I really admire Valve's eagerness to try and balance and add new contents to TF2. It is one game I really enjoy alot, but some of the recent updates, had made me wonder if they are really doing any good to the game. Feb 28 08 update is a perfect example.
Thing I believe is overly done: In Bond
Thing I believe is well done: Italic, underlined
The rest that's not in bold or italic, I classified them as commom component of a "patch", not worth mentioning about. What are you guy's opinion on this major nerf done on Demoman and solider? imo: they should just lower the critical rates for both slightly instead of removing all of their ammos, now pyros, heavy, and especially scouts (who can dodge very well) will have an upper hand.
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The Forerunner Notebook Virtuoso
I quit playing tf2 a while ago but didn't they change that any weapon pickup gives you full ammo back?
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I really don't mind the fct that steam allowed custom games to get rid of respawn times. One of the servers I frequent actually has no respawn time and 32 players, and its a blast.
(apparently not Demoman cause it looked like Valve really messed up that class also)
Edit: The more I think about it, I dunno if I'm gonna be able to go back to TF2. I was really looking forward to playing it tomorrow on my day off, but the thought of only having 16 rockets is annoying the hell out of me. I guess I'll fire up a server and see if I can live with it -
usapatriot Notebook Nobel Laureate
I always hated all the rocket spamming soldiers, this is sure to make TF2 a better game.
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Team Fortress Classic had no respawn times by default, and the game rocked. I don't see that as a bad thing at all.
TF is not Counterstrike. It's *supposed* to be fast paced, and if you die, you're just supposed to get back on your spot as soon as possible. Besides, how can it be a bad thing that they added the *option* for this?
As for the ammo, it seems pretty obvious they want engineers to play a greater role by resupplying people's ammo. -
The respawn time is something that adds a bit of strategy to the games, I hope that the servers I play don't use this option. Maps like dustbowl will be harder to attacking team with respawn times disabled.
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The rocket launcher is, by far, the most powerful weapon in the game. It still is since all they did was lower the reserve ammo.
Also, I don't see why you bolded "Dramatic reduction in teleporters needed". -
And yes, in some cases it puts the attacking team at a slight disadvantage. Do you think that's accidental? It wouldn't be much fun if the two sides were even. That's why you switch sides halfway through. Attackers are *supposed* to have a hard time. -
If you didn't see these nerfs coming then you really haven't played TF2, rocket launcher is one of the best weapons in game and demoman's bomb spam that you see in every server is nicely reduced.
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This actually made me a lil happier about TF2.
Rocket spamming was a little out of hand on some servers.
Like 6 guys would sit in a corner and shoot their unending supply of rockets.
And dont get me started with demomen. -
FYI, the bold and italics are my opinion on the subject, you are free to express your opinion, just don't bash me for my. I do welcome and encourage discussion on why I bold and italic some of them thou.
I do agree with your idea that they want the engineer's dispenser to play a bigger role. before the dispenser was nothing more than a healing station if a medic is not readily available.
I consider counterstrike to be fast paced, reaction time wise, I can't rest or relax when I play CS, I will die relatively fast. While playing TF2, I can stop and plan my next move, and well overall live longer and more kills/life.
Finally, I don't play soldiers or demoman all that much, more demoman if i play either of them at all. I just thought valve could of taken a better approach towards the balancing aspect of the game. I suspect that they are doing this, because of some of the new abilities and weapons they had promised a while ago. It is a matter of time before they release them. -
My point is simply that Team Fortress *anything* is, at its core, a team game. In a team game, there's not the same need for big death penalties. Every *second* you spend moving back to your post is a second wasted for your team. Even with instant respawn, you're still losing a lot of time simply on running from the respawn point back to where you were. In that time, your team is crippled.
In TF, sometimes you just have to run for it. Sometimes you just have to stand up and fire away to stop the guy stealing your flag. Even if it kills you. And when you die in TF... tough luck, you just have to rush back onto the map. In CS you at least get a break until the next round.
- Makes engineers and their dispensers much more valuable, promoting teamplay
- Forces soldiers to switch to their secondary weapon from time to time.
And that's just it. A soldier with no rockets isn't useless. He still has a decent secondary weapon, he can still be useful. So overall it *does* just lower his damage. -
*in TF2 it has a time based break, that's what the respawn timer *was* for.. not anymore if the server decides removes it.
EDIT: oh yeah, what about demoman who's got both of his weapons ammo reduced? I guess now he has to love his engie on the team more than anything. xD -
Added protection against voice command spamming. Dramatic reduction in teleporters needed.
That's actually all one line. The second part - dramatic reduction in teleporters needed - is actually a joke on their part, commenting on how everyone would always voice spam "NEED A TELEPORTER HERE!" or "PUT TELEPORTER HERE!" -
wtf nerf lol?
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Yeah playing as soldier and demoman is kind of a pain now...I mean when you're trying to defend/take the final CP and you have no ammo sucks...still played for about 3hrs though...
The last TF2 Patch is a horror. Major Nerf.
Discussion in 'Gaming (Software and Graphics Cards)' started by Pai, Feb 29, 2008.