TF2 (split from screenshots thread)

We (EVGA) had our first (well, 4th but the first 3 were forfeits by the challenged teams) 9v9 match today. It's a very casual competitive format with 1 of each class. It's a lot like playing in a pub, but with good organization/communication/etc. It's less intense than 6v6 so it's good for someone wanting something more challenging than pub play, but aren't sure about getting into the more competitive 6v6. We successfully defended our rung of the ladder, btw.
 
I'm very interested in getting into some competitive TF2, but don't really want to commit a lot. Not to mention it seems like the people that play competitive TF2 are scary good (I've probably watched too many frag videos) and I wouldn't really fit in with that. 9v9 sounds a lot more accessible. I'm not sure how much time I have the next few months (you know, some of us actually go to school :p); if I find I have the time, I might be looking to join a 9v9 team somewhere.

Also, anyone play on hoodoo since the most recent steam update? The changes to the second stage make it a lot more balanced, now there's no nearly impossible to defeat sentry balcony. Also the third stage has been improved similarly, it's not so easy to defend the very beginning anymore. Overall, a much better map.
 
Fortunately competitive TF2 has a lot of options. TWL, which is where we have one of our 6v6s and the 9v9, offers both league (6v6) and ladders (5v5 fast, 7v7, 9v9). The league operates by scheduling games each week (on Mondays, but teams can agree to reschedule before the week is out); that is the higher time commitment option. Ladders work via a system of challenges. Each team is trying to reach the top rung of the ladder, to move up the ladder they challenge someone above them who then must defend their place. If the defending team wins each teams remains in their original place on the ladder, if the attacker wins they take over the defender's rung and everyone below is bumped down. So this mode let's you organize an attack whenever you have time.

The other point is that there's competitive and then there's competitive. Those pros you see in the videos are typically just that, professionals. The guys on TWL are more casual-competitive. There are also 4 divisions within the 6v6 if you choose that road. Div. 1 is by invite only but the other three can be joined at will and it's up to you to determine where you think your skill level is because the point is to get parity in the divisions which makes for hard fought and exciting matches.

Teams for both will often try to organize practice "scrims" against other teams, where they can go over strategies and just generally improve team cohesion.

There are leagues other than TWL but they probably all have similar rules, with small details.
 
Hi, I play in 6v6 comp in different leagues: twl, cevo, ugc, sta,... and it's like the only one taken seriously
yeah you got 7v7 and 8v8 but that's a joke league
just like 5v5. we've done on . .. .. .. .ing dustbowl
dustbowl isn't a comp map, it never get used in 6v6s.

the 9v9 you're talking about is called highlander. I got a highlander to play this evening. it's also played in leagues but it's a joke.

and yeah the skillz are mad, to be a good comp soldja it's so much you gotta be able to, or a good demo, scouts must be able to 2-3shot about anything and my job as a medic is to stay the . .. .. .. . alive and use that uber to push or defend.
tbh, i know noone on cfc that i met that is really comp player. Azza would be the closest to it if he didn't do css comp instead (yeah i watched some of yer matches)

but yeah, expect to be rolled all the time when you start, hell i also look at 0-5 losses here. It's part of getting better. Right Dachs? 'poor him, conscripted to scrim, for his first team with others with no exp vs our team)
so
it's all about teamwork and communication
 
The ladders are only a joke if you treat them as a joke. They aren't as competitive, yes, but they are a great deal of fun. A new 6v6 team that's trying to jump right in to competition against teams that have seasons of experience are obviously going to get rolled, that's why you start out in a lower division against people in similar situations.
 
Has anyone had problems with nvidia's 190.38 drivers? I installed them yesterday and got some regular freezing/crashing in TF2. Tried installing an older version tonight (182.50) and after more than an hours play the problem would APPEAR to have cleared up, not a single crash.
 
and yeah the skillz are mad, to be a good comp soldja it's so much you gotta be able to, or a good demo, scouts must be able to 2-3shot about anything and my job as a medic is to stay the . .. .. .. . alive and use that uber to push or defend.

