Team Fortress Comics #6 is out!

It’s only been forever (okay, nearly a year and a half) since the last issue, but woo boy, this one is a biggie! And by biggie, I mean it both in actual size and in content. Issue 6 comes in at a lovely 270-something individual panels and a LOT of new lore, as well as an ending that makes you want more but also makes you willing to wait for two and three quarter years for issue 7. Before we start, be warned, there are spoilers ahead. Although this is just an overview, so I won’t be discussing every detail… [Continue Reading]

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It all dies in the end…

When was the last time you played something other than Payload, Attack/Defend, Capture the Flag, King of the Hill or Control Points? Was it a while go? Probably. You might not have touched some of the letter game modes in years. Not that I blame you, there’s a lot of excitement right now for matchmaking, everyone’s all geared up for it. The chosen maps are mostly 5CP, with the odd other random map thrown in. Apparently Viaduct is in there somewhere. I like Viaduct, always been a fan of King of the Hill. Normal Viaduct isn’t the greatest map, the… [Continue Reading]

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Killcams and Comp TF2

Killcams are a masterfully-designed element in TF2. As the developer commentary states, killcams were added due to many Team Fortress Classic players having trouble determining who killed them and what they themselves did to get into that lethal situation. By showing you a quick screenshot of your attacker with some subtle “swoosh” effects showing you his rough location, Valve turned every death into a learning experience while simultaneously lessening the chance the killer can keep farming kills from the same location. But I’m wondering if that behavior becomes slightly unbalanced in a competitive setting. When you’ve reached the point that all the… [Continue Reading]

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Maybe we do need deathmatching after all?

Team Fortress 2 has a LOT of game modes, not all of them successful. Territory Control, Arena, Special Delivery, Medieval, all rather tired and ignored, lacking in maps or players or both, while King of the Hill, Capture the Flag and Attack/Defense flourish. 5CP and Payload play along, trailing behind slightly. The most popular servers around have always been 24/7 Dustbowl or Teufort or something like that. Why? Because we all really like deathmatching. That’s the one thing Team Fortress 2 has never really had – a pure killing game mode. While every single game mode requires you to kill… [Continue Reading]

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Let’s talk about the Sun on a Stick

The Sun-On-A-Stick is a very queer weapon. It was released alongside the Sharpened Volcano Fragment when RIFT came along, and it’s remained fairly unused ever since its first ever appearance. It’s not a sun on a stick at all, more like a wonderfully crafted ball of lava on a stick, certainly one of the more detailed and pretty weapons in TF2. Unfortunately for the Sun on a Stick though, it’s a victim of awful stats, rendering the poor thing nigh unused. Why? Well, it’s obvious really. The idea behind the Sun-On-A-Stick is simple. You team up with a Pyro to… [Continue Reading]

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Mod Showcase: Death Run

Welcome to another thrilling instalment of Mod Showcase. Brickinator here and I’m gonna chat about Death Run. Contrary to its name Death Run is not an 80’s action movie and is instead a frantic gamemode in which one team must navigate through an obstacle course of deadly traps. The traps usually kill instantly and you don’t respawn for the rest of the match; it’s basically a Japanese gameshow but without the remorse. All but one player are put on the RED team, known as the ‘runners’. The BLU team consists of that one guy left over- usually whoever won last round. He’s… [Continue Reading]

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