At this point why don't people just move to team fortress 2 classic? Or some good samaritans create some sort of community server browser that has the normal rules and isn't uncletopia. That's just the reality we have to accept. Unless we are willing to protest directly outside of valve HQ nothing will change.
Hell yeah dude! Just play TF2 Classic! Just play Open Fortress! Just play Uncletopia servers and Skial servers and whatever other bullshit "community" server that you fucking retards constantly parrot!
I want to play Team Fortress 2, not a custom mode, not a custom map. I don't want to play with the tryhards who get pissy at me for going gas passer Pyro because god forbid I think throwing my "Sex Bomb" at people and getting burn assists is funny. I don't want to be a part of things that wholly go against my mindset and what I believe when it comes to enjoying this game. I already am forced to be "face to face" in casual matches with the trannies, gambling addicts, and other mouth breathers that make this game and it's community MORE WORSE OFF than it's ever been, even back between 2014-2016.
"Well if you care about quality of the community, then just play custom servers, become part of the community"
I have amassed a small group of casual TF2 players that are either, natural born women, or they like to say nigger/faggot/tranny, or they're a combination of both of these traits, in my own friend list. I AM a part of the community already.
I'm probably on a racism/transphobia blacklist as it is. Even if I wanted to shit up TF2 Classic or an Uncletopia server, or NOT shit it up, I would still get pissed off or be forced into a situation where I would have to "defend" myself in a fucking video game. I am more than "fine" (even though no, I am not fine) playing in traditional servers if it means it's the best way to fight against the retards and trannies who have taken way more from this game/community than they EVER deserved.
Which is retarded because unlike bokillers and aussies, the tour medals actually show your experience and skill in MvM. Also is Mann Up even profitable? You might be able to repeatedly play by selling your rewards for tickets, but surely you lose money in the process.
like all gambling-centric things, you either get a proper reward that *might* pay 4 tickets, or you will just lose money to the gacha and you can go fuck yourself, an autist went in and made some estimations over what's what
part 1 + part 2 + spreadsheet
but tldr in all of this is the usual, don't gamble, get a job and call it a day, it's not worth it.
to all the kiwis shilling this mod, i'll give that it does improve on several technical fallacies that vanilla tf2 does have, but what you're stuck with is as follows:
i mentioned it several times, and i will mention it yet again, the majority of the players (mostly but not entirely faggots and trannies) are in five servers and in all of them the owners and jannies are both trannies and tranny fuckers, say a few no-no words (and don't worry, the server chat gets logged in the official discord i think) and you're basically prohibited from playing this fork, since if you get banned from the vaultf4 servers it means that you won't get any other server to play because there isn't anyone else that gives a shit about this sourcemod.
which brings to the balance of this game, and it is an absolute clusterfuck in what it does, the classes are mostly untouched from vanilla tf2, so there won't be any mention of them specifically, however the weapons are something special:
scout has two custom weapons, a nailgun and a brick:
the nailgun is a sidegrade to the scatter and it has no major issues to speak about, it's a very balanced alternative
the brick however is a blunt guilliotine, a flat 65 damage that instead of bleeding players it knocks them back a bit, with the addendum of disabling special interactions with your weapons, which means if you are a sniper you will automatically unscope (good) and if you're an heavy you will automatically un-rev (not good)
soldier has one custom weapon weapon, with the addition of the gunboats
he has access to the RPG, a single shot mortar with no fall-off and a 30% damage increase, outside of being absurdly spammable, it gives him capabilities he was not designed for, he can snipe/one-shot all light classes (117-146 is the base damage on a direct hit), has access to indirect splash damage due to the projectiles being affected by gravity, and to top it all off he can keep his shotgun to defend himself with, it's a flawed weapon all around.
pyro has two custom weapons with the addition of the flare gun, and quite honestly they are the most interesting around:
he has as a secondary double barrel that is a mixture of the FaN and the detonator, (you can propel yourself without blasting your sorry ass to the moon, and you get to knock people back), it has a single shot that deals 80 damage if all pellets hit, and it can be reloaded even when inactive, and finally it has the spread of the panic attack, this thing is basically a dumber detonator you can use to knockback jump around and meatshot people with it.
he has a scythe that heals off burning enemies (5 hp per tick), and if fully charged gives a singular crit that heals/overheals you exactly 195 hp, but if you die all the enemies that were on fire will automatically extinguish themselves, which also gives a reason for the fire axe to exist.
