View Full Version : TF2 needs a few tweeks, still a very polished product
Blashy
September 19th, 2007, 09:08 AM
The maps are well designed some like Hydro can take a while to get used to but you always have indications where to go.
The small videos explaining the maps and its goals are fantastic.
Outside of the classes I really don't find anything needs changing. It all looks great if you can play smoothly at high video settings (I can't :( ).
Although I will say that I hope to see a standard CTF Well in the future.
Class wise, some do need slight adjustments.
For one I think melee weapons from anywhere but the back are too lethal, I've killed people with more than half health with a single baseball bat swing. One hit kills from the back are fine.
Scout, Spy, Medic, Heavy Weapons are fine as is IMO.
Pyro: His flame is way too short, you're basically in melee range only. It should be at least double, I would even test out triple the current range.
I would also change the flame to a "blow torch" type flame they are steady and do not require leading which most casual player never get the concept. Also since they can't simulate volumetric flame because of the processing demands on graphics having a none volumetric flame would make more sense.
I would have the crosshairs turn red when the enemy is in flame range. That helps to know exactly when the enemy will be touched by the fire.
Soldier: The rockets are too slow, it is so easy to dodge rockets. They're rockets, they should go much faster.
Also the splash damage is the worst I've seen of all TF mods I ever played (8). I would increase that.
It should only take 2 rockets to take out a L1-2 SG and 3 to take out a L3 SG, it is pretty much 4 all the time now.
Demoman: Give him that ONE mirv grenade, the dynamite sticks we see in one of the videos. It would help against SGs which if well placed and manned by a good engie will rarely go down vs. a spy, even a good one. Especially if you have 2-3 engineers around.
Engineer: He's fine, his SGs can be overpowered if you have 2-3 engies around since they can easily repair after spies attack and kill the spies. And if they are placed in good locations pretty much untouchable except by a spie.
Sniper: I've never been a big fan of the "charge up" I would prefer it be removed and the reload taking 1 maybe 2 extra seconds instead.
I love the game, the heavy spam is gone but you still have spot with some because of the demoman but it is not big enough or all over the map to make it frustrating to gameplay.
The basics are simple to learn, the mastering of them like all FPS will be to the few.
Sutterkane
September 19th, 2007, 11:02 AM
My thoughts:
Soldier: really is an offense class and is absolutely rape. He's not a very good defender, but he is ok at it. He doesn't need to bounce people around anymore. He's an awesome sg killer, probably the best since the ng can wrench that sg zapper. The ng clang is a lot slower though, so a few rockets usually do the trick. Not to mention if you hit someone in the face with a rocket, even a heavy, he dies unless he's boosted by a medic.
Demo: I had a lot of problems with him, but this class will use more blues(reds?) than stickies. I'm just destined to be bad at demo no matter what mod.
Heavy: Hot mowdown action. You can really tear it up on dustbowl as heavy. Works really well with a medic helping too.
Medic: I surprisingly had fun with this class, although after getting the charge ready, it was frustrating that the heavy I would team up with wouldn't know how to use it properly.
Spy: I think is a little overpowered at times, but he's very useful for sure.
Engineer: I kind of like the idea of taking a while to upgrade the gun, but I'm not used to it yet. You really need that dispenser for metal, and scavanging is a must.
Pyro: I thought was kind of useless, although like the demo I might not have been playing him properly.
Sniper: I like the way this class works. His machine gun is awesome against sgs, even better than the SR.
Scout: Rapes pretty hard, but I dont think he's overpowered at all. He's no match for a well placed upgraded sentry and a heavy nearby.
The biggest problem I had overall was weapon change. I kept wanting to go to slot 3 for shotgun, and it would go to melee weapon every time. I can't even tell you how screwed up demo was to play. Other than that, I had a shitload of fun playing. All the classes screaming all over the place is hillarious. I can't see how people hate the interface, I think it's done very well.
