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Old 08-16-2012, 10:34 AM   #5641
Lint of Death
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Oh! Some more tips:
The bazooka gets pretty hilarious with increased clip size. You can stuff 5 rockets in there with the first upgrade alone. Pair it with a Buff Banner or other crit/mini-crit sources.

The Buff Banner is super strong. You'll reach the damage quota in no time at all, repeatedly.

The Quick-Fix is so great because you'll often need to heal multiple people at once (yourself included), for very long firefights, with highly inconvenient health pickups. With the right group you can even hitch a rocket jump to the high ground. The Crossbow + Bardsaw set grants bonus health regen, too, so don't miss out on that. You might even find the taunt-heal useful?
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Old 08-16-2012, 11:48 AM   #5642
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I just got to wave 5 of 7 with some pubbies on Coal Town and we could of gone all the way if people didn't drop. CoG's got this shit, no problems.

CRAFT A CANTEEN! THEY ARE INVALUABLE!

To have a ammo refill canteen with Heavy is great. Just mow down the waves and when you get low hit H to refill. With the upgrades I had 500 bullets chambered and 1000 on stand by.
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Old 08-16-2012, 09:08 PM   #5643
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Good games tonight! Glad we were able to get the server stabilized.

Suck it, queue-ridden co-op mode
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Old 08-16-2012, 11:38 PM   #5644
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Holy crap. The Mann Up mode that you have to buy the ticket for not only offers more items, it is also insanely hard. Spent 5 hours trying to beat one mission and just got completely stuck every time. Twice we got to wave 6 but just stalled out and couldn't figure out how to beat it.

So freakin frustrating.
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Old 08-17-2012, 01:36 AM   #5645
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Impressed at just how broken this thing is. I never managed to make it through the queue alone. On the second night, my group managed to wade through the queue 4 times....... but while loading the level, we were all dropped with Bad Password errors.

The only times I've managed to play have been through the server browser, and those led to the dumbest god damned teams imaginable.

I suspect co-op mode will be fun some time next week.
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Old 08-17-2012, 06:24 AM   #5646
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Old 08-17-2012, 07:05 AM   #5647
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Heh. Very true Ink. I think one guy must have spent half an hour of my life not readying up as Pyro last night.

Really enjoying the game mode, made it to wave 7 of 8 on Decoy as soldier with some top engie play.

Engineers are an absolute necessity, I started playing with some pubbies in Mann up and though I was already Heavy, two other people switched to Heavy. The one Demo that fancied himself team captain bitched until I reluctantly switched to give us a chance. I was absolutely storming on either class, 20+ kills a wave but someone still told our Messiah "don't speak to hatless" (I had just reinstalled so didn't have a hat equipped, not that it makes any difference).

We continually failed wave 2 as soon as I got hit by the sentry sappers. Way to go team :/
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Old 08-17-2012, 07:24 AM   #5648
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I managed to finish one mission on Decoy, the 6-round one, but made it to 8/8 on the other Decoy mission. That's a killer level, though, with 2 tanks, each accompanied by giant Soldiers/Heavies, and Medics the second time. We just didn't have enough firepower and time to take down that second tank with the giants being so frequently ubered.

Yeah, it seems like Heavy and Engineer are indispensible classes. I haven't seen anyone play a Spy yet, and while I gave Sniper a try for one round, I soon switched out for Engineer.

I feel like a Sniper could be useful against giants and their pocket Medics, while using Jarate to make groups vulnerable, but I haven't had enough time to experiment yet.
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Old 08-17-2012, 08:58 AM   #5649
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It's nice to get a reminder now and then why official forums for games usually suck. Hoo boy. Way too many people complaining about everything, especially how much people suck for not having mastered a game mode that's less than two days old.

I was thinking about the $1 tickets, and started comparing them to how readily I would plunk quarters into arcades, and still do occasionally. A MvM mission can last well over an hour if you have to redo a bunch of rounds, and then if you don't win in the end you don't even lose the ticket.

I'm not saying I'll keep buying MvM tickets every time I play, but it's a pretty good value for around an hour of gaming.
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Old 08-17-2012, 11:25 AM   #5650
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Quote:
Originally Posted by Lint of Death View Post
The Scout pwns: near-instant respawn, huge pick-up radius for money, highly upgradable mobility and damage, and he gains health whenever he picks up money, even well above his max health. I didn't mention that before 'cause I hadn't tried him yet. You have to play either insanely aggressively or at least mostly so because I you're almost invincible until you stop picking up money. If you hang back and play defensive, you're dead. I recommend the Soda Popper or the Shortstop, with the meat cleaver secondary, to minimize the time spent not shooting/killing. If the robots aren't dieing you're not picking up that sweet, sweet moneyjuice. Your team will also learn to love you for the easy "A" ratings.
Mad Milk is amazing for this mode. I always upgrade it first, you get regular mad milk buff + slow all enemies by 35%, and you can throw one every 5 seconds or so. You don't even have to shoot anybody to be awesome with it.

I suspect doing the same thing with the ball would be pretty good, too, but upgrading that sucker is EXPENSIVE. Mad milk fully upgraded is only 1150 total, I think, and it owns bones.
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Old 08-17-2012, 11:31 AM   #5651
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Although I'm sure I'll get people complaining, I'm going to try out the Sniper tonight if there's at least one engineer on the team, with an upgrade focus on taking down giants.
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Old 08-17-2012, 02:04 PM   #5652
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Valve is hosting another Saxxy Awards. With the launch of the Source Filmmaker I imagine we're going to see some really amazing submissions.

Films must be 5 minutes or shorter, featuring any Valve IP or even an original IP. Winners in each category get a Saxxy award item in TF2, and the overall winner gets a trip to Valve to get lessons from their in house filmmakers.
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Old 08-18-2012, 01:45 AM   #5653
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Gunslinger/Frontier Justice is godly on co-op. It lacks the power of a level 3 sentry, but 2 mini-sentries can rack up a lot of shotgun crits. With a fully upgraded shotgun, I can go to town on large crowds efficiently using the sentries as distractions.
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Old 08-18-2012, 02:05 AM   #5654
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This may actually get me to play TF2! Whoa!
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Old 08-18-2012, 05:24 AM   #5655
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Got hooked up with a good group of pubs and killed it, racking up my second mission win. When 6 people are working and talking it's not so bad. We even got the achievement for killing a tank 20 seconds after it appears.
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Old 08-18-2012, 09:15 AM   #5656
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Stayed up way too late last night on the last round of a mission that just wasn't coming together. So close a few times but it was getting late and I think we were all getting sloppy.
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Old 08-18-2012, 01:03 PM   #5657
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And Lo, didst the CoG heroes slay the robot invaders. Their names shall live forever:
Wackman3000, Hap, Random51, violent, Ghostbear and Ink Asylum.
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Old 08-18-2012, 01:21 PM   #5658
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No better way to end a mission than killing the last tank while it's literally deploying the bomb.
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Old 08-18-2012, 08:48 PM   #5659
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Someone decided to play catch with me.


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Old 08-18-2012, 09:27 PM   #5660
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Anyone managed to beat the first Mann up mission on Decoy? Spent a good portion of today stuck on wave 8. We had a decent strategy going with krit medic / pyro dealing with the tanks while everybody else fights the uber-giants. But something would always go wrong on the second or third tank, leaving the pyro without crits and the uber-giants free to dive the bomb home.

Once our heavy left and got replaced by a second engie, we were hurting for firepower / bullet sponges and it all sort of went downhill.
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