Team Fortress 2 - Hat Fortress 2: America's #1 War-themed Hat Simulator

  • 🐕 Maintenace complete. Database is on a new RAID. Everything should load faster. Will optimize more over time.

Best class(es) to play as?


  • Total voters
    1,124
Nah, there was another system update message a few hour(?) later with a frog emoji on it. It's 100% the tranny dev, unless its both of them.
which is egregiously retarded since iirc emojis don't work on windows (which is 99% of the people playing this game), so peak tranny behavior
bad.png
 
Nah, there was another system update message a few hour(?) later with a frog emoji on it. It's 100% the tranny dev, unless its both of them.
ended up being that you were spot-on and your guess was also as correct, crosspost that shows what discoveries i've made
since i've found out about it now, i'll mention this and give a confirmation on who to blame now on this entire who's done what story regarding the announcements, and the result is that it's both jill and joshie, a statement from joshie confirms that he wasn't the one behind the uwu (archive) and the first quoted reply confirms that it's jill, however the frog emoji on the second quote also pretty much confirms that it's joshie due to his frog motif in all of his accounts + his own website (archive).

View attachment 6659620

end result is that the development of this game is 100% spearheaded by a terminally online and political tranny (refer to the pics below) and another tranny that isn't as online and political.

View attachment 6659634
with the replies in this thing not being any better (archive)
View attachment 6659635
 
If we disregard the troonshit going on, Uncle Dane's videos on playing Engineer are very informative and a lot can be learned from it to improve your skill.
can vouch for it, but my beef with him (outside of him being a cuck faggot) is that he leans towards aggressive (iirc) engineering and that shit ends up being too selfish for everyone else and/or makes a relatively* relaxing class a bit too stressful.

*playing engi becomes incredibly miserable (and let's not even get started on 5cp engi) if you don't have a team to keep enemies at bay, and this gets exacerbated if you're on defense.
 
>"following me for OVER AN HOUR"

Totally not attention starved at all, no sir. Totally couldn't just disconnect and forget about it.
P.S. Does anyone have this objector image lying around? I simply must have it.
 
aggressive (iirc) engineering
I always find that being proactive as an engineer makes for a better and more useful player.
You don't want to be too passive that you are never fighting with your team, but you also don't want to be too aggressive that you are exclusively playing medium-sized scout.
Focus on your dispenser rather than your sentry. It's like playing fat scout with a dispenser in your ass.
Basically, a team anchor.
 
Last edited:
I always find that being proactive as an engineer makes for a better and more useful player.
You don't want to be too passive that you are never fighting with your team, but you also don't want to be too aggressive that you are exclusively playing medium-sized scout.
Focus on your dispenser rather than your sentry. It's like playing fat scout with a dispenser in your ass.
Basically, a team anchor.
which is exactly my point of view of engineer, i'm taking the chance to actually talk about this game for once, and even i'm preaching to the choir i still want to make clear what my point of view on passive engineering is:
  1. engi does not function without a team that can keep the pressure off his buildings, so the absolute priority is keeping the dispenser and the tele up, the sentry by itself is more for intimidating enemies and stopping any possible non-uber charges and flanks but not for pushing points, leave it to your team since if you die your buildings will be wide open and if they get wasted the entire team's momentum will be halted.
  2. neutral dispenser and tele placement, to explain what i mean i'll use the subsequent pictures as an example
    20241120203209_1.jpg disp can be also placed where the red arrow is at 20241120203213_1.jpg
    20241120203302_1.jpg
    these examples are more fit for aggressive engineering since they're closer to last but they're uneven, example 1 has three possible entrances for allies or enemy players to get in the fray or to kick your shit in, an aggressive but still easy to waste dispenser and a teleport that is very easy to flank and destroy, example 2 has two entrances but everything is more cramped and focused in one room, making it easier for splash classes to fuck you, the sentry or the teleport up, and the disp forcing players with normal or sub-par mobility to cross half a map to reach it if they dared to jump off the window or decided to opt for a different flank, for passive engineering this example is more fitting
    20241120202647_1.jpg
    since there's only one spot from where enemies can kick your shit in, your slower allies can take the main entrance and the window flank, and still withdraw to an easy to defend spot, the tp is weak to soldier, demo and scout flanks but beyond these examples it still is able to stay out of sight for as long as needed, disp and sentry spots can vary depending on the situation, but regardless of what happens you and your team are still attacking from one chokepoint instead of two or three.
  3. being the first to run if shit goes south, the simple concept of staying alive and saving at least 600 metal on the dispenser since the alternative is to either die or lose all of your buildings and being forced to slowly rebuild the entire nest up while the enemy team gets the time to do another counterpush.

didn't include pov on defending and i'm uncertain if i even explained it properly but tldr is what you basicaly wrote, don't overextend, make shit easy to defend and easy to get for your allies and read when shit's about to go down or south.
 
can vouch for it, but my beef with him (outside of him being a cuck faggot) is that he leans towards aggressive (iirc) engineering and that shit ends up being too selfish for everyone else and/or makes a relatively* relaxing class a bit too stressful.

*playing engi becomes incredibly miserable (and let's not even get started on 5cp engi) if you don't have a team to keep enemies at bay, and this gets exacerbated if you're on defense.
My favorite way of playing Engi is turtling, as corny as it is. It's very fun and thrilling to see how long can you hold your nest up. And Uncle Dane's videos on sentry spots are excellent. And yeah, it's very team dependant, but I don't always want to play just Soldier to fuck people up.
 
My favorite way of playing Engi is turtling, as corny as it is. It's very fun and thrilling to see how long can you hold your nest up.
turtling is not as corny as you'd think and despite the stigma it has got it's necessary for all gamemodes when you're defending something, an example that comes to mind is upward last.
it forces you to turtle on the balcony in the upper floor because there's no safe spot for a dispenser that can help your team, it's either downstairs near the spawn exit on the lower floor in the middle of bumfuck nowhere (it can get shot from the entrance, the entire upper floor and the entire lower floor/flank), or you build it in the hallway next to the upper floor exit, and that doesn't help anyone except snipers and other engineers, can't even block good spies since they can just do a funny jump to skip the doorway that the dispenser could block.

i think another proper way of explaining engi thinks is with medic, but i'm not competent enough to talk about playing him since it boils down to trusting random players, and with the current player quality it gets really easy to behave like a neurotic sociopath.
 
Back