The Cutting Room Floor

Not everything Valve playtested for TF2 made the cut. From the moment Brotherhood of Arms and then its replacement Invasion was completely excised, Valve showed themselves committed to the possibility of axing whatever needs to be axed in the name of quality. Through avenues such as item schemas and the TF2 Beta, us players have had the ability to witness a lot of these ideas get introduced and later bite the dust. Thing is, we don’t always get to hear the rationale behind why they didn’t make the cut. For every Repair Node and Facestab Knife that got a blog post… [Continue Reading]

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4 More Reasons to Bind a Key to Suicide

Never thought I’d find another quartet of justifications to click a button and shuffle off one’s mortal coil, but it turns out dropping dead on the spot has more combat uses than I thought. And no, ‘cheating your way out of a Holiday Punch tauntkill or Rock-Paper-Scissors loss’ isn’t on the list. People who do that are insultingly lacking in sportsmanship. Reason 5: Give health to your teammates as Scout.  Remember the Candy Cane? Some of wish we didn’t. But it has a little-known use for the scout literally willing to die for his teammates; when you hit the suicide button… [Continue Reading]

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March 25th – March 31st

This week gets the new record for ‘least-updated week in TF2’. Eight years of TF2 updates and a grand total of two fall under this set of seven days. I remember where I was on the day of March 28 2012, and that’s because it was the day Valve added strange parts to TF2. (For those of you interested, I was being driven home from soccer practice and checking the TF2 blog on my phone). Pyro got a new backpack bodygroup in preparation for the new Scrap Pack promo, the Cozy Camper was added to Medieval mode after a week of SPUF… [Continue Reading]

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The Classic: Underpowered or Misunderstood?

Not too long ago an update hit, an update that some think of as the bane of TF2’s existence thanks to the addition of these then new taunts, mainly the conga, however there was a shining light to the update: we got 4 new weapons! That’s right, four whole new weapons, one being the Classic, which is suppose to be a homage to TFC’s Sniper Rifle. The Classic received a graphical update that’s very faithful to the original model, and honestly the gun looks amazing. Despite being ecstatic about this homage, I found myself a bit dumbfounded at the stats,… [Continue Reading]

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Why Scout is Awful and Underpowered

I don’t dislike any of the classes in TF2. You’d think Engineer, but honestly as a Demoman/Medic main, it’s my job to destroy their nests, and without them I’d have significantly less to do at any given moment. Sniper likewise I’ve never really cared about because I can always seem to find routes that let me avoid them. Not to mention that my favorite weapon, the Sticky Jumper, turns them into my favorite prey. So this article is kinda tough for me to write, because I don’t really hate anyone in TFC either. Pyro, maybe, but he’s too pitiful to… [Continue Reading]

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Why Battle Medic is my favorite class

  Today Medic announced a fun initiative for anyone who’d like to write two themed articles; one on which class is their favorite and one on their least favorite. And I would be remiss not to bring up the class I find more fun to play than all nine from TF2. The Combat Medic from TFC has an unparalleled mix of mobility, firepower, and health regeneration that makes him truly unlike any other class from either game. As this old article goes into detail on, his primary job is to send himself flying through the air with conc grenades deep into… [Continue Reading]

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On Trimping

Trimping is what separates the demoknights from the demoknaves. iReima has a great series where he turns a sword and shield into deadly instruments of ballet that let him put to shame anyone who considers the demoknight an underpowered subclass. Personally I can’t trimp to save my life. It’ll happen on accident a lot, and I mastered the minor ability to land on slopes and negate fall damage, but I use that in my sticky-jumping instead. I don’t think it’s much of a secret that when I want to play an advanced mobility class, I bust out the Sticky Jumper… [Continue Reading]

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The Lost Art of Flagrunning

This article is going to take the same pensive tone of the similarly-themed “The Art of the Backcap“, except whereas backcapping isn’t completely lost, flagrunning by and large is completely absent from TF2 in the game’s current incarnation. It was largely dead from the getgo. Flagrunning is the act of playing with one objective in mind; reaching the enemy’s flag, grabbing it, and getting it as close as you can to your team’s capture zone before you die. It may sound odd for me to claim such a simplistic act is completely gone from TF2 (after all, matches do end… [Continue Reading]

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Team Fortress Classic Should Go Free-to-Play

Team Fortress Classic, the predecessor to Valve’s most successful multiplayer FPS, has had a pretty decorated history itself. Released in 1999 as a Goldsrc port of the hugely popular Quake mod Team Fortress, it came bundled for free with Half-Life which granted it a large and prospering player base for years, a player base which stayed strong until 2007, when TF2 came out. At around the same time it received a $5 price tag, and as a result the community for this game has dwindled to near nonexistence. Whenever I try to play I can only find two servers that are reliably… [Continue Reading]

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Blood on the Water, almost – The new TF2 Comic

So, we FINALLY got the next issue of the TF2 comic, Blood on the Water. And it’s been a bloody long wait. Rather insultingly, the blog post writer said that it was early, as the comic is now yearly. I’m assuming that’s a joke but you never know with these guys. For all we know, the last issue will coincide with Half Life 3 or 4 or something. Anyway, if you haven’t read the new comic yet, read it now, as this article is FULL of spoilers and I wouldn’t want to SPOIL things for you. No sir. Click here… [Continue Reading]

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