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[Team Fortress 2] Update thread!

  1. #401
    Member Busby's Avatar
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    The Equalizer is still useful if you don't have a team mate nearby to whip. Roaming sollys will still use it, and I suspect most pockets will too. The whip is useful, but it is dependent on being near a team mate who will let you whip him ever 2-3 seconds to keep the buff going.

    original invisi-watch [cloak & dagger superceedes it most of the time]
    Errr. No. The Camp n' Don't-do-anything-useful is shite. It slows the Spy down so much I would rather lose my revolver. Its the other way around most of the time; the CnD is only useful if you need to stay in one area for a long time otherwise the IW is superior.
    Last edited by Busby; 25th Jun 11 at 10:18 AM.

  2. #402
    Nuffle's Bitch Integrity's Avatar
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    LET'S PLAY BALANCE ARGUING WITH AMMON WHO IS RATHER MORE KNOWLEDGED THAN I!

    Steak: Sure, the thing's always sucked pretty hard. You can add the chocolate bar to that.
    Beast: Yep.
    Original melees: I use the Pan for Soldiers and Demos so, essentially, I'm using the Shovel/Bottle. I also used the bat almost exclusively before the Atomizer (preferred the sound to the fish). Most, sure, but not all.
    Invisi-watch: I'm sorta on the fence about that one. I think it still has its uses but it could probably stand for a bit of a buff. Or maybe make the CnD take longer to decloak or osmethne.
    SMG: Not qualified to comment; I always HATED the SMG, even when it was the only option.
    Razorback: meh.
    Pan: I like the Pan being a carbon copy of the Shovel/Bottle because then it changes nothing other than the sound (SPANG) and I don't have a chance to dislike it.
    Zaitochi: Is fine, really. You have a decent window to swap out of it once you swap to it (about the same about of time it takes to be ready to attack). You can always book it back to the spawn if you don't get a kill ...:P
    Train: Variable uselessness is a consequence of the type of weapon. Anything that affects capping/flags/carts is going to be worthless in some modes. I think it's fine.
    Equilizer: Haven't seen any big use of the whip, can't comment.
    Concheror: I tried it once and then crafted it away and got the Geisha Boy out of it, so I think it was really good.
    SR: Useful in theory, but compared to the regular old Launcher ....yeah.
    Natascha: Such a very, very touchy subject.

    Me, I want to see the Force-a-Nature and Sandman's glory days return!
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  3. #403
    I am a sun God Ammon Ra's Avatar
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    Concheror: I tried it once and then crafted it away and got the Geisha Boy out of it, so I think it was really good.
    Win.

    CnD watch has its drawbacks, but havn't seen a normal invisi-watch spy since the spy-sniper update. about half of spies are dead ringers, the other half i can only assume are CnD as i frequently encounter them hiding in corners. If there's a good supply of ammo & weapons on the map then yes, invisiwatch has its benefits.

    I totally agree with natasha. getting slowed down at all ranges equally(?!?) was bothersome on the recieving end, true, but that was the entire point of it. you did much lower damage but pinned the enemy requiring another person to help you kill them, AKA: teamwork, even spontaneous teamwork. the current version is just a liability really as you do less damage and cannot pin people down for long. linking the slowdown effect to damage dealt sounds fine in theory, but the highest damage comes from crits which usually kill the target at close/med range anyway, making the slowdown effect rather questionable.

    speaking of fan, i barely see it used anymore and its knockback effect is as useful as natasha's slowdown effect.
    *mildly disgusted with negative price discrimination*

  4. #404
    To be frank if its no stock items there no point, all this crap they add really breaks the game. Most people fail to notice this due to the randomness of pubs, but in any organized 6 vs6 or 9 vs 9match all the new additions to the game are insanely inbalanced and horridly break most every maps flow as well and brutally break class balance.

  5. #405
    Nuffle's Bitch Integrity's Avatar
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    It's a good thing you have stock weapons options for your vaunted organized games, isn't it?

    I'll keep my flavour of the month imbalances for the delicious variety they put into my pub games.

