Your ad here, right now:

Posts Tagged ‘tf2’

Yay, They have finally come! Sitelinks for TF2 Newbs (not Newbies)

Posted on: March 2nd, 2009 by octo dhd
Okay, I’m sure no one else will be as excited by this as I am, but I noticed yesterday that we finally have Sitelinks (the little links below the first result)!  That means that google believes that we are an authority when it comes to ‘tf2 newbs’  Which I hope we are.  Unfortunately google also thinks we want to know something about newbies.  I’m pretty sure no one, especially people looking for us, is interested in newbies.  Hopefully Google comes to its senses soon. :)
newbs tf2 site links

Newbs TF2 sitelinks

tf2 newbs sitelinks (not newbies)

TF2 Newbs sitelinks (not newbies)

Server #8 Contest Update – 8 days left!

Posted on: February 20th, 2009 by octo dhd

For information on the current contest see: http://www.tf2newbs.com/forum/index.php/topic,1915.0.html

Server #8 is 69.12.108.39:27015

Here are the current standings:

  1. .S9 eekozoid {N}               
  2. nø-pulse` Ggglygy [N]     
  3. {N}{OSS} Alex Chilton (JF)     
  4. yaaawn {OSS}                   
  5. [N]{OSS} Andy <3 Ali | »AIDS«
  6. [N] NFreak »AIDS«            
  7. {N){OSS} Steven | »AIDS«       
  8. [N] .S9 StrongBad36x           
  9. [BnH] LeeTagger                
  10. [N]Koben{OSS}                  
  11. mikeyr22                   
  12. {N} Scott Eats Bullets       
  13. deprecated                   
  14. i?» .S9|Amadeus {N}         
  15. Marco                          
  16. (JF)Verrah                     
  17. [LPF] The Big Boss             
  18. [N]{OSS}SniperDrew [SP] 
  19. Riot ¤ Happy.Smiles
  20. ejc

There is plenty of time left to win a prize.   Remember that points are awarded for different things!  Although the totals in HLstatsX are being used in the point totals, your actual ‘skill’ points are not significant so dying does _NOT_ hurt your points.  It is entirely possible to win this contest with a <1000 skill point total.  The majority of the points are awarded for events that signify  team work, map goals, and time spent on the server.  So get in there, get dirty, die a few hundred times grabbing that intel, or capping that point and make us proud.

With these flares, I shall guard you

Posted on: February 18th, 2009 by Scott Eats Bullets

There’s been a somewhat disturbing trend here on the Newbs servers the past couple days. More and more pyros have been taking to the sewers to defend, armed only with that most finicky of weapons. I’m talking about, of course, the flare gun.

I’ve mostly seen this in the sewers on 2fort, but I’m sure it’s happening other places. Since I haven’t seen it in other maps yet, this post focuses solely on 2fort.

Let’s take a moment to digest that. You’re playing defense, launching flammable objects into an area that not only contains easy access to water, but also contains a medkit, and is also a common route for medics (due to the usual lack of snipers in the area).

Let’s think about what this means to you, the pyro. Any of the above can end burning in a matter of seconds. Burning is your bread and butter, your raison d’etre (pardon my French). Burning people is what you do best, and in most cases, you do it very very well.

So why purposefully make your fire weaker? Why settle for an occassional hit, those times when the flare doesn’t mysteriously curve into a wall? Why settle for burning that can be removed in a matter of seconds? Why help those medics build their ubers?

Seriously, there’s a reason that heavy is just standing there letting you pop flare after flare into him. He’s not being intimidated. He’s not worrying about what you’re going to do to him. He’s laughing at your tiny baby gun, and the medic behind him is savouring the delicious scent of sizzling bacon and crackling medigun. Breakfast of champions.

Also, ammo. You get 16 flares. After that, you either have to find a dispenser or run up to the resupply, because there’s very little chance you’ve killed something to pick up its ammo. Your entire purpose can be replaced by many different classes, all of whom either have more ammo, do more damage, or have more reliable aim. In some cases, all of the above.

“But Scott,” you might say, “I get a ton of assists as a flare gun pyro!”

Maybe you do. Fire is fire, after all. But really, how many of those assists come from snipers headshotting the burning guy? I’m willing to bet that if the answer isn’t “all of them”, it’s “most of them”, where the assists not coming from snipers come from spies instead. These people don’t need your help, and your flare didn’t tip the balance. No, that guy was dead as soon as the sniper zoomed in, or the spy uncloaked. All you did was make them uncomfortable.

One final reason playing defensive sewer-spamming flare gun pyro isn’t such a hot idea: you open yourself up to the most humiliating way to die. Worse than the heavy taunt from around the corner. Worse than the bodyshot wallsniper with a medic. Worse even than the non-crit engie pistol.

