Forum
new items and etc
Created 18th March 2010 @ 22:44
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Added ‘tf_vanilla 0/1 , if set to 1 removes all unlocks and hats introduced after the Medic update.’
Don’t think it will make a big difference there. Except for the demoman it might.. he is as fast as a scout when stickyjumping, in combination with the new items capping faster too. So I think the demoman will be OPing a bit. Nothing new :)
Quoted from n00ne
Added ‘tf_vanilla 0/1 , if set to 1 removes all unlocks and hats introduced after the Medic update.’
OMG WANT IT
Quoted from Andee
Don’t think it will make a big difference there. Except for the demoman it might.. he is as fast as a scout when stickyjumping, in combination with the new items capping faster too. So I think the demoman will be OPing a bit. Nothing new :)
solly is totlay OPed.
he can cap like a scout and with a medic in his back the more damage taken will not have any effect…
anyone knows how to handle the new weapons until there is no clear rule?!
are they allowed or forbidden in matches NAO?!
Quoted from n00ne
Added ‘tf_vanilla 0/1 , if set to 1 removes all unlocks and hats introduced after the Medic update.’
this
not allowed until the admins decided,
but they didnt allow gunboats because there are no achievements for them,
so they hardly allow one of the new (useless) weapons
why should it break the game? it just makes it different so we can keep going to develop new tactics instead of sitting and doing the same shit every time.
my 2 cents
http://www.tf2wiki.net/wiki/File:Powderwig.png
this hat is awsome
time to start idling
I’d gladly shell out a couple of quid for that Huster’s Hallmark, but i might stick with my demofro.
Last edited by mrwhizz,
Solly + gunboats + the whatever-its-called = win!
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