Taunt Situations

The G key. What a mysterious creature, the G key. What does it want from us? What does it even do? Be careful, dear readers… Be careful. Taunting was a feature that existed in the very first release of Team Fortress 2, and has since grown into somewhat of a staple of SPUF’s favorite game. The Sniper’s Wave, KABOOOOM!, The Medic’s Oktoberfest. Some of these taunts form the very backbone of characters, too, like the Spy’s many revolver taunts where he takes the time, in the heat of battle, to adjust his tie and brush off his coat. The Medic… [Continue Reading]

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The joys of playing with new players

When you look at SPUF, you see a lot of spitting and huffing and puffing and complaining about how new guys are ruining the game. There’s sometimes venom dripping down the walls. Almost literally, if you listen to some of the much angrier members of SPUF. But the really weird thing is how all that hatred and anger disappears almost completely when a legitimately new person comes along. No matter how much we say we hate newbies and how they’re ruining the game, part of us loves them dearly. The reasons for this sudden change in attitude vary from person… [Continue Reading]

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The Perils of Posing in Garry’s Mod

Let’s just clarify right from the start that I am too stubborn and too dumb to use Source Film Maker. It runs poorly on my laptop and I just can’t get my head around it. Plus, I’m very much invested in Garry’s Mod now. The only reason I play TF2 is because I wanted Garry’s Mod and the cartoony shooter looked better than the serious shooter. Since that fateful day, I have been posing things in Garry’s Mod. All my pictures on this blog are from Garry’s Mod or are taken in-game in Team Fortress 2. Dekky does his images… [Continue Reading]

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Scream Fortress needs to be scarier.

I have to give the blog and update writers for Team Fortress 2 a lot of credit. Whoever these people are, they are amazing. They rarely fail to amuse, except when they joke that an already very late comic was actually early and the next one won’t be until next year. It’s always full of amusing jokes and all sorts of strange references. The Saxxy Awards for example mentioned Guardians of the Galaxy and Captain America: Winter Soldier. And of course, when Scream Fortress comes around, the poor writers try their best to make it all seem spooky. Except it’s… [Continue Reading]

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Simple ways Valve could improve offline mode

The offline bots will always make me smile. They have an earnest determination that really makes it seem like they’re trying their hardest to be the best teammates possible. Not that they’ll ever realize that dream, but good on them for trying. However, as numerous people throughout the years have noted, Valve has restricted them to stock-only for the duration of their existence, and any justifications for this restriction have slowly eroded as TF2 has evolved. Itemtest lets you equip a puppet bot with a number of working unlocks like Bonk! and Mann Vs. Machine bots use unlocks all the time.… [Continue Reading]

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Communication 101

Once upon a time, I would have assumed that people knew what was required to work in a team. What an assumption! It’s like some players can’t take the hint from Team Fortress 2. It’s not just that I see comrades ignoring the plight of their injured Medic. Or that I’m always the only Pyro or Engie in a group of six Snipers who refuse to change class. Thing is, I haven’t seen many players who are good at the one thing you need to keep a team together. That thing is communication. You see, the masterminds at Valve knew… [Continue Reading]

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Making Strange Filters Work For You

Strange Filters were integrated poorly. I know of nobody who disagrees with this. They should have been like strange parts, adding a prefix and a subcounter showing how many kills you’ve gotten on a single map. Lobotomizing the actual function of the strange weapon on 99% of maps is not the way to get people to buy them. This article by Brokkoli makes a good case for strange filters by pointing out that it makes your weapon truly unique. Indeed, you are unlikely to ever see a Strange Rigid Market Gardener for the rest of your TF2 career, assuming you made… [Continue Reading]

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Guide on… walking out of spawn in TFC

Hello, my name is eugensiman and I’m a passionate newcomer into the world of Team Fortress games (400+ hours overall). I quickly found out that I’m more of a theorist than a practicalist in these shooters. I can acknowledge the importance and strategical advantages of various rocket jumps, however sometimes I can’t even do some of the simplest wall jumps on Badwater. But we’re here not to talk about walls. As I’ve said, I’m a newcomer not only into TF2, but into all the Team Fortress games. That means that I also like to spam some grenades around, make sentries… [Continue Reading]

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Why you shouldn’t demoknight in MVM

As an enthusiast of the demoknight well past the joysticking days who knows the strengths and weakness of our beloved and equally loathed pick subclass; I can say that the knight subclassing is based on the sole fact that the playstyle preys on on the variable that is human perception. Humans are flawed- Many of us are sluggish compared to robots, we are easily distracted and often inebriated. We are big dumb stupid apes who require fuel, rest and shelter to contribute to an overall well being. We aren’t well oiled, finely tuned machines that can home in right away… [Continue Reading]

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Engineer: subtlety at its finest

Hello, My name is Wwlink55, or Clockwork Rainbowdash on Steam, and this is my first article for the Daily SPUF. I’m someone who absolutely loves the engineer. The sweet feeling of a scout being mulched down with bullets, the clang of a wrench on the skull of an enemy spy, or the beeping of a sentry, looming through the hallways. It’s a bit of an art form to me, and having everything in the best possible spot is such an awesome feeling. The key to this, is subtlety. Before you just throw your buildings down, think of all the possibilities… [Continue Reading]

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