Escapist TF2 Server

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Katana314

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Oct 4, 2007
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It's been hard to get a game going in our new server, and I'm coming up with reasons.
1. Password. I don't see a reason for it; we're not executing some clan match here, and these forums are public. Unless you want to save processor power...
2. If we keep the password, we should make it simpler. I got it wrong several times. This doesn't need to be "hack-proof" with letters and numbers. Just the word "stuff" would get us by.
3. Let us know a while in advance when we want to have things happening.
4. Find some time where you'll let people use admin mode to use the server for what they want. I kinda thought of doing some machinima shorts in it, and got annoyed by the rounds ending.
5. Advocate it more. In the forums maybe, although I'm not entirely sure where the best place is.
 

SatansBestBuddy

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Sep 7, 2007
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Yeah, ads would be the best help.

And maybe starting some training missions.

Sounds silly, sure, but I honestly think that, if we all gather together and tried new stuff without worrying about winning, we could learn alot about the game, teach eachother tricks in certain classes, learn the key points of the maps, highlight what you should be doing when you're in a specific role, stuff like that.

I was thinking about it when I told everyone on my sever that, if you double-jumped as a Scout just before you hit the ground, you won't get hurt, but most of the guys either didn't care, or got killed by some pyros while they tried it out.

I hope a little "let's teach eachother how to play this game better" time would make at least some people show up hopeing to learn something that could help them play just that much better than the other team.

And I really need some pointers on how to be a better Demoman, those gernades of his are either too bouncy or don't richceht right or whatever.
 

Katana314

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Oct 4, 2007
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The sticky grenades are where it's at. Hardest thing for the demoman is pushing forward in open areas, ie the middle area of 2fort. If you can get by there, you can start making traps for people.

Remember the best traps are out of people's view until it's too late. Also, be in a place where you can see them come through, but you can't see them COMING. Best example of this here: http://www.steampowered.com/v/index.php?area=game&AppId=997
Well...except for the latter point. Drinking on the horizon in a kickass pose isn't gonna help.

Also, on 2fort, make good use of stickyjumps. It's often a good way to get an easy path to the intel. Right after the entrance, there's a caged whole in the ceiling perfect for getting right down the spiral.

In order to take out turrets, utilize splash damage. The soldier and demoman don't have too much splash damage, but keep in mind the demoman can save it all up. Fire stickybombs from just behind cover, then detonate 4 or so at once. Be wary of a frightened engineer running out to defend his stuff. Best to deal with him using the primary launcher.

I also wrote the book on Spying, so I can help anyone with that. If you're in the Escapist steam community, find me in the friends list (at the bottom it's sorted by groups) and ask me for some help training. Hopefully I won't be busy.
 

Katana314

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Oct 4, 2007
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I think the current spy formula works as is. Maybe you're still sort of stuck in the TFC mentality.
Spies are not for combat. Their missions take time and concentration on one target (sniper, turret)
 

Thrakkesh

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Oct 14, 2007
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Wanted to agree with Katana, but add a stipulation: Spies are one of the most valuable tools against the almighty Heavy/Medic/something assist train. If you know a group that has been steadily pushing back, find a quick way behind my enemy lines. I change it up as often as I can, but I tend to prefer Demo-man, Medic, or Pyro, who all have decent excuses for lurking behind them. Wait for them to engage--I can't stress this enough, as lurking around when they aren't busy might make somebody nervous and want to 'test' the new guy. Hit the medic first, then hit every other target as fast as possible. As SOON as they're on to you, cloak and run.

I've single-handedly dismantled a team's offense using this tricks. It requires quick reflexes and a knowledge of the map, because the trick is sneaking to a point where a player would logically 'show up' to reinforce. (I've seen so many spies run from the enemy base in costume and expect players to not know something's up).

Also, you can no longer fire while cloaked, and furthermore there is a short delay that prevents action while decloaking, making using the cloak as anything but a tool to get behind enemy lines very, very dangerous.
 

SatansBestBuddy

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Sep 7, 2007
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God, people really need to know this stuff.

Far too often, I'd have a bunch of spies on my team who play like they're scouts, running behind the enemy and then letting loose with the bullets, totally oblivious to the fact that they're not really helping, since they die so fast.

And, really, disgusing yourself as a scout is not gonna work, since you don't run as fast as them so they all know you're not on their side.

Even the basics of targeting an engineer's sentry before the egineer himself doesn't sink in with some of the idoits I've played with.

It's painful when you have a 20 second respawn time and you sit there watching a spy being an idoit doing things he is simply not supposed to do.

This is why I wanted to start a training game, so we can teach eachother what we're supposed to do, rather than winging it, though that helps, too.
 

Slycne

Tank Ninja
Feb 19, 2006
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Few more spy pointers that I have picked up so far. Don't disguise as Scouts and Engineers.

The fact that you run slower then a real scout is a dead give away.

And most engineers don't carry their shotguns out as much as you will be so it always worth shoot checking one if they do.
 

SatansBestBuddy

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Sep 7, 2007
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Actually, using the Engineer disguise is a good idea for destroying sentries, since you can run up to a damaged sentry and they'll think you're trying to fix it rather than blow it up.

Also, the Doctor disguise works well for backstabs, since you're expected to be behind people, so they won't know anything's wrong until you knife them.

And Snipers, well, you can be really far from the battle and they won't think much of it.

But Soilders, Heavys, Scouts, and Pyros are all off limits, since they're all heading towards the fighting rather than away, and any that are seen running away are to be shot on sight, lest they be a spy.
 

Teleios

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Aug 5, 2003
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Should we try and get a time together this week at some point? I like the idea of doing training missions and such. What's best?
 

Joe

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Jul 7, 2006
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Good call. Spinwhiz and I hopped on some random server for an hour or so last night. It's fun to ***** about sentries and make fun of the 12-year-olds on voice with a compatriot.
 

Katana314

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Oct 4, 2007
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OK, a bunch of us played today...wow, t3h lag.
Most of the time it was ok, but sometimes we would hit these huge lag spikes where your player would repeatedly teleport back to where he was 2 seconds ago. Overall I think I'd prefer playing on other servers unless some of the server monkeys find out what's causing this...
 

Teleios

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Aug 5, 2003
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Well, last night was the first time we'd really load tested it with more than 2-3 people. So... we spent some time playing with settings and will continue to improve it - but by the end of the night, it was definitely running a bit better.

This is pretty new to us too, so we're getting there - just asking for your patience as we tweak :D