TF2 Pyro Update: Hot! Hot! HOT!

Posted in Team Fortress 2 on June 30th, 2008 by Jade Robbins

The new Team Fortress 2 update focused on the pyro is the latest in Valve’s series of updates that ruin the game for a good month or so, but then the level of annoyance will slowly taper off. Allow me to brief over some of the bigger changes brought in by the new patch.

The Air Blast

The air blast is a new feature added to the default flamethrower of the pyro. It basically uses 25 ammo to create a short range blast of air the pushes things away. This is a great new addition to the game, because it allows you not only to blast away enemies, but projectile weapons as well. This makes the spy a much more potent defender, because not only can he burn up spies running around your base, but also blast away stickies that a demoman is launching at your sentries. When on offense the air blast is also useful, because you can shoo away enemies coming in close to get just a little bit of distance between you. This works especially well when a medic pops their uber on a teammate. With a couple well placed air blasts, your medic can lose his medigun lock on his target and your team can then help you finish off his teammate then mop up the medic when the uber runs out. You also can air blast rockets, flares, and demoman grenades BACK AT the attacker. Crit rockets are now not such a problem.

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Weekly Clix0rs – June 25th, 2008

Posted in News Clippings, Weekly Clix0r on June 25th, 2008 by Jade Robbins

clix0rThis weeks Clix0r is filled with some classic Quake action, Blizzard game speculation, awesome games in the wings, idiots lending money to bigger idiots, and proof that the gaming industry is an overinflated market of CRAP.

Amazing Quake Speedrun – wegame. A really cool speedrun of the original Quake game. Pretty hardcore, this guy uses grenades and bunny hops to get the most speed as possible. Kind of sad though, because I remember Quake being AWESOME and state of the art. I’m old. 2 part video, so watch ‘em both.

Blizzard Spash Screen a Sign? – Blizzard. A new splash screen on the Blizzard homepage is teasing gamers. Speculation is running rampant on the internets as to what they will be announcing next. Diablo 3? Lost Vikings Sequel? World of Starcraft? We’ll see in the coming weeks.

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A Scout’s Tale: Stickin’ it to the Demoman

Posted in A Scout's Tale, Team Fortress 2, Tips and Tricks on June 23rd, 2008 by Jade Robbins

The demoman is one of the classes that the scout should have little to no trouble eliminating. the demoman is fit for both offense and defense, so encountering them as the well traveled scout should be a given, use these tips to make that encounter favorable for yourself.

From a Distance

From across the map the demoman doesn’t pose much of a threat. His biggest method to dispose of you is to try and launch sticked and detonate them in mid-air. If you are fast and nimble enough then you can avoid these no problem, but to get ridda that demoman you are probably better off (and much quicker) to rush up on him or try and plink him with your pistol.

Rubbing Noses

Up close with the demoman is where you will probably get the most work done. When up close with a demoman he will either 1. try to hit you directly with a grenade or 2. shoot a sticky at his feet in an attempt to blow you up first. When he is trying to hit with his grenade your best tactic is to bob and weave. This usually is done when “rocking the scout” regardless, but it’s especially important here. When a demoman shoots stickies at the ground in an attempt to kill you, just try and keep a little distance and hopefully he’ll blow himself up before you (all the while blasting your scattergun in his face, of course). The key to the demo’s feet sticky move is the assumption that you are following him (or attacking him at a VERY close enough proximity) and that you will be in the are of the sticky when it detonates, and being that he has more health than you he will prevail. Remember, don’t fall for his traps. If he is obviously trying to get you to follow him, run past him to get on his other side. If you don’t do exactly what he wants you to, you can create enough confustion to finish him off before he has a chance to recover.

The “Boink” Report

To get a bat kill on a demoman you only need to know that up close he has a major disadvantage. As I talked about above, donut’ go in the direction he wants you to. Circle around him and keep your approach angles random and you’ll be battin’ a thousand in no time.

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TF2 Drunk Admin Night 2: The Drunks Strike Back

Posted in Montana Fragfest News, Team Fortress 2 on June 19th, 2008 by Jade Robbins

That is right folks, your favorite TF2 admins will be playing Team Fortress to on the Montana Fragfest server THIS Saturday (June 28th, 2008) from 8 p.m. (MST) until we pass out. Come on in, we all have microphones and can be pretty billigerant.

TF2 Server Info

Montana Fragfest Steam Group

A Scout’s Tale: Burning the Pyro

Posted in A Scout's Tale, Team Fortress 2, Tips and Tricks on June 19th, 2008 by Jade Robbins

Scout chasing a pyroThe pyro is the scout’s nemesis. Often times when as a scout you start ripping it up, you will see 2-4 new pyros show up on a team in no time. This is when it’s critical to know how to pwn those rubber masked gimps as a scout.

From a Distance

From a distance is perhaps the best way for a scout to take out a pyro. At a distance the pyro’s flamethrower is useless, and the scouts scattergun has a definite advantage over the pyro’s shotty. The scout can also pull out his pistol and try to get some more accurate hits on the distanced pryo, if he so chooses. The key here is to STAY AT A DISTANCE. If that pyro can get close enough to whip out his flaming gun of burning (oh and you WILL burn) you are at a serious disadvantage. Read more »

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