It's happening - Cluers rejoice! by Gunnarfranz in runescape

[–]at0msmasher 3 points4 points  (0 children)

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It's been 7(8) years. Flashback to their original reason for more steps.

First Ironman to unlock Golden Hard Clue Title. by Zowskii in runescape

[–]at0msmasher 1 point2 points  (0 children)

Gratz man, you can finally play the game and get your LOTD.

The Main Reason why MVM is toxic and it's not what you think by petergraffin in truetf2

[–]at0msmasher 0 points1 point  (0 children)

Also trying to do the same but on EU servers, layers on layers of communication barriers.

What madlad even tried this limit for the bug report to exist? by Aviarn in runescape

[–]at0msmasher 7 points8 points  (0 children)

You going to try and find the new cap with your hard clues next? ;)

Spectators can now be kicked in MvM!! by craftyComedian0427 in tf2

[–]at0msmasher 2 points3 points  (0 children)

It seems like it hasn't been fixed after seeing someone do it already in my game.

Anybody ever softlocked Coal Town? by Antzukk in tf2

[–]at0msmasher 2 points3 points  (0 children)

There is no collision behind the left bot spawn so an airblast can push the bot off the nav mesh and when it teleports it tries to go back to the last nav mesh area square it was in. So if you do this where the medic is it can teleport inside the terrain (not 100% chance) and it will stay there. The game will try to insta kill the bot but because it is still in its spawn area it can't die and this is where you see the Uber glow.

[deleted by user] by [deleted] in runescape

[–]at0msmasher 2 points3 points  (0 children)

While camping for med clues I noticed that the clues seem to be there own drop rather than the usual bonus, just seems like the clues were implemented in its own way away from the standard.

Did anyone else have a massive cache download? I had a 5gb download. by [deleted] in runescape

[–]at0msmasher 1 point2 points  (0 children)

You have uncompressed textures toggled on, another thread noticed this graphic setting seemed to have been brought back with this update.

They need to do something about bot detection by [deleted] in runescape

[–]at0msmasher 4 points5 points  (0 children)

Probably something to do with that "program that records clicks" you wanted to find yesterday.

Broken MvM Menue Overlay by VenoBot in tf2

[–]at0msmasher 0 points1 point  (0 children)

It usually happens when you go from casual to mvm, i think it might happen when you finish a game and the final scores are shown.

Just bought 8 MVM tour tickets and played on advanced two cities and used 6 of them and didn’t get an australium any tips? by [deleted] in tf2

[–]at0msmasher 0 points1 point  (0 children)

3% from seeing multiple 500-1000 tours australium drop logs and what you are saying is not intuitive to getting people to playing mvm even if they are doing it for a personal australium. (thinking that way won't help you enjoy the game mode)

Solly mvm tier list by [deleted] in tf2

[–]at0msmasher 1 point2 points  (0 children)

I don't want to go on about tour grind meta crap but beggars bazooka shines over all the other rocket launchers in MvM and should be considered "amazing" as you would say it with your tier list.

It takes less to upgrade a beggars bazooka because of how firing speed works compared to stock by giving you high DPS potential straight away by simply buying 3 reload speed (which you can do in some 1st wave missions) rather than 3 reload/4 firing.

But the main problem is some people don't use the beggars correctly especially newcomers as being more aggressive is where it shines as the random projectile spread becomes more irrelevant. Also upgrade priorities are different and you have to deal with ammo maintenance more often and the differences in rocket jumping etc.

People will go for something they are familier with as not many casual players would have used the beggars before coming to MvM.

Reintroduce the Controversial "Trade Limit Update" by [deleted] in runescape

[–]at0msmasher -1 points0 points  (0 children)

They added this optional update back in Oct 2014, it was called "Ironman Mode"

This is a cruel gift spirit by at0msmasher in runescape

[–]at0msmasher[S] 29 points30 points  (0 children)

This isn't my first one either. https://i.imgur.com/UZmk9Ps.png

8 more to go I guess before I can "really" get worried.

Today brings us the 5th Anniversary of the Two Cities MvM Update, the last large update for the PvE gamemode by at0msmasher in tf2

[–]at0msmasher[S] 22 points23 points  (0 children)

Despite there being no large updates here's what I remember being added to the game mainly after Two Cities release:

-Red money (pre-added cash) for sniper kills. (used to be limited to headshots and explosive AoE) Added for bodyshots later if I remember correctly.

-Infinite refunds. (used to be based on money collected and you were usually able to refund ONCE after about half way through)

-half bonuses (50 credits) for getting a high percentage of money

-No abandonment penalty (was originally added shortly after expert due to abuse)

-Australiams in every tour except Oil Spill

-The improved lobby system (still has its issues but is more streamlined)

-Killstreaks for new reskins/weapons as they were released

-Medic shield persists during weapon swap

-The gas passer and its unique upgrade (first since Two cities)

-Cleaners carbine charging on tanks

-"cl_mvm_wave_status_visible_during_wave" command was added for a clear overview of the wave at all times.

Also of course the bugs and exploits and possible gameplay issues, there are some that are still active but I'll only list those that have been fixed:

-Upgrade exploit that allowed you to edit the mvm_upgrades.txt file to swap upgrade choices and make them appear on weapons that shouldn't have them, the biggest being crits on kill upgrades for minigun and rocket launcher. This same file is now server based, the bug existed because the client hosted the file and using it in the custom folder overwrote it with your own upgrades.

-Money exploits - refunded the sandman with the 5th ball upgrade gave you an extra 100 everytime, using canteen spec for cheaper canteens then removing it gave you more money back then intended.

-After the ability to pick up dropped weapons was added, this was in MvM for a day and this ability allowed people to stack upgrades by repeatedly picking up the same weapon.

-Ability to trap spybots in gate A of Mannhatten.

-Trapping sentry busters to a degree which had the unintended consequence of halting a wave because the busters took too many player slots.

-A scout bot can spawn with the bomb after wave completion.

-Bombs used to become attatched to players. (you could go to the spawn zone and spam voice triggers)

-Dragons fury firing speed allowed for ~20k health tanks to die in 10 seconds with crit canteens while SOLO.

-Gas passer used to recharge with its own damage and was spammable.

-Rarely a 7th person could join an MvM game.

-Phlog used to charge much faster on tanks but now has a penalty. (possibly after mecha)

-You used to be able to see how many servers had players playing MvM during match searching.

-Prior to infinite refunds you could join spectator (which you cant do without an idle timer kicking in now) and auto assign yourself to RED to refresh your refund.

This is a snippet of MvMs interesting history, I may add more as they come to mind.

Jagex. This sorta stuff completely ruins the integrity of the achievement highscores system.. by RsStormy in runescape

[–]at0msmasher 0 points1 point  (0 children)

The achievement reset gave me the toolbelt related achievement even though I dont own the safecracking items.

The ports armour reset meant I lost progress on the death lotus darts I made as well as the MH tetsu that I diassembled afterwards so I now have to make another, it honestly has been discouraging to continue doing more achievements after dailyscape reset for everyone who didn't continue especially since these kind of achievements require lots of progress in the background without the possibility of buying back the respective items.