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MEET YOUR MATCH - competitive, ranked play comes to TF2

primesuspectprimesuspect Beepin n' BoopinDetroit, MI Icrontian
edited Jul 2016 in Team Fortress 2

WELP.

Overwatch must have taken a HUGE bite out of TF2, because this.

I'm interested.

Where my MvM team at. We got this.

@Signal @BobbyDigi @Karma @PirateNinja @trooster89 @_K @RahnalH102? We got this?

StrikesMassalinie
«13

Comments

  • TushonTushon I'm scared, Coach Alexandria, VA Icrontian

    Overwatch closed beta started near end of october 2015, picked up multiple recruiting rounds in 2016Q1 and open beta in May, released later that month

    Source: http://steamcharts.com/app/440#6m

    StrikesGargoyle
  • KarmaKarma Likes yoga Icrontian

    I played the beta of it. Didn't particularly tickle my fancy.

  • _k_k P-Town, Texas Icrontian

    Q: HOW DO I GET ACCESS TO COMPETITIVE MODE?
    A: To gain access to Competitive Mode, you must have a Premium TF2 Account and a qualifying telephone number on Steam. Examples of a telephone number that does not qualify would be a Voice Over IP number (e.g. Skype) or a number linked to a VAC-banned account. (For more information about qualifying phone numbers, please visit the Steam FAQ.)

    If you are unable to associate a telephone number with your Steam account, you can purchase a lifetime Competitive Access Pass from the Mann Co. Store. When the Meet Your Match Update goes live, you will be able to buy the Pass at an introductory discount rate of $9.99.

  • _k_k P-Town, Texas Icrontian

    @primesuspect said:
    I'm interested.

    Where my MvM team at. We got this.

    @Signal @BobbyDigi @Karma @PirateNinja @trooster89 @_K @RahnalH102? We got this?

    @Karma you aren't on the team. :sawed:

  • primesuspectprimesuspect Beepin n' Boopin Detroit, MI Icrontian

    BYE KARMA

  • TushonTushon I'm scared, Coach Alexandria, VA Icrontian

    @primesuspect said:
    BYE KARMA

    Correction:

  • RahnalH102RahnalH102 the Green Devout, Veteran Monster Hunter, Creature Enthusiast New Mexico Icrontian
    edited Jul 2016

    Cool, Swiftwater is officially supported now. That was a fun map the one or two times I got to play it. Also where my "Mom on mic" happened I think.
    As for participating in ranked mode, maybe. I want to look into a couple certain details first.
    If we'd be a full 6 man team more often then not then I'd likely feel fine with it.

    _k
  • PirateNinjaPirateNinja I don't know how to not Icrontian

    I'm rusty, but interested in giving this a shot. Did we want to schedule a night or two?

  • SignalSignal Icrontian

    Looks like it's time to reinstall TF2.

    primesuspect_k
  • _k_k P-Town, Texas Icrontian

    Been sitting here at work thinking about this. If we are going to do this as an Icrontic thing I feel like we should make the effort. Honestly don't want to play ranked in TF2 with people who don't want to practice and play well.

    Massalinie
  • primesuspectprimesuspect Beepin n' Boopin Detroit, MI Icrontian

    Well I think you know I'm in it to win it.

  • MassalinieMassalinie O'Canada Winnipeg, Canada Icrontian

    I definitely want in! Tf2 juicyness

  • MassalinieMassalinie O'Canada Winnipeg, Canada Icrontian

    Was sad when I didn't find baloonicorns in the "home and office" category and then realized there's an ENTIRE BALLONICORN CATEGORY. Unfortunately only like four items in it but hey lol

    GargoyleStrikes
  • CantiCanti =/= smalltime http://www.youtube.com/watch?v=y9K18CGEeiI&feature=related Icrontian

    Kinda surprised this hadn't been done already. Looks good.

  • GnomeQueenGnomeQueen The Lulz Queen Mountain Dew Mouth Icrontian

    @Massalinie said:

    Was sad when I didn't find baloonicorns in the "home and office" category and then realized there's an ENTIRE BALLONICORN CATEGORY. Unfortunately only like four items in it but hey lol

    Their site needs some work-- for some reason, other balloonicorn items aren't cross-listed. For example, this gem is only listed under clothing and not under baloonicorn.

    Massalinie
  • PirateNinjaPirateNinja I don't know how to not Icrontian

    @Butters is interested I believe. I need some sort of weekly day for this otherwise I can't really see myself sticking to it. Do you guys have a day of the week that works? I'm up for most weekday evenings after 21:00 EST.

  • FargeFarge Member

    I am so game for this. Weekly day for this would be great, though I am not sure which one would work best for me.