demo has the highest amount of custom weapons and none from the vanilla game
the gunboats as a primary, which means that instead of a grenade launcher he'll roam with a sticky launcher, straightforward as it can get and as bad as the sticky jumper really.
the dynamite pack, which is yet again another horrible weapon that shouldn't have existed, it's a bundle of tnt (that nobody except the engi with his wrench can disable) that recharges every 10 seconds, after it gets thrown, if it hits someone it deals 30 damage on impact, then it blows up for the first time, which i it's up to a whooping 170 dmg per blast, then 4 sticks come out of the main explosion, and all of them deal up to 85 damage, to top it all off he gets a 50% increase to his primary ammo (from 16 pills to 24 pills), so the spam can continue without any issues.
and for last there's the mine layer, which is as the name says, a gun that shoots a maximum of 6 proximity based mines, only sign that they're there is quiet beeping on placement and loud beeping when they're about to explode, past that they fizzle on manual detonation, it's a more braindead sticky launcher that can't be spammed.
heavy has only two custom weapons, and a nerfed sandvich from the vanilla game,
an AA cannon that is supposed to be a sidegrade to the minigun, trade a constant stream of bullets for 40 single short-range explosive shots that mini-crit in mid-air, you could say the heavy's dragon's fury basically and i have no comment on it.
the sandvich is not a custom weapon, but it's been changed compared to the vanilla game, it has no recharge if you eat it, but it heals up to 120 hp, unless critted which heals up to 360 hp instead, the alt fire can be crit-boosted as well, so instead of a medium hp pack it turns into a full hp pack.
a melee called Chekhov's Punch, which basically is fists with a longer range, gives a crit per hit (up to 3 crits on demand, which in turn will make it crit if you have 3 stored crits) which mean 1.5 seconds of crit on the minigun/1 bullet on the AA cannon/shotgun/1 sandvich/1 punch, at the cost of taking critical damage from any melee hits, another no comment about it.
engi has only one custom weapon and a custom building, and it fucking sucks to play him
a coilgun, which is just a raygun that can be used to rocket jump or to snipe enemies with, that's kind of it.
a jump pad (with voicelines from Gianni Matragrano, proud va of a furry porn iirc) that just makes people jump high in the air,
medic has one custom weapon, a reskinned and rebalanced ubersaw + the kritzkrieg
shock therapy, which is comparable to the crossbow, you get one charge that can heal the patient all the way to max overheal, but you lose medigun healing capacities + can zap wet enemies, it's another balanced weapon and there's not a whole lot to say about it
sniper has two custom weapons and the huntsman from the vanilla game
a motherfucking DMR, it's a revolver rifle that has 6 shots in it's cylinder, has no charge and has the base damage reduced to 40, or on 120 headshot, then it gives a +25% hp increase, and to top it all off it has no dot to make use of, only the tracers it releases per bullet.
a fishwacker that marks the sniper for death and bleeds on hit, but if it hits while the enemy is bleeding it will crit
spy has two custom weapons and no weapons from the vanilla game
a tranq gun that shoots a dart that has no spread + decreases the speed and damage of the victim and it makes it see the world without nametags and in monochrome, and also all melee hits will crit, making butterknifing a legitimate strategy.
l'escampette which is just a watch that increases the speed spy has while he's invisible, but at the cost of 40% of the regular cloak + losing cloak if you get shot while you're invisible.
tldr of all of this is that all of this could've been simplified if they chose to go for concepts that worked already and then slowly branch from them, but they didn't and wanted to do their own thing without understanding the balance of vanilla tf2.
past that, there's the gamemodes, outside of the vanilla ones that didn't get touched in this version (ctf), the "new" ones aren't that great either way, because the choices are:
VIP, which is just human payload, and this gamemode doesn't work on a casual setting on the simple issue of it being too coordinated for it's own good, short version is that the VIP is a defenseless fat fuck that can buff players and give them an aoe with a damage resist or buff a single player with mini-crits, and he's the onle one that can cap points, everyone has to defend him because any time he dies the attacking team loses time (or loses the game because for some fucking reason someone thought that making an arena vip map was a good idea) + the killer gets a critical boost, at least you get the chance to vote the civ off if he's too stupid for his own good, but it still doesn't function in pubs.
