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 Post subject: Re: Man vs Machine update
PostPosted: Tue Aug 21, 2012 7:34 pm 
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I've dealt some serious death with the Scottish Resistance + Loch (both with faster reload and Loch with expanded clip). Also the Brass Beast with bullet penetration is full of win.

Sniper huntsman is fun with penetration and damage boost. Not as effective as other classes though.

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 Post subject: Re: Man vs Machine update
PostPosted: Wed Aug 22, 2012 5:01 pm 
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Everything is better with penetration, Carl.

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 Post subject: Re: Man vs Machine update
PostPosted: Wed Aug 22, 2012 5:45 pm 
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Really liking the FAN scout + mad milk + sandman build. Upgrade the mag size for the FAN a couple times, and it out DPS's the scattergun. Mad Milk means you can stand toe to toe with waves and not die (and your teammates won't die either), and the sandman is a really good de-buff once you get the "Mark for Death" upgrade and you get a couple extra balls.

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 Post subject: Re: Man vs Machine update
PostPosted: Thu Aug 23, 2012 8:06 pm 
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Hey BloodRed! This is for you! (and others)

Today's patch added a key config to ready up in MvM. You can also bind it via console if you wish. It's called: player_ready_toggle

e.g. bind F6 player_ready_toggle

There. Now you won't explode anymore.

Today's patch fixed a lot of MvM issues and also added the difficulty to show in a lot of places.

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 Post subject: Re: Man vs Machine update
PostPosted: Fri Aug 24, 2012 12:44 pm 
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Thanks Gel, great advice!

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 Post subject: Re: Man vs Machine update
PostPosted: Fri Aug 24, 2012 1:42 pm 
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Would be nice to add the 'ready' check to regular maps that have insane setup times.

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 Post subject: Re: Man vs Machine update
PostPosted: Fri Aug 24, 2012 4:51 pm 
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Carl Weathers wrote:
Would be nice to add the 'ready' check to regular maps that have insane setup times.

You mean for regular games of classic TF2? Not MvM?

The 60 seconds we get is supposed to be just enough time for an efficient engineer to set up a lvl 3 base (assuming his teammates don't steal his metal). Not sure we need a ready button for more time, or else slow pokes will just waste time and bore everyone.

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 Post subject: Re: Man vs Machine update
PostPosted: Fri Aug 24, 2012 7:49 pm 
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I forgot all about that. Scratch that comment.

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 Post subject: Re: Man vs Machine update
PostPosted: Mon Aug 27, 2012 12:02 pm 
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lol gel, I had already re-assigned F1 as my suicide key a day or two after MVM was released, but thanks for the heads up.

Also, a few of us in RH decided to try MVM as all spies using Kunai's and Enforcer's late night this past Saturday, we managed to get past the first wave and kill the tank on Decoy but unfortunately the server glitched out and no more robots would spawn. :x

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Last edited by Blood_Red87 on Mon Aug 27, 2012 12:12 pm, edited 1 time in total.

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 Post subject: Re: Man vs Machine update
PostPosted: Mon Aug 27, 2012 12:05 pm 
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Blood_Red87 wrote:
we managed to get past the first wave and kill the tank on Decoy but unfortunately the server glitched out and no more robots would spawn. :x

Yeah, I think the robot leader, Mr. Gray, was too embarrassed and gave up. We should try it again another time. :)

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 Post subject: Re: Man vs Machine update
PostPosted: Thu Aug 30, 2012 7:22 pm 
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Here's some un-used upgrade room music found in TF2's content.gcf files. Why VALVe hasn't implemented it is anyone's guess. Wouldn't mind hearing this while buying upgrades.


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 Post subject: Re: Man vs Machine update
PostPosted: Fri Aug 31, 2012 10:33 am 
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Haha, awesome music there. It probably got annoying when you would go to the menu briefly, and you return and it started over, and over, and also it was probably found to slow people down since it's so soothing.

But it should definitely be an advanced option to have it on.

Btw, for the curious, we have beaten a mission as 6 spies. Now we look for a new challenge (not too specific or it becomes unfun for participants). Something along the lines of all mini sentries, all scouts, all snipers. But not something undoable like all taunt kills or all Eviction Notice melee-only heavies. Say, do robots laugh when tickled with the Holiday Punch?

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 Post subject: Re: Man vs Machine update
PostPosted: Mon Sep 03, 2012 9:43 pm 
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Sorry about getting disconnected during the final round in Mann Up MVM tonight guys. AT&T decided to be s#!ty as usual and cut out. :evil: :evil: :evil:

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 Post subject: Re: Man vs Machine update
PostPosted: Tue Sep 04, 2012 3:59 am 
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No problem. Earl eventually also disconnected and then the 2 pubs we had were just trolling, so we left. So it WAS all your fault! :D :lol:

Decoy: Disk Deletion is the hardest Mann Up mission. That last wave is brutal. Of course, one sticky using demo and we would've had it, but the pubs were not really in it to win it... (odd since they need a ticket to get in, you'd think that means something).

We'll get them next time!

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 Post subject: Re: Man vs Machine update
PostPosted: Tue Sep 04, 2012 6:23 pm 
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Sorry about last night guys...my IP decided that they didn't want to send me my internet fix last night and only agreed to continue after I rebooted the router... :? I would never leave unless I told you guys before hand.


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