Official Team Fortress 2 April Update Thread

You know what, I think hes right. Yes the defending team will have to place some sentries places, etc, but the sole objective of the attacking team is to all be in one place. The defenders will be fireing rockets and stickies into a croud of people, getting random kills with no skill.... and i also see absolutely no purpose for the Spy as a defence... or Scout...

The scout will probably increase the speed of the bomb, so you can get a scout to the front lines quicker than anyone else. And a spy could be used to make sure they don't have chance to pop an uber.

From the GameVideos video I posted above as well, that map looks like it has lots of areas to sneak up around the bomb or cut it off, things like that. So you'll have to make sure you're covering all areas. Rather than just standing in one spot waiting to die.
 
As for TF2 being a fun game which wasnt made for fun and not for leagues and competitions.... YEAH! Whatever >.>


You realise what youre saying right? I mean most of the worlds population would probably laugh at you for suggesting that any computer games be played competitively.


What about Football? lol I mean who the hell can take Football seriously? Bunch of overpayed noobs kicking a ball around?!




At the end of the day, any game/passtime/hobby can be competitive if theres enough people willing to play it and wanting to be the best. Clearly theres plenty of TF2 players that do this already. Just because you play it for fun doesnt mean you should assume others do the same!

I lost count of how many times your contradict yourself in that last post....?

I never said nobody plays TF2 competitvly, I mearly said that it wasnt designed with competitve play as its main objective. There are multiple uses for everything you know. Valve created TF2 to be balanced, fun, and for the masses. They arent going to disrupt the whole thing just to keep one small niche of players happy...

The biggest thing being critical hits, that people moan about so much.

Oh the crit hits argument, how I love it so much! EVERYONE who moans about crits on servers does so having just been killed by one, and then 2 seconds later will be typing 'haha owned noob" as they crit rocket 3 people! You have the exact same probability of being killed by a crit as you do by killing somone with them. I really struggle to see what the problem is? People will be moaning the other team have guns soon...
 
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You know what, I think hes right. Yes the defending team will have to place some sentries places, etc, but the sole objective of the attacking team is to all be in one place. The defenders will be fireing rockets and stickies into a croud of people, getting random kills with no skill.... and i also see absolutely no purpose for the Spy as a defence... or Scout...



Yes, the defenders... all 6 of them ( on a 24 player server )


CP maps = 12v12 all in one concentrated area.

CTF maps = 6 attack v 6 defence and then another 6v6 at the other end of the map. Of course theres some fighting in the middle too so youve got people spread all over the map.

As for Scout or Spy for defence.... theyre not defensive classes... Maybe that should give you a hint? But even though theyre not defensive classes, a scout or good spy can still be a great addition to a layered defence. They can soften up the groups of people coming in etc and hopefully forcing them to use their uber before getting near the flag room. This is the same thing they do on CP maps when defending like on Dustbowl.
 
I lost count of how many times your contradict yourself in that last post....?

I never said nobody plays TF2 competitvly, I mearly said that it wasnt designed with competitve play as its main objective. There are multiple uses for everything you know. Valve created TF2 to be balanced, fun, and for the masses. They arent going to disrupt the whole thing just to keep one small niche of players happy...


Would you care to highlight where Ive contradicted myself?

Who says it was designed for fun? They dont need to disrupt anything for competitive play. Theyve already added tournament mode for servers and the ability to remove crits, what more evidence do you want that they want the game to work competitively too? Why does it have to be one or the other?
 
Yes, the defenders... all 6 of them ( on a 24 player server )


CP maps = 12v12 all in one concentrated area.

CTF maps = 6 attack v 6 defence and then another 6v6 at the other end of the map. Of course theres some fighting in the middle too so youve got people spread all over the map.

As for Scout or Spy for defence.... theyre not defensive classes... Maybe that should give you a hint? But even though theyre not defensive classes, a scout or good spy can still be a great addition to a layered defence. They can soften up the groups of people coming in etc and hopefully forcing them to use their uber before getting near the flag room. This is the same thing they do on CP maps when defending like on Dustbowl.

My Point -------------------> .



























You ---------------------> *

Im not talking CTF or CP maps, im talking payload or escort or whatever they are called. And attacking as in Blu team, and Defence as in Red team.

If you are on blue, on Goldrush, and your NOT stuck firmly to the side of the bomb cart, then youd best be doing something importnt like destroying sentires, or your just a waste. On CTF or CP maps there are multiple points of interest for each section. with Goldrush, its all focused upon the one thing, the cart.. The point that was trying to be made was that there will be just a massive croud of people, into which the defenders (red) will just launch explosives.

And if i was on a 24 player server with only 6 people on the defending team, id be worried
 
I really struggle to see what the problem is?

It's not really I problem - I do enjoy playing on servers without crits though.

TF2 is actually an excellent competitive game and requires more teamwork than anything i've played since RTCW. Crits simply detract from this.
 
It's not really I problem - I do enjoy playing on servers without crits though.

TF2 is actually an excellent competitive game and requires more teamwork than anything i've played since RTCW. Crits simply detract from this.

Crits make me grin, both killing with and dying from... And its a very very rare thing for a game to make me grin these days... they are afterall meant to be fun, not a job.
 
