History TeamFortress2 / TropesAToG

12th Apr '18 9:17:01 PM flameclaw0x7
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** Your surroundings are color-coded to your team, so it's difficult to lose track of where you are If the mapmaker didn't flat-out PaletteSwap the two sides, concrete and steel generally indicates BLU, while wood and brick corresponds to RED.

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*** Pretty much everything has some kind of visual/sound cue, not just the players. Sentries beep a number of times corresponding to their level, critical projectiles have team-colored sparks coming off of them (in addition to making an electric crackling sound as they are fired), different weapons make different sounds.
** Your On symmetric maps, your surroundings are often color-coded to your team, so it's difficult to lose track of where you are are. If the mapmaker didn't flat-out PaletteSwap the two sides, concrete and steel generally indicates BLU, while wood and brick corresponds to RED.



** Maps are chock full of giant, team-colored arrow signs pointing in the direction that you need to go if you ever get lost. Some of the larger maps (mostly ones with spawnpoints that move forward/back such as Badwater and Snowplow) dynamically change the signs as the next objective is activated.

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** Maps are chock full of giant, team-colored arrow signs pointing in the direction that you need to go if you ever get lost. Some of the larger maps (mostly ones with spawnpoints that move forward/back such as Badwater and Snowplow) dynamically change the signs as the next objective is activated.objectives are captured and points of interest move.



** The Tough Break update triples the Medic's Ubercharge rate while in setup. Since setup normally lasts a full minute, Medics in the past were always expected to have a charge built before the round started. Now, they only need twenty seconds to build that charge, so they can spend more time doing fun things (like joining that team-wide Conga mob moving around spawn).

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** The Tough Break update triples the Medic's Ubercharge rate while in setup. Since setup normally lasts a full minute, Medics in the past were always expected to have a charge built before the round started. Now, they only need about twenty seconds to build that charge, so they can spend more time doing fun things (like joining that team-wide Conga mob moving around spawn).



** In the killfeed, any kills that relate to you (ie: you scored a kill, assisted, or died) are highlighted in white and linger for longer before disappearing. This is so that you can more easily understand who you killed, or in the case of dying, what killed you.

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** Teleported players leave behind a glowing trail on the ground while they walk. For enemies, that's their cue to go find the teleporter and destroy it, to curb the number of reinforcements coming in.
** In the killfeed, any kills that relate to you (ie: you scored a kill, assisted, assisted someone, or died) are highlighted in white and linger for longer before disappearing. This is so that you can more easily understand who you killed, or in the case of dying, what killed you.
10th Apr '18 5:51:48 PM flameclaw0x7
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** Your surroundings are color-coded to your team, so it's difficult to get lost in your surroundings. If the mapmaker didn't flat-out PaletteSwap the two sides, concrete and steel generally indicates BLU, while wood and brick corresponds to RED.

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** Your surroundings are color-coded to your team, so it's difficult to get lost in your surroundings. lose track of where you are If the mapmaker didn't flat-out PaletteSwap the two sides, concrete and steel generally indicates BLU, while wood and brick corresponds to RED.



** When a player calls for a Medic, nearby Medics will be alerted of the player's position if they aren't already looking in their direction. It'll also show unique notifications for players who are on fire or at low health. There's even a Medic-specific option to automatically see where injured teammates are if they don't call for Medic.

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*** The Blue Moon update released in late March 2018 allows you to queue up for another game while already in one, in addition to queueing for multiple games at the same time; for example, you can queue up for a Competitive match and play some Casual while waiting on it.
** When a player calls for a Medic, nearby Medics will be alerted of the player's position if they aren't already looking in their direction. It'll also show unique notifications for players who are on fire or at low health. There's even a Medic-specific option to automatically see where injured teammates are even if they don't call aren't calling for Medic.



** Engineers have unique HUD elements on the left side of their screen, showing the status of all buildings, including level, health, upgrade progress, and ammo. If a building is damaged, out of ammo, or is currently being sapped, a notification indicates that it needs attention. Sapped buildings have a unique notification to call your attention to it immediately.

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*** Medic patients are also informed of what Medigun is used and how much charge the Medic has built up; if the Medic reaches full charge, he makes a distinctive electric crackling noise and automatically announces he's ready to deploy an Uber. It's as useful to allied teammates (who know now is the best time to make a push) as it is to enemy players (who realize that the Medic must be killed ''as soon as possible'' before they can use their Ubercharge).
** The Tough Break update triples the Medic's Ubercharge rate while in setup. Since setup normally lasts a full minute, Medics in the past were always expected to have a charge built before the round started. Now, they only need twenty seconds to build that charge, so they can spend more time doing fun things (like joining that team-wide Conga mob moving around spawn).
** Spy's Disguise Kit may require pressing the 9 key to disguise. For some, this is a bit of a stretch, having to reach over the keyboard that far if you want to disguise as a Medic. The alternative for that is the "Concise Disguise Kit" option that causes the disguise kit to only use the 1-3 keys (ex. diguising as an Engineer is 2 then 3, disguising as a Medic is 3 then 1, etc). Of course, some people do not like this option, which is why it's not forced.
** Engineers have unique HUD elements on the left side of their screen, showing the status of all buildings, including level, health, upgrade progress, and ammo. If a building is damaged, out of ammo, or is currently being sapped, a visual notification and an audio cue indicates that it needs attention. Sapped buildings have a unique notification to call your attention to it immediately.



