http://www.teamfortress.com/war/part1/index.htm
Awesome. Fucking awesome.
Now it's only the Engineer that needs an update, right?
:hyper
Medic & Pyro could do with looking at but they're pretty good as is.
i pray that soldier wins
NEWSPAPERS (http://www.teamfortress.com/war/part3/index.htm)
CRAFTING (http://www.teamfortress.com/crafting/)
SAXTON HALE (http://www.teamfortress.com/war/saxtonhale/)
POOPY JOE (http://www.teamfortress.com/war/saxtonhale/poopyjoe.htm)
So people now think that the real twist at the end of this event is the engineer gets an update too.
Wait, is the crafting thing real? oh my.
do you only get these weapons if you play now?
do you only get these weapons if you play now?
do you only get these weapons if you play now?
no, they'll just become available after the update on thursday, with a bunch of soldier and demo achievements and probably some new maps
you can get them just through random drops (every 25 minutes there's a 20% chance for a weapon, there's some crazy random probability for hats), through class achievements, or through the new crafting system once people start getting blueprints
do you only get these weapons if you play now?
no, they'll just become available after the update on thursday, with a bunch of soldier and demo achievements and probably some new maps
you can get them just through random drops (every 25 minutes there's a 20% chance for a weapon, there's some crazy random probability for hats), through class achievements, or through the new crafting system once people start getting blueprints
I have like 16 hours of playtime and I never got a hat.
Also, this is weird: EVERYTIME I unlock a weapon, sometime in the next 40 minutes I 'win' a dupe. I have 2 of everything I earned and nothing else :(
I bought one and the SAXTON HALE cards
I don't know why demi trashes this game, I'm sure he'd jerk it to Saxton
Quick question, how do you actually get items? The only ones I've gotten were from the halloween by doing the acts described in the achievements.
Quick question, how do you actually get items? The only ones I've gotten were from the halloween by doing the acts described in the achievements.
Either by random draw (Every x minutes you have x% of a chance to get an item) or by achievements- You unlock new items by getting 10, 16 and 22 achievements.
Hats are a myth and never drop, ever.
I think so!
Speaking of which, the hat I got was an ancient, magical thing, unfathomable by human senses. (http://tf2wiki.net/wiki/Camera_beard)
Any other dev would want $10 for this update and Valve gives it to us for free. :bow Valve :bow2
Moved the Spy's camera-beard to the Misc loadout slot so he can equip it with a hat
Just got the buff banner. Jesus, this is incredibly useful.
Just reading you guys' expression seems like the game is radically different than when I bought it and played it back in 2007. Perhaps I should check it out again.
Anybody try playing on a Prophunt map? Man, this shit's fun. Gets old quick, but it's damn fun while it lasts.
http://www.game-monitor.com/search.php?search=sm_prophunt_version&type=variable
[youtube=560,345]http://www.youtube.com/watch?v=c9P5tqFHSuM&fmt=22[/youtube]
I sort of hate that these achievemets really focus on2 things: Being a hardcore player or being a lucky dude. There are far fewer kind of gradual achievements than in the past. Stuff like glitchy rocket jumping and juggling are really fucing hard for people like me who pop in for maybe 45 mins a day. In the past there were always achievemtns like "Kill 200 guys" or "Do 10,000 damage" that you could work towards even whe you were losing. There are way fewer of those in this pack and as a result I feel kind of like I'm wasting my time.
I sort of hate that these achievemets really focus on2 things: Being a hardcore player or being a lucky dude. There are far fewer kind of gradual achievements than in the past. Stuff like glitchy rocket jumping and juggling are really fucing hard for people like me who pop in for maybe 45 mins a day. In the past there were always achievemtns like "Kill 200 guys" or "Do 10,000 damage" that you could work towards even whe you were losing. There are way fewer of those in this pack and as a result I feel kind of like I'm wasting my time.
I really wish they'd ditch the achievements, let all classes have their weapons from the get-go and you pick your loadout.
As far as hats go, I think they're stupid. The massive shit-storm the 'halo' thing brought up is stupid, and they should really be done away with. TF2's patches remind me of WoW's patches. They're usually massive and go from making the game 1000 times better to 1000 times worse.
Also, the fact that some classes have like 5 alternate weapons while others only have three is stupid. Specifically, the Demo/Soldier updates were massive compared to the Medic's or Pyro's.
This is the only game that makes me want a PC, and I already own it on 360. :(
In the past we've shipped features that came from community suggestions. Now we've taken it one step further: we're shipping game content that was directly built by the community.
Today's TF2 update includes a bunch of new items and weapons, all of which were made by members of the TF2 community and uploaded to the Contribute! site. The overall quality of submissions we're receiving is fantastic, by the way, so there'll be plenty of new additions to follow. The submitters of these items will find nifty unique versions sitting in their backpacks, so they can show everyone their work.
This is really exciting for us here at Valve. Starting from our core belief that entertainment products should be services, we've tried to increase the set of ways our community can impact our games, and the ways in which we can reward you for it. From the implementation of features requested by players and mapmakers, to unique community items given to valuable community contributors, to the purchasing and shipping of popular maps, to the ARG-style product announcement of Portal 2, we've tried to include our players in the ongoing challenge of improving our games and their communities.
This update represents the next step in that process. The line between developers and players is getting very blurry, and we think that's a great thing.