Team Fortress 2

UncannyGarlic said:
I'm somewhat against the idea of removing all player control with an attack in a multiplayer FPS but it can still be balanced. They need to make it unable to stun ubers, allow heavies to stay spun up during the stun, and possibly add a cool down time, during which the stunned player cannot be stunned again, after being stun equal to the time one was stunned (maybe, this is more to prevent griefing than anything else). The stun times might also need some adjusting. The other problem with the Sandman is that it makes the Scout another hard counter to the Heavy and makes the Natascha even worse (basically makes it a failed update), as it can no longer achieve it's goal which was to allow the Heavy to better deal with Scouts.
euhm, the Scout is fine. sure, it's too popular now, but that'll die down...
especially since everything that was added has great negative sides. hell, other classes had far less downsides to their upgrades!

The Sandman:
- no double jumping at all
- long cooldown if you loose your ball
- only very short stun if used nearby

The Force-A-Nature:
- two quick scattershots with a very slow reload
- can help you, but can also severely disadvantage you when firing in the air (use with care)

The energy drink:
- Comes instead of the pistol, which means it removes ALL long range capability of the scout (for busting TPs & turrets at long range, or harrassing snipers,...)

rcorporon said:
How does one find these "achievement servers?"
if you really want to cheat the achievements (which takes away some fun imo) or if you're really stuck:

host your own server, type sv_cheats 1, load a few bots (google it how to create them & assign teams etc), set sv_cheats 0, retry (reconnects & registers the server as non-cheating)
and do whatever you want...

now, complex achievements aren't going to work without very advanced use of bot features (which is hard & time consuming). but most achievements involved can be gotten simply by loading arena maps and wiping the competition in one way or another.


but i must say: in my eyes the medic achievements were the hardest (or most time consuming), but i also had most fun getting them... so i'd suggest not to cheat unless you're really stuck & can't have anyone help you with them (like the scout getting the heavy sandvish thing, that's just fucking hard to get unless you play a lot or get pretty damn lucky).
 
SuAside said:
if you really want to cheat the achievements (which takes away some fun imo) or if you're really stuck:

host your own server, type sv_cheats 1, load a few bots (google it how to create them & assign teams etc), set sv_cheats 0, retry (reconnects & registers the server as non-cheating)
and do whatever you want...

now, complex achievements aren't going to work without very advanced use of bot features (which is hard & time consuming). but most achievements involved can be gotten simply by loading arena maps and wiping the competition in one way or another.


but i must say: in my eyes the medic achievements were the hardest (or most time consuming), but i also had most fun getting them... so i'd suggest not to cheat unless you're really stuck & can't have anyone help you with them (like the scout getting the heavy sandvish thing, that's just fucking hard to get unless you play a lot or get pretty damn lucky).

I used one of these servers last night to snag a few of the more challenging heavy ones. I just wanted 10 achievements so I could have my sandvitch.

It wasn't that much fun though, and I probably won't do it again (except to unlock the medic maybe, as I don't like playing it normally).
 
rcorporon said:
How does one find these "achievement servers?"
Sort maps by name, find an achievement_scout map of some sort and join. It works best when people are cooperating (which sometimes happens and sometimes not, there are a lot of griefers who join those servers) so if you want to really go through them quickly I could help you out.

SuAside said:
euhm, the Scout is fine. sure, it's too popular now, but that'll die down...
especially since everything that was added has great negative sides. hell, other classes had far less downsides to their upgrades!

The Sandman:
- no double jumping at all
- long cooldown if you loose your ball
- only very short stun if used nearby
The biggest problem with the Sandman is the effect on the Medic and Heavy. The projectile is fast enough that it's fairly easy to hit enemies with at short to mid range so an alert scout can stun an uber Medic pretty easily, thus giving their team the opportunity to kill whoever was being ubered or, at the very least, slowing the rush down enough to allow people to escape or get in position to further disrupt the uber. It's really a question of whether or not ubers were a problem and needed a nerf (and how much of a nerf).

