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Team Fortress 2!

I think I've said it before somewhere.. the area-of-effect weaponry bores the hell out of me. The gameplay is pure splash damage with the exception of 2 classes. Lots of spammed missles and bombs.. flames and such. Even the sidearms are pitifully inaccurate. Luck style gameplay maketh me yawn. It looks neat though :p. One day a game will come along with style and kickarse gameplay.
 
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I'm having problems making backstabs sometimes. I understand when cloaked you can only stab when you have a backstab lined up - sometimes they come easily yet at other times my character wont stab despite my screen being filled by someones back.
It's very frustrating- is lag a likely culprit?
Also the old shoot-thou-walls source hitscan problems seem to be still there.. although only noticable when snipers are involved.
 
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I think I've said it before somewhere.. the area-of-effect weaponry bores the hell out of me. The gameplay is pure splash damage with the exception of 2 classes. Lots of spammed missles and bombs.. flames and such. Even the sidearms are pitifully inaccurate. Luck style gameplay maketh me yawn. It looks neat though :p. One day a game will come along with style and kickarse gameplay.

Calling it a luck style is an utter bs. As in any game (ye, ro included) luck playes a part but as in any SKILL based game its very easy to tell the good, clever players from the lamers.
 
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Fortress Forever is what TF2 should have been, it's just a shame not enough people play FF these days.

Agreed - to some extent - i thought FF was a class mod and a superb version of what the origional game was. TF2 is to me a very different style version (gameplay wise, not just visually) and as such I am happy to switch between the 2.
It's a shame that say 10% of the TF2 haven't reverted back to FF - that should sustain both games nicely.
Playing as a spy is completely different on each version, but I like both. I think you are more of a genuine spy in FF - in TF2 it's hard to do more than make quick strikes or distractions-especially if the opposing team has a guy, particularly a pyro, on counter-espionage duty.

Talking of spies - I was sure I was making backstabs when cloaked in TF2, but i take it you can't. Guess i was mistaken -must have been leaving clock just before landing them.
 
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The only gripe I have about TF2 are the crits. Nothing more annoying than getting luck-killed (read:crit).

Same here. That developer commentary about how crits only occur when a player is doing "good" is complete bs too, you can get tons of crit bullet streams while shooting at a wall just as easily as you can shooting at a person. I think crits should be more interspersed when it comes to bullet guns, because when the person you're fighting gets 10 crit bullets in a row for no reason at all it has a tendency to make you pissed. They really need to tone down the crit rockets and crit demoman grenades too, if not remove crits completely.
 
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...get rid of them completely- they are a rubbish unnessesary addition to a game that otherwise did well to simplify itself. All TF2 needs IMO is the head + upper torso counting as a more lethal 'headshot', like in UT99

Another thing- I was having a decent session last night until I played as sniper, where I really noticed those source hitscan problem a lot. I don't know the precise reasons for it but it's when your bullets sometimes appear to follow your path when you sidestep-likewise you can seemingly duck well behind cover and then get dropped by a sniper shot that would appear to have passed though a wall or whatever.
I suspected this problem on CCS - and when that 'red line of death' mut came along it seemed to prove you could be shot though stone meters thick.
Anyone know exactly why it happens with source games? I wish they could sort it out tbh. It's probably just some kinda delay thing but if I dont trust shooters to be accurate it tends to put me off- even fun ones like TF2
 
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I played a no-crit mut and it made playing demos and soldiers a tedious work. While spies, snipers and engies retained their edge. I hated it.

I can see that if you are playing thoses classes as alrounders shooting at anything of the other colour.

But If i select Soldier or Demo it's generally to counter turrets or other enemy constructions, while periodically laying down supressing rockets/nades to, for instance, keep snipers moving or give others something else to worry about when they are tackling my teammates.

So I still like the sound of the mut cos it it may help reinforce the worthy principal that different classes should have different strengths and roles.
Reasonably skilled Soldiers and in particular Demomen can get huge numbers of kills against enemy infantry - hense you see so many ppl play as them- i think demo class is a bit too strong and phaps crits may have somthing to do with this.
 
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I can see that if you are playing thoses classes as alrounders shooting at anything of the other colour.

But If i select Soldier or Demo it's generally to counter turrets or other enemy constructions, while periodically laying down supressing rockets/nades to, for instance, keep snipers moving or give others something else to worry about when they are tackling my teammates.

So I still like the sound of the mut cos it it may help reinforce the worthy principal that different classes should have different strengths and roles.
Reasonably skilled Soldiers and in particular Demomen can get huge numbers of kills against enemy infantry - hense you see so many ppl play as them- i think demo class is a bit too strong and phaps crits may have somthing to do with this.

Different classes have different roles as it is now, the mut just make things unbalanced toward above-said roles.
The soldier is an all around class that has no "natural enemies" but I agree about the demo- they are designed mainly to counter engies. But what can you do when you encounter many other types of enemies on your way?

I dont think they are overpowered- good scouts, pyros and soldiers -not to mention spies and snipers- can take a demo out. Dont forget he's the only class that has no gun and his reloadings are not the fastest.
I do agree that there are certain locations where a (good) demo can camp and its close to impossible to dig him out.
 
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Different classes have different roles as it is now, the mut just make things unbalanced toward above-said roles.
The soldier is an all around class that has no "natural enemies" but I agree about the demo- they are designed mainly to counter engies. But what can you do when you encounter many other types of enemies on your way?

I dont think they are overpowered- good scouts, pyros and soldiers -not to mention spies and snipers- can take a demo out. Dont forget he's the only class that has no gun and his reloadings are not the fastest.
I do agree that there are certain locations where a (good) demo can camp and its close to impossible to dig him out.

I do know where your coming from , and the soldier is the most all-round class but i still think of him (or maybe like to think he should be) countering static/slowmoving targets, engies + their sentrys etc. as well as forcing snipers and others into cover.
As for demos- who can kill by landing nades on the volley, in the confined passages typical of most maps and with 4 fast firing shots a skilled one can floor a small group easily. And besides, really in an idea situation, he should be escorted forward by other classes.

Having seen skilled demos (and to a lesser extent soldiers) completely mop up anything they face with no need for support from other classes, I thought phaps reducing their effectivness against inf by removing crits might be a good idea.

Then again- you've played this mutator not me so who am I to comment on it's effect, positive or otherwise.
 
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