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TF2 CFC Highlander-Discussion Thread

You're looking at anywhere from 13-15 keys, depending on added parts.
 
Its one of the more expensive stranges, as AFAIK it was only unboxed from one rare crate number.
 
I'm still interested.

Would we have to have tryouts for this? (It would amp up the level of competition, but then again, we could have alternates)
 
I wouldn't mind tryouts, but that's mostly because I'd probably pass them :p

Also, in a change of direction: I would rather play on Badwater or Badlands rather than Coldfront.
 
You're looking at anywhere from 13-15 keys, depending on added parts.

If you do decide to buy one, I suggest to not buy the keys from the store; find a reputable trader and buy from them. 15 keys at $2.49 is over $37. At that point its probably better to either find a trader selling them at ~$1.50 or just buy an Earbuds worth ~24 keys for about $35 or so.
 
Are actual keys better than items that come from crates, especially strange ones? Do you think the new pyro weapons (strange) will be worth more than other strange weapons?
 
Only strange rainblower is worth more. That and the bird man you can get.
 
Are actual keys better than items that come from crates, especially strange ones? Do you think the new pyro weapons (strange) will be worth more than other strange weapons?

In short: yes. Items from crates typically drop off in value to below the value of a key. Keys are fairly static in terms of their value and not only don't fluctuate, but hold the same general value player to player.

As for the second question, probably not, though it's hard to tell because there isn't any other similar instance to compare this one to. While they will be slightly more limited than the contents of a normal crate, there seems to be enough on the market right now to keep the value depressed to around a key for the Rainblower and below a ref for the lollichop which puts them right in the range of most other typical (ie, from a Mann Co Supply Crate) strange weapons. This may go up slightly as the items are bought up and less go on the market to replenish the supply pool, but given the stats of the items I doubt they go up too much. As for the misc pyro items on the other hand, especially the Burning Bongos and Infernal Orchestrina, I suspect they won't drop in value much at all and will probably go up, as these seem to be much rarer and are also in high demand.
 
Ofc I'm still interested.

AND I FREAKIN LOVE THE NEW SCOUT SCATTERGUN.
 
AND I FREAKIN LOVE THE NEW SCOUT SCATTERGUN.

Meh, I don't see the value in it. Sure, it's more accurate, but at the cost of mobility and damage. The scout's predominate defense is avoiding incoming fire via the double jump and its speed, and the gun effectively kills both of it as the bar resets every time a jump is done. Sure, the bar fills quick then I can run around at mach II, but I can't jump anywhere unless I want to move at a snail's pace again. The 30% damage reduction kills it at close range, which is what you should be using the scattergun for to begin with. If I want to do damage at range, I'll use the default pistol, not the blaster. I'd love to hear why you like it though.
 
Because it makes you go faaaaaaaast.

Sure yeah the damage output sucks, no arguement there, but the enemy have much tougher time hitting you too. Do you even know how fast this bloody thing is?

I shot a soldier from the back, quickly ran back into cover BEFORE he could even turn around to look at me, and then I emerged from cover right behind him and then shot him again. He had no idea what was happening. I was moving so fast, running up ladders, dropping from nearby ledges that I climbed faster than a double jumping scout, flanking him, running away, flanking him again that he's best bet was to simply shoot rockets at his feet and hope that I would be caught in the explosion.

I thought that "NO JUMPING" mentality would get me too, but no. Once you get the full charge going, you forget about jumping entirely. Jumping suddenly seems to be an unnecessary complication to the class. Why jump when you can go around the obstacle in mach speed for just about the same time?

I main gun spy, so the combat style of not jumping but just focusing on strafing on the ground to avoid damage and dealing as much damage as possible to the enemy is well known to me.

With this, I don't even need to jump as a scout to avoid damage. I can just circlestrafe and then change direction rapidly to avoid any kind of damage. More effective than jumping, actually. While you are jumping, the amount of time you can change direction is limited to one. In addition, while airborne, you follow a certain trajectory which experienced players will be able to predict.

Not so with strafing. You can change direction any time you want while strafing.

But the real strength of this gun comes from the fact that it's hit and run capability. I see this gun as I do gunslingers and huntsman and demoknights.

It's an entirely different way of playing the class.

as the Blaster scout, you aren't being called upon to be the assassins that scouts usually are. You are supposed to be the guerilla, the skirmisher, and reconnasiance in force. You are supposed to use your ludicrous speed to exploit the side-entrances and all the unique features of the map in order to quickly reach the enemy's back, hit it, retreat, and then come back and hit it again.

The extra speed granted by the Blaster allows this to be pulled off easily. A regular scattergun scout would die if they tried to pull something like this, although they'll probably kill someone too.

It doesn't matter that you may not kill a single opponent in the first rush into the combat. The enemy will be damaged, panicked, and looking for a health pack. They will most likely separate from the teammates to do so, and that is when you strike them again for an easy picking.


Now at this point a couple of enemy players will separate off from the group to chase after you. What're they gonna do to you? You have the superior speed, you can simply outrun anyone chasing you, including scouts. The people who chased you will be separated from the team and will be easily be picked off by you. Only class that can give you trouble is the normal scatter scout in this case, and they too can rather easily be killed thanks to your speed.

Unless they have god like aim.

Or if they have a minisentry engie on the enemy team.

But what scout ISN'T killed by a scout with a godlike aim and a minisentry engie?
 
HELLO THERE GENTLEMEN

First, a public service announcement by ACTION AGAINST POMSON
Jacknife said:
Hello there, sirs and madams.

All around Badlands, spycrabs are hungry and homeless. But you can help!

Just for one pomson a month, you can give the adult spycrabs the dead ringers and spycicles that they need to survive the great migration.

You can feed a juvenile spycrab for an entire month

You can even brutally murder an engineer.

Send a pomson now, and we will send you a letter to inform you how the spycrabs are faring! We will even send you pictures.

Please give.

Think of the spycrab eggs!

This message was brought to you by the AAP. AAP is not responsible for:

Death caused by spy disguised as spycrab

Death caused by furious pyros during your interactions with a spycrab

Mental anguish caused by your spycrab doing a-


That's all the time we have for adds right now.

I give up trying to organize ourselves into a team, so I have a better idea.






SET A BLOODY DATE AND TIME. We all go to the server set up, and we join random teams and pick whatever classes that you want.

Kapiche?
 
Great idea. Reference times in GMT, CST, EST, or what?
 
Setting a date and time would be good, everyone just joining as whatever class they want... eh. I suggest July 30th, maybe 17:00 GMT -5
 
It's still highlander so there can be only one class in each team.
 
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