here's another old vid, this time featuring gameplay from CEVO-P during the time where ESEA's first season of TF2 was just starting, also featuring original broken Force-A-Nature & Sandman gameplay when they were being tested, right before the Sandman made history as the first banned weapon in TF2.
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here's a rare vid from 2009 that involves the old ultra bullshit backstabs which you could on demand facestab AND footage of 6s testing out Payload
still remember the video of his soldier mge projectile bot that was mad obvious becauuse they werent as good back then
cant remember if this was gotfrag era or natf2 era tho...think the former?
TwiiKuuNot sure why Valve wouldn't make console commands to disable those little things
they moved everything over to c_models to support reskins so they wouldn't do that because the original v_models and w_models don't support that stuff.
3:22 PM - Solo: yo, would you be interested in playing for us at the next International since RAMZES666 most likely will not be playing since he got vacd
3:22 PM - corsa: o_O
real
DoctorMiggyI wouldn't count the Alpha as a release, even a "illegal" one as I'm sure it'll be VERY different from the final product
The completed (ie 98% finished one in the final days of development) version of the ROM has been on the internet since earlier this year and there's very little reason Nintendo wouldn't have that version anyways, so it should basically be identical to the ROM. Just needs English translated since I doubt Nintendo will use a fan translation.
this is the first time star fox 2 has been released legally anywhere btw
btw this isn't exactly what you requested OP but here's an old cast of one of the more important ESEA matches
https://www.youtube.com/watch?v=y-fpRC7RrpQ
This is the match/week that got the Battalion's Backup banned in 6s, which was the first mid season ban of a not newly implemented item.
Features classic snow Viaduct and Sydney Sleeper Snipers (backup didn't counter minicrits back then).
#4 there was no way to disable random crits until february 28th, 2008
demos from back then don't work now as it was a different demo system
you would need to procure a copy of tf2 from that exact time frame (the old demo system broke on practically any update ever), and afaik the guy who was collecting old versions of tf2 for this purpose disappeared entirely.
best you're gonna get is the rare video
ie
BTW, I feel more confident in saying that (barring the air control working when not blast jumping), the Manntreads should actually look like very similar to those videos I made.
I tried the opposite, -200% air control, it looks like this:
https://www.youtube.com/watch?v=VlszvlCH4Bk&feature=youtu.be
You can't control your jump at all. Holding W doesn't make you descend, S doesn't make you lose speed/stop in midair, you can't turn, you can't strafe, nothing. You become solely at the whims of where the blast jump takes you.
CapuTo be honest, the new mantreads look very powerful too. Take a look at the videos posted and realize that's at 200% airstrafe, not +200% (300% in total). It's not only the turning, but also the acceleration you get from strafing. Then think about a soldier jumping your medic in last, basically impossible to airshot and almost immune to hitscan knockback. He will land on your medic's head 100% of the time and there's virtually nothing you can do except having your medic inside the spawn doors or killing him before he lands (from ~260 hp). If the weapon really works that way, I'm betting it gets banned after one night of pugs like the parachute.
No, it's at +200%, the attribute mod_air_control is "+%s air control" and I set it to 200.
Granted they will likely make that attribute have a velocity cap when it's implemented, but even then the extra control is very appealing.
fahrenheitSo my Q is... is bhopping with the treads viable? I'm pretty sure hitting hops normally gives you like a 5% boost in speed, can the treads make that number much more significant? From what I could tell when you hit a hop it would give you the boost but not sustain it, so when you hit the ground you would go back to your normal speed so I'm just wondering
The real Mantreads attribute will only work on blast jumps so no. This prototype version just works all the time and I found it interesting enough to have a short blurb about! (but yeah, you can already pseudo b-hop in tf2, you just lose your speed on touching the ground, but single jump speed boosts are still useful rarely.
bleghfarec
Isn't that air acceleration, not air control?
The attribute which was added fairly recently (with MYM I believe, altho maybe it was Gun Mettle I don't remember) is just called mod_air_control and it does this so I went with it. Basically it's what JarateKing brought up, thought I'd give it a whirl for those who are curious what it may vaguely look like.
https://www.youtube.com/watch?v=I3ncHrm_8Io&feature=youtu.be
https://www.youtube.com/watch?v=_gfMedqIyd8&feature=youtu.be
This is the #610 item attribute (mod air control) @ 200% since it's a percent based value, as per JarateKing's post. O:
Enjoy. (and sorry for my bad commentary)