Originally posted by: Dumac
What bout cha boy Team Fortress?
Originally posted by: TecHNooB
Originally posted by: Dumac
What bout cha boy Team Fortress?
I rather play CSSI'll give it a shot tho. My bro is hooked on that game.
Originally posted by: KeithTalent
Originally posted by: TecHNooB
Originally posted by: Dumac
What bout cha boy Team Fortress?
I rather play CSSI'll give it a shot tho. My bro is hooked on that game.
You should join us on Saturday: http://forums.anandtech.com/me...=2178221&enterthread=y
KT
Originally posted by: Miklebud
Originally posted by: KeithTalent
Originally posted by: TecHNooB
Originally posted by: Dumac
What bout cha boy Team Fortress?
I rather play CSSI'll give it a shot tho. My bro is hooked on that game.
You should join us on Saturday: http://forums.anandtech.com/me...=2178221&enterthread=y
KT
I'll be there! :Q
Originally posted by: Maleficus
The ubercharge is absolutely stupid, instead of implementing a retarded mechanic like invincibility (why is the medic also invul?), all you have to do is PUT GRENADES BACK IN THE FREAKING GAME, and engineers will go back to being useful but not uber (since for whatever reason rockets don't do crap for damage, to anything...) Also why do the medics have such insane melee damage? better yet why does ANYONE except the spy have such insane melee damage? why can't i attack while in cloak (the attack should cancel the cloak) but instead i have to sit there, manually uncloak and wait like 3 seconds to attack while everyone casually turns around and pumps 13,000 rounds into my face.
Why do medics have a mechanic to heal based on damage they deal? why do medics get to heal people at range, through walls, at a rate that can easily nullify any damage being done by a single person?
The entire setup is just broken, no not 'different' and requiring a change of strategy or a new and fresh perspective, broken.
Originally posted by: Maleficus
TF2... so broken, so stupid.
What idiot puts invulnerability in as a gameplay mechanic in a FPS? much less one you can use so many freaking times.
sorry, i won't threadjack, that game just pisses me off.
Originally posted by: KeithTalent
Originally posted by: Maleficus
The ubercharge is absolutely stupid, instead of implementing a retarded mechanic like invincibility (why is the medic also invul?), all you have to do is PUT GRENADES BACK IN THE FREAKING GAME, and engineers will go back to being useful but not uber (since for whatever reason rockets don't do crap for damage, to anything...) Also why do the medics have such insane melee damage? better yet why does ANYONE except the spy have such insane melee damage? why can't i attack while in cloak (the attack should cancel the cloak) but instead i have to sit there, manually uncloak and wait like 3 seconds to attack while everyone casually turns around and pumps 13,000 rounds into my face.
Why do medics have a mechanic to heal based on damage they deal? why do medics get to heal people at range, through walls, at a rate that can easily nullify any damage being done by a single person?
The entire setup is just broken, no not 'different' and requiring a change of strategy or a new and fresh perspective, broken.
I'm sorry you dislike the game, but really it works quite well once you have been playing for a little bit and get a feel for what you can and cannot get away with.
Medics cannot heal through walls and most of the time boxes, pillars, etc. break the heal stream. The mechanic of healing based on how much damage you do is only when you have a specific weapon equipped and that weapon does not have any criticals associated, so it's a trade-off. There are some server that give a bonus to health based on how much damage you are dealing, but they are rare from what I've seen.
Being able to backstab (or attack at all) while cloaked is just a terrible idea. Spies are very powerful if you know how to use them. The whole point of the cloak is so you can infiltrate the enemy, then become one of them before making your move. Giving them the ability to attack while cloaked would make them damn near invincible.
You are one of maybe 3 people I've seen that actually want grenades back in the game. I do not think they would be a valuable addition (re-addition, whatever) to the game.
I agree the Medic melee damage is quite insane and the reach can be quite incredible for whatever reason. Still, I rarely get killed by a Medic's bonesaw as they are very vulnerable when running around with their bonesaw out.
I really do not find that the ubercharge caues an unbalance in the game. It can if there are a large number of Medics on the team, ubering all of the attack classes over and over, but in general it seems to work out ok.
Anyway, those are just my thoughts on what you mentioned.
Cheers,
KT
Originally posted by: videogames101
Originally posted by: Maleficus
TF2... so broken, so stupid.