4team gamemodes, a thing nobody asked for, but happened and shockingly it's a clusterfuck between map choices (arena, domination and koth) and the fact that all servers have a maximum of 24 players, so it's a 6v6 on 4 teams, which makes it practically impossible to coordinate.
end result is that you will not have a better experience compared to tf2, and instead it will be more restricted, more early 2009, and more trannified, do not play these forks to replace tf2, they all will share the same fate of tranny incompetence.
and if wanted i can also explain open fortress if someone wants to know how you don't trust trannies to make a tf2 styled quake 3 as well.
small edit, i remembered that there's a tf2c thread, currently dead because as again, this fork is a boring nothingburger like the rest of them
Hey so speaking of this. I actually have an update to share.
Two things.
One, I discovered who actually got me votekicked by using steamhistory and my autism. It was this faggot.
Of COURSE he's part of that group the other guy is a part of.
The guy that sent me the clip all that time ago? He quit. I guess losing all your money in the stock market because you wanted to listen to redditors didn't seem to work out the way you wanted...
Here's the best, second part of this.
This isn't a popular thread on here whatsoever. Even their clan acronym doesn't bring up this thread in a quick Google search. If I'm schizo, then CLEARLY this guy was much more of a schizo than me. Where's the KF account, buddy?
Open Fortress is a shitshow to install and get working. Plus it looses its charm fast if you're not into Quake-like games. There's no classes whatsoever, exept for servers with the 9 classes enabled, and it usually ends up as a clusterfuck. The only things that stuck with me was the new look for some classic weapons, and the assault rifle, bcs it was a neat concept. Definetely not a TF2 replacer.
@piombo I'd be interested in hearing what you know about the other stuff going on in there.
I'm probably on a racism/transphobia blacklist as it is. Even if I wanted to shit up TF2 Classic or an Uncletopia server, or NOT shit it up, I would still get pissed off or be forced into a situation where I would have to "defend" myself in a fucking video game. I am more than "fine" (even though no, I am not fine) playing in traditional servers if it means it's the best way to fight against the retards and trannies who have taken way more from this game/community than they EVER deserved.
Maybe its different for you but I type nigga in the chat of tf2c all the time and my account is still instated. Tf2c is free, so if you get banned just make a new account. Who cares.
I'm really not familiar with the tf2c higher ups, but just because a large internet group has a tranny doesn't mean they're all shit. The larger any group is, the higher chance a bad person gets in. I like tf2c because it doesn't have the shitty taunts hats and slop regular tf2 has and there is a certain consistency in their weapons so you won't experience bullshit strategies. The graphics are nicer too.
It's clear valve won't do shit, but we need to keep in mind that Team Fortress was originally a player created mod, we don't need valve and valve will not give Team Fortress 2 what it needs. Having a good set up for community servers is our best chance.
I forgot about TF2C and OF, so I just took a quick look at both and, big surprise, neither of them have progressed in any meaningful way since their release, in 2014 (TF2C) and 2020 (OpenFortress).
Really speaks volumes about troons being put in charge in community projects, although I did heard that some of the main devs basically left due to drama, maybe. That wouldn't surprise me. These mods are deader than Fortress Forever, at least that one was a re-imagining of Team fortress Classic on the Source engine.
Speaking of bots, any of you remember that very short lived Face.it shitfest? it lasted basically nothing, had a very intrusive anticheat, and it died off because it's matchmaking was terrible and never found matches.
Speaking of bots, any of you remember that very short lived Face.it shitfest? it lasted basically nothing, had a very intrusive anticheat, and it died off because it's matchmaking was terrible and never found matches.
Even if a certain group has a tranny, I wouldn't want to take the risk with them. I've been around enough trannies to know that, in way or another, something is gonna make them trip a fuse. It's like walking on nails with them.
I'm really not familiar with the tf2c higher ups, but just because a large internet group has a tranny doesn't mean they're all shit. The larger any group is, the higher chance a bad person gets in. I like tf2c because it doesn't have the shitty taunts hats and slop regular tf2 has and there is a certain consistency in their weapons so you won't experience bullshit strategies. The graphics are nicer too.
It's clear valve won't do shit, but we need to keep in mind that Team Fortress was originally a player created mod, we don't need valve and valve will not give Team Fortress 2 what it needs. Having a good set up for community servers is our best chance.
the intention is to specify that this fork is not a good alternative to this game, it's an unbalanced clusterfuck and it hinges on the "professionalism" of a tranny-centric developer team, valve might be inactive and might be utterly incompetent but they are by definition more trustworthy than this lot of porn-addicted shitstains, more power to you if you enjoy it, but it is what it is.