Comp Soldiers are insane, especially in the high divisions. Being able to shoot another soldier into the air and then blow him up midair? That's nuts. And it's so hectic, with 2 Scouts constantly trying to harass the medic especially. It's so hectic. I have played a few pugs, generally as a scout, and the soldiers are so good at protecting the medics, I generally try and target the demo. Occasionally a scout pops up and we both spam each other barely hitting each other and then run off again. An absolute mind*** of a game, and considering how much TF2 pub makes me rage I'm glad I stuck with cs:s.

tbh, i know noone on cfc that i met that is really comp player. Azza would be the closest to it if he didn't do css comp instead (yeah i watched some of yer matches)

I'd make a pretty mean scout if I practiced tf2.

but yeah, expect to be rolled all the time when you start, hell i also look at 0-5 losses here. It's part of getting better. Right Dachs? 'poor him, conscripted to scrim, for his first team with others with no exp vs our team)
so
it's all about teamwork and communication

From my limited experience, I definately agree. There's a pretty steep curve between pub and competititve tf2, because it relies heavily on the communication and teamwork. And the initial mid battle shapes the game so much more than you realise from playing public server, because teams know how to co-ordinate a push if/when the opposition is weak/out-of-position/dead.
 
Comp Soldiers are insane, especially in the high divisions. Being able to shoot another soldier into the air and then blow him up midair? That's nuts. And it's so hectic, with 2 Scouts constantly trying to harass the medic especially. It's so hectic. I have played a few pugs, generally as a scout, and the soldiers are so good at protecting the medics, I generally try and target the demo. Occasionally a scout pops up and we both spam each other barely hitting each other and then run off again. An absolute mind*** of a game, and considering how much TF2 pub makes me rage I'm glad I stuck with cs:s.

With the scouts is pretty essential that the two work together, otherwise each will get his ass handed to him by a soldier or the opposing pair of scouts. Demo is the "easier" target for the scouts, as he has no real defense for himself against scouts except for a sticky trap. So demos have to rely on their team's scouts to contain the other scouts and protect them. Attacking the medic relies on the scouts' ability to separate the medic from the pocket/short-leash soldier (what I play). There's a few ways to do this: feints, distractions, etc. Scouts can also have one of them equipped with the FaN and use the to either knockback the medic away from the soldier or the soldier away from the medic and the scattergun scout can then finish the medic. This is why it's key for me, as a pocket soldier, to know where the scouts are before they even get to the combo. That requires great communication between the rest of the team and our combo, calling out threats before they arrive.
 
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I prefer ubering someone with seconds to go on a payload map to clinch the win.
 
If medics aren't dominating everyone, the team probably isn't killing things.

there's a lot of comp scoots where i play. it's funny when a normal game of dicking around turns super serious when we switch to granary and all of compfags join in and we have ourself scrimming with mumble and all.
 
Incoming!
September 2, 2009 - Erik Johnson


Over the next few days we'll be removing all TF2 items that were earned using external idling applications. We're going to adopt a zero tolerance policy for external applications used to manipulate the persistent item system. Due to us not having a policy in place prior to today, this time we're only removing the items earned through cheating the system. Going forward, if we find users using external applications, we'll remove all of their items. If you're interested, only about 4.5% of the players in TF2's community will be affected by this cleansing process.

Meanwhile, everyone who took the moral high road will soon be finding a new hat in their inventory. We've also significantly increased the chance of finding any of the existing hats.

We realize there is a high level of demand for items, and we're still working on systems to allow you to find them in new ways (via Trading, and crafting duplicates into desired items). However, we need to draw the line at running external applications.

http://www.teamfortress.com/post.php?id=2787
 
Well, there are complaints starting to surface in regards to that. I heard that some users have gotten all of their weapons they got from the idle program whiped from their backpack.
 
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