Yukfo0
September 19th, 2007, 11:30 AM
So far I think the classes are very well balanced. You have to look at them as they are listed Offense, Defense, Assist not in tfc terms.
OFFENSE:
Soldier - Beast against engineers and their SGs, works well against demo.
His rockets do seem slow if you are playing defense though. It took me some time to realize how to rj correctly. Monster on offense though.
Scout - best to counter the demo. Although they took out concing, look at two fort he can still go battlement to battlement. I believe there is a wide range of double jump features that have yet to be discovered. His shotgun is a bit too strong in my opinion.
Pyro - still have not played very much. Dont know if there is a class they match up against strongly
DEFENSE:
HWGUY - Good against soldiers and spies (if positioned correctly) Havnt played extensively but played vs. them a lot.
Engineer - Very good against scouts, pretty good vs. spies. The Wrench maybe the strongest melee weapon. Key to keeping your gun up vs a spy is not staying near it
Demo - plays similar to tfc. if you can get in a choke point its pretty dominant. Scout can double jump or (jump and that weird juke) past sticky grenades. Also Wiskey bottle kills are awesome
Assist:
Medic:Very strategical. Can add on offense or defense, since there is no armor in the game they are a massive asset. People seem to enjoy playing the class also.
Sniper: Better for Defense, I like how you cant charge unless zoomed in, and there is no xhair when not zoomed in.
spy: Better for offense. My fav class. Extremely dominant when playing vs. beginners. The cloaking system is genius. When playing against a decent engineer or hw can be quite difficult though. probably the weakest 1v1 class..but you shouldn't have to go 1v1 very often as you can normally cloak and lose the guy. Knife is the weakest melee weapon also (when not a back, or side stab)
The combinations of offense and defense are what makes this game stand out. It requires you to have each class on the team, to protect from the other classes. I would love to play in a scrim, hit me up!
if this game had an 8-10 second respawn time, I think it would be perfect
wads
September 19th, 2007, 11:55 AM
For one I think melee weapons from anywhere but the back are too lethal, I've killed people with more than half health with a single baseball bat swing. One hit kills from the back are fine.
It should only take 2 rockets to take out a L1-2 SG and 3 to take out a L3 SG, it is pretty much 4 all the time now.
Demoman: Give him that ONE mirv grenade, the dynamite sticks we see in one of the videos. It would help against SGs which if well placed and manned by a good engie will rarely go down vs. a spy, even a good one. Especially if you have 2-3 engineers around.
just dont let people get in melee weapon range
it takes 3 rockets to kill a level 3 sg. fewer for leves 1 and 2 i would imagine. you were either missing, or an engi was clanging it
maybe not all the features are implemented yet, plus a spy should be able to sabatoge first, and knife the engi around really quick.
Jarek
September 19th, 2007, 11:57 AM
pyros are amazing against spies, like on gravelpit cap c you go about midway up the tower where there is the little enclosed single ramp and no spy should get by you there to kill the sgs
SithDrummer
September 20th, 2007, 04:08 AM
pyros are amazing against spies, like on gravelpit cap c you go about midway up the tower where there is the little enclosed single ramp and no spy should get by you there to kill the sgs
God's truth, right here. Spies can't be cloaked while on fire, and if they're disguised and catch fire when you blast them, that disguise is now useless as everyone on your team will know he's a spy.
Jarek
September 20th, 2007, 06:43 AM
^
also in those annoying friendly fire servers, your flamethrower does not harm teamates at all, so you are in charge of spy checking the shit out of everyone
friendly fire servers SUCK tho
16Valve
September 21st, 2007, 08:23 AM
Right after playing the Demo on day one, it hit me.
Where is the MIRV that was seen in the class intro video that Valve released?
It isn't there at all.
