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Other Team Fortress 2 (archived by NightFall)
#1
Hello everyone,

I'm here to tell you about a game called Team Fortress 2. This is a free2play game with cartoon-ish graphics with various game modes. It is very similar to Enemy Territory in gameplay. You've got different classes which have different abilities, different items with different stats and you have objectives what you have to complete in order to win a map let it be deathmatch, capture the flag etc... You can drop different items for every class by spending time on servers (max 4 item per day). It is definitely a game you want to play with friends to get the most fun out of it. Lately we've introduced a few members from TWC to this game and they seemed to like it so we thought about adding this game to the list of featured games in TWC. We'd like to know how many of you are interested in trying this game out.

List of classes:
ScoutHe is the fastest mercenary on the battlefield. His Double Jump leaves slower opponents struggling to keep up and helps him navigate the terrain and dodge oncoming projectiles. Carrying a Scattergun, a Pistol, and a Bat, the Scout is ideal for aggressive fighting and flanking. The Scout is a good class for quick hit and run tactics for sapping away the enemies' health due to his ability to get in, do damage and dash away before even being noticed.
The Scout is an excellent choice for completing objectives quickly. He can capture control points and push carts at the rate of 2 players. His speed makes him a natural for capturing the Intelligence; his double jump allows him to carry it along unexpected paths.

SoldierWhile one of the easier to understand classes on the roster, he is far from the weakest. In fact, when played right, the Soldier can be one of the most dangerous classes on the battlefield. Equipped with his rocket launcher and stamina to spare, the Soldier is a highly versatile class for both offensive and defensive roles.
An ability the Soldier is infamous for is the spectacular rocket jump. In defiance of all good sense and judgement, the Soldier can point his rocket launcher downward, leap into the air and fire, propelling himself skyward at the cost of some health (though as the Soldier attests, "Pain is weakness leaving the body.") This ability allows the Soldier to pop up in unexpected places and reach areas off-limits even to the Scout and his leaping prowess.

PyroDue to the short range of the flamethrower, the Pyro relies heavily on ambush tactics to catch opponents off-guard. One of the primary roles of the Pyro is the vital task of Spy-checking; a puff of flame will ignite both cloaked and disguised Spies, and the Pyro will then proceed to hunt them down with the same mercy and goodwill shown to all opponents - which is to say, none.
Despite being categorized as an offensive class, the Pyro can also be a useful asset in defense, protecting friendly Sentries from meddling Spies and sending whole attacking teams running back home in search of burn cream. In addition, the Pyro can also make use of compression blasts to reflect projectiles and sticky bombs right back to their owners or extinguish any friendly teammate that has been caught on fire and push enemies away. Pyros can also ignite a friendly Sniper's Huntsman arrow so it can ignite an enemy on a hit. The Pyro can also remove sappers from a Engineer's buildings by using their trusty hammer, the Homewrecker. The Pyro also has one of the most powerful Melee weapons in the game, the Powerjack.

DemomanA scrumpy-swilling, monster-bothering demolitions expert from the Scottish highlands, the Demoman (real name Tavish DeGroot) is one of the more versatile members of the team. Though his weapons lack pinpoint long-range accuracy, the Demoman is a powerful, if unpredictable, asset and can hold his own in just about any situation. He is a master of the explosive, excelling at indirect mid-range combat. Armed with his Grenade launcher and Sticky bombs, the Demoman uses his only good eye and knowledge of the surrounding environment for well timed detonations that send enemies skyward, often in several pieces.
The Demoman, as his name implies, excels at swift disassembly, bouncing his grenades round corners to wreak havoc on enemy sentry gun emplacements while remaining safely out of sight. His sticky bombs are a perfect tool for area denial, keeping opponents away from any carts, control points and intelligence cases he deems off-limits. His weapons are some of the most powerful, but also the most situational. He requires more thought and swift decision-making than other classes, especially when lining up his Charges and planting sticky bombs.

