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07-29-2008, 05:04 PM #1
TG TF2 in August.
Not that we can't start now, of course.
MOTD
Unofficially wearing the Burger King cardboard crown of power, I have altered the MOTD rules somewhat.
• Control your language. Broadcast TV rules apply. Cursing earns temp-bans.
A slip over the mic is forgivable, but cursing in the text chat is deliberate. One-hour is the standard time-out for a foul mouth.
• Respect other players at all times. Personal insults and infammatory epithets earn bans.
• Sprays follow this content standard. Pornographic and obscene sprays earn bans.
One day or indefinite (overturnable if addressed in Contact an Admin) depending on the nature of the offence.
• Play your objective. Players who are deliberately hindering their team will be removed.
No filming for Roomba here. SM %'s are free to kick engineers who stuff-up the spawn doors, put a gun on a control point no-longer in play, et cetera. Likewise for AFK's. If a person on your team isn't doing anything, he's at least imbalancing the teams since a 9v8 might really be 9v7.
• |TG| Tag wearers are held to our SOP's and expect no warnings regarding our rules.
This doesn't override the "slip-of-the-tounge" exception on language, but it does mean a |TG| who causes trouble can be given an indefinite ban for any offense, since they know better and they know where to go if they wish their access be restored.
• Players are encouraged to choose random team at the beginning of a map.
• Do not switch to Spectator in an attempt to dodge an autobalance.
• On push maps, RED/Defense should have the odd-man when applicable.
Random is something which may become enforced by a mod in the future. The spectator switch was a point of drama a couple weeks ago, so now it is in print. The RED-man rule was never written out but was introduced months ago.
• Voice spamming is not tolerated. Playing music or samples earns a ban without precedent warning.
A tiny amount of leeway I can grant on this for drops that are appropriate, amusing, do not break lanugage rules, and are ONLY used during victory-lap or during setup once the plan has been discussed and decided. This leeway is intended for our guests' benefit, and is NOT permission for any reg to play samples over vox.
• If you are banned for longer than 24-hours and wish to regain access, use the TG TF2 forums' Contact an Admin sub-forum.
This line is a highly futile attempt to not have people starting threads because of a 60 minute ban caused by cursing up the chat box.
Seeding Schedule
Populating the server has been a lot of talking, so here's a start.
• Wednesday is TF2 night. If you're playing a game and the TG server isn't full-up, you are playing TG/TF2. If you are not, we're sending a scout rush to your house. As far as I know, which isn't a whole lot admittedly, the server has populated quite successfully on Wednesdays, so we're going to get that rolling to start with. If we can get any other nights as TF2 nights, we shall.
• Seeding times. Quite simply, on odd hours. The only trick to seeding is getting everyone to try to seed at the same time. So now you have your time(s). 3pm, 5pm, 7pm, 9pm, 11pm, 1am, 3am. (US Eastern Mandated Time) As long as everyone who is interested in playing checks in between :50 and :10 around the odd hours, the server should seed quickly and easily. When only two or three show up, you know when you will try again without any scheduling effort.
• Intra-TG Recruiting. Many of us play various games; if you overlap with another game, get them talking about TF2. Team Fortress at TG will never really be TG without TG-type players, and one of the great problems with TG/TF2 is that only a handful of the regs are actually TG -- most of the regs are non-TG pub players. That's not a bad thing, per-se, but TG's TF2 won't become its own game culture (like TG's CSS or Simulation games) without bringing in some tactical blood. Furthermore, we are all familiar with what happens when all three of the tactical players on the server turn up on one team...
Ultimately, if we can get a group of mature tactical gamers together, I'd like to see how TF2 plays with team damage enabled -- it might be a whole new game.
Feedback will be heard.Last edited by MagnaCentipede; 07-29-2008 at 08:54 PM.



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07-29-2008, 06:07 PM #2
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07-29-2008, 08:53 PM #3
Re: TG TF2 in August.
I overlooked the rotation of the Earth. Again. Even hours for Central and Pacific.



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07-30-2008, 02:37 PM #4
- Join Date
- Apr 2007
- Location
- Norway
- Age
- 35
- Posts
- 5,666
Re: TG TF2 in August.
Excellent changes. I suggest ihs members make sure this is posted in their ihs forums to spead the word. You should also consider posting this in other game subforums or even as a Tactical Gamer News Item to get even more attention.













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07-30-2008, 02:47 PM #5
Re: TG TF2 in August.
As far as the news is concerned, we're still waiting for our 6-0 BFCL victory to hit the front-page.
I think the IHS's know we're here. We've seen 4th, 6th, E1, 7th LOL, 11th, and 15th drop in at least, and other-game players have been commenting in the TF2 introductions thread. I'm confident that word will spread naturally.


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07-30-2008, 07:48 PM #6
Re: TG TF2 in August.
*taps foot*
*still waiting on BFCL results to be official to write a news article for front page*
You might as well put this anywhere you like. BFCL is turtling the results through it's intestines.
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07-30-2008, 08:28 PM #7
Re: TG TF2 in August.
They're not going to ever be "official", afaik. It hasn't been updated since the end.
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08-09-2008, 09:22 PM #8
Re: TG TF2 in August.
team damage enabled = spys heaven. Bye Bye spy checks. And the pyro will have to keep his distance from all. Sure, there are ways to comunicate you are not a spy but this can quickly plug up the coms as people are constantly anouncing they are not spys. I guess it would be an interesting experiment but somehow I see it being more troublesome than strategically interesting.
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08-10-2008, 12:59 AM #9
Re: TG TF2 in August.
Now we know why Magna's so interested in it

In truth I hate FF TF2 servers. The game play just isn't designed around it being a legitimate option. Too many weapons with splash damage. Sentry guns become a real pain in the backside because they're a huge pile of unstoppable FF. Pyro's and Soldiers become near useless in close-quarters chaos. Everything slows down to the speed of your heavy-medic combos. Not because people are playing more tactical, but because everybody is playing heavy or medic.
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08-10-2008, 01:22 AM #10
Re: TG TF2 in August.
FF only benefits spies.
HOWEVER in the old days, the real old days, spy checks weren't done by pyros - they were done by switching weapons real quick when approaching one another. I still try to do it...
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08-10-2008, 01:38 PM #11
Re: TG TF2 in August.
Source FF has a few problems which may ruin my plans for tactical TF2.
1) Flamethrower still won't ignite friendlies.
2) Spy not only gets +2 for backstabbing a buddy, but it never animates. No-animation backstabs, but only on your teammates. Sounds like an insulting easter egg.
3) TF2 players can't handle the concept of not shooting all that they see.
4) Engineers would unwittingly kill beat the hell out of half their team since Wrench always crits and has unlimited range.


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08-17-2008, 01:05 AM #12
Re: TG TF2 in August.
Ive actually played on servers with FF on its not as bad as one would think.
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