I've found it near impossible to take out SG's if there's an Engie banging on his gun and I'm in any sort of range of the SG. Peek and shoot doesn't work because we only get 4 blues at a time and by the time you've "peeked" out, you're already near dead from the SG fire. Of course you can bounce them off a wall but, then again, if the SG is in a spot where they can't be bounced and hit it, you're screwed. And I wont even go into it when he also has a dispenser right behind him giving him health as he shoot you.
Even as a soldier or spy, those are hard to deal with. I can sap the SG but the engie will kill me with the wrench half the time. Or I can choose to kill the Engie first but the SG will turn on me and the Engie will be back before I can respawn and he's back at his gun again. I['m working on my "sapping and stabbing" but what I wouldn't do for a good quickweapon alias right about now. ;)
Blashy
September 21st, 2007, 10:15 AM
I have to say I was in favor of the mirv because some SGs can be placed out of range of pretty much anything except a spy but a couple of good players pretty much always kill the spy and manage to repair the SG before it goes down.
Although now I prefer to way and see because I think people are just discovering that you can charge up your sticky grenades so they shoot MUCH farter and this helps tremendously in taking out and SG. Shoot 3 at the engy and it then blows up.
I am still inclined to say he could use that one mirv but we'll see in a month of the charge of sticky grenades can be used for that.
Janus
September 21st, 2007, 11:30 AM
Also, has anyone found out how to rotate a sentry gun as an engi?
Cobalt
September 21st, 2007, 11:54 AM
Right after playing the Demo on day one, it hit me.
Where is the MIRV that was seen in the class intro video that Valve released?
It isn't there at all.
I've found it near impossible to take out SG's if there's an Engie banging on his gun and I'm in any sort of range of the SG. Peek and shoot doesn't work because we only get 4 blues at a time and by the time you've "peeked" out, you're already near dead from the SG fire. Of course you can bounce them off a wall but, then again, if the SG is in a spot where they can't be bounced and hit it, you're screwed. And I wont even go into it when he also has a dispenser right behind him giving him health as he shoot you.
Even as a soldier or spy, those are hard to deal with. I can sap the SG but the engie will kill me with the wrench half the time. Or I can choose to kill the Engie first but the SG will turn on me and the Engie will be back before I can respawn and he's back at his gun again. I['m working on my "sapping and stabbing" but what I wouldn't do for a good quickweapon alias right about now. ;)
Thing I found yesterday is engies that do that are really stupid where they place everything. You just shoot sticky bombs around the sg, then kablammo, all down.
Blashy
September 21st, 2007, 12:13 PM
Also, has anyone found out how to rotate a sentry gun as an engi?
You no longer need to, they lock on just as fast from any angle and their turn around is instant.
That is what I sense anyway.
GhOsT
September 21st, 2007, 03:10 PM
Right after playing the Demo on day one, it hit me.
Where is the MIRV that was seen in the class intro video that Valve released?
It isn't there at all.
I've found it near impossible to take out SG's if there's an Engie banging on his gun and I'm in any sort of range of the SG. Peek and shoot doesn't work because we only get 4 blues at a time and by the time you've "peeked" out, you're already near dead from the SG fire. Of course you can bounce them off a wall but, then again, if the SG is in a spot where they can't be bounced and hit it, you're screwed. And I wont even go into it when he also has a dispenser right behind him giving him health as he shoot you.
Even as a soldier or spy, those are hard to deal with. I can sap the SG but the engie will kill me with the wrench half the time. Or I can choose to kill the Engie first but the SG will turn on me and the Engie will be back before I can respawn and he's back at his gun again. I['m working on my "sapping and stabbing" but what I wouldn't do for a good quickweapon alias right about now. ;)
As a demo launch a bunch of sticky bombs around the sentry. A few will take it out and probably the engy there as well. Remember that you can charge of the sticky launch and launch the stickies a long way. Using grenades is hard since you need to score more or less a direct hit with em. Though they are good if there is an object between you and the sentry and you can just lob grenades over that object.
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