* ArchaicWeaponForAnAdvancedAge: One of the Sniper's weapons, alongside a host of various rifles, is a bow-and-arrow set called "The Huntsman". It can be ''very'' effective. Also, the various melee weapons, such as the Pyro's "Axtinguisher", sniper's kukri and the Demo's shields and huge collection of broken bottles and swords (and an giant dual-bladed axe) can all be very useful.

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* ArchaicWeaponForAnAdvancedAge: One of the Sniper's weapons, alongside a host of various rifles, is a bow-and-arrow set called "The Huntsman". It can be ''very'' effective. Also, the various melee weapons, such as the Pyro's "Axtinguisher", sniper's kukri and the Demo's There's also Demoman's array of assorted shields and huge collection swords, all of broken bottles and swords (and an giant dual-bladed axe) which can all be very useful.


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** There are many, many hidden mechanics that can improve your skill in a class, but it's really difficult to find out they're there without actively looking for those mechanics. Uber build rate[[note]]Medic builds Uber slower on players that have full overheal[[/note]], Crit heals[[note]]Players who have been damaged recently heal much slower from a Medic[[/note]], the headshot delay[[note]]There is a 200 millisecond delay between scoping in and being able to headshot, which is why a quickscoping Sniper may fail at times[[/note]] and many of the finer points of Rocket Jumping[[note]]Hold crouch while jumping to go further, unless you do a C-Tap (quickly tap crouch before jumping to exploit a minor glitch and go even further), jumping off a wall is often better than from the floor[[/note]] are all mechanics that are unintuitive to learn without a guide, but are critical to understand for high-level play.
27th Mar '18 12:24:16 PM Commander_Ysenir
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** In the ''Meet the Sniper'' video the Demoman accidently gets his bottle of scrumpy shoved in his remaining intact eyeball. PlayedForLaughs.
** Eye Scream in general is a RunningGag with the Demoman.


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21st Mar '18 11:02:34 PM Gavitro
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* ContractualBossImmunity:
** The Halloween bosses, as well as the Tank from Mann vs. Machine, are all immune to status effects (afterburn, coated with Jarate, slowdown, etc.) and take no increased damage from a backstab. A couple of these bosses, including MONOCULOUS and the Skeletons, are also immune to headshots.
** Giant Robots in Mann vs. Machine can't be killed instantly by a backstab. In fact, a backstab won't do much damage to them unless the knife is upgraded.
7th Mar '18 1:03:49 AM GoldenKeyblade
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* DeadlyEuphemism: From "Meet the Medic":
-->'''Heavy:''' What happens now?
-->'''Medic:''' Now? ([[EvilLaugh sinister chuckle]]) ''Let's go practice medicine.''
21st Feb '18 12:22:50 AM Gadjiltron
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** The Scout combines this with elements of LightningBruiser, being the fastest class in the game, having very low health, but also possessing close-range firepower to kill most classes in 2 to 3 shots.

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** The Scout combines this with elements of LightningBruiser, GlassCannon, being the fastest class in the game, having very low health, but also possessing close-range firepower to kill most classes in 2 to 3 shots.
19th Feb '18 6:13:28 AM Gadjiltron
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* FractionalWinningCondition: To turn in a contract, you only need to complete the main objective of getting 100 Contract Points, even if you did it only by grinding out its simplest objective. Checking off the harder Bonus Objectives is not necessary for rewards, but does help advance the main objective faster and grants you extra Stars to help unlock the more restrictive contracts.



** The Heavy has the 'Gloves of Running Urgently' which allow him to run at normal speed, at the cost of taking minicrits if shot.

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** The Scout combines this with elements of LightningBruiser, being the fastest class in the game, having very low health, but also possessing close-range firepower to kill most classes in 2 to 3 shots.
** The Powerjack lets the Pyro run faster but take more damage while active.
** The Heavy has the 'Gloves of Running Urgently' which allow him to run at normal speed, at the cost of taking minicrits if shot.his maximum HP plummeting over time, to a minimum of 100.
13th Feb '18 10:04:13 PM KZN02
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** This is a specific mechanic with the Demoman's weapon the Loose Cannon- less damage on hit and less explosion radius, but upon hitting the enemy with the projectile and having it explode instantaneously after (which is in the players control) it is counted as a "double donk", which does immense damage and has the added bonus of throwing even a revved up Heavy halfway accross the map if pulled off.

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** This is a specific mechanic with the Demoman's weapon the Loose Cannon- less damage on hit and less explosion radius, but upon hitting the enemy with the projectile and having it explode instantaneously after (which is in the players player's control) it is counted as a "double donk", which does immense damage and has the added bonus of throwing even a revved up Heavy halfway accross across the map if pulled off.
13th Feb '18 8:27:41 PM Jagar
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** This is a specific mechanic with the Demoman's weapon the Loose Cannon- less damage on hit and less explosion radius, but upon hitting the enemy with the projectile and having it explode instantaneously after (which is in the players control) it is counted as a "double donk", which does immense damage and has the added bonus of throwing even a revved up Heavy halfway accross the map if pulled off.
31st Jan '18 8:48:31 PM flameclaw0x7
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* EverythingsBetterWithSamurai: The Soldier's Killer's Kabuto and, of course, the Shogun Pack.

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* EverythingsBetterWithSamurai: The Soldier's Killer's Kabuto and, of course, There are various samurai-themed cosmetics for the Shogun Pack.mercs, not to mention the presence of the Half-Zatoichi (a katana) and the Concheror (a backpack, sashimono, and conch shell horn rolled into one).


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** The Demoman also has a taunt where he pulls out some bagpipes and proceeds to play horribly.
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