  • SignalSignal Icrontian

    I'm good with any day after 8PM. Third Wednesday of the months I have beer meetings though.

  • _k_k P-Town, Texas Icrontian

    Preference on Wednesday, I can swing Monday or Friday easily. Tuesday and Thursday are harder for me as I won't even be home until after 8:30 PM CST.

    1 weekday practice and ranked play sessions is great. I would also love it if there was a general weekend time where we have specific pub servers to play for game modes and if enough of us show up we all go play ranked; like Sunday 6:30-9 and a threshold of 6 for ranked.

    Would be awesome if there were 2 full teams, 12 people, so we could A/B or just swap around.

  • primesuspectprimesuspect Beepin n' Boopin Detroit, MI Icrontian

    I would like to get two full teams of 6. I think we have enough skilled and dedicated players to do so.

    Wednesdays work for me. 9pm EST to account for west coast; does that work?

  • BobbyDigiBobbyDigi ? R U #Hats ! SoCal Icrontian
    edited Jul 2016

    I'm down to play with full groups of Icrontians. Not really looking to get all serious with practice and shit. I can swing 6pm Pacific any weekday with notice.

    -Digi

    Massalinie
  • MassalinieMassalinie O'Canada Winnipeg, Canada Icrontian
    edited Jul 2016

    9pm EST would be 6pm for me; that works especially if it's Wednesday as that is my work from home day at the moment. Other days I might be a few minutes late, hour long commute is hard to time.
    @FettBacon and I are probably going to play tonight for a bit

  • primesuspectprimesuspect Beepin n' Boopin Detroit, MI Icrontian

    I hate to say it bobby but this mode is all about getting serious with practice and shit; no hard feelings if you don't want in. If we're gonna do it, we gotta GO HARD :D

  • _k_k P-Town, Texas Icrontian

    RahnalH102
  • KarmaKarma Likes yoga Icrontian

    @primesuspect said:
    I hate to say it bobby but this mode is all about getting serious with practice and shit; no hard feelings if you don't want in. If we're gonna do it, we gotta GO HARD :D

    If we go hard. And I am allowed to yell out actions I might be swayed.

    primesuspectMassalinie
  • BobbyDigiBobbyDigi ? R U #Hats ! SoCal Icrontian

    @primesuspect said:
    I hate to say it bobby but this mode is all about getting serious with practice and shit; no hard feelings if you don't want in.

    Fair enough.

    If we're gonna do it, we gotta GO HARD :D

    I completely understand your stance here. We'll agree to disagree on this point though.

    -Digi

  • BobbyDigiBobbyDigi ? R U #Hats ! SoCal Icrontian
    edited Jul 2016

    This wasn't just a competitive patch...

    1/2

    The Meet Your Match Update has arrived!

    • Added Casual and Competitive Matchmaking modes

    • Added the Heavy vs. Pyro war

    • 3 new community maps

      • Sunshine
      • Metalworks
      • Swiftwater
    • Added 3 new community taunts

      • The Balloonibouncer (Pyro only)
      • Disco Fever (Spy only)
      • The Fubar Fanfare (Soldier only)
    • Added 1 new official taunt

      • The Carlton (Scout only)
    • Added the Perfect Stranger crate

    General

    • Reworked the main menu

      • All play-related buttons are now accessible by clicking the "Find a game" button
      • Moved the Workshop and Replay buttons down the bottom group of mini-buttons
    • Enemies killed by energy weapons now play a special sound as their body dissolves

    • Improved stopwatch UI to help better communicate game state
    • Added new sound vo files for Competitive Mode
    • Added sounds to all attacks where the target player resisted a part of the damage
    • Added Prinny promo items for purchasing Disgaea: Prinny Hat, Prinny Pouch, and Prinny Machete
    • Added AsiaFortress Cup Mercenaries Cup Season 7 medals
    • Added TF2Maps 72hr TF2Jam Summer Participant medal
    • Added Random Acts of TF2 medals
    • Added check to prevent players with P-REC loaded from participating in matchmaking

      • Prevents P-REC crashing which results in players receiving abandon penalties
    • Updated the Demo Support feature

      • Added an option to only record matches that are played using Tournament mode (mp_tournament)
      • Added an option to auto-delete matches that don't have any events recorded
      • Fixed a bug where tickcount values were being noted incorrectly
      • Options can be set using the Adv. Options menu
    • Updated model/materials for the Bonk Boy, Dr's Dapper Topper, The Sole Saviors, and The Dark Falkirk Helm