Open Fortress is a shitshow to install and get working. Plus it looses its charm fast if you're not into Quake-like games. There's no classes whatsoever, exept for servers with the 9 classes enabled, and it usually ends up as a clusterfuck. The only things that stuck with me was the new look for some classic weapons, and the assault rifle, bcs it was a neat concept. Definetely not a TF2 replacer.
@piombo I'd be interested in hearing what you know about the other stuff going on in there.
ayup, while i cannot talk about the shit that goes in the discord, since i avoided it like the plague i can instead talk about the game itself, and this game is NOT a tf2 replacer, but more of a quake 3 styled in tf2, and i would absolutely have loved seeing quake 3 in a 50s inspired setting, but....
NO!
so, the first thing to learn about quake 3, is that its balancing is immaculate for a very specific reason, it's a game that needs to be perfect with its balancing, because when you're dealing with russians that have spent thousands of hours in this game, the major factors stand on weapon balance, skill and map making.
in OF the issue is that the developers are anything but quake 3 players, and tried to mishmash multiple games that have completely different deathmatch thinks, to start slow on what's what:
there's three cardinal rules with quake 3 weapons
there's only one weapon per slot, when you press a button to pick a gun, you pick a gun you're thinking about, there are no categories.
every weapon has a role that you may need or not need, even the chainsaw has a role for how niche and meme-tastic it is.
no default one-shots, if you're dropping someone in one hit, it was either because you had a super-weapon, quad damage or the guy was below a certain health/armor threshold.
and this fork breaks all of these rules, and it even breaks a rule that it's not here because it's not a thing to begin with in base quake 3
all the weapons slots are categories, you have at the very least 2 weapons per category, there's three melee weapons, 2 handguns, 2 shotguns, 2* automatics, 2 precision weapons, 2 projectile/energy weapons, a flamer and 3 explosive weapons, to reach for a weapon you care you might have to press the button you want more than once, and by the time you remember that you could very well be dead, at least there's the possibility to bind buttons to specific weapon and pretend it's not there
*there were 3 autos, but in a rare moment of clarity they realized that one of those autos (an smg) was worthless because there already was an identical weapon (a tommy gun, or another smg), so they fucked it off proper.
to put a perspective into the roles of each category
melees are melees, the only thing that changes is the execution, you get either a crowbar, a lead pipe you can charge and a chainsaw
pistols are at best comparable to the pistols from half life, since it's a choice between one/two semi-autos or a revolver
shotguns are at best comparable with doom 2, since it's a choice between the vanilla tf2 shotgun and the double barrel from doom 2
automatics are a mish-mash of doom 3 and half life, since it's a choice between a tommy gun and a minigun that behaves like the chaingun from doom 3
precision weapons that are either the motherfucking railgun, or an ar-10b (think a wooden .308 m16 basically) with burst fire
non-bullet/explosive weapons that are either the nailgun, the lightning gun (both from q1 and q3), and the flamethrower from tf2
explosives that are either a china lake (pump action gl, no comparision), a bundle of dynamite (closest thing is half life), and q3 rocket launcher.
how many of these roles do look unique enough to you? because if you think several of these sound either complex, redundant or shapeless you'd end up being correct, because several of these weapons ARE redundant, complex and shapeless, to highlight a few:
the automatic pistols, the smg and the chaingun fill the same role, hitscan weapon with an high-rof made to whittle down enemies, only thing that differs is the mag size (15/30-50-none, just reserve ammo)
the ar-10b is a burst precision weapon that is in the same category as the rail-gun, their roles are not the same, but the issue is that its role already exists in the automatics, difference is that instead of a constant stream, it's a fast burst that hits hard IF it connects.
the dynamite is this strange frankenstein thing that fills and doesn't fill the same role of the grenade launcher, rewards direct hits with higher damage and i think it breaks in smaller sticks if it detonates in any way, which is what the grenade launcher already does but on a smaller scale.
the flamethrower from tf2, a short-range elemental weapon that requires tracking and chasing because of how the particles work, and then it's the only weapon that deals afterburn damage, which you can gamble on to get a kill if you die, it's unfitting in this game, and shockingly the role it wants to do is already covered by a weapon that shouldn't have it covered, the lightning gun, the flamer ends up being the retarded brother of this weapon basically.
