History TeamFortress2 / TropesAToG

15th May '17 5:38:31 PM flameclaw0x7
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** Also worth noting that there are still several items that ''cannot'' be obtained via the store, so that some items can still be prestigiously rare.
** And that items obtained through the standard means ({{random drop}}s or crafting) ''before'' the opening of the store are marked as valuable by having the prefix "Vintage" permanently affixed to them.

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** Also worth noting that there are still several The Polycount Sets offered a SetBonus if all the items that ''cannot'' be obtained via were worn together. Not a bad concept, as weapons were dropped relatively frequently... except the store, so that some complete item set also included a hat, which were pretty difficult to obtain without buying from the store. Thank goodness an update changed the set bonuses to be purely cosmetic.
** Free-2-Play accounts only store 50
items can still be prestigiously rare.
** And that items obtained through
per backpack, which puts them at a general disadvantage as the standard means ({{random drop}}s or crafting) ''before'' game contains upwards of 100 different weapons.
*** This is only really a problem after
the opening of Free-to-Play update, however; without any backpack extenders, default accounts before the store are marked as valuable by having update could hold 300 items, more than enough for all the prefix "Vintage" permanently affixed to them.weapons and hats you'd need.



* CerebusSyndrome: Subverted with the Mann Vs. Machine update. Redmond and Blutarch Mann, the very characters who established the universe's Status Quo, are KilledOffForReal, and the nine classes are fighting an army of killer robots hell-bent on world domination... robots that run on piles of money. The bases they're protecting were built with a special chute designed specially to receive enemy bombs for some reason, and Saxton Hale isn't helping them out personally just because he's fighting a yeti for at least the next nine hours.

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* CerebusSyndrome: Subverted with the Mann Vs. Machine update. Redmond and ad Blutarch Mann, the very characters who established the universe's Status Quo, are KilledOffForReal, and the nine classes are fighting an army of killer robots hell-bent on world domination... robots that run on piles of money. The bases they're protecting were built with a special chute designed specially to receive enemy bombs for some reason, and Saxton Hale isn't helping them out personally just because he's fighting a yeti for at least the next nine hours.
14th May '17 9:20:16 AM fungus3
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* ButtMonkey: [[UpToEleven The whole BLU team]] in the ''Meet the Team'' videos.

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* ButtMonkey: [[UpToEleven The whole BLU team]] in the ''Meet the Team'' videos. [[spoiler:Except in ''Meet The Pyro'', where [[LaserGuidedKarma the]] ''[[LaserGuidedKarma RED]]'' [[LaserGuidedKarma team]] becomes this.]]
26th Apr '17 8:18:24 PM legoking831
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Added DiffLines:

** The first Halloween event map, Harvest Event, feels very lacking compared to later ones; it's more or less just Harvest [[RecycledInSpace at night.]] The only real alterations are the inclusion of the ghost that "scares" players and the pumpkin bombs scattered around the map. Compared to later Halloween maps like Mann Manor and Eyeaduct which feature heavily altered gameplay, map gimmicks, and bosses, it seems really underwhelming by comparison.
8th Apr '17 7:01:43 PM BossKey
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%% * CombatAndSupport: Generally.

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%% * CombatAndSupport: Generally.Classes are divided into Offense (Scout, Soldier, and Pyro), Defense (Demoman, Heavy, and Engineer), and Support (Medic, Sniper, and Spy). Offense classes and most Defense classes are the Combat, getting into the thick of the fight, while the Support classes are, well, Support, as they provide assistance from the sidelines. The Engineer counts for both, as he can lay down covering fire with his Sentry Gun while provide support with his Dispenser and Teleporter.



** The robots in Mann vs. Machine taunt both when killing players and when carrying the bomb.



* ExtremeOmnivore: Taunting with the Frying Pan or Conscientious Objector causes a Demoman to ''drink from it''. ... Maybe he's ''[[CrazyAwesome just that drunk]].''

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* ExtremeOmnivore: Taunting with the Frying Pan or Conscientious Objector causes a Demoman to ''drink from it''. ... Maybe he's ''[[CrazyAwesome just that drunk]].'''' Other things the Demoman can drink from include an Aquila staff, a ham-on-the-bone, a human spine topped with a skull, a railroad crossing sign, and a ''machete'' (not the pointy end, thankfully).
4th Apr '17 5:43:53 PM nombretomado
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** And also, the animation keeps getting better with each new "Meet the Team" short. The earlier ones like Heavy, Soldier, and Demoman have less detailed animation and shading, while the later ones like Spy, Medic, and Pyro have ''outstanding'' animation and shading looking equivalent to a {{Pixar}} movie.

