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Author Topic: Team Fortress 2: World's #1 War-Based Hat Simulator  (Read 823098 times)

miauw62

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Re: Team Fortress 2: Mecha Update! "All hail the maker!"
« Reply #9840 on: March 16, 2013, 03:58:58 am »

Pff, elitists.
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misko27

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Re: Team Fortress 2: Mecha Update! "All hail the maker!"
« Reply #9841 on: March 16, 2013, 12:23:21 pm »

I personally spend alot of time with the caber, but generally with the demoknight set up. The difference in damage between crit caber and regular is just too great. And it doesn't random crit either, so.
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The Scout

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Re: Team Fortress 2: Mecha Update! "All hail the maker!"
« Reply #9842 on: March 16, 2013, 01:19:39 pm »

I only use the caber with the normal set up. One of the grenade launchers, stickybomb launcher, then caber. Mostly to punish spies.
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misko27

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Re: Team Fortress 2: Mecha Update! "All hail the maker!"
« Reply #9843 on: March 16, 2013, 01:47:04 pm »

I only use the caber with the normal set up. One of the grenade launchers, stickybomb launcher, then caber. Mostly to punish spies.
Actually, let me re-phrase. I almost always have the caber, but when I am doing it to be a sentry buster action bomb, I use the demoknight set up.
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Markus

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Re: Team Fortress 2: Mecha Update! "All hail the maker!"
« Reply #9844 on: March 16, 2013, 02:21:23 pm »

Have any server-mods been made to work with MvM? Admitably, Hale+Mercs Vs Robots is horribly unbalanced BOTH ways. Hale has massive HP+power, but no ranged weapon and can't be healed. Robots have no ranged damage falloff and massive numbers. Lulz ensues.
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ragnar119

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Re: Team Fortress 2: Mecha Update! "All hail the maker!"
« Reply #9845 on: March 16, 2013, 03:08:26 pm »

Off topic but 666, the number of the beast   :D
http://www.youtube.com/watch?v=7mHe6FMs46o
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Putnam

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Re: Team Fortress 2: Mecha Update! "All hail the maker!"
« Reply #9846 on: March 16, 2013, 03:31:17 pm »

200 for me

jester

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Re: Team Fortress 2: Mecha Update! "All hail the maker!"
« Reply #9847 on: March 17, 2013, 02:25:29 pm »

Ive knocked out a guide to playing engi if anyone is interested.

http://steamcommunity.com/sharedfiles/filedetails/?id=131489179
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PTTG??

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Re: Team Fortress 2: Mecha Update! "All hail the maker!"
« Reply #9848 on: April 26, 2013, 03:59:26 pm »

Can't wait to find out what's in the RoboCrates.

Probably crappy hats, but maybe there's a chance for nice weapons.
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misko27

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Re: Team Fortress 2: Mecha Update! "All hail the maker!"
« Reply #9849 on: April 26, 2013, 06:07:43 pm »

Can't wait to find out what's in the RoboCrates.

Probably crappy hats, but maybe there's a chance for nice weapons.
Lot of people are guessing, robot hats.


It's MvM related though. It's a little tank!
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Metalax

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Re: Team Fortress 2: Mecha Update! "All hail the maker!"
« Reply #9850 on: May 17, 2013, 01:19:43 pm »

Well we find out what is in those robocrates now.
http://www.teamfortress.com/roboticboogaloo/
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LASD

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Re: Team Fortress 2: Robotic Boogaloo! "A 100% Community-made update!"
« Reply #9851 on: May 17, 2013, 01:50:00 pm »

Wohoo, a new update! And a new title for the thread! Finally!

Robotic Boogaloo!
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Enzo

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Re: Team Fortress 2: Robotic Boogaloo!
« Reply #9852 on: May 17, 2013, 02:14:55 pm »

57 hats.

My brain has to process this.
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PTTG??

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Re: Team Fortress 2: Robotic Boogaloo!
« Reply #9853 on: May 17, 2013, 02:46:33 pm »

I might actually break even on these hats.
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misko27

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Re: Team Fortress 2: Robotic Boogaloo!
« Reply #9854 on: May 17, 2013, 02:49:30 pm »

Called it.

Now to sell them. Useless! I only have 96 cents in my account, and the crates are going for 15 cents each now. Maybe I might manage to buy a robo-key if I find more...

Anyway, that IS a lot of hats.

EDIT: Also, 80% sale on backpack Expanders, and Robocrates are rare after June 3rd.
« Last Edit: May 17, 2013, 03:10:45 pm by misko27 »
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