  6. #406
    Well as a competitive player I want an even playing field. New items are not bad, but as with anything if its not properly balanced it ruins the experience for everyone. It becomes less about being a better player and more about abusing a broken imbalance game mechanic, there no elitism about it, its poor dev control that allows imbalanced weapons into the game.

  7. #407
    SMG is awesome with Jarate or Buff Banner, on top of it it can easily destroy scouts and spies, not to mention is a great tool for kill stealing from every other class. You can make people cry with Sydney Sleeper + SMG combo...
    Imagine you noticed some termites over at your neighbors house, and instead of warning him about it, you just burn down his house because of the slight possibility that those termites might someday move over to your home. That's the Eldar for you. -Aquila
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  8. #408
    Nuffle's Bitch Integrity's Avatar
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    Well as a competitive player I want an even playing field. New items are not bad, but as with anything if its not properly balanced it ruins the experience for everyone. It becomes less about being a better player and more about abusing a broken imbalance game mechanic, there no elitism about it, its poor dev control that allows imbalanced weapons into the game.
    So every game ever has poor dev control? Oh, my bad, except Starcraft. I always forget that that game has always been perfectly balanced since forever, sorry.

    I want an even playing field too, but I - unlike you, evidently - am willing to sacrifice some balance for variety. Believe it or not, not everybody who pubs is a jackass who only abuses the most recent flavour of the month.

    EDIT: Hell, let's compound this further. You're also implying that vanilla TF2 is balanced particularly well?
    Last edited by Integrity; 26th Jun 11 at 3:03 PM.

  9. #409
    Depends how you play, as with any mutli class game. 9 vs 9 highlander, which is popular you have 1 player playing 1 class. so all 9 are used, thats quite fun. In 6 vs 6 you can have 2 soliders 2 scouts, 1 medic, 1 heavy, 1 engi, 1 pyro, and 1 sniper. When teams first started playing North AMerica, you saw a stale set up of 2 soldiers, 2 scouts a medic and a demo. But when teams from a around the world played each other you had the induction of man strategies that used every class, yes even the ultmate pub friend class the spy. SO you argue there no variety, I see loads of variety, no match is the same. Just because we dont use the new stuff does not mean there is no variety. Vannila play has its problems with some classes not being as useful, but unlike starcraft your balance for TF is not done with the best of the best in mind its done with casual players in mind. When you get moderatly good at tf2 the balance issues are blaring, with vanilla play you isolate your self from the heavy unbalanced nature of the new guns. To be most if not all the items save the medic items are heavily unbalanced. This probably holds the truest from the sniper, the demo, and solider.

  10. #410
    Forum Farseer Akranadas's Avatar
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    And Here was I, thinking that Team Fortress was about having fun.

  11. #411
    Nuffle's Bitch Integrity's Avatar
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    Unless somebody can translate that wall of text, I'm going to have to back out of this because I have NO idea what that paragraph said.

    EDIT: Okay, I think I parsed it and you're making a LOT of assumptions here mate.
    Assumption #1: I suck at TF2 and haven't noticed the balance problems. False. Amusingly, one of those balance issues is the 100% vanilla Stickybomb Launcher, but I can accept that it's only overpowered in 12v12 pub games.

    Assumption #2: I think that vanilla TF2 has no variety. False. I only stated that patched TF2 has MORE variety than vanilla, which you cannot dispute.

    Assumption #3: Are you really insinuating that Demoknights are so glaringly better than pipe/sticky/pan Demos? Honestly?

    Assumption #4 and Minor Digression #2: Highlander, by definition, has no variety (EDIT: from team to team, not from player to player /EDIT) if you use vanilla loadouts.
    Last edited by Integrity; 26th Jun 11 at 4:01 PM.

  12. #412
    I am a sun God Ammon Ra's Avatar
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    Not sure int...

    Balance is important for valve, which is where the beta comes into play, but seems like thats more of a platform to test potential new items as well.

  13. #413
    Member D-coy's Avatar
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    So after finding out the the Backburner got buffed...

    Is it totally superior to the normal flamethrower now?
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  14. #414
    Quote Originally Posted by Integrity View Post
    Unless somebody can translate that wall of text, I'm going to have to back out of this because I have NO idea what that paragraph said.

