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Reader Comments (93)

Posted: Jan 16th 2008 1:46PM ThornedVenom said

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Thank you guys for the encouragement. =) It's just that right now, I'm swamped in assignments and projects (ironically, it's an art school for game design).

I have a PC instead of a 360 though: sorry Mr. ESC. =(
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Posted: Jan 16th 2008 1:54PM Jerk Face said

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It's better for the PC anyway. Add me if and when you eventually get Steam fired up: xxxjerkfacexxx
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Posted: Jan 16th 2008 12:29PM (Unverified) said

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I'd dearly love to play this game online, but it seems rather hard to get into with all the classes and whatnot.

Posted: Jan 16th 2008 12:35PM Jerk Face said

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It's much more easy than you'd think. It's one of those games that's easy to have fun with, but also much deeper than first glance.

CounterStrike, on the other hand. Ugh. I know I would like it if I kept at it, but all I do is watch the matches after getting the pwnstick fifteen seconds in.
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Posted: Jan 16th 2008 12:30PM (Unverified) said

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Neat, the first achievement I got in TF2 was Flamethrower.

But something worries me

"saying the team wants them to be "a little more
careful firing their rockets at point blank targets."

That sounds like if they want rockets to deal the same amount of damage to allies and enemies as well. That would suck, betrayals will occur all the time.


Posted: Jan 16th 2008 12:53PM LaughingTarget said

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I think it's more doing the same amount of damage to the shooter as the guy getting shot. The Soldier survives the point blank shots while the target doesn't.
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Posted: Jan 16th 2008 1:55PM (Unverified) said

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There is no FF in TF2 by default.

They mean it sucks that close range classes like Pyro and Scout stand almost 0% chance vs a Soldier who can rocket them from 1ft away, doing 90-100% dmg, and living with more than half health. Soldier should be a midrange/high jumping class, not a melee-midrange killing machine.
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Posted: Jan 16th 2008 12:31PM GenBanks said

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Awesome news!
Pyro is like my 4th or 5th most played class, but it's also my lowest scoring. No matter how sneaky I try to be, I can't beat my record of 12 max points compared to 31 as engi and 21 as spy. It was also frustrating to set tonnes of people on fire only to be killed and not get any credit at all for the mayhem (if for example there happened to be a medic around the corner).

I sense that playing defensive pyro on gravelpit will get a lot more juicy, eg when blu is capturing B and there's a huge gathering of people on the point. :D

Posted: Jan 16th 2008 12:42PM ZenGaijin said

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I would like to see this patch they've been talking about for forever finally released on the 360. My only problem is with the Demoman they nerfed his default grenade launcher from 8 shots to 4 I would love some sorta middle ground.

Posted: Jan 16th 2008 1:03PM (Unverified) said

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6?
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Posted: Jan 16th 2008 1:07PM PoisonedAl said

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Well the reason for that is to cut down on grenade spamming. At the moment a defending team with a few good demomen are really hard to get past in a bottleneck. Even if you get past his grenades you can bet your life he'll have a little surprise stuck to the wall around the corner. No, I think they should be left alone. The only real class I think needs tweeking is the medic. He need to be a bit more rewarding to play, instead of the bullet magnet he is at the moment.

Snipers suck too, but you can't fix the camping twats that play them with a patch. A length of rubber hose maybe, but no a patch.
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Posted: Jan 16th 2008 12:59PM PoisonedAl said

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I love the being soldier. It's my favorite class so they better not bugger it up!

Posted: Jan 16th 2008 1:01PM Spiza said

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The worst part of the game is that all the servers are 24 slot ones for the most part. If you get down to 12 to 18 slots, then there is much less spam and much more skill involved.

Posted: Jan 16th 2008 2:21PM (Unverified) said

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Agreed. My best games are 18 player max, and sometimes with even less players. I avoid 32 player, instant respawn servers like the plague. Too much haphazard spamming and confusion.
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Posted: Jan 16th 2008 1:03PM (Unverified) said

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Yeah, engineers never get any points for building a turret and letting it go to town LOL

Posted: Jan 16th 2008 1:15PM (Unverified) said

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It's exciting to see classes being tweaked... although these changes don't feel as necessary as tweaking the medic. It seems though that if they make some large scale tweaks to the core of the game and they release them in chunks and not all at once that it could threaten to unbalance a supremely balanced game.