HeavyHeavy Weapons Guy is the most iconic class in Team Fortress 2 wielding his precious minigun Natascha. He is mostly known for having the most health and is the best choice to heal with medic. Despite his slow move speed he can deal decent damage but he is more accurate at close range and has troubles hitting targets from longer ranges

EngineerThe Engineer's various gadgets include the Sentry gun, an automated turret that fires at any enemy in range, the Dispenser, a device that replenishes the health and ammo of nearby teammates and Teleporters that quickly transport his teammates to the fray.
However, the Engineer's ingenious devices are under constant threat from explosives and devious enemy Spies; a good Engineer must keep his gear under a watchful eye and in good repair at all times. When the Engineer needs to get his hands dirty, his trio of generic, yet capable weapons combined with the assistance of his helpful hardware make him more than capable of holding his own in a fight.

MedicThe Medic is a Teutonic man of medicine. While he may have a tenuous adherence to medical ethics, he is nonetheless the primary healing class of the team. Although the Medic's Syringe Gun and Bonesaw aren't the greatest weapons for direct combat, he can typically still be found near the front lines, healing wounded teammates while trying to stay out of trouble.
When the Medic focuses his Medi Gun on a teammate, they will regain health points. Teammates who are already at full health will have their health buffed beyond the normal limit, up to 150% of their base health capacity. Teammates who have not taken damage recently will be healed more rapidly, encouraging smart withdrawals when injured.
When healing, the Medic will gradually fill a unique ÜberCharge bar, which can fill faster if healing injured or non-overhealed teammates. When the ÜberCharge bar is fully charged, the Medic's healing gun will begin to crackle with small jolts of electricity around it, indicating that he can now deploy a unique charge to benefit his patient and himself for eight seconds. A charge from the Medi Gun offers temporary invulnerability, from the Kritzkrieg: guaranteed critical hits for his patients, from the Quick-Fix: rapid healing and immunity to knock back, and from the Vaccinator: enhanced damage resistance.
Although the Medic cannot heal himself, unless by means of an ÜberCharge-deployed Quick-Fix, he is capable of slowly regenerating health over time, and is the only class capable of doing so naturally. The longer a Medic stays out of combat and avoids taking damage, the greater the increments of health which he will passively heal. An injured Medic will begin regenerating health at a rate of 3 health points per second, scaling up over the following ten seconds to a maximum of 6 health per second

SniperA rugged and ready crack shot from the Australian outback, the Sniper prefers to pick his targets off from a distance, though he isn't afraid to get his hands dirty if the situation requires. Preferring to hide in elevated or hard-to-see spots, the Sniper can pick off slow moving classes like the Heavy with ease. The Sniper is also ideal for eliminating enemy Medics and Engineers, giving his team a chance to advance.
While the Sniper tends to isolate himself from the frontlines, the Huntsman sees him move up the field, laying down suppressing volleys of arrows while his ancient and mysterious Jarate and Sydney Sleeper powers can increase damage dealt against his foes by himself and teammates alike. Although Jarate is a great weapon, it can also be used to put out fires.

SpyThe Spy, hailing from an indeterminate region of France, is an aficionado of sharp suits and even sharper knives who relies on stealth and trickery to aid the team. Using his unique array of cloaking watches, he can render himself invisible and even fake his own death, leaving unaware opponents off-guard. His disguise kit lets him take on the form of any class, allowing him to blend in and sneak behind enemy lines before stabbing his unsuspecting 'teammates', quite literally, in the back. In fact, a swift backstab from behind with the Spy's trusty knife will take out any foe, excluding those which are under the effects of an Ubercharge, Scouts under the effect of Bonk!, Spies using the Dead Ringer, or Snipers wearing the razorback, in a single hit.
In addition to being able to assassinate key enemies quickly and efficiently, the Spy is great against the Engineer. Using his Electro Sappers, he can disable Engineer buildings, leaving them open to attack from the Spy's teammates, slowly draining the building's health until it is destroyed or the sapper is knocked off by the Engineer's wrench or the Pyro's homewrecker.