    • Updated the localization files
    • PASS Time update
      • No longer in Beta!
      • New Items Available
        • An Early Participation Pin will be awarded to everyone who played PASS Time during beta
        • Two new achievements with item rewards
          • Tune Merasmus's Multi-Dimensional Television
          • Jackpot!
      • Map Changes
      • All maps are tweaked, polished, and out of beta
      • Renamed pass_pinewood to pass_timberlodge
      • Renamed pass_warehouse to pass_brickyard
      • Added a new city-themed map, pass_district
      • An updated pass_template for level designers will be released on http://www.escalation.com/news
      • Game Mode Changes
      • Changed the score limit from 3 to 5
      • Tweaked various JACK throwing parameters
      • Pack Running
        • The JACK no longer heals the player carrying it
        • A player carrying the JACK with no nearby teammates is marked for death
        • Teammates near a player holding the JACK will be slowly healed, and can run as fast as the fastest nearby teammate
      • JACK Power
        • Passing the JACK increases a power meter
        • The power meter will decay over time
        • Filling the power meter unlocks a special goal worth extra points
      • Art Changes
      • New view model animations
      • The HUD provides more information about goal type and status
      • Player pips for Spies will reflect cloak and disguise status
      • Misc Details
      • Added cvar tf_passtime_scores_per_round
      • Added tf_glow entity that can be used to enable the glow effect on any entity
      • Updated trigger_passtime_ball FGD entry to hide unimplemented features, temporarily
      • Spawnflag added to func_passtime_goal to indicate to the HUD that a goal is unlocked by JACK power
  • BobbyDigiBobbyDigi ? R U #Hats ! SoCal Icrontian
    edited Jul 2016

    2/2

    Bug fixes

    • Fixed being able to repeatedly activate taunts before the current one had ended while underwater
    • Fixed disguising with the Conniver's Kunai while spotted by a Sentry causing the Sentry to ignore the Spy
    • Fixed class change notifications appearing to the enemy team for a period of time after teams swap sides in Competitive Mode
    • Fixed a case where players would sometimes see other players carrying the wrong weapon(s)
    • Fixed a bug where the Engineer couldn't remove the Sapper from a linked teleporter if was building (not active)
    • Fixed a bug where the Engineer was able to heal a linked teleporter while it was building. This now matches the behavior for the other buildings.
    • Updated several hats to fix the Sniper not removing them while taunting
    • Fixed hiding the Pyro's head when using the second style of the Fear Monger
    • Fixed using the wrong ozfortress medals for divisions other than Premier
    • Fixed a few UGC tournament medals using the wrong names
    • Fixed the Engineer's missing pelvis hitbox
    • Thanks to Justin G., aka sigsegv, for these reports
      • Fixed airblasts sometimes sending reflected projectiles toward friendly players, buildings, and projectile shields
      • Fixed demo record/read stringtables not writing/reading past 512kb
      • Fixed inconsistency between items that use mini-crit buff (TF_COND_ENERGY_BUFF)
      • Fixed multiple Mann vs. Machine bugs caused by bot AI functions being executing after the bots have died
      • Fixed a bug related to lunchbox items, where the ammo bar can be drained in cases when it shouldn't be
      • Fixed Medics sometimes instantly reviving players in Mann vs. Machine

    Performance

    • Fixed several cases of loading and rendering hitches that would cause abrupt changes in FPS
    • Improved Flamethrower flame performance in Mann vs. Machine on clients and servers by up to +500%
    • VGUI .res files are now cached after loading, reducing framerate hitches. Custom HUD authors can disable this by setting vgui_cache_res_files to 0.
    • Improved rendering performance of zombies
    • Improved VGUI font performance

    Custom HUD Versioning

    • In order to reduce crashing and broken UI elements after updates, custom HUDs now must explicitly specify the version of the TF UI with which they are compatible
    • Custom HUD files must now be installed as add-ons under the tf/custom/ folder. Loose .res files extracted to the game directory will not be loaded
    • Custom HUDs must now contain a file named "info.vdf" in their root folder, with the key "ui_version" set to the TF UI version with which they are compatible
    • The current TF UI version is 1
    • Non-HUD add-ons under tf/custom/ will continue to work without an "info.vdf" file, but may not load .res files

    Mann Co. Store

    • Added the Competitive Matchmaking Pass
    • Added new class starter packs
    • Added new key-less cosmetic crates
    • Revamped main store pages
    • Added a spotlight item
    • Added ability to mouse over and preview items in a bundle/crate/collection
    • Adjusted some weapon prices for consistency

    Maps

    cp_granary

    • Added new ammo pack locations in final and yard areas
    • Clips and blockbullets added to stairs

    cp_badlands

    • Final cap point capture time increased to 2 seconds (from 1 second)
    • Clips and blockbullets added to stairs

    cp_foundry

    • Reduced ammo kit in final cap entry room (attackers' side) to medium
    • Slightly reduced attacking team's spawn time when working on final

    pl_upward

    • Fixed an exploit where players could sometimes build sentries in the cliffside by capture point 3

    pl_thundermountain

    • Fixed the first and second cap points of stage 3 each awarding 2 points to the capturing team instead of 1

