“Snipin’s a good job mate”… just like being a nuclear physicist

Let’s get something straight. Our bushwhacking friend the Sniper, that lean, mean shooting machine, is an interesting class. He’s got more firepower than Pyro’s toaster and more attitude than a diving plane. His accent alone makes him a respectable character. Small wonder so many people like slipping into his sunnies when they first try out TF2. For the good of your team, DO NOT DO THAT. What we should all know already from movies, books and common sense is this. The job of a sniper requires high specialization, that is, a unique skill set. Snipers must have superhuman patience, an… [Continue Reading]

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TF2 To recieve new parachute

No, not a golden parachute. Though now that I’ve made the connection somebody will probably make a SPUF thread wailing “Could this be a sign Valve’s gonna retire TF2???” Well, they’re probably wrong, because this new blog post is pretty awesome and hinting at future content. Valve takes a bit of time to talk about some weapon ideas that were scrapped, and leaves us with a teaser regarding a potential new Soldier secondary in the works. I don’t personally understand why everyone is leaping on the assumption that it’s literally just a parachute with obvious parachute stats (slower falling speed,… [Continue Reading]

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Why Scout Needs a Nailgun

In my article “5 Things I miss From Team Fortress Classic“, I gave the very first spot on the list to its nailgun. Every time I’m stuck as Scout seeing a sentry around a corner, but with no means of dealing with it myself, I wish Valve hadn’t taken my simple and easy way to get rid of that darn thing. The TFC nailgun is most comparable to the TF2 Syringe gun, with a major difference: no gravity falloff on the projectiles, meaning that they fly in a straight line forever like a rocket. This lets you deal basically a… [Continue Reading]

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Evolution of the Spy

Let’s face it; TF2 is very old in video game terms, especially for a multiplayer FPS. It’s been going strong for almost seven years now, even though in the last two years Valve has been winding down on updates and general attention-giving to it in favor of DOTA 2, their new moneymaker, as well as their own console and probably some super-secret projects with their names written in indecipherable coding which just translates to “HL3”. In these seven years, TF2 has gained a fanbase and with that, people have learned things about the game and its classes, and how to… [Continue Reading]

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“Demoknight, Thou Shalt Not Increase Thine Turn Radius”

The balancing eyes of Valve, having recently fixed the first of two ways to increase your shield charge degree, have now gone ahead and nerfed out the ability to bypass the restriction with a controller too. This means that there is no way whatsoever to increase your turning radius beyond equipping the Ali Baba’s Wee Booties, and even then I cannot notice a difference with those things on. This has basically removed what little skill indexing Demoknight has. Many people (myself included) never saw why increased turning ability was somehow overpowered, considering you’re giving up the ludicrously powerful Sticky Launcher… [Continue Reading]

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A Plea From a Broken Sword

To the Developers of Team Fortress 2 and the player fanbase. Hello. As a figurehead in the Demoknight community (Yes, that’s a thing), I have been vetted by a few other Knight enthusiasts to make an official statement on the status which is our beloved demoknight. It appears the community has gotten mixed responses from the backlash of the changes to the Chargin’ Targe turning bypass involving a joystick. Probably leaning towards positive since our methods of execution were nothing short of exploiting. For a lot of people it was a cheap way to get a kill, the next best… [Continue Reading]

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TF2 What If? Det Jumper and Gunboats Demo

Evidently, making edits to the item text file in your TF2 folder allows one to play around with the stats of the various weapons.  Today, I experiment with two fairly commonly suggested/asked about weapons for Team Fortress, both specializing in mobility: A detonator jumper for pyro, and a gunboats-like grenade launcher replacement for the demoman. For the det jumper, I modded the entry for the detonator so it would have zero self-damage.  I tried it out on Viaduct with a bunch of bots.  Tecnically this detonator still damages other players, but for the test I only used it for jumping,… [Continue Reading]

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Why the Heavy Failed

The Heavy arguably represents the most argued aspect of TF2, perhaps only next to the mutilated pile of animal bones that may have once been the random critical horse. From Xxx360tommy420 to ESEA invite players, Heavy has been called overpowered, boring, painful to fight against,  painful to play, and many more terms that may not pass the pink hearts filter. So why is heavy so, for the lack of better terms, broken? At the stock level, Heavy appears to be a kind of anti-scout. Sustained rather than burst damage, cripplingly slow speed rather than mobility, track rather than twitch, the… [Continue Reading]

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Who is balancing this game anyway?!

  Recently, Team Fortress 2 had an update  delivered to the game that changed some content, including changing how Quickplay is used, however something that really interested me was the weapon changes, or rather the change to the Short Circuit. Now reading this somewhat confused me. Wasn’t the entire point of the Engineer’s beloved Short Circuit to make him more effective at safe-guarding his nest by more actively partaking in the defensive process? Why implement a downside that seems to discourage the Engineer playing defense? I then started to think back to the Short Circuit’s use after recent reiterations, back… [Continue Reading]

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