Passive abilities

TF2 doesn’t feel like a game with a lot of passive abilities. There are few obvious ones, such as the scout’s double-jump and the Pyro’s afterburn immunity, but when you look into things, it turns out that almost every class has at least one. First of all, its debatable whether “more than 125 health” counts as a passive ability. Even though its pretty clearly the baseline for TF2, some people might consider speed and health a form of statistics instead of abilities. It’s also debatable whether any ability that requires equipping a weapon would count, like “can remove sappers” or… [Continue Reading]

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In Memory of XYTWO

XYTWO was one of the most recognizable SPUF regulars in the TF2 forums. He participated in conversations serious or silly, long or short, and far as I know he got along well with everyone. He had a fondness for Asian cartoons and he mained Pyro. He was among the top posters in all of the various itsurblogs and he even wrote one of our first guest articles. The two of us had a running gag hailing from the 1st Itsurblog’s D&D session where we’d pretend to have UST for each other. Spycicle has recently informed the forum that XYTWO died… [Continue Reading]

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