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0

Might I mention that SV_CHEATS 1 can be bypassed in order to use built in client side commands like mat_wireframe and thirdperson. This will not work with God or Noclip, as this is server sided. SV_CHEATS bypassers are almost always detected.


0

If you are the server owner and type sv_cheats 1, anyone and everyone on the server will be able to use cheats. VAC doesn't care. If you are not the server owner (such as if you're playing on a Valve server) and type sv_cheats 1, it simply won't do anything. VAC also doesn't care. Client-side mods such as model, texture, or particle effect replacements are ...


2

No. You have to get a direct hit with the flare for it to be a mini-crit, the explosion does not count. You are understandably confused over the term "damage falloff" and how it applies to explosions and mini-crits. I'll try to sort this out with a bunch of bullet points. "Damage falloff" refers to how most weapons deal less damage at long range (based on ...


5

No, using any console command on a VAC protected server will not cause a VAC ban. not official, but a very verbose discussion about what causes bans and what does not. http://forums.steampowered.com/forums/showthread.php?t=1906399 Allowed Cheats that will never trigger a ban. Using console cheats in a source VAC server with sv_cheats 1 turned on ...


2

Based on this discussion and the official wording of the system VAC only looks for third-party installed programs that modify the game to allow you to cheat. sv_cheats is built into the game. If the server admin wants you to be able to use cheats, you can use them as normal. If the server admin doesn't want you to use them, they are disabled and you won't be ...


1

It will just don't let You to use it, so you may don't worry about this.


3

To tell you this, first you have to know how damage works in TF2. The first thing to mention is that, by default, any non-critical hit is subject to damage spread. That is, it doesn't hit for the same amount every time. Server owners can disable this through a server setting. For most weapons, the amount of damage it does depends on the distance between ...


-1

90 damage is the base but it ranges from as little as 45 all the way to 112. https://wiki.teamfortress.com/wiki/Rocket_Launcher#Damage_and_function_times


1

That is an interesting question, and I found an answer to it. http://loadout.tf/ This website allows you to customize loadouts on a model of any of the 9 mercenaries. While it does take a while to load some times, it allows you to select weapons, cosmetics, and poses for the loadout, so you can see how your items of choice look with eachother. It will ...


2

This was fixed in the TF2 update for 1/27/15: Fixed wrapped Giftapult packages not having the "Deliver Gift" option in the context menu To use a Giftapult, open up your backpack, scroll to the Giftapult desired, right click and it will open a context menu for launching it.


0

There are a few reasons to not auto reload. As stated above, it can waste ammo with a certain few weapons. Also, some reload animations can obscure view, much like revolvers and rocket launchers (excpetion being the Original). Other than that, it is all opinion based. There are plenty of weapons that only have one shot per load, so they will already auto ...


9

Short answer? No. Longer answer: Notifications are sent directly from the item server to all other players directly on the server you're playing on. There's no way for a player or even a game server to prevent this from happening. At least these notifications are just sent to a player's chat box rather than as a popup, which is what would happen when ...


5

The amount of health a Medic passively regenerates is also affected by how recently he was damaged. The +3 health per second is the "recently damaged" healing rate. Over the next 10 seconds of taking no damage, the Medic's self-heal rate increases until it hits +6 health per second. Note: Fire and Bleed are damage, so don't think this will save you from ...


0

Jump around, strafe, and backpedal. combine this with a low to medium health scout disguise, call medic and help. this is very convincing.


3

This is a bug introduced last week (specifically in the January 7 update) that Valve has yet to fix. It only affects trying to change weapons with the number keys/slot keybinds... mouse-wheel weapon changes/ previnv/nextinv keybinds are unaffected.


0

I think there's a variety of factors you have to consider here that you haven't fully addressed: Are you playing in medieval mode, or a gamemmode which prevents the use of guns? Are you playing on Valve servers or community servers? What are your keys bound to? It's possible you may have rebounded your quickswitch or individual weapon selection switch to ...


2

Try logging into the Steam Store or Steam Community websites. A similar issue has happened to me and after logging into the website when I realized it was just a server issue preventing me from logging into the Steam Client, as the Steam servers go offline from time to time for scheduled maintainance. Might just have to be patient if you can login to the ...


1

As a soldier, a Direct Hit is great vs any Engineers nest, particularly in large open areas where you can outrange them. The low splash damage of the Direct Hit is negated by the fact that sentries don't move, but most importantly firing 4 Direct Hit rockets without delay will destroy a sentry even if 1 engineer is repairing it (though 2 will likely repair ...


1

Yes. Killstreak kits only track the kills made in the current life. This isn't permanent information and is lost as soon as you die or leave a server. The overall kill count is tracked because the weapon is strange... and all Australium weapons are Strange.


6

Most weapons in TF2 have min\max damage. So no, Pyro does not have any resistance beyond immunity to afterburn if you take him with base stats. Some gear provide reduction of damage to certain elements, such as fire and explosives, so that can affect your overall damage output as well. Also, some weapons have damage based on where you hit, such as a ...


1

From a design standpoint, it could be used to punish someone who is following you while you're retreating. You go around a corner while at low health, load the Panic Attack, and as they round the corner hoping to finish you off, you can pop back out and quickly unload 4 shots on them. From a practicality standpoint, the situations where it is genuinely more ...


0

Beggar's Bazooka is a terrible weapon when you need firepower immediately and critically - you should use a good secondary when you're weilding it. Either a Shotgun, which provides good close-range burst damage and modest mid-range damage, or the Bison, which will provide better long-range options and modest but consistent damage. Choose depending on what ...


0

This seems to be a problem with a corrupt file for the uber letter U. Its possible that they will fix this bug eventually but one thing id recomend you try is just reinstall tf2. This will give you clean, uncorrupt, current files of the game and should fix the problem. This can be acheived by right clicking the game in your library and clicking: delete local ...


1

This Steam forum thread could help you out a bit. Basically, what you're doing is creating a replacement for the mtp.cfg file found within the vtf files. I do believe since it's a few years old you might need to do a couple things differently. You don't need to use GCFScape at all, for one, and you just want to look at the following: Put mtp.cfg file here: ...


0

I've been playing TF2 for years and I think a Medic + Heavy combo is overrated, sure it's good but it's very weak since a good Spy can trickstab the Heavy. As a Spy I never have any troubles with Heavies since they are usually just shooting forward and getting a stab is a piece of cake, some people prefer using the Demoman since he can lay down stickies (3 ...



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