Ah the lovely soldier rocket crit. Pyros critting are also a joy to behold. Then there is the scouts scatter gun at point blank critting as well. I love this game!
 
Nah nothing beats a pyro dropping into 4-5 people and critting them all dead. I've only done it afew times but nothing quite makes me smile like the pyro does. The overhead taunt with the flamethrower is suitable for everything :D.
 
Crits make me grin, both killing with and dying from... And its a very very rare thing for a game to make me grin these days... they are afterall meant to be fun, not a job.

I can't deny i've grinned like a loon after rocket critting a bunch of people into gibs, but what I really love is the teamplay element in TF2. One medic, 2 class limit, no crits 6 vs 6 is where it's at :)
 
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Im wondering they intend to tweak the melee weapons any. That bloody bonesaw seems to have a range of about 10 feet, lost count of how many times ive been nowhere near the guy but still managed to get hit. The fireaxe is just begging for an option to lob it into the back of an enemy, then pick it up again by running over the enemy, be kinda like the backstab but with a bigger weapon. :D
 
Im wondering they intend to tweak the melee weapons any. That bloody bonesaw seems to have a range of about 10 feet, lost count of how many times ive been nowhere near the guy but still managed to get hit. The fireaxe is just begging for an option to lob it into the back of an enemy, then pick it up again by running over the enemy, be kinda like the backstab but with a bigger weapon. :D

They cant mess with the mele weapons to much, after all they are all designed around the same concept of hit someone, do damage. And things like the engis wrench simply cannot change as it would affect everything else he does... almost. I fear the unlockables for many meles will be just new skins.
 
They cant mess with the mele weapons to much, after all they are all designed around the same concept of hit someone, do damage. And things like the engis wrench simply cannot change as it would affect everything else he does... almost. I fear the unlockables for many meles will be just new skins.

One thing they do for Engies, is allow for building speeds to be reduced, but you don't repair them as much when you hit them. Maybe something along those lines.

Really like the idea of a fire axe as well. :D
 
Nah nothing beats a pyro dropping into 4-5 people and critting them all dead. I've only done it afew times but nothing quite makes me smile like the pyro does. The overhead taunt with the flamethrower is suitable for everything :D.

That taunt reminds me of the Tusken raiders from Star Wars :D
 
And as for mele's, well. Am i right in thinking that all the mele weapons currently do the same damage at the same fire rate accross the board?

No way. Scout's melee is weaker than the others but he swings it faster (like twice per second) whereas Pyro's axe does more damage but swings slower (just over once per second).

Trade-offs are a fundamental part of TF2, like people with these unlockables will not have an instant advantage over people on vanilla weapons in any circumstance - e.g. while guaranteed crits can do more damage than a normal Uber, you can still be killed.
 
No way. Scout's melee is weaker than the others but he swings it faster (like twice per second) whereas Pyro's axe does more damage but swings slower (just over once per second).

Trade-offs are a fundamental part of TF2, like people with these unlockables will not have an instant advantage over people on vanilla weapons in any circumstance - e.g. while guaranteed crits can do more damage than a normal Uber, you can still be killed.

Exactly, any new weapon is just an alternative, not an improvement.

Yeah, thinking about it the mele weapons are different, jut on a scale i.e. more speed, less damage, and vice versa. So we may just see different versions of this, like the pyro getting a small mele that attacks quicker, and the scout gets a bigger one that attacks slower... which would seem kinda pointless. As ive said before, i think the Medic was modded up first as he has the most unique weapons, its going to be a real struggle for valve to change the rest without breaking them
 
Rezident what clan are you in ?

I recognize your name.

I really feel these unlockable will ruin the game. It has such balance at the moment, especially not releasing them all at once will mess with the balance I just know it.

Ah well, as long as my beloved Soldier stays strong :)

They 10S Crit spree is sooo overpowered.... I can take a team easily with that. And yes I know I can die, but so rarely do and with auto crits 10s is ridiculous.
 
Rezident what clan are you in ?

I recognize your name.

I really feel these unlockable will ruin the game. It has such balance at the moment, especially not releasing them all at once will mess with the balance I just know it.

Ah well, as long as my beloved Soldier stays strong :)

They 10S Crit spree is sooo overpowered.... I can take a team easily with that. And yes I know I can die, but so rarely do and with auto crits 10s is ridiculous.

I agree, i have concerns too...

imagin the soldier gets an 8 round mini rocket launcher in his updates, mixed with an ubercrit thats a whole team and all sentries gone, in 10 seconds....

I have much confidence in Valves ability to make games... I just realy realy hope they dont drop the ball on this one...

Is anyone keeping a clean TF2 as it is now so we can have a TF2 Classic should it all go belly up? lol
 
I'm not so sure, the soldier is just as likely to be killed by the sentry even with the medic and everyones going to be gunning for that medic and soldier whilst the crit uber is up. I would be more worried about Heavies who can take afew seconds worth of being riddled with holes.

An engineer hiding behind the sentry is probably going to be able to tank the damage even with it critting, if not I would imagine valve giving engineers the opportunity to repair their buildings quicker for some sort of trade off.
 
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