What is in your TF2 backpack?
Kouji_San
Sr. Hινε UÏкεεÏεг - EUPT DeputyThe Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
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Anyone who does not use critaxe/icepick/KGB almost permanently?
You be dissin' bonk? It's very useful for distracting the entire team (really, everyone runs after you if you get past the front line), getting past sentries to CPs and a cheap alternative to tanking sentries without an uber to let the team deal with it behind you. Oh, also useful for not taking fire damage for the entire duration or escaping impossible fights aaand blocking careless demos/soldiers head on so they splash themselves to death.
@Svenpa:
The Gunboats are awesome on certain maps when defending (Gravel Pit for a start). I don't know why anyone wouldn't use the Pick Axe, it can get you a last-ditch kill where you really shouldn't deserve one in most cases, or at the very least allow you to sprint for the nearest medpack.
I dunno. Trading would PRESUMABLY be done 1:1. In order to get multiple items in return for your single item, you would need to trade something that is highly desirable, such as a hat (which I doubt many people will trade). Thus trading wouldn't substantially increase the amount of items in your inventory.
Do you know what I'd need to create an Eyelander? A melee slot token (that's four melee weapons), a demo class token (four demoman weapons) and a piece of scrap metal (three primary items or three secondary items or three melee items or three items from the same class). That's eleven items. I currently have three or four duplicates in my backpack. None of them are demoman items. One of them is a melee weapon I think.
To say nothing of the recipe for making a single random hat. Needs three refined metal. One refined metal needs three reclaimed metal. One reclaimed metal needs three scrap metal. One scrap metal needs three items. Do the math with me: 3 x 3 x 3 x 3 = 81. 81 items. Know what making a class-specific hat requires? FOUR refined metal. And a slot token. So 4 x 3 x 3 x 3 + 4 = 112. 112 items.
You need specific weapons to craft stuff, though. You need three of the same weapon type to make scrap metal, for example. So presumably the trading system would make it easier for people who have two of everything to actually craft something, by trading, say, their extra KGB and an extra ubersaw for 2 axtinguishers, letting them finally get some damn scrap.
Also there's bound to be someone out there with like 5 of everything except the one weapon/hat they want, so they'd probably be willing to do a multiple items for one in return trade.
Edit: Supposedly, the drop rate works like this: Every 25 minutes, you have a 20% chance to get a (non-hat) item. This means that, on average, you will get one item for every <strike>100</strike> 125 minutes played. So assuming that you get exactly the items items you need (not, say, two flamethrowers and a baseball bat like Stickman pointed out), you will need to play for <strike>8100</strike> 10125 minutes to craft a single random hat. That's <strike>135</strike> 168.75 hours or <strike>5.6</strike> 7 days. A class-specific hat is <strike>186.7</strike> 233.3 hours.
Edit2: To compare, in the 2+ years since TF2 came out I have played just under 500 hours, meaning that if the crafting system had been out since day one and I had smelted down all my drops I would have had almost three random hats by now, or two class-specific ones. TWO YEARS.
Edit3: Numbers corrected. More math lessons for me.
Haha, I can see it now.
"Hi friend, we're a website called TF2 gold. Do you want instant results and money, head on over to tf2gold.com to get your gold easy and fast"
and of course the dreaded
WTS hat of stamina
WTB 4strength 4stam leather belt AAAAAH! HUUUR HUUUR!
Enchanting your mats for free, my mats 10gold
got a pretty aligned front page collection of hats, and a second page of leftovers :)
<a href="http://www.tf2items.com/id/TychoCelchuuu" target="_blank">http://www.tf2items.com/id/TychoCelchuuu</a>