    EDIT: Okay, I think I parsed it and you're making a LOT of assumptions here mate.
    Assumption #1: I suck at TF2 and haven't noticed the balance problems. False. Amusingly, one of those balance issues is the 100% vanilla Stickybomb Launcher, but I can accept that it's only overpowered in 12v12 pub games.
    That might be the case, but have you even tried a private 6 vs 6 match?

    Assumption #2: I think that vanilla TF2 has no variety. False. I only stated that patched TF2 has MORE variety than vanilla, which you cannot dispute.
    Again if you tried playing a match that opinion would change instantly, the teamwork that occurs is far and beyond what you see ina pub. Keeping each engagement fresh and interesting.

    EDIT: Before people go thinking im some high and mighty elitist competitive player, i'm not. I love TF2 and Love new stuff being added to games, but not at the sake of game play. going F2P is probably one of the best things to happen to this game for a long time.

    Assumption #3: Are you really insinuating that Demoknights are so glaringly better than pipe/sticky/pan Demos? Honestly?
    Again I balance issues are not class specific, its a class based shooter. Therefor all balance aspects must be considered on the whole on how them impact every other class.

    Assumption #4 and Minor Digression #2: Highlander, by definition, has no variety (EDIT: from team to team, not from player to player /EDIT) if you use vanilla loadouts.
    Actually it has lots, and plays vastly different to 6 vs 6. Highlander forces teams to play classes that are not the best combat wise (Spy) and you see very unique strategies employed that use all the classes. Some people hate it, I love it. Your general utility classes, engi, sniper, pyro, spy are forced to be employed full time making teams play around classes that are not the heavy demo solider and scout.
    Assumption #5 you have never tried competitive play nor given a it a chance to even see my argument.
    Last edited by jus7addwater; 27th Jun 11 at 1:56 AM.

  15. General Discussions Senior Member The Studio Senior Member  #415
    I haz nori, u want? Nurizeko's Avatar
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    I always loved how TF2 attracted the sort of balance whinge reserved for the more grim-serious type FPS MW clones, despite TF2 clearly being a non-serious arcadey shooter.

    Not that I am defending it as it, it clearly has so much new content now that balance is a distant dream but hey, I never played it for exacting ratios and stats.


    Just that one day I would get a nice hat and a good ratio.

  16. #416
    Don't ESL/Pro/tournament players play TF2 with default weapons instead?

  17. #417
    Nuffle's Bitch Integrity's Avatar
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    1: Unless you count ~6v6 with the Dolts from this very forum, no. I don't care for low-numbers matches any more than I care for Battlefield-style 64-man ones. Having tinkered with other types, I like my 12v12 thank you very much.

    2: Considering #1, I know what teamwork is like. Isn't that funny? I still find vanilla TF2 to lack the je ne sais quoi of patched TF2.

    3: I don't even know what you're getting at, here.

    4: ...every Highlander match ever has the exact same team composition. That's all I said. Weird, huh?

    Aaaaaaand glorious #5: And I don't care to, primarily thanks to folks like you.

    @Misiok: As far as I'm aware, they do. They just also have to repeatedly assure us pubstars that our way is rather obviously inferior, as well.

  18. #418
    Member scoiatollo's Avatar
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    How about that, if you wanna be a pro play a game that's designed for competitions? Sure it's possible with TF2 to an extend but TF2 wasn't designed in that way and honestly at least since the shop was introduced you should have realised that Valve has other plans for TF2 than satisfying the "pros".

  19. #419
    I am a sun God Ammon Ra's Avatar
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    I've played on a 32-man server since tf2 was released. 3 years, over 1400 hours. The weapons are not balanced for these games but i don't care; I have fun; i enjoy it. Sure, i'd like the weapons to be more balanced for 16v16, but that won't ever happen. It is chaotic spammyness, frustrating annoying spammyness, entertaining spammyness, challenging spammyness to fight against.

    32, 24, 18, 6. Weapon balance is extreemly different for each player count: what is balanced in 24 isn't necessarily balanced for 6, and so forth. Point is, it is impossible to get a good balance as tf2 is played in so many different ways. What valve does do is get a rough balance that makes the weapons approximately balanced for both pubs and competitive players for all player counts.