List of game modes:
ArenaArena maps are designed to keep the class diversity of Team Fortress 2 while focusing goals around combat between two teams. Whereas other game modes lean towards a broad, overall strategy for the team, Arena concentrates on the specific tactical choices the teams make in a single fight. Arena maps carry the arena_ prefix.
Arena Mode features smaller maps to ensure shorter matches, because you don't respawn after death. When you die in Arena Mode, you will enter spectate mode until the round is finished. The maps usually feature a control point in the middle of the map and tend to be just normal King Of The Hill maps with no-respawn.
Sometimes If the teams are unbalanced a message will appear to two people saying "CAREFUL if you lose this round you may have to sit out" and if their team loses that round the player will be in spectator until the upcoming round.
Sometimes, there may be a Melee only round where players are forced to use their melee weapon for the whole round. Also, loadouts changed during the countdown before the match will not do so in-game unless the player commits suicide using explosions or the kill or explode console commands.

Capture The Flag[color=white*[/color]]Capture the Flag features both RED and BLU bases, each containing its own Intelligence briefcase (also known as "The flag" or "The Intelligence"). The goal for both teams is to capture the enemy's Intelligence until they have reached the game's capture limit (default limit is 3 captures) while preventing their enemy from achieving the same.
Both team's Intelligence are typically located deep within their territory, usually in a symmetrical location from each other, in an area known as the "Intelligence Room". To pick up the Intelligence the player must touch the enemy's briefcase. While holding the enemy's Intelligence, the player must bring it to the location of their Intelligence where they must enter their 'capture zone' (indicated by the yellow and black lines) in order to successfully capture it. After each successful capture, your team will be rewarded with ten seconds of crit boost.
If the Intelligence carrier is killed or the Intelligence is intentionally dropped, the Administrator informs the teams over the loudspeaker and the Briefcase will remain stationary for 60 seconds, with a timer shown above the Intelligence indicating how much time is left before it is returned to the Intelligence room. During that time the Intelligence can be picked up as normal. Each time the Intelligence is dropped, the timer is reset. The enemy cannot move or reset the Intelligence themselves. The Intelligence cannot be carried by players with an invulnerability buff (i.e. ÜberCharged players and Scouts under the effects of Bonk! Atomic Punch) and Intelligence carriers cannot receive an invulnerability buff. The Intelligence also may not be picked up by a Soldier wielding the Rocket Jumper or a Demoman using the Sticky Jumper. Cloaked Spies cannot pick up Intelligence until their Cloak has been turned off. However, if a Spy does acquire the Intelligence then they will lose their disguise and no longer be able to change their disguise or Cloak. An exception to this is the Dead Ringer, which will force the Spy to drop the Intelligence, and Cloak as normal.
If the Intelligence carrier dies in a normally inaccessible part of the map, i.e. falling into a pit or off a cliff, the Intelligence is immediately returned to its starting location in the Intelligence room. If no team completes the capture limit before time runs out, the match will enter Sudden Death mode.
Unlike variants of Capture the Flag in other games, you can make a capture without actually having your Intelligence at your base.
However fun Capture the Flag is recommended for advanced players (so best to get a hang of easier game modes before tackling).

Control Point[color=white*[/color]]Control Point maps have two main types of game modes.
Control points are circular platforms with a team-colored light and hologram in the center (neutral points will have a white light and hologram). To capture a point owned by the enemy team, the player simply stands on the point until the capture meter fills with his or her team color. The more players on a point, the faster it will capture, though only to a limited extent. Scouts, as well as Soldiers/Demomen with the Pain Train equipped, count as 2 players when capturing control points. Capture progress will not be made when players of both teams are on the control point. If all the capturing players are killed or driven off before the capture is completed, the capture progress will not reset immediately, but instead will slowly fade away.

King Of The Hill[color=white*[/color]]King of the Hill is similar to Arena. King of the Hill focuses on a single control point at the center of the map, which is neutral and locked at the beginning of the round. Teams must make their way to the control point and capture it when it becomes available. Once the point is captured by a team, their team clock will start a three minute countdown. If the enemy team manages to capture the point back, their clock will start counting down while the other team’s clock freezes at the time the point was recaptured. A team wins once they own the point and their three minutes is expired.