the factor that makes weapons not one-shot in quake (ex. the railgun deals a flat 100 damage), is the armor mechanic, in quake 3 if you have a fresh light armor (50 points basically) and you tank a railgun shot, your armor will shave off 50 damage, and you get a fighting or a running chance against a railgunner that is waiting for his second shot.
in this game, since it uses the tf2 thinking with health, it doesn't have any armor whatsoever and it has overheal (a mechanic that is also present in quake 3), so the damage should be balanced over 150 max hp in theory, however there's two default one-shots that you can only withstand with powerups, and they are:
the double barrel shotgun, which at point-blank range (the intended range that is) deals a whooping 180+ damage, go figure.
the railgun, which normally deals 80 damage on a bodyshot, but on an headshot it crits, and a crit deals 150+ damage, go figure again.
no reloading.
quake 3 is normally played on free-for-all/deathmatch, you sneeze you're good as dead in there, since you're dealing with a server of players that are running around the map like a bunch of meth additced apes, they need kills and if you're a sitting duck, by god you'll find yourself with a lead-filled supper before you can understand what's what.
this game has reloading, as a matter of fact ALL of the weapons barring exceptions have a magazine size with the default tf2 reload times (and tf2 switch to/from times), which means that if you get ambushed and you're dry on your main weapons you might as well say gg, the exceptions in question are:
all melee weapons (duh)
the super shotgun since it's a single-shot weapon
the chaingun/gatling gun
railgun
the lightning gun
the dynamite since it's a "single-shot" grenade
and the discount bfg9000 (doom 1/2) of this game
did you by any chance notice that the two one-shots i mentioned before are in this list? that should already tell you the obvious, these niggers have no fucking clue what they're doing with this game, and it's absolutely miserable to fight against a sharpshot.
you want to know the finest piece of comedy in all of this? they didn't even need to make any new weapons, because the tf2 weapons ARE quake weapons by themselves! the q3 shotgun is the scattergun, the smg could easily be the chaingun, the syringe gun could easily be the nailgun/plasma gun, the grenade launcher and the rocket launcher don't need any explanation, the railgun already exists as the sniper rifle, the only weapons that would need new assets are the lightning gun and the bfg.
past this much i don't remember a whole lot, but it's more than enough to showcase how this game is a clusterfuck and it doesn't deserve any respect whatsoever.
Why did it take this long for this retard to realize that hurting Valves bottom line might be a good idea if they want any chance at achieving their goals? Why is the discussion about the potential outcomes of a boycott instead of discussing the monumental task of getting people to actually participate in a boycott? Is the leader of this movement actually this retarded? I was watching the stream where Weezy and a bunch of other people were discussing the movement and Weezy makes it seem like there's some sort of gay plan behind the scenes since he keeps talking about how much shit he's allowed to leak. Is the boycott apart of this secret plan now? If there's a plan involving the community why is he withholding it from the community? Holding discussion panels about this movement you've created isn't going to do shit, review bombing is a decent start but that can always be cleaned up later, you need something more impactful. They're supposedly forwarding the signatures on their meme petition to Valve but there isn't even a cutoff date for when they plan to do this. These guys need to stop discussing the state of the status quo and start getting people on board with some actual impactful actions if they want anything to get done.
Valve fanboys literally cannot imagine a scenario in which they don't spend hundreds of dollars on uncle Gabe's slot machine and to suggest a boycott is heresy.
I genuinely don't understand the mindset of people like weezy, I know so many other people who think any amount of negative feedback is the worst thing in the world. Is it a generational thing? Do zoomers just avoid any confrontation at all and hope the their mom/teacher/hr person/public opinion will do the dirty work?
need a confirmation on this anectode, are bots/bot hosters/whatever the fuck making an attempt at sending bots in community servers now?
saw recently how in uncletopia a singular fixTF2 bot hopped in one of the servers (that i was playing on), and instantly crashed it when it got votekicked.
At this point why don't people just move to team fortress 2 classic? Or some good samaritans create some sort of community server browser that has the normal rules and isn't uncletopia. That's just the reality we have to accept. Unless we are willing to protest directly outside of valve HQ nothing will change.
I had the idea for a server that's just 2fort and all the deranged variations people make of it to keep people on their toes every map change, that way it's not just the same thing over and over and people have to adapt to each map mutation's changes.