Best Of
Re: Bostoberfest
You know guys there's also this thing, which just so happens to be the largest Oktoberfest celebration in the US, and also happens to have some awesome Cincinnaticrontians living nearby:
http://www.oktoberfestzinzinnati.com/
GHoosdum
Re: Expo 2016: Picture Thread
Bit late, but I'd still say this was part of expo:

@Primesuspect honing his gangsta skills.
Jokke
Re: MEET YOUR MATCH - competitive, ranked play comes to TF2
RIP Soda Poper
-The Soda Popper
-Added "On hit: build Hype"
-Removed "build hype by running around"

Re: MEET YOUR MATCH - competitive, ranked play comes to TF2
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

Re: _K's krazy krash kourse of KATastrophe
Rise of the Tomb Raider(11.2 hours): Where were my QTE so I could endlessly watch Lara die? Feels like they took a bunch of grit out of this game. They use 2 weeks ago flashbacks a couple times and I feel that is a horrible story element because you could just start there and jump forward if your connections were good, if they aren't should that scene really be in the game.
970 SLI seemed to struggle a few times at 2k with this game when DOOM ran smooth as hell on high at 2k. The game effectively picks up where Tomb Raider leaves off, they even have newspapers laying around in cut scenes to remind you. After getting home you pick up your father's work that left your family discredited. This means tracking down something that "The Prophet" carried with him and left some where. They don't want to say Jesus despite saying "The Prophet" died and rose again but the adversarial entity in this game considers him to be false and must die again(maybe he won't come back to life this time YOLO??). So basically you run around trying to track down this thing that you really aren't sure what it is and learn about who these people are really.
This one missed a little on why Tomb Raider was so good. Several times you are stuck in areas that have secrets or challenges that you can't complete because you are missing a piece of equipment you get several hours later. There aren't very many times when you go back through the same area and when you do it is really about skirting through the edge of that section instead of just jumping directly to your destination. Challenges feel tacked on just for people that want to spend more time in game where I would think a New Game+ is better suited for this. Feels like they expected you to be nagged so much by preventing you from doing things that you would seek them out later. Finished the game with 66%. There is a huge amount of back story and that is what should drive your desire to collect and explore but at 8 hours I got tired of listening to the same soldier of fortune story line to explain things.
There are all the fun climbing things like ice walls, rock walls, rotten wood walls, grapple hook points, rope swings, etc. You have tech builds on weapons and a 3 branched character skill set. Hunting animals.......just why as it doesn't add anything past the first 2 missions.
Now the most important things. Lara's clothing. Who ever spent time modeling should get promoted to best worker in the game industry. Spent a bunch of time just looking at Lara because I care about shadows and model mapping. What I realized is that her clothing isn't just wrapped around a skeleton mesh but it is built to look like real women's clothing. The way her leather jacket tapers and the shoulders stick out a little extra at the lapels is perfect. Her pants have flat pockets. She isn't wearing men's clothing for damn sure. That is freaking immersion. Spent so much time just looking at her clothing.
Combat is super duper easy 95% of the time. Enemies like to expose themselves and wait almost a full second so you can stick an arrow between their eyes before they even think of firing their weapon. Stuff slows down as armor is introduced but it feels rather cheap since as it receives more damage it eventually just falls off the person instead of being penetrated. Feels especially lame when a dude is just wearing a helmet and no other armor....really guys we get it enemies are "harder" now. Enemy mechanics never change only their weapons and armor are altered.
Story is pretty basic with find guy, find thing, save the world. It doesn't need to be very deep to be fun but the turn they placed into the plot feels cheap as though it was phoned in instead of spending 30 minutes to flush it out. Up until that point it was going good and actually had me guessing. Some things were revealed that made me go "what?!" while others felt like a relief because the answer was perfect.
If you played Tomb Raider you most likely want to play this but I would wait a bit for the price to drop, $40 is right on the edge for acceptable on this game while DOOM at full price is fine if you can't wait. There will be a 3rd installation so I want to see if they follow this game or go back to wading through blood for Lara.
Did they change her face or is just added depth/shadow on her model:
Tomb Raider![]()
Rise of the Tomb Raider
lulz that death face is horrible
Looks at all the fucks I give Jacob
Lara we need to talk about your obsession with Tombs
What is going on with that shadow?
Her facial expressions outside of cut scenes.......yeah
Now kiss!
Don't have a shot but her butt is swimming, I will be in my bunk
Really glad to see these games revamped as I didn't get into them growing up, but loving them now. I think they could make the platforming harder but they should really work on detection angles because they are "you were 1 pixel off" level of frustration some times. A new generation will have hundreds of hours playing Tomb Raider with never getting past the first chapter 
Games Completed: 124
Time: 5 weeks 119.11 hours
_k




