tweet Topic Started: Dec 15 2011, 07:20 PM (3,261 Views) | |
| -Ruris- | Jul 9 2013, 05:07 AM Post #91 |
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Blog Post 2 Weapon balance! Set bonuses moved to weapons within the set! Nerfing the Dead Ringer! |
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| -Aroxys- | Jul 9 2013, 04:14 PM Post #92 |
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My god, surely it's a sign of the end times! Valve thinking about balancing issues! |
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| -Ruris- | Jul 10 2013, 04:46 AM Post #93 |
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And we wind down on Day 3 with some explanations of how the TF2 Team decides what items get into the game. There's going to be 64 Gold Star items added into the game in this next update. |
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| -Aroxys- | Jul 13 2013, 04:26 AM Post #94 |
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Full list here. And for those of you who don't know, the massive update is LIVE and holy hell does it fix a lot of things. Additionally, there's even more updates that continue to tweak this big update. |
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| -Ruris- | Aug 28 2013, 04:42 AM Post #95 |
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Update today. Added new Stranges, fixed bugs, added Chemistry Sets... Also a comic! |
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| -Aroxys- | Aug 28 2013, 02:12 PM Post #96 |
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Also, even if it's not much they improved the bots slightly! I looked into Chemistry Sets, and what they do is take a bunch of weapons in exchange for making one of your hats/misc items Strange quality, which tracks your points on the leaderboard. Sounds useless? Well yeah. The other problem is that the chemistry set requirements are randomized, and always require some sort of strange weapon to finish the set. Since the pool of stranges it can draw from include rare botkiller and festive weapons, some Chemistry Sets are basically garbage. I was honestly hoping that this would turn out to be something neat, but noooo, it's a hideously complex, random crafting thing that makes your hats strange. Anywho, as for the comic, it just goes to show that Grey Mann really is different from Redmond and Blutarch and I can't wait to see where this goes because it sounds like it's leading up to something massive. |
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| -Aroxys- | Oct 29 2013, 04:42 PM Post #97 |
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Linky So yeah. Apparently Redmond and Blutarch are looking for a little... closure. |
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| -Ruris- | Oct 30 2013, 12:53 AM Post #98 |
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Halloween Update is here! The converted map this year is Hightower (appropriately named "Helltower"), where the teams must push Redmond and Blutarch Mann's corpses instead of bomb carts. |
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| -Ruris- | Oct 30 2013, 07:56 AM Post #99 |
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After playing for a while, I think I've figured out how the new map works. It's pretty much the same as Hightower, except instead of pushing bombs, you are pushing the cadaver of the Mann brother that is opposite your team (So Blutarch for RED and Redmond for BLU). There's also a new exit to spawn and a death pit added to the bottom of the Hightower (where the Full Ammo and Medium Health Kit are). The biggest change however, is the removal of that godforsaken fall-back ramp that exists right next to the enemy spawn. The ramp is still there, but the Corpse Carts won't fall back on their own. Instead of the Administrator commentating your progress, each team is commanded by the ghost of Blutarch or Redmond, and they will occasionally argue. When one of the teams gets their cart to the end of the track, they send their respective Mann corpse to Hell in an explosion (much like regular Hightower). However, the round doesn't end there. After a few seconds, both teams are sent to Hell, where they must fight to win the round for real. The team that pushed their cart to the end gets an Overheal buff, but the winner is dictated by which team gets to Skull Island first. Dying in Hell immediately respawns you as a ghost where you died. You are visible, but intangible to the other players and you cannot collect the Spellbook and Achievement on Skull Island. Hell is pretty much like the Underworld in Eyeaduct and Skull Island in Ghost Fort, except it's tinted a fiery orange instead of a supernatural purple, and the toxic lagoon is replaced with lava (the bottom of the cliff in the normal world also has lava in it). Obviously, falling in kills you. One of the two more active additions to the map are Spells and Skeletons. To use a Spell, you have to first equip the Spellbook Magazine given for free for logging in during the event, then pick up a book from the ground in the map. Spells spawn while a team pushes their cart, when a player is killed, or in predetermined spots when the "Witching Hour" starts, which is designated by the clocktower on the cliff side of the map hitting 12. When this happens, two spectral walkways appear and lead to a "Super Spellbook", which gives better spells. When it is not the Witching Hour, the clocktower's platform features a refrigerator and the Ghost of Zephaniah Mann. If you stick around on the platform, you are permanently stunned/scared until the next Witching Hour (or you die and respawn). Grabbing the Clocktower's Spellbook teleports you to spawn and gives you a speed boost. The Magazine itself takes up the Action Slot (like the MvM Canteen and special Taunts), and uses the same key to cast spells. Spells are not lost on death. When you pick up a dropped spellbook, a roulette starts on your HUD and stops at a random spell. Each spell has a set number of times it can be cast before you must pick up another spellbook. You cannot pick up spellbooks if you already have a spell in your Spellbook Magazine, or if you don't have the Magazine equipped in the first place. The only exception to this is if you have a regular spell and pick up a book that would provide a Super Spell, in which case your spell is overwritten. Some of the spells I've encountered: - Fireball, which shoots a fireball that deals damage that seems to be equivalent to a normal rocket and sets enemies on fire (except Pyros and Chargin' Targe Demomen) - Bat Swarm, which launches a swarm of bats that arc. When it hits a surface, it explodes, launching enemies hit into the air and causing them to bleed. - Pumpkin Grenades, which shoots an orb that explodes into smaller orbs when it hits a surface. When the smaller orbs hit the ground, they become a ring of miniature, team colored Pumpkin Bombs that explode when shot at. - Super Jump, which launches you straight up into the air. - Teleport, which fires a black orb that travels in an arc. When it hits a solid surface, you are teleported to where it landed. - Invisibility, which turns you invisible for about three seconds, much like Spy's cloaking devices, except you do not need to uncloak to fire your weapon. - UberCharge, which gives you and nearby teammates invulnerability UberCharge for a split second as well as healing you and them. - MONOCULUS!, which spawns a translucent, team-colored MONOCULUS! that shoots projectiles at the enemy team. It seems to last somewhere around 15-30 seconds. - Skeleton Swarm, which spawns a few team-colored skeletons that attack the enemy team with melee attacks. They're weak, but they don't seem to vanish unless an enemy destroys them. - Ball Lightning, which shoots a gigantic orb of electricity that damages enemies it passes and holds them in place. - Meteor Swarm, which fires a projectile. When it lands, meteors rain down in a radius around where the projectile hit, inflicting heavy damage and setting enemies on fire. - Shrink, which shrinks your character and gives them a massive speed boost. You are also put into third-person mode until it wears off. During the Witching Hour, sometimes neutral skeletons will spawn and attack both teams. Killing the giant skeleton (Skeleton King) drops a Super Spellbook. |
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| Psycho Werekitsune | Oct 31 2013, 01:19 AM Post #100 |
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Part man...part beast...full psycho!
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Sounds like it's a lot of fun, though with last year's Halloween event, I'm not so sure about how involved I want to get in this one, considering how bad the griefers were then. |
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| Sonia Chaud | Oct 31 2013, 05:08 PM Post #101 |
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No fucks left to give.
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You rang? |
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| -Aroxys- | Oct 31 2013, 05:55 PM Post #102 |
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...I'd think that the griefing is probably going to be pretty bad this year, seeing as there's actually an achievement for killing the other team when both get sent to 'hell'. |
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| Psycho Werekitsune | Oct 31 2013, 10:31 PM Post #103 |
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Part man...part beast...full psycho!
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I actually enjoyed the teamwork aspect of last year...well, only in the maps modded to not allow killing the other team's players when Marasmus shows up. |
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| -Ruris- | Nov 21 2013, 04:34 AM Post #104 |
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The Two Cities Update! DAY 1 - Mannhattan |
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| -Aroxys- | Nov 21 2013, 06:32 AM Post #105 |
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So basically, the big contribution this time is that you can basically make your weapons have unusual particle effects, and you can get solid Australium versions of basic weapons. MvM continues to be the biggest source of E-PEEN in TF2. |
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