    Now...Melee-only sudden death: the most fun in tf2 ever. Oh, sure it is "broken" with area healing taunts, health-giving-on-kill weapons, and targes, but i don't see it as being broken. I see it as increasing the tactical opportunities and possibilities. <3

  20. #420
    Quote Originally Posted by Integrity View Post
    1: Unless you count ~6v6 with the Dolts from this very forum, no. I don't care for low-numbers matches any more than I care for Battlefield-style 64-man ones. Having tinkered with other types, I like my 12v12 thank you very much.

    2: Considering #1, I know what teamwork is like. Isn't that funny? I still find vanilla TF2 to lack the je ne sais quoi of patched TF2.

    3: I don't even know what you're getting at, here.

    4: ...every Highlander match ever has the exact same team composition. That's all I said. Weird, huh?

    Aaaaaaand glorious #5: And I don't care to, primarily thanks to folks like you.

    @Misiok: As far as I'm aware, they do. They just also have to repeatedly assure us pubstars that our way is rather obviously inferior, as well.
    SO you perfer the pure randomness of a 32 slot server.

    #3 I was refering to the fact that you don't restrict balancing with in a class, but take it against every class in the game.

    #4 Highlnader, 9 player, every player must play 1 class, so all 9 are used. I was refering to how maps get payed out, and now they dont play the same.

    #5 Well i'm not sure what I did, is it better to compete on a fair even playing field or with tons unbalanced items that break the flow of many maps?


    Quote Originally Posted by scoiatollo View Post
    How about that, if you wanna be a pro play a game that's designed for competitions? Sure it's possible with TF2 to an extend but TF2 wasn't designed in that way and honestly at least since the shop was introduced you should have realised that Valve has other plans for TF2 than satisfying the "pros".
    When did anyone ever mention pros? Besides what game is ever designed for competition. But within EVERY PC game there are smaller communities, do they not have a right to voice their opinions?

  21. #421
    I am a sun God Ammon Ra's Avatar
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    I'm still failing to see the point(s) you're trying to make, or what your argument is.

  22. #422
    Nuffle's Bitch Integrity's Avatar
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    When did anyone ever mention pros? Besides what game is ever designed for competition. But within EVERY PC game there are smaller communities, do they not have a right to voice their opinions?
    I find it utterly raucous that you're spending so much time telling me I'm wrong and still saying this.

    I'm officially dropping the Highlander argument because you're not getting my point. The original statement was merely meant to poke fun at you, and the first statement is entirely true. Highlander always uses the exact same teams with the exact same loadouts. I never said the team always played the same, I never said the tactics were always the same. kthx.

    Also if you actually read my posts you'd know that I explicitly stated that I DON'T like servers bigger than 12v12. If you had mathsed, you'd know that this is 24 and not 32 and that there is a massive difference between these.

    And what did you do to make me dislike competitive gamers? Oh, nothing that every other one who posts on forums doesn't do: tell me how wrong I am and how superior your modes are.

    Now, #3. Let's take this all the way back to you, shall we?

    To be most if not all the items save the medic items are heavily unbalanced. This probably holds the truest from the sniper, the demo, and solider.
    End. Quote.

    You said that the Demoman items are imbalanced. This states, rather clearly (unlike most of what you've said, but I digress) that Demoknights are heavily unbalanced. This cannot simply exist in a vacuum; it must be measured against other Demomen. Notably, GL/SL/Pan - or, if you will, vanilla loadout. If Demoknights are balanced but vanilla is better in most facets, where does the fault lie? If Demoknights are overpowered and vanilla is even more overpowered, what should be looked at harder? I'll leave you on that one.

  23. Gamers Lounge Senior Member General Discussions Senior Member  #423
    Doltformer Kirjava's Avatar
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    Quibbling about balance...? In Team Fortress 2 of all games? Now I've seen it all.
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  24. Child's Play Donor  #424
    Valve + pro-gaming + balance == Counterstrike:Source

    TF2 is FPS with a lot of laughs and humour....
    The Dark one has Arrived.

  25. #425
    Nuffle's Bitch Integrity's Avatar
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    Did you just say that CS:S is balanced, Dax?