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** And also, the animation keeps getting better with each new "Meet the Team" short. The earlier ones like Heavy, Soldier, and Demoman have less detailed animation and shading, while the later ones like Spy, Medic, and Pyro have ''outstanding'' animation and shading looking equivalent to a {{Pixar}} Creator/{{Pixar}} movie.
20th Mar '17 4:50:51 PM flameclaw0x7
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** [[http://www.reddit.com/r/tf2/comments/2pzehm/come_play_tf2_1009_from_2007_with_us/ Some people have extracted the original release of TF2 from the Orange Box and are running a server for it,]] and it can be very jarring to go back to if you're used to the current version. Not even counting the complete absence of cosmetics and unlockable weapons, the Pyro lacks an airblast, the pistol works like its [[Videogame/Half-Life2 HL2 counterpart]] where it shoots slowly when the button is held and very rapidly when spam clicked, the Engineer can't move buildings, and quite a few things one would consider rudimentary elements of current versions are totally absent, such as health and ammo kits on [=2Fort=] (which explains the existence of a resupply room in the basement). There is also no option to turn on damage indicators or sound effects, making it rather difficult to tell if you're hitting someone.

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** [[http://www.reddit.com/r/tf2/comments/2pzehm/come_play_tf2_1009_from_2007_with_us/ Some people have extracted the original release of TF2 from the Orange Box and are running a server for it,]] and it can be very jarring to go back to if you're used to the current version. Not even counting the complete absence of cosmetics and unlockable weapons, the Pyro lacks an airblast, the pistol works like its [[Videogame/Half-Life2 [[VideoGame/HalfLife2 HL2 counterpart]] where it shoots slowly when the button is held and very rapidly when spam clicked, the Engineer can't move buildings, and quite a few things one would consider rudimentary elements of current versions are totally absent, such as health and ammo kits on [=2Fort=] (which explains the existence of a resupply room in the basement). There is also no option to turn on damage indicators or sound effects, making it rather difficult to tell if you're hitting someone.
20th Mar '17 4:49:17 PM flameclaw0x7
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** [[http://www.reddit.com/r/tf2/comments/2pzehm/come_play_tf2_1009_from_2007_with_us/ Some people have extracted the original release of TF2 from the Orange Box and are running a server for it,]] and it can be very jarring to go back to if you're used to the current version. Not even counting the complete absence of cosmetics and unlockable weapons, the Pyro lacks an airblast, the pistol fires a lot more slowly, the Engineer can't move buildings, and quite a few things one would consider rudimentary elements of current versions are totally absent, such as health and ammo kits on [=2Fort=] (which explains the existence of a resupply room in the basement). There is also no option to turn on damage indicators or sound effects, making it rather difficult to tell if you're hitting someone.

to:

** [[http://www.reddit.com/r/tf2/comments/2pzehm/come_play_tf2_1009_from_2007_with_us/ Some people have extracted the original release of TF2 from the Orange Box and are running a server for it,]] and it can be very jarring to go back to if you're used to the current version. Not even counting the complete absence of cosmetics and unlockable weapons, the Pyro lacks an airblast, the pistol fires a lot more slowly, works like its [[Videogame/Half-Life2 HL2 counterpart]] where it shoots slowly when the button is held and very rapidly when spam clicked, the Engineer can't move buildings, and quite a few things one would consider rudimentary elements of current versions are totally absent, such as health and ammo kits on [=2Fort=] (which explains the existence of a resupply room in the basement). There is also no option to turn on damage indicators or sound effects, making it rather difficult to tell if you're hitting someone.
28th Jan '17 10:21:43 PM flameclaw0x7
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Added DiffLines:

* ConcealedCustomization: A disguised Spy will not have any personal cosmetics showing to neither allied players (who can see through the disguise) nor enemies (who are fooled by it).
28th Jan '17 9:15:34 PM flameclaw0x7
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Added DiffLines:

*** [[https://youtu.be/ae0E7AKe-KA Spy will also do a Spycrab-esque move for his class-specific Mannrobics taunt]].
28th Jan '17 9:08:45 PM flameclaw0x7
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* AppliedPhlebotinum: Austrailum. Exposure makes people hyper-intelligent while also giving them a lethal dose of TestosteronePoisoning, and it's usable as rocket fuel[[labelnote:*]]sd_doomsday has the mercs deliver a briefcase of Australium to the rocket to power it. While the launch does fail, it's implied that it failed because the Australium was actually a failed substitute known as Bestralium.[[/note]] and life extension.

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* AppliedPhlebotinum: Austrailum. Exposure makes people hyper-intelligent while also giving them a lethal dose of TestosteronePoisoning, and it's usable as rocket fuel[[labelnote:*]]sd_doomsday has the mercs deliver a briefcase of Australium to the rocket to power it. While the launch does fail, it's implied that it failed because the Australium was actually a failed substitute known as Bestralium.[[/note]] [[/labelnote]] and life extension.
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