    Mannpower

    • All official maps now set Mannpower mode without requiring the use of the tf_powerup_mode convar

    Game Balance

    Scout

    • Crit-A-Cola

      • Added Marked-for-Death debuff for 2 seconds after the buff effect expires
    • The Soda Popper

      • Added "On hit: build Hype"
      • Removed "build hype by running around"
    • Shortstop

      • Added an Alt-fire attack -- reach out and shove someone!
      • Removed +healing bonus
      • Reduced pushback vuln to +20% (from +40%)
    • Sun on a stick

      • Take 25% less damage from fire while deployed

    Soldier

    • The Righteous Bison

      • Fixed a bug causing players to be hit by the same projectile multiple times, causing the damage dealt to vary wildly
    • Per-shot damage has been increased to compensate, resulting in slightly more damage on average

      • Point-blank deals 54 damage (previously 20-80)
      • Maximum range deals 24 damage (previously 14-56)
      • Slowed projectile by 30%
      • Projectile damage reduced by 25% for each enemy penetrated
      • Updated projectile impact sound
    • The Disciplinary Action

      • Reduced duration of speed bonus on teammates to 2 seconds (from 3)
    • The Rocket Jumper

      • Updated model/materials and sound

    Sniper

    • Cozy Camper

      • Now requires a full charge to gain flinch resistance
    • The Sydney Sleeper

      • When fully charged, or when making a headshot, now applies Jarate in a radius
      • Scoped shots now extinguish teammates
    • The Cleaner's Carbine

      • Removed hidden +10% damage taken multiplier while under the effects

    Heavy

    • Natascha and Brass Beast

      • 20% damage resistance now only applies when spun up and below 50% max health
    • Huo-Long Heater

      • Added -10% damage
      • Added +25% increased damage vs. burning players
      • Reduced ammo drain to -4/sec (from -6)
      • Reduced pulse damage from Ring of Fire to 12 (from 15) due to increased damage vs. burning
    • Buffalo Steak Sandvich

      • Fixed "damage taken" multiplier accidentally being +10%, instead of the listed +25%

    Spy

    • Base

      • Max speed increased to 320 (from 300)
    • Enforcer

      • Attacks pierce resist and absorb effects from all sources

    Pyro

    • All Flamethrowers

      • Added: Direct damage reduces Medi Gun healing and resist shield effects by 25%
      • Medics hear a "healing interrupted" sound when this is happening to their heal target
    • The Manmelter

      • Removed (hidden) 20% fire rate penalty

    Medic

    • Base

      • All Mediguns allow the Medic to match the speed of their heal target
      • Previously only available on The Quick Fix
    • Quick Fix

      • ÜberCharge rate reduced to +15% (from +25%)
    • Overdose

      • Increased movement speed bonus to +20% (from +10%)
      • Increased damage penalty to -15% (from -10%)
    • Dropped Mediguns

      • Stored ÜberCharge begins to decay over time after coming to rest

    Demoman

    • Base

      • All boots now require a shield to activate any move speed bonus listed on the item
    • The Iron Bomber

      • Decreased the fuse time to 1.4 seconds (from 2.0)
    • The Quickiebomb Launcher

      • Increased charge time reduction to -70% (from -50%)
      • Increased damage bonus for (max) charged shots to +35% (from +25%)
      • Increased clip size penalty to -50% (from -25%)
      • Removed "Stickybombs fizzle 4 seconds after landing"
    • The Sticky Jumper

      • Updated model/materials and sound

    Engineer

    • Base

      • Level 1 teleporters now cost 50 metal (previously 125)
    • Widowmaker

      • Damage increased +10% when attacking the same target as your sentry
    • Eureka Effect

      • Reduced "50% less metal from Dispensers and Pickups" to 20%
      • Added "Teleporters cost 50% less metal"
    • The Short Circuit

      • Base projectile attack is -10 metal (hit or miss) and then add -5 metal for each projectile destroyed (sometimes a buff, sometimes a nerf)
    • The Pomson

      • Fixed an exploit with shooting through your own buildings
      • Increased close-range damage to 72 (from 62)
      • Reduced long-range damage to 32 (from 42)
      • Updated projectile impact sound

    -Digi

    Strikes
  • BobbyDigiBobbyDigi ? R U #Hats ! SoCal Icrontian
    edited Jul 2016

    RIP Soda Poper

    -The Soda Popper
    -Added "On hit: build Hype"
    -Removed "build hype by running around"

    -Digi

    Strikes
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