  26. #426
    Member scoiatollo's Avatar
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    More than TF2 will ever be

    Also I like that new spin you gave Axel, I think I'll call him Jadzia from now on^^

  27. #427
    I only mentioned I prefer the balance of vanilla, but even in vanilla you use new items, the biggest would be most of the medic items are used, of course the games not perfectly balanced if it was no league would impose limits on the amount of a single class that could be used. But where would the fun be if 2 teams just used nothing but demo men, it would be like 90 percent of the game disappeared.

  28. #428
    Member Pocktio's Avatar
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    I see no AWP-gayness in TF2.

    I still see Integrtiy and Scoi lezzing out. So it's still pretty gay.
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  29. #429
    Member scoiatollo's Avatar
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    Hey stop talking like that about my dear Veronica!

    As for AWP gayness in TF2 I rember many occasions when a weapon was so ridiculously overpowered that most players switched to the class. Also I like the AWP just because probably can't hit an open barn door without zooming doesn't mean that it's overpowered:P

  30. Child's Play Donor  #430
    They have a fixed dot in their screen, and just use a zoom+shoot script (and this is the only real balance issue I have with CS:S).
    At least they fixed that with the TF2 sniper requiring a charge up time.

  31. #431
    I am a sun God Ammon Ra's Avatar
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    which is why tf2's sniper weapons are more balanced than css' sniping ones.

    personally i wish valve would rock the coutner-strike community a bit with big updates, like damage falloff and scoped weapon damage having to charge up, but you can/can't imagine the shitstorm that would cause. CHANGE?!?! in CS: source? HERESY.

    while we're at it, valve should replace de_dust1/2 with something else. I can't wait for the rage. :3

  32. #432
    Nuffle's Bitch Integrity's Avatar
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    Hey, hey, I like de_dust2. dust can go away and die though.

  33. #433
    Member D-coy's Avatar
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    1.6 > Source, lol.

  34. #434
    Forum Farseer Akranadas's Avatar
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    I like Natasha; it's underrated but damn, its still a good gun

  35. General Discussions Senior Member The Studio Senior Member  #435
    I haz nori, u want? Nurizeko's Avatar
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    Quote Originally Posted by Ammon Ra View Post
    which is why tf2's sniper weapons are more balanced than css' sniping ones.

    personally i wish valve would rock the coutner-strike community a bit with big updates, like damage falloff and scoped weapon damage having to charge up, but you can/can't imagine the shitstorm that would cause. CHANGE?!?! in CS: source? HERESY.

    while we're at it, valve should replace de_dust1/2 with something else. I can't wait for the rage. :3
    You wish that but you know it wouldn't happen because CS:S and the people it attracts are as different type of gamers to you and I as the warp denizens are to the poor hapless victims of the Imperium.

    Nah seriously though, TF2 and CS:S are two different animals. One thrives on chaos and constant flux and change and a less serious strict understanding of the mechanics, and the other is a rigid unchanging bastion of eternal game rules in which people can understand them to boredom without any random crits or other little quirks that stir the pot a bit and make people have to play a bit more intelligently than knowing all the wep stats and map layouts.

    Edit: And yes I play both.

  36. #436
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    *sigh*

    Tomislav got Natashad, and they removed the charge spam from Demoman. It was fun while it lasted. I understand the Tomislav nerf, but why nerf the single most fun thing that happened to the Demoknight? It finally became a useful weapon load out thanks to actually having mobility.

  37. #437
    Member Busby's Avatar
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    Good. For both accounts. I was going to complain about forever charging demoman but I was too busy being murdered by insta-rev heavies.

  38. #438
    Member DoomKnights's Avatar
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    When Team Fortress 2 first came out, balance was the largest part of the game. It earned it's respect with the cartoonish but professional balance. Maps had been pain combed over by their map makers for the perfect options for both sides. Each profession was in fact in some way a balance for each different situation and vs other professions. No one can say that TF2 didn't have the near perfect gaming setup. Then new weapons had been added, which did provide new exciting things, BUT they had been very careful on making sure there had been still a balance going on. Finally it seems Valve gave up all pretense on balance and just went in for the nookie. Sort of like how when a person gets something they really like, some people take very careful bites enjoy and savor it. Then oddly enough they can't hold back and start chomping down good and random just to taste more. Starts out with "I'll eat this much so I can still have some left" to "more I love it!"

