Why the New Loch and Load is Pure Evil

The Loch ‘n’ Load. SPUF has always had a love-hate relationship with this weapon. It was loved for being able to kill sentries and how it was less spammy than its default brother, but at the same time hated because it could kill light classes with a single shot, while still being somewhat worse than stock in most situations. This weapon was changed in the Demoman update of Smissmas 2014, where the Loch ‘n’ Load was changed and has remained this way ever since. The Loch ‘n’ Load was a weapon which traded half of the stock grenade launcher’s four barrel clip size and rollers in… [Continue Reading]

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5 Ways to Deal Damage with the Jumpers

What’s the first stat of the Rocket/Sticky Jumper that pops into your head? Probably -100% damage. But it turns out that these weapons have actually had a number of ways to bypass the restriction and deal the damage in weird ways. Some are fixed, some are not, all are here for your reading pleasure. 1. The Rocket Jumper could once hurt enemy Pyros: Who airblasted the rockets. This is probably the most famous one on this list. Supposedly this was fixed at some point, but it was never mentioned in any update patch notes so I didn’t notice when. 2.… [Continue Reading]

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Medic’s Third Ever Competitive Match – Communication and Experience, I have none.

So Friday the 20th. My third ever official match. This was by far our hardest match, because the enemy team had SO MUCH experience. They’ve been playing 6v6 and 4v4 together for a loooong time. Season 12 or something like that. We knew from the start that we had little chance of winning, but that didn’t stop us from trying our best. So I don’t bore you, I’m not going to do a commentary of the whole match. It was quite long and involved us dying a lot. You don’t really want to hear how I died 16 times, 4 times… [Continue Reading]

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Medic weapons are all strangely overpowered…

When someone says ‘ balanced weapons’, people always have the habit of turning to us Medics and our rather small inventory. Four Medi Guns, four syringe-shooting weapons and five limb-destroying melee weapons. People say to us that our weapons are all fine and dandy, the only bad syringe gun is the Blutsauger, since it promotes Battle-Medicing, and the Bonesaw, which is useless. But hang on a second. The most useless Medic weapon is the stock melee one? I thought we were supposed to be balanced? This thought made me look deeper into Medic weaponry. And deeper, and deeper. I quickly… [Continue Reading]

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Syringes

You remember all those times where I would whine and bitch and moan that I have really awful aim? Remember how I said that I am legitimately bad at TF2 and video games in general? Would you forgive me if I said I may have been lying slightly? Of course you would, you love me. There ARE things I am good at in TF2, but the issue I have is that most of the things I am good at aren’t particularly useful in normal gameplay. The main thing? Syringe gun aim. In the last few weeks, I have had some AMAZING… [Continue Reading]

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Prof. NiceHeart’s Guide to SMG Sniper

Prof. NiceHeart was a short-lived SPUFer who got himself banned when someone realized he was an alt of Dr. EvilBrain, a prominent user who got himself banned for creating the shortest-lived itsurblog in history following the messy closure of the original. NiceHeart’s other claim to fame was being SPUF’s resident SMG-maining Sniper, and recently he set some time aside to advise others on how to improve at this oft-maligned subclass. One final note: At the time this interview was done, the Cleaner’s Carbine had these stats.  Welcome! Tell us a bit about yourself. I’m Professor NiceHeart and I main Sniper for pubstomping,… [Continue Reading]

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How to make the Jumper weapons not useless

The Rocket Jumper and the Sticky Jumper. Two weapons originally meant for training, twisted and re-purposed into something terrifying. No sane person uses these weapons seriously, unless they just want to gimp themselves. Fewer people still actually use these for any sort of training or practice, since it’s generally better to train with a real explosive weapon. There’s even better options available for Soldier, in the form of the Gunboats. Actually, to be fair, most of the hatred ends up going towards the Rocket Jumper, since, with the Sticky Jumper, you still have a perfectly usable grenade launcher to kill… [Continue Reading]

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Design a weapon for TF2! (part two!)

I asked this question before, but there were only three staff members then. No reusing weapon concepts, you three! ———————————— John Caveson: A modified 1903 Springfield rifle for Soldier that’s a replacement for the shotty and basically a sniper rifle that can only no-scope. It would probably do around a 40-50 damage pershot. It will give Soldier better long-range capabilities while sacrificing the meatshoting and spread capabilities of the shotgun for close range protection. aabicus: You know what I’ve always wanted to see? A Medigun that kept the invulnerability Uber and tampered with the other stats instead. Just because the Kritzkrieg… [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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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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