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

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Best class(es) to play as?


  • Total voters
    1,212
Smg, revolver, or syringe gun?

👎for SMG
🎩for revolver
⏰for syringe gun
i like the syringe gun. if you can teach yourself how to aim it, it deals incredible damage. it is also very handy for taking out sentries, as it fires from a right/left sided offset dependant on your viewmodel. it's tricked engineers who aren't aware of this lol
 
Syringe gun is just flat-out useless. Totally outclassed by every other Medic primary, sadly.
I know this isnt the Counter Strike thread but I love the Syringe Gun for the same reason I love the PP-Bizon in CS2, they are both insanely bad and nobody really uses them but I've always gotten insanely lucky with using both for getting kills and really pissing people off with them :feels:
 
i like the syringe gun. if you can teach yourself how to aim it, it deals incredible damage. it is also very handy for taking out sentries, as it fires from a right/left sided offset dependant on your viewmodel. it's tricked engineers who aren't aware of this lol
The syringe guns are very underrated. If one can learn how to use them properly, you can absolutely rape enemies both defensively and even offensively with the Blutsauger. Also syringe guns kills are some of the most orgasmic kills you can get in TF2, there will be no debate over this.
medicsmug.jpg
 
I always liked the syringe gun and its other two unlocks. It's another one of those things in TF2 that's satisfying to learn in being able to kill people even as medic, with the bonus of sometimes pissing off comp niggers in casual because I don't use the crossbow. I also still remember my mind being blown the first time I played medic in TF2 because I don't think I have played any other game that allowed you to kill other people with a gun that shoots medical syringes.
 
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agreed, the syringe gun falls into the category of "fun to master weapons." You'll probably die a shit ton trying to learn how to use it or just have bad luck, but I've seen some fucking super annoying medics picking off 2-3 half health players while understanding how to use cover and that medic is the 2nd fastest class in the game with the only regenerating health pool.
 
The syringe guns are very underrated. If one can learn how to use them properly, you can absolutely rape enemies both defensively and even offensively with the Blutsauger. Also syringe guns kills are some of the most orgasmic kills you can get in TF2, there will be no debate over this.
https://youtube.com/watch?v=iq6LvXrGAIYView attachment 8079027
exactly. one huge tip for everyone here regarding the syringe gun:

due to how slow the projectile moves, your best way to aim it would be to bait enemies into chasing you. this works the best when you're alone, cuz they see 'err me gurrrrrrrd maydick alone' and start chasing you. aim your crosshair slightly up and towards where you just came out of, and hold down M1. by the time the enemy gets there, even if its a scout, they will be fucking BLASTED with syringes, usually oneshotting them before they're even able to react. this has gotten me a lot of kills...
 
exactly. one huge tip for everyone here regarding the syringe gun:

due to how slow the projectile moves, your best way to aim it would be to bait enemies into chasing you. this works the best when you're alone, cuz they see 'err me gurrrrrrrd maydick alone' and start chasing you. aim your crosshair slightly up and towards where you just came out of, and hold down M1. by the time the enemy gets there, even if its a scout, they will be fucking BLASTED with syringes, usually oneshotting them before they're even able to react. this has gotten me a lot of kills...
yeah it's basically the nailgun/plasma gun in quake 1/3, it's a defensive weapon that wants chasing targets since they become very predictable and the slow projectiles make prefiring very easy, the same applies to the grenade launcher but with different results
 
The syringe guns are very underrated. If one can learn how to use them properly, you can absolutely rape enemies both defensively and even offensively with the Blutsauger. Also syringe guns kills are some of the most orgasmic kills you can get in TF2, there will be no debate over this.
https://youtube.com/watch?v=iq6LvXrGAIYView attachment 8079027
Not to mention that you can heal your allies to almost full health and get them back to the fight. As medic main, it's always a go to weapon I must have. Not to mention its a good defence tool at long range as well.
 
Does anyone else hate it when you wanna taunt someone after you kill them and then it plays the Halloween taunt that for some reason just plays randomly.
 
They supposedly fixed that years ago but I think only for certain weapons
The taunt always has a chance of playing if the weapon you're taunting with doesn't have a special taunt (i.e. drinking/eating, tauntkill, Oktoberfest). It also plays if you taunt with weapons that don't have taunts (like Jarate).
 
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While I'm excited for this, the fact that it's not a blanket 2009/10 revival and instead some strange artstyle extremist amalgamation with some cosmetics (Bill's Hat is gone despite how well fitting it is) and weapons (no Demoknight, Gunslinger, or other Australian Christmas items) being gone rubs me the wrong way. And that's not to mention if any maps of the time period were removed ala Egypt, if the balancing is custom at all, if holiday events like Scream Fortress will even exist, what other liberties they've taken, etc etc. My OCD is fuming over this.
tf2goldrushmodFAQ.png
TF2: Gold Rush FAQ

Nigga all I want is old TF2 back, is that so hard for this autistic community to do? I'm fucking tired of playing the raped version we have now, and I guess this is the best I'll get without returning to monke Xbox 360 Orange Box TF2 (I would still take 2007 over what we have now though).
 