What idiot puts invulnerability in as a gameplay mechanic in a FPS? much less one you can use so many freaking times.
sorry, i won't threadjack, that game just pisses me off.
someone bad at TF2? lol,
actually, the invul adds perfect balance to the game and adds a deadlock breaking ability most other mp FPSs lack. face it, TF2 is perfectly balanced, not a class out of place.
Originally posted by: skace
I think invulnerability was a poor replacement for grenades. But I don't let it affect the fun I have in TF2. The game just has a real nice presentation about it that makes it enjoyable to play. The key thing a lot of players have yet to figure out is that you don't need to attack people with invulnerability, you also don't need to kill them. You have several choices, you can retreat, you can attempt to bounce them out of play, you can run past and kill their teammates which are most likely not prepared for someone getting past the moving wall, you can also just leave stickies behind an invuln and the rest of the team will be trapped by the stickies. And here is the big point a lot of people really fail to grasp, an invulnerable bunch of players cannot cap a point. That means if someone is invulnerable in some sort of attempt to push a point, all you have to do is wait for their invuln to wear off and bombard that point, sending them back home, also, counter acting with your own invuln on a point makes it basically uncappable.
Originally posted by: Maleficus
Originally posted by: skace
I think invulnerability was a poor replacement for grenades. But I don't let it affect the fun I have in TF2. The game just has a real nice presentation about it that makes it enjoyable to play. The key thing a lot of players have yet to figure out is that you don't need to attack people with invulnerability, you also don't need to kill them. You have several choices, you can retreat, you can attempt to bounce them out of play, you can run past and kill their teammates which are most likely not prepared for someone getting past the moving wall, you can also just leave stickies behind an invuln and the rest of the team will be trapped by the stickies. And here is the big point a lot of people really fail to grasp, an invulnerable bunch of players cannot cap a point. That means if someone is invulnerable in some sort of attempt to push a point, all you have to do is wait for their invuln to wear off and bombard that point, sending them back home, also, counter acting with your own invuln on a point makes it basically uncappable.
the ability to capture a point is meaningless, they can still fire and cannot be damaged. Engineers become entirely pointless since you can just run in there and eliminate all defenses, especially those that are immobile. 95% of the game is capturing points, that's pretty easy to do when your defense is going to be centered in one spot and the offense can mount an invulnerable attack force...
Originally posted by: Maleficus
KT as for your points: I'll have to take your word for it that medics can't heal through walls since I don't own the game, only played the free weekend. I may be getting amnestic in my old age but i seem to clearly remember medics healing people around corners and the like.
critical hits on the weapons were a silly mechanic as it is, since they are random and not skill based. this makes the 'trade-off' silly as you critical at random intervals which may or may not help you, but you will ALWAYS receive the benefit of the healing from a hit with the weapon, no brainer.
The spy's cloak is very limited, it's short in duration and slow to recharge, there is no reason he shouldn't be able to uncloak via an attack, it's a single instance which makes him instantly vulnerable. His disguise is, and always has been, a fairly idiotic mechanic since it is entirely unbelievable, espeically since they removed feign death. You can't heal so pretending to be a medic is stupid, especially when medics ALWAYS healing to get their stupid invul counter up, you can't be a HW because you move too fast and will never fire at enemies, plus it doesn't make sense for you to be retreating, ever. can't be a scout can't be anything except a sniper or an engineer really, and snipers are few and far between. The cloak was a great idea but poorly implemented, same with the disguise.
There is no reason to remove grenades, you didn't seem to give one either, just that people liked the fact that they aren't in it. Of course people like it, gamers of today suck and like to have things be really easy, without having to worry about something actually being able to get an attack around a corner, things go a lot better for them... (yes I know the demo man can attack around the corner, one class, whoopee!)
ubercharge > defense.
Also all these points are to be taken with the assumption that you are playing with/against someone who has a modicum of skill, therefore eliminating the retarded monkeys you may want to use for retorts.
TFC didn't have a firing spread (unless you count the pellets of the shotguns). TF2 has a significant firing spread with such weapons as the grenade launcher.Originally posted by: PhatoseAlpha
[...]Arguing about crits being random making them unreasonable is patently ridiculous in any game which randomness plays any role. Which, thanks to firing spreads at the very least, is all of them.