Heavies are too slow to avoid the ball at any range while spun up or shooting and can be killed before they can even start shooting again, especially if the scout isn't alone. The effect on the Heavy's power is even greater than on the Medic as it's a weapon which there is no defense or avoidance for if one is a Heavy, as it's a third hard counter and the hardest counter to Heavy. It also brings up the question of the usefulness of the Natascha (which was bugged further in the last update that supposedly fixed it's damage from 66% to the correct 75%), a weapon intended to make the Heavy better against Scouts, as it can no longer achieve it's goal due to the sandman. Thus, if this was an intentional hard counter to the Heavy then it makes a past update a significant failure with a fairly impossible goal. If it was intended, as the developers suggest, to make the Scout more viable on Goldrush and Dustbowl then I'd say it was wrong approach. They probably should have changed the maps (by adding in a couple more paths to spread out the chokepoints more) instead of changing the Scout.
 
i disagree... and this comes from a Medic...

Medic + Heavy uber combo was just too overpowered... you have a stalemate? fine, just carefully heal til your uber is ready, then storm with a Heavy (or alternatively a Demoman or Soldier). boom, all fucking turrets and buildings are gone (if the player has half a clue).

this new update gave something scouts needed:
- survivability against heavies
- gave the team a way to stop uber rushes (other than being lucky enough for rocket turrets to bump either the medic or the heavy out of healing range)
- gave the scout a way to get past reinforcements (upgraded turrets in close quarters is insta-death to a scout)

it's unfortunate that the heavy is bugged atm and that the second medi-gun of the medic is now a useless piece of shit (unless your team has a clue, which doesn't happen a lot on a pub).

but these supposed upgrades have great disadvantages for the scout as well. i think you're underestimating those.

that's probably because currently the servers are being spammed with people trying to get there achievements, but this will die down.
 
SuAside said:
Medic + Heavy uber combo was just too overpowered... you have a stalemate? fine, just carefully heal til your uber is ready, then storm with a Heavy (or alternatively a Demoman or Soldier). boom, all fucking turrets and buildings are gone (if the player has half a clue).
I prefer ubering Pyros and Demomen myself, Heavies are useful to uber on some maps (kart is the only type I can think of as almost always the best choice) and as a last second save on CP maps but otherwise I find that Demomen and Pyros do a better job at killing people and destroying buildings due to their speed.

SuAside said:
- survivability against heavies
Bonk! does this and the Sandman allows Scouts to easily kill Heavies where as they were pretty close before, assuming the Scout didn't run at the Heavy head on of course.

SuAside said:
- gave the team a way to stop uber rushes (other than being lucky enough for rocket turrets to bump either the medic or the heavy out of healing range)
Demomen, Pyros, counter ubers (blocking), and the rare well shot rocket from a Soldier did this, though only the first three are really reliable counters, ubers being most useful at chokepoints. The Sandman stops and destroys ubers with minimal skill (ball isn't very hard to aim or hit with compared with juggling with Demo, Pyro, or Soldier) or involvement (one hit does it as opposed to the multiple required with other classes). The ubers stated purpose is to minimize and end stalemates, particularly in choke points.

SuAside said:
- gave the scout a way to get past reinforcements (upgraded turrets in close quarters is insta-death to a scout)
Yep, I like the idea of the Bonk!, though there are people who are complaining that it allows Scouts to butcher turrets (run up to a level 3 and it'll destroy itself when it shoots the Scout). The problem with that is that it allows Scouts to counter turrets which are intended to be a hard counter to Scouts.

Their real problem with Scouts was their viability on Goldrush and Dustbowl, supposedly because of the choke points. I'm dubious that they managed to make them more viable there as I haven't seen it yet, but I haven't seen great Scout players on those maps since the update either so it's very possible they achieved it.