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first and foremost the announcement of tf2gr is making tf2 trannies seethe for the usual reasons, gave a small private tip to not engage in this posting since it's just useless chimping out that goes nowhere, if they make it they make it
While I'm excited for this, the fact that it's not a blanket 2009/10 revival and instead some strange artstyle extremist amalgamation with some cosmetics (Bill's Hat is gone despite how well fitting it is) and weapons (no Demoknight, Gunslinger, or other Australian Christmas items) being gone rubs me the wrong way. And that's not to mention if any maps of the time period were removed, if the balancing is custom at all, if holiday events like Scream Fortress will even exist, what other miscellaneous liberties they've taken, etc etc. My OCD is fuming over this.
View attachment 8111966
TF2: Gold Rush FAQ

Nigga all I want is old TF2 back, is that so hard for this autistic community to do? I'm fucking tired of playing the raped version we have now, and I guess this is the best I'll get without returning to monke Xbox 360 Orange Box TF2.
bit of a warning, gold rush will be aesthetic-driven first and foremost, you will not find a "pure" or a "true" reversion to 2010's tf2 in there, to quote a post ritcher made in the game's public discord

hey guys sorry for the wall of text here but figured it was worth elaborating on this topic since I don't think I did as good of a job as I could have yesterday

this is not a bulletproof image but if anyone wanted more insight into why we feel the way we do about the demoknight and gunslinger not being amazing fits for gold rush it should hopefully make it a little clearer

other items like the bonk and jarate rely on cartoon logic–we think that's fine, tf2 has cartoon logic baked into it with the spy's paper masks and rocket jumping and whacking something with a wrench to make it build faster. there's a decent amount you can get away with through tf2's stylization, and while the bonk and sandvich and stuff are admittedly playing with it in a way the original designers didn't intend, they are objects that generally aren't hard to imagine existing in the established TF2 universe. a sandwich, a jar of pee, these items on their own aren't fantastical even if their gameplay function is eccentric. even a dangerous radioactive soda, while zany, at least feels like a joke about poorer regulation in the 60s: cocaine in coca cola and all that. it's not launch TF2's timbre, but it's also not too far divorced from your "0 days since last accident" decal sign and again, that cartoon logic that existed in launch.

but in the case of the gunslinger and the eyelander specifically, things are a little different. we've talked about it in the server before but the eyelander from its inception has been described as a haunted sword which collects souls and heads to make demoman stronger and faster. it's not exactly just cartoon logic, it's stepping into a more divorced genre-ambiguous take on the TF2 universe want to avoid. The halloween content drifted into the core story of TF2 fast and its tone and characters were never the same–demo is now permanently married to the paranormal, and we don't want that. we want the characters and tone of gold rush to still mostly feel like the launch game. the eyelander harshly crosses that threshold. we are still considering keeping it but locking behind the halloween toggle cvar, but we know we don't want demoknights rushing around on gravelpit as fun as the unlocks are. they don't fit the atmosphere we're trying to curate

the gunslinger is one we want to exclude that's on its surface a little more innocuous and might make us seem irreverant of classic TF2, but on exhaustive discussion we would say this too is a dramatic redefinition of engineer's archetype and has bizarre implications about the world of tf2. we see retrofuturistic sci fi technology in tf2 with stuff like the sappers and medi gun, but implying permanent body augmentation on a character is pretty heavy stuff. to give an example like the one above: we don't really want to play on ctf_convoy or whatever other classic launch-era map and be seeing mini sentries.

we mourn these items losses (or potentially partial losses for the demoknight), we know they are classic, we play with them and remember them fondly, we know their importance to the zeitgeist of the era. but the mod is called tf2 gold rush, not tf2 engineer update or tf2 war, and what we're working toward is more than just reliving a single instance of TF2 from a certain date anyway. it's more about compromising the genuine evolutions of the game from the classic updates, with the original atmosphere of the game. and there's just no dancing around it, cyborg engie and demoknight feel different in a way kritzkrieg and texas ten gallon don't

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Am I the only one that doesn't see the officialization of mods as a good thing? The playerbase is already spread thin enough over the 200+ maps in existence. Further spreading it over mods just seems like its going to compound the problem, even if the mods are good.
it's a neutral thing since it's a game of logistics first and foremost
to spare you the usual song that we've already heard a million different times, casual's a piece of shit and has little to no retention power, thus it will always boil down to community servers, which will be the default for people that don't want to download sourcemods of any kinds (at the end of the day they're just that, glorified server mods that want an unique client), or don't want to deal with the fact that there might not even be any servers on the sourcemod in question (but i've had seen an actual presence in tf2gr, so i don't think this case will happen)

e: rephrased the last reply
 
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