I’m talking about the reflected flare.

Yes, a pyro with the air blast can reflect your flares back into you. You get rewarded with this little beauty:
The rarest kill icon in the game
The rarest kill icon in the game. The most humiliating way to die.

Do you really want that?

Flare gun defense is not a viable strategy.

Yay a Team Fortress 2 Update – Oh no it broke a bunch of things :(

Posted on: February 17th, 2009 by octo dhd

Today there was a new TF2 Server update released -

  • Sticky bombs now get a reduced close range damage ramp up (like Rocket Launcher & Syringe Gun)
    • Ultimately reduces damage done by sticky bombs to enemies <512 units from the Demoman
  • Moved the unlockable system over to the new item backend:
    • Added a warning dialog to the loadout screen telling clients when the server they’re on could not get their loadout
  • Made “tf_damage_disablespread” a replicated convar, so clients can see the value of it on the server they’re connected to
  • Renamed “mp_stalemate_at_timelimit” to “mp_match_end_at_timelimit”, to better explain its function now that stalemate is optional
  • Fixed muzzle flashes & shell ejections still playing when viewmodels are hidden
  • Server tags can now be used to include or exclude servers from the list
  • All of these things are great, and I’m glad that Valve also fixed some other bugs/exploits (‘Protected several more commands from client exploitation’).  Unfortunately they also changed one other item which has a much broader impact than any of these other fixes.  The decided to update players STEAM_ID’s to be like the L4D Steam IDs.  I’m sure theres a great reason for this update (maybe its required for use with the new steam cloud stuff) but unfortunately they didn’t give any sort of warning that they were going to make this change.  On the surface it seems like a pretty innocent / simple change but the impact is far reaching.

    Lets use my steam_id as an example:

    Until today it was STEAM_0:1:5809658 after this update it was changed to STEAM_1:1:5809658 (notice the 0 changing to a 1).  This seems pretty insignificant until you realize that a lot of things that happen on a server are tied to this identifier, and until recently a lot of these were hardcoded for the STEAM_0:x:XXXXXXX format.   One of the major things that this disrupted were bans.  The ban list is just a text file with a list of steamid’s in it.  Now that the ids have changed (even a little) makes the old bans not match any longer – effectively unbanning everyone.  The solution to this of course is to update the list so it uses the newer notation, and to update other software like HLstatsX CE, Sourcebans, sourcemod (used for admins, reserve slots, etc) to newer versions which matches people based only on the x:XXXXXXX portion of their steamid. 

    So if you noticed the stats down for a little while earlier, or that there were some banned players on, or that your reserve slot not working, or your admin abilities suddenly disappeared this is why.  I have upgraded most everything, so heading forward there shouldn’t be any more problems.   =)

     

    . Octo

    Oh no! Team Fortress 2 Servers 1, 2, 2.5 and 3 are gone :( Oh wait, they are back up they just moved

    Posted on: February 15th, 2009 by octo dhd

    On Monday morning the Newbs community suffered a great loss.  Servers that were important to the community were removed (they were originally scheduled for removal in late September 2008).  These servers were:

    • #1 (24/7 Dustbowl)
    • #2 (Jump Maps)
    • #2.5 (Jump Maps)
    • #3 (24/7 Badwater)

    The other thing that went away was our old hosting for the website/database :(  It was a very sad day in Octoland…

    The website and the forums were down for a day or two, but they were the easiest things to move since I had prepared for this day (poorly, but thats besides the point).  We only ended up losing about 1.5 days worth of forums posts and a few bans. 

    The game servers on the other hand are a lot trickier to handle without the involvement of a lot more money. Luckily these machines had only lost their internet home, and a new internet home was found for them.   And there was much rejoicing in the land!  But then oh no..  Hardware failure struck down the machine that runs the Jump servers and the Badwater server.  I spent Saturday evening working on getting this machine back onto the internet so that the games could resume.  So around midmight PST all 4 of the machines that went bye-bye were back. 

    •  #1   24/7 Dustbowl        113.212.76.18:27015
    • #2   Jump Maps            113.212.76.6:27075
    • #2.5 Jump Maps            113.212.76.6:27135
    • #3   24/7 Bad Water       113.212.76.6:27015

    Originally I was planning on _NOT_ bringing #3 (24/7 Badwater) back since I did not want to hurt the efforts to establish the Payload Rotation server.  After some short negotiations I was assured that there are PLENTY of people to play both.   To prove this point to me, Taraph75 also know as ‘Tara of Payload’ created a new steam group which she is actively trying to fill with payload enthusiasts Tara’s Payload Pimps This group will be used by her to coordinate all the payload love, so that next time a server has to move, all of her payload lovers can easily find it. :)