Team Fortress 2...

Oct 01, 2008 02:57

...and why part of still sucks badly enough that someone with half a brain should have fixed it by now.

The Demoman: NEEDS DESTRUCTIBLE CHARGES. Seriously. Make it so that fire, bullets, etc will set off his charges. The cheese factor of the sticky bombs is WAY too high, especially considering that if they're in place (especially somewhere you ( Read more... )

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Comments 16

siraj October 1 2008, 12:31:05 UTC
I think the reason WHY they're unbalanced as it is is BECAUSE of that cheesiness. Rememeber, Auntie, this 1950's-ish style action, so the stuff is going to play like a 1950's action movie. But you do make valid points nonetheless.

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cesarin October 1 2008, 13:45:49 UTC
sorry dude, but you seem to be a really BAD PLAYER.. medics can die on a SINGLE missile square ( non crit ) if you're a good soldier ( ... )

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cesarin October 1 2008, 19:47:36 UTC
and before I forget, you can push the stickies with ANY proyectile gun, except the fire ( thats why the pyros have the airpush now ), medic's needles and melee shots.

you can easily push alot of stickies at once with a single rocket or a single demomine.
demomen also die like fleas against snipers AND scouts!!

and dude seriously... if the demomen had these charges you want.. he would be USELESS. because anyone could shot the goodarn stickies and preventing the demoman to do enought damage...
an sticky is like 35-60 damage.
you need 4 to destroy a sentry.. now if you use an engineer to shot the stickies.. the sentry WILL NEVER DIE.
making the game harder, always having to rely on a good soldier's splash, or a UBBERED char like pyro or heavy.

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flynn_thedragon October 1 2008, 21:27:02 UTC
1. The demoman's RPG can still one-shot almost anything...I'd hardly call that useless. Besides, that just means the demoman would have to get better at hiding his charges. You could still blunder into them, but if you know they're there, at least you'd be able to do something about it.

2. I'm not suggesting giving the engineer a more powerful gun, per se...just a more interesting one. Something with more flavor than the standard shotgun or pistol.

3. Yes, I realize it's a team game, and I play it as such...but if you eliminate the spy (or at least nerf him back to what he was in TF1), engys could actually go have fun, rather than just hanging out in one spot the whole game out of necessity.

4. I'm not looking for Quake, I like TF2...but the game should be equally fun for every class. Noone should have to either sit around bored (like the engy), or feel that their attacks are often useless (like the pyro).

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cesarin October 2 2008, 06:02:19 UTC
demomen doesnt have RPG, you're confusing the soldier (RPG = rocket propelled grenade ( ... )

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Re: Strategy flynn_thedragon October 1 2008, 21:01:34 UTC
Medic: Not really. Very rarely do I get past the medic's healing target enough to hurt them. People who are good at playing medics...you won't live long enough to actually attack them.

Engineer: By the time people take notice of you getting sapped, your stuff's down and you're usually dead. It's almost impossible to knock off sappers and kill the spy at the same time. Also, shooting everyone as they get near you isn't all that easy. Plus, pyros often aren't around for spy checks, and I understand that. It gets very boring just hanging around.

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Re: Strategy cesarin October 2 2008, 06:05:04 UTC
on the medic.. hu??? I repeat dude, single rocket, or use stickies.. also you can kill him from behind using spy or scout... there are many options to take the medic!
the sniper or spy is the most usual.

in the engineer thing, thats why you use telporters to get there fast to fix your stuff... ( hide your port or use it to "detect" the spy in advance, its tempting for them to zap your stuff )
like I say, I think you need way more practice to fully enjoy the game insteath of finding flaws.
the stuff you say "flaws" are balancing .

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gldm October 1 2008, 20:56:02 UTC
The demo's overpowered. I hear talk that at Valve they're not called stickybombs but "winbombs". I can say that as an expert Pyro my K:D ratio is around 1.5:1 with assists. As a medium skilled Demo it's easily 4:1 to 5:1 with assists and usually at least 3:1 without. That's ridiculous ( ... )

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flynn_thedragon October 1 2008, 21:10:16 UTC
Well, I'm at least glad to see that I'm not alone on feeling the Demoman is the most broken of all. :)

Yeah, I would agree that scouts would be more balanced if they had a less useful weapon. I also think being on fire should impair snipers, but it just keeps them from "building up" a shot. Basically, they can aim, but they can't focus.

I never play soldiers, and I think that's why. Rockets should pack a lot more punch that one little poof. You might as well be shooting fireworks. :/

Also, yes, soldiers are much too slow for what you get.

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siraj October 2 2008, 00:36:26 UTC
Speaking as a sniper, the duels are a big part of why a lot of us play them. It's FUN to see who has the better reaction time and faster trigger finger. And if we're keeping the other side's snipers occupied, that means that the guy with the intel isn't liable to get pegged as quickly.

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gldm October 2 2008, 04:11:41 UTC
Yes I know, teh headsh0tz is fun. Try some Quake3 Instagib RailCTF on unpatched servers where people test their aimbots sometime, I used to still top the score list. But speaking as a 10 year veteran of TF and former defensive coordinator of a major clan, it's less effective for the team overall for snipers to target other snipers. On defense, demos, medics, and heavies are much more significant targets in terms of offensive impact. On offense, engineers, demos, and medics are probably the top 3 ( ... )

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