Posted: Jan 16th 2008 1:53PM Bgrngod said

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Remove critS!!

Posted: Jan 16th 2008 1:58PM Jerk Face said

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I really don't see why crits are such an issue for so many people, honestly. So once in a while you get to own someone with a random lucky shot. TF2 is not supposed to be purely skill based - there are way too many classes and variables for that. It's just a fun game to log on and shoot the shit out of people in for a few hours. So doing a bunch of extra damage once in a while really doesn't seem like a big deal to me.
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Posted: Jan 16th 2008 2:25PM PoisonedAl said

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I'm my experience, people that whine about crits, use it an an excuse for sucking balls.
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Posted: Jan 16th 2008 1:59PM (Unverified) said

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Instead of removing crits, they should just make it predictable.

Such as for every kill/assist you have in the last 60 seconds, your attacks do 2% more damage, and show the "crit" animation when it passes 5 kills or something.

Posted: Jan 16th 2008 2:23PM HeyApples said

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Well deserved changes.

I see far too many reckless soldiers rewarded for shooting rockets at the ground within point-blank range.

As for the pyro changes, I am glad to see they are getting attention, but I think point inflation is the wrong way to go about it.

Posted: Jan 16th 2008 2:24PM zsavior said

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My primary class is a soldier trigger happy soldiers die fast, firing at point black range already gets you killed and your back up weapons are horrible. So if they are nerfing soldiers any class will be able to just run up to them kill them and be gone.

The closer you get to the solider the more vulnerable they are not less, I can't see a bigger penalty then blowing yourself up.

Posted: Jan 16th 2008 2:26PM PoisonedAl said

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Right, I blow myself up all the time. I often get fixated on the target's feet to notice I'm aiming at my own.
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Posted: Jan 16th 2008 2:25PM Bgrngod said

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Removing crits wouldn't make the game purely skill based at all. There are plenty of other things about TF2 that still provide plenty of randomness. Crits just magnify that into a whole other realm of randomness that almost completely overrides any skill. Skill shouldn't be the only factor in the game, but it shouldn't be completely overridden either.

Posted: Jan 16th 2008 2:35PM (Unverified) said

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Anyone who complains about crits obviously has never play an RPG (either console or tabletop).

Which is kinda sad.
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Posted: Jan 16th 2008 2:40PM (Unverified) said

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Don't like the Pyro addition. There's a lot of bad Pyros out there now, and this change will just draw in score whores.

A great Pyro can already rack up kills and points no problem. This change will encourage people to just light as MANY people on fire as they can instead of dedicating to a target and making sure they go down, as a smart Pyro should do.

If you just douse a guy with flames once, odds are they'll make it to health or the flames will be extinguished before they die. Congratulations, you just helped your team not at all, but you still get a point.

Posted: Jan 17th 2008 3:34AM (Unverified) said

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But you contradicted yourself. When, say, a RED player gets set on fire by a BLU pyro and is headed swiftly toward death, they tend to forget all about the battle raging on around them and instead make a beeline for health, a dispenser or a medic. That takes the RED player out of whatever particular firefight is going on - advantage, BLU.

Wounding a player bad enough may not be a full kill, but it is certainly not a wasted effort if it makes that player retreat from the battle at hand. That RED player is temporarily neutralized from combat - and may become easy prey for any other BLU player who stumbles upon the walking wounded.

I personally think the continuous burn damage should not spontaneously go out on anyone except another Pyro (who has a flame suit to explain this.) Instead, the fire should continue dealing damage until either the player dies, or finds a mechanism of healing/extinguishing (water, medkit, medic, dispenser, etc.)
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Posted: Jan 16th 2008 2:52PM Durinthal said

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Am I the only person that honestly doesn't care about my score? Sure, it's nice to get a lot of points, but it's not how you win a match.