    You now get the results of TF2. It's a chaos melting pot of cake.

    ps. I am still trying to find out what the Urber Heart does or if it is even in the game? Anyone able to help me here?

    NM it seems the answer was on the internet. Looks like the Meet the Medic was a pre-before the game was released sort of odd continuity builder.

  39. Child's Play Donor  #439
    Col. (Ret.) Tempe's Avatar
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    I'm of the opinion that they've gone overboard with the various items. Hats, I don't have an issue with as they're cosmetic and don't affect gameplay. If people want to obsess over getting more of them then that's their choice and I'm happy to let them. Having so many alternate weapons however seems excessive and it's going to be increasingly difficult to maintain any semblance of balance. I think they should have stuck to having one 'set' of alternate choices for each class, which we got with the class updates.
    'All that is solid melts into air, all that is holy is profaned, and man is at last compelled with sober senses, his real conditions in life, and his relations with his kind.'

  40. #440
    Member DoomKnights's Avatar
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    Which was the first thing they had done. Then it seems they just gave up and threw in the towel. Balance is not in TF2 anymore. It doesn't exist. It's gone to meet it's maker. The cake is real and it tastes like cheese, very old chese.

  41. #441
    I am a sun God Ammon Ra's Avatar
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    Which is delicious with wine and crackers/bread.

    Or so some would say...

    as for balance, i think the loch 'n load is one of the best alternatives within the game, short of the kritzkrieg. oh don't get me wrong, the weapon is borderline imba hax in the hands of a good demoman, but requires a certain skillset to be effective.

    The damage the LnL can deal greatly surpases that of the normal grenade launcher, but its lack of splash damage when it doesn't hit anything, and lack of rolling grenades makes it balanced. the effect of dissapearing grenades is rather strange, but it would otherwise be an almost superior grenade launcher. LnL, is superior in many ways, but lack of rolling grenades and bouncyness is a large drawback. I use both equally depending on map and teams, which can't be said for most other weapons out there.
    Last edited by Ammon Ra; 29th Jun 11 at 5:49 PM.

  42. #442
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    Vanilla play in competitive is allright, but let's be 100% honest here - it's being pushed with agenda. Certain unlocks (Equalizer allowing for more soldier-heavy rollouts and faster more aggressive midfight gameplay due to 2x300 hp soldiers on a midfight), bonk - (breaks stalemates) etc are being completely ignored when they do have value towards the game on any level, even competitive. You could definitely make a strong argument that Bonk is too easy to use for getaway escapes with virtually zero risk etcetc, but those things can be changed - the real railing seems to be against the ideas of certain unlocks themselves.

    Most unlocks in this game aren't really overpowered or even close to it, though. The only major one is that is clearly broken in my opinion (in that it is incredibly effective for the requirement of literally close to zero input with almost no risk) is the wrangler, and that was always a strange design choice from my point of view. This is mostly because it offers range, self-aiming and superior durability, effectively making it an improvement over your standard sentry in every way for only the loss of a pistol and effectively neutering two of the weaknesses of the sentry instantly - that they do fall fairly quickly to concentrated fire (or an ubercharge) and that their ai is deliberately simple.

  43. General Discussions Senior Member The Studio Senior Member  #443
    I haz nori, u want? Nurizeko's Avatar
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    You forget though that while wrangling you're usually even less aware of your own surroundings.

    You can't control a sentry and protect yourself from scouts/spies/whatever at the same time, and most maps have more than the one choke-point/killing field you think your expert placement will dominate.

    But I agree with your post. I dunno, Vanilla had some good dynamics and stuff but TF2 has never to me seemed a serious contender for a competitive 'electronic sports' style game. It is arcadey and a bit daft and chaotic and pretty much it is the game for those of us who couldn't give much of a shit about the exacting ratio of bullets fired to tea-bag's offered or whatever.

    In a market saturated with 'internet iz seriouz buzinezz' style FPS games people complaining that TF2 doesn't cater to the comp community's exacting demands is wasted energy.