SuAside said:
but these supposed upgrades have great disadvantages for the scout as well. i think you're underestimating those. that's probably because currently the servers are being spammed with people trying to get there achievements, but this will die down.
The main server I play on never gets more than four Scouts while I'm on, and even that is a rare high. I really haven't seen the lack of doublejump on the Scout do much, though I can think of a couple maps where it could matter. I'd say that the Sandman is pretty clearly overpowered as it is, just how overpowered it is we can't really be sure until people have mastered the ins and outs of it (a month or two).
 
yes, ubering Pyros is often most useful for rampage killing, but heavies & demomen are generally more useful for tackling turrets. (pyros require close range, making being bounced off by rockets more likely)

yes, the dodge potion can be abused against turrets, and that should be nerfed. making them take 1/3rd damage from explosives instead of invulnerability should be considered imo, while keeping invulnerability vs bullets should remain. perhaps the increased damage from explosives can be offset by more speed (easier to dodge projectiles).
 
UncannyGarlic said:
Once they allow for random damage to be turned off like crits and make the alternate weapons/items available to all players from the get go instead of this unlocking shit.
Are you thinking of tf_damage_disablespread? That's been there for some time now.

UncannyGarlic said:
(for what it matters, it still needs to be buffed up to the 25% reduction instead of the 33% it's at)
They fixed that, too. Not sure if they broke it again since then, though. Natascha was pretty awesome during that time it was working properly, anyway. Scouts/pyros/medics were pretty much boned, and with a bit of support, you had fairly good odds against the heavier classes as well.

As for the Sandman, I don't think it's that horrible, not at this point anyway. It's annoying, but less annoying than a headshot/backstab. Question is, whether the scout should have such a debilitating weapon at his disposal. Maybe if it were given a long-ish start-up time, it'd be better, taking the decrease in mobility that's the drawback of the weapon a step further. Then again, that might still not make it less overpowered against HWGuys.
 
lol'ed. very nice.

haven't played in a while due to being fucking busy at work etc lately, but will surely pick up again during the holidays.
 
rcorporon said:
Cool... the soldier is in desperate need of an update.
I think they're both fine the way they are.
I'm looking forward to the update, but if the new weapons are of the more boring variety, like FaN and Natascha, I don't know how much use they'll get.

Also, http://tf2.com/post.php?id=3225
Where the War update differs from other class updates is that we've decided to mix things up a little with, as the Administrator would say, "a healthy competition." A secret, exclusive seventh weapon has also been developed by the TF2 team. In other words, either the Soldier or the Demo (but NOT both) is walking out of this update with one more weapon than the other. If you want your class to have it, you're going to have to fight for it. The more Demomen you kill as the Soldier class will help ensure the Soldier gets the weapon at the end of the week. The more Soldiers you kill as the Demo will help the Demo class get the exclusive seventh weapon.
I hope that's just a "timed" exclusive thing, so we'll still get the other one...
 
Oh man, with all those demomen and soldiers running around focusing on killing each other it's spy heavan.

And scout hell.
 
Nah, it's just hell.

About 80% of every team now is either Demos or Soldiers, with every single Medic on the team being praised like a god. You're lucky if you can find an Engineer.

And these two classes are the last classes in TF2 that need an update, and they certainly don't need an "extra weapon". Give that to the Heavy, he's the gimp in TF2 now.
 
The Soldier is probably gonna win.

More health, more range, critical splash damage that can kill a full health Sniper, better variety, explosives and bullets compared to the Demos bouncy explosives and charge launch explosives.

Plus one other worrying thing, it's just gonna be which side can boost harder likely, I went into a regular server today, a guy got his second kill, and it said he had contributed 800-some kills towards his side, in the first day. :/
 
i'd prefer the soldier to win, but i expect the demo to rake up more kills.

a sticky ambush followed up with some grenades can totally wipe half a team in one go... while demomen are more 'situational' as it were, they also have much higher burst damage.

however, for a highly skilled player (which i am not), there is no class more effective than a soldier.
 
I recently acquired the copy to my later as it turned out regret. I find it extremely random and impossible to master. I played it for sometime and found myself once having a score of 30 and later 1 both in 2 hours. The gameplay is getting boring really quickly (and thats for someone who has been playing one map in CSS for the last 4 years). Also, there's a great bunch of wallhackers on every server as it takes one minute to find one and install. However, I do like the cartoony graphics and a funny touch to the game.
 
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