Mann vs. MachineMann vs. Machine is a Game Mode that was released in the update of the same name. In this game mode, a team of three to six players must fend off a horde of robots attempting to carry a bomb to one of Mann Co.'s strongholds. Upgrades and Canteen power-ups can be purchased at the spawn point using cash picked up by the players upon destroying a robot (not every robot drops cash). A bonus amount of cash will be awarded to the team if all the cash from a wave is picked up.
All classes and most weapons have different upgrade abilities such as movement speed, charge duration and amount of ammo the player can hold for the weapon. Surviving all the waves will complete the mission. Upon the completion of a player's first mission, they will receive a Canteen.
There are currently 5 operations and 29 missions (some missions aren't part of any operation) in Mann vs. Machine.

PayloadIn Payload maps, BLU team must escort a cart full of explosives through a series of checkpoints and into RED's base within a certain amount of time. BLU team members move or 'push' the cart by standing next to it - the more people next to the cart, the faster it moves (up to a maximum capture rate of three). Any RED team member standing near the cart will stop it from venturing further regardless of the number of BLU team members on the cart. If no BLU players push the cart for 30 seconds, the cart will start moving backwards slowly until it reaches a checkpoint, BLU spawn, an uphill slope (in certain maps) or is pushed by BLU team members again, which will also reset the timer. The cart functions as a level 1 Dispenser for BLU team (and disguised enemy Spies) to restore health and ammunition to those pushing it. Ammunition is not restored to players standing at the front of the cart.
Some maps have flanking routes that open when a specific point is taken.
There are two distinct types of Payload missions, the type depends on the map. Some maps, namely Gold Rush, Hoodoo, and Thunder Mountain play similarly to Dustbowl by splitting the mission into three sections, each with two checkpoints, with the exception of the final stage on Gold Rush and Thunder Mountain, where there are two checkpoints and the final cap, resulting in BLU Blowing up RED's base. Time is added whenever BLU captures a non-stage winning point. The other type of Payload mission (on Badwater Basin, Barnblitz, Frontier, and Upward) is similar to Mountain Lab by having all checkpoints within one large stage, with larger time bonuses for BLU upon successful cap. There are also fewer total checkpoints, resulting in three checkpoints and a final point, where BLU can win the game and blow up RED's base.
Payload is recommended for all skill levels and is certainly a great game mode to begin with.

Special DeliverySpecial Delivery is a Game Mode released as part of the Pyromania Update. In this game mode, an initially neutral briefcase of Australium must be transported to Poopy Joe's rocket before the opposing team can do the same.
If a player picks up the Australium and is killed while holding it, only players from the same team as the recently-deceased Australium carrier can pick it up again. If the team fails to do so within 45 seconds, the Australium is sent back to its original position and reverts back to neutral.
The player who has a hold of the Australium must stand on the platform, which will be raised to the compartment located at the nose cone of the rocket. The player has to remain on the platform until the compartment hatch fully opens and is ready to receive the Australium. Once the Australium is deposited into the compartment, the rocket launches off and the team wins the round.

Territorial ControlIn Territorial Control, the goal is to take over the entire map by capturing "territories". Each game is randomly selected from the six available layouts in a 'point against point' game where both teams must capture the opposite point while defending their own. After a team successfully captures the opposite point, the next round takes place in a different area of the map which is also randomly selected. After a team captures all four territories, that team must capture the enemy team's base. If the base point is captured (in Hydro, the Radar Dish for RED, the Power Plant for BLU), the attacking team wins the game. When the next round begins, territories are reset and a new random layout is selected. The Territorial Control game mode is not very popular amongst players.
In any game in TC (except in RED/BLU base games), if a control point is not captured within the eight minute time clock, the game then will go into Sudden Death mode.




There are also custom game modes and custom community maps. For example one of our favorite server is a Critserver where you always do the highest possible damage with every weapon and there is also low gravity on it so we often play it with soldier and rocket launcher so it creates the feeling of a panzerwar server Biggrin

Game modes marked with * are the ones we like to play the most
[Image: 35cc64b002.jpg]
Ɛ> -TWC|imma|PWS* <3

“If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat. If you know neither the enemy nor yourself, you will succumb in every battle. Hence to fight and conquer in all your battles is not supreme excellence; supreme excellence consists in breaking the enemy's resistance without fighting.”
#2
me:P but dont like most obj yet cause i am 2 bad for that
[Image: mater.png]
#3
Hudda hudda huh!
This would be nice Normal