  44. #444
    Hug? HaXxorIzed's Avatar
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    Honestly I've found I can maintain the same level of awareness and defensability when aiming with the wrangler, quite easily. It's more or less like aiming the healbeam as medic in that once you become aware that what is "protecting" you (sentry/healed player) operates on a different axis, movement is quite easy (mind you, I must admit I remove viewmodels so that I can always see what I'm doing at all times anyhow). The thing with wranglers of course is that when you have more than one the benefits scale obscenely, so it can quickly require far too much effort to remove as opposed to construct. It's one of those "op from effort in / effectiveness out" more than anything standpoints.

    Funnily enough, one of the reasons that tf2 works well for competitive play is that simple, "clean approach" valve wanted to take to the game. That the roles of the classes, their appearances and the impact they have on the game is on a spectator level generally quite easy to see / interpret has made it rather endearing towards spectators in competitive play. At i40 for example, it drew the largest spectator crowd of all the first person shooters on display. I think with this in mind, valve aren't wrong to tweak or add a thing or two here and there to improve the game for competitive play. Most of the "changes" competitive players badly wanted / asked for are smallscale and easily to implement - the server controllable functions for random critical hits, damage spread and tournament mode are excellent examples of these. At it's core, TF2 is a very visually exciting game which when played in a 6v6 format seems to punch well above the weight you might expect.

  45. #445
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    No, really....
    he damage the LnL can deal greatly surpases that of the normal grenade launcher,
    It deals 20 more damage per hit. Hardly "greatly," and in the time you reload, the other grenade launcher will have fired the remaining two shots.

  46. #446
    I am a sun God Ammon Ra's Avatar
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    you're forgetting the increased grenade speed, and that the +20% damage applies to the same blast radius as normal grenades. So yes, it does greatly out-damage the normal grenade launcher. Where the LnL really shines, though, is with crits and that the LnL is only capable of dealing body contact damage.

    Otherwise, i'd probably switch to sticky launcher or melee if i'm not confident enough about being able to hit the demoman infront of me. As i said before, the LnL and the grenade laucnher are two weapons i use interchangeably for different purposes based on map and teams.

  47. #447
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    I could make an argument that increased speed doesn't actually increase damage, and that missed grenades not doing *any* damage makes for a worse deal. Never really saw a loch'n'load demo do anything that a vanilla demo could not. And I have seen a ton of things that good GL demo can do (buildings, indirect fire, better damage before reload) that a loch'n'load demo couldn't. LnL is stronger at dueling other Demos/Soldiers, but that's about the only realistic situation where it comes out on top.

    It has more synergy with the Persian Persuader, so that is probably the only load out where I see it definitively being a sidegrade instead of a huge downgrade for a situational buff (guaranteed 2 shots on Demos/Soldiers assuming perfect aim and no medic).

  48. #448
    Hug? HaXxorIzed's Avatar
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    That +20 damage however gives it the ability to oneshot a 125 hp class. If you kill a 125 hp class on the first shot then you are obviously being exposed to less damage / threat than you might with the regular launcher. Personally I do not think it is overpowered (the power of rolling pipes is truly incredible, I cannot stress this enough), however I can understand the frustration of people who do not enjoy being killed with one projectile while playing a 125 hp class.

  49. #449
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    No, really....
    Useful against mostly against bad scouts, and Scout HP varies far too much these days between the Sandman, Atomizer, Milkman (let alone damage scouts take regularly that takes them into the one shot threshold for regular nades).

    From my perspective, the Loch'n'Load is in the same boat as something like the Brass Beast or the Backscratcher - +% damage sounds really nice, and when boost results in a victory that would have otherwise not happened feels really nice, but all the negatives that come along with end up reducing your regular damage output and versatility by an incredible amount.

  50. #450
    Member Inquisitor Lok's Avatar
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    *CLEAR* BBBBZZZZAAAPPPPP *Resets Defib*

    So, apparently there is a new coop/ horde feature coming to TF2 on the 15th (yes as in 2 days from now) I didnt see any new threads on it and know a lot of people here play it (if i recall at least) and figured id necro the shit out of this old one :P

    Man Vs. Machines

    And yes. It does include glorious robot destruction.

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