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Messages - Windy

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46
Off Topic / Re: Should we ban binds??!
« on: September 07, 2013, 11:28:35 pm »
I vote no to losing our ability to key binding. Why? Well to defend my statement I would like to say that I do not wish to lose an ability we can all use just because of the few that are taking advantage of it. People use binds for trading such as binding a key to say ">Selling bills hat"(binds used for trading purposes). Another thing is that we can also notify an admin of a chat spammer and they will take care of it or just post it in the forums. It is in other words, its easy to control.

I think the topic's name was supposed to be a joke; if we banned binds, (which we can't) then how do you play tf2? Pressing w to go forwards is the same as "bind w +forward". That's a bind, right? The issue is more toward players that choose to spam chat. It is implied that they use binds to spam chat, because its easier than opening up the chat window and pasting whatever sentence you want to say over and over again.

47
Off Topic / Re: Should we ban binds??!
« on: September 07, 2013, 06:21:33 pm »
On a tangent , but not unrelated topic, If someone is constantly stalling and holding up the round by doing no damage at all and stalling, How can that be reported to an admin with proof, without having to actually contact the admin to join the game. Recently I've been seeing this is a problem *cough* Konyuna

record a demo and upload it 8)

type "record dicks" in console
then spectate the people wasting time
when you've finished, type "stop dicks" in console and upload "dicks.dem" in C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf

49
Off Topic / Re: Should we ban binds??!
« on: September 07, 2013, 04:19:54 pm »
Submit to the admins by adding "unbindall" to your autoexec.cfg

http://bans.saxtonhell.com/Bans/View/6558
http://bans.saxtonhell.com/Bans/View/6557

52
Freak Fortress Hell / Re: Mummy
« on: August 30, 2013, 12:16:56 pm »
Maybe because Valve didn't plan for healing teammates while their in enemies? Its almost impossible in vanilla TF2. Healing a teammate before the boss teleports into them will probably keep healing the teammate. I'm sure you can heal a teammate inside a boss if you aim at the teammate's hitbox and not the boss's one.

53
Freak Fortress Hell / Re: Everthing broke
« on: August 29, 2013, 10:13:22 pm »
Code: [Select]
10 PRINT "DICKS"
20 GOTO 10

54
General Discussion / Re: Looks like something broke
« on: August 28, 2013, 09:31:05 pm »
9:44 PM - √oidy ♥: we got ddos'd
9:44 PM - √oidy ♥: can't do shit

ddos op nerf pls

55
General Discussion / Re: Looks like something broke
« on: August 28, 2013, 08:28:13 pm »
VALVE SURE DOES LOVE UPDATES!

August 28, 2013 - Team Fortress 2 Update Released
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:


Fixed the Linux dedicated server failing to run on older Linux versions
Fixed the HUD 3D Character causing other HUD items to sometimes disappear
Fixed a client HUD crash when Spies disguise as a class that has a non-active weapon like the Chargin' Targe
Fixed an outdated tip for the Quick-Fix
Fixed a shadow bug for the Warrior's Spirit

http://www.steampowered.com/platform/update_history/index.php?id=440

...that being said, the servers probably auto updated and nobody could join because they were too lazy to update.

56
Freak Fortress Hell / Re: Everthing broke
« on: August 27, 2013, 09:12:50 pm »
We're about to make your day very bad, very fast.

57
Saxton Hell / Re: Weapons suggestions general
« on: August 26, 2013, 06:06:47 am »
Second:
Gloves of running Urgently
>Marked for death upon use
Blame Valve®™ for making it hard to fix this

Also whats the story behind the cowmangler. Any damage you deal with that weapon can be dealt twice as much with any other rocket launcher. Sure the reload time and the 4 shot charge update is good, but in a game mode that relies on more damage-oriented gameplay there is no point in using it. Any updates/buffs planned for this weapon? Because it seems like it has a lot of unneeded buffs for this specific gamemode. Full crit or damage boost pls.

Full crits can't be put on the cow mangler, it simply does not work®™. We already have rocket launchers that have have a small blast radius and one with faster rockets, so I propose making the Cow Mangler's blast radius bigger, and maybe giving it mini-crits.

58
Saxton Hell / Re: Map Rotation / Map Suggestions
« on: August 24, 2013, 10:00:53 pm »

59
General Discussion / Re: voidy where r servers
« on: August 23, 2013, 11:00:10 pm »

60
Off Topic / Re: Goombas
« on: August 21, 2013, 10:05:45 am »
I doubt you can make yourself automatically say something when a goomba happens, or you would have to pull off some stuff server-side.

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