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#4
yes pls or riot

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#5
Yes, Yes, Yes! :]
#6
I've posted some more details for everyone to have a better explanation of why is this game fun Biggrin
[Image: 35cc64b002.jpg]
Ɛ> -TWC|imma|PWS* <3

“If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat. If you know neither the enemy nor yourself, you will succumb in every battle. Hence to fight and conquer in all your battles is not supreme excellence; supreme excellence consists in breaking the enemy's resistance without fighting.”
#7
GOOOOOOOOOD Tongue
[Image: mater.png]
#8
team fortress is fun Smile
Spoiler (Click to View)
#9
Hey guys,

a year or two ago we actually talked about adding a TF2 server to our repertoire, but in the end member interest didn't really justify the time investment required to set it up.

As for this suggestion, I chose to give it a few days before I chime in just to see what the members think about it. While it doesn't seem like a lot of people are interested in this, I did see you guys playing a lot of TF2 over the past couple of weeks and I acknowledge that there is potential in adding another Free to Play game to our community.

However, there are a few points I'd like to bring up for you guys to think and hopefully discuss about.
First of all, if this is going to happen it won't be before the end of this month, as I am leaving for vacation and the TWC meeting very soon, so maybe people will use that time to find out if they like the game. The next point is actually rather complex, so bear with me as I'm bad at explaining.

For the vast majority of its existence TWC was solely based around ET, which made organisation and maintenance very straight forward. Quite some time ago we tried to encourage our members to also spend time together on other games they like so as to strengthen the community, which - although not quite the scale we were hoping for - has worked out very well as far as I can tell. That is very rewarding for us as we're glad to be able to provide a place for you to make new friends. As with many things, however, the devil is in the details and a decision has to be made about it early on.

Do you want to run such a sever as a part of this clan that will be treated equally to the ET servers?

In the past we used to be very anxious about expanding into games other than ET and we took quite a long time to work out the details for our Minecraft server. I am not even sure if we got things right there. So I'd like to bring up some of the points that gave us a headache back then. It's not really specific to TF2 and should be considered general discussion.

If we aim for a dedicated member base, what do we do about members who are already part of a TF2 clan/community? We don't allow double-clanning and as such might force a decision on players upon "invading" their other game(s).

If we have no separate members for it, who takes care of administration?

Do we allow members to be admins across games? The intuitive answer would be "No", as we don't allow members to be admins on more than one ET server at the moment, but does that exclusivity really apply across games? We don't want members to take too much responsibility and as a consequence inevitably neglect some of them. We know how hard it can be to be ultimately responsible for more than one server. Also, before even making a decision about that we need to work out how to deal with server administration. Does the game even have an admin level system, how do we handle promotions?

Are TF2 members required to wear TWC tags, when they visit an ET server? What color would it be?

How do we handle global admin levels, such as visiting supreme privileges? Should they receive commands for a game they potentially have no real idea about. Do the common rules even apply to the game? Just like TJ is kind of a special place, such that if we enforced rules regarding bad language the server would be dead in an instant.

Also the other global teams we have. What about PSA? The demo team? We'd most likely have to separate each of those depending on the requirements of the new game.

What about recruitment. We established a rather sophisticated application system for ET, will we need that for TF2? Is it even common for TF2 players to be part of a clan? Who takes care of all that organisational overhead?

Also, I personally have no idea about TF2, am I even qualified to make decisions regarding it? Do we need a separate supreme team?

These are the questions I know we came up with in the past, but I'm sure there will be more.

Please don't get me wrong. We are very much interested in providing the greatest possible experience for everybody, and whenever possible support community bonding. I'd just like you to know that it's not as easy as firing up a new server. If there is a serious interest in taking on these problems, we could just open up a sub forum for the TF2 server so all members can work out the details in separate threads. We'd love to see you guys work together on this and we're happy to assist wherever possible.

-- Mimus & Ligustah
I'm quite busy, so unless it's a quick thing or really urgent I am unlikely to be able to answer PMs throughout the week, but I try to reach out to everyone who contacted me during the weekends. If it's urgent, you can also contact any of the supremes, they can do a lot of things or relay directly to me if necessary.
#10
tf2 sucks in my opinion Tongue
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