Posted: Jan 16th 2008 3:10PM (Unverified) said

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Problem: Pyro gets in Soldier's face, Soldier blasts him before Pyro can do any damage.

Possible solutions:
Fix Pyro's problem of the flamethrower doing ZERO damage when touching an enemy?
BZZZZZZZZZZT WRONG

Mess with splash damage, making rocket jumping dangerous; Buf Pyro's scoring even though point shouldn't matter in a team game?
DING DING DING DING DING!!!! YOU ARE CORRECT SIR

Posted: Jan 16th 2008 3:11PM (Unverified) said

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*buff
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Posted: Jan 16th 2008 3:36PM zsavior said

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Seriously only bad pyros get into a soldiers face and get blasted before anything happens. And that is pretty much the problem with class based games.

Al ot of times to support much worse players classes or nerfed and buffed when they don't need to be. TF2 was my haven for a while but I guess even here it was inevitable to happen. Good Pyros have their flame ready to go and the reason you know they are their is because they are on top of you setting you on fire. Bad pyros run across the bridge blazing the whole way they are eyed at you, of course they die.

The soldier is the second slowest class in the game, even their rockets are slow. We have to position you in such a way that are blast get you. Truly talented bastards get you in the air, but the bread and butter of a soldier is aiming at your feet and surroundings so you take damage, even if you dodge a direct hit.

Now you have a class like a Pyro or scout that can just speed right into you, and you are penalized or will be penalized for acting quickly and firing at the last second at point blank range. Never mind if you run into a spy that is in their disguised form, you give them time they don't need to get away, because you just can't turn and blast, at point blank range.

But maybe they enjoy the idea of a game flooded with Pyros and scouts constantly rushing. Now I make it sound way more serious than it is, really my second best character is a Pyro, LAWL. Also I am not really that hooked in TF2 any more. But for others I could see how this would effect them. There is going to be a horrible influx of bad pyros cause of this.
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Posted: Jan 16th 2008 3:28PM Bgrngod said

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@syco

Well obviously! Since I am complaining about crits I must have NEVER played an RPG before. Great reasoning there.

HoJ/Sword Spec procs with 3 crits and a UTB pre-BC was my "signature" move. Trust me, I know what crits are.

Crits make sense in RPG's. In online shooters they are just out of place. The Headshot is the replacement for them in shooters. And last I checked TF2 has headshots already, so why add an extra layer of randomness with crits?

Posted: Jan 16th 2008 3:51PM (Unverified) said

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I would be happy if they simply tweaked it so it worked properly on consoles.

Posted: Jan 16th 2008 3:56PM (Unverified) said

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Or get it on PC... It's better, it has the better control setup and mod-ability.
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Posted: Jan 16th 2008 4:21PM (Unverified) said

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I don't want to play it on PC.
I want to play it on my console.

Problem is Valve are too lazy and Gabe hates the PS3 so much that they deliberately put out a shoddy version that doesn't work properly.

Posted: Jan 16th 2008 4:24PM (Unverified) said

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You guys need to stop bitching so much about balance. This is a TEAM game. If Blue and Red have the same classes available to them, then the game is balanced. The only times I can accept that the game might be unbalanced is if a map gave a particular team the advantage. Yeah, some classes are better at killing than others, but this is a TEAM game. This isn't a game where you are Rambo, and you run out and kill everyone; this is a game where you use your teammates to help you, and each individual does what his class does best. If your class isn't good at killing, then they can modify the point system to give you points for what your class can do, but "buffing" the class so he can kill easier (or nerfing so he's not as good), is usually not the answer. Now if a particular class is deemed less USEFUL (not less Rambolike) to the team, then a class review may be necessary to make the class more useful to the team (and thus increase incentive to have one on your team).

Posted: Jan 16th 2008 10:38PM (Unverified) said

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They're obviously upping the blast radius of the rockets.

Posted: Jan 16th 2008 4:32PM (Unverified) said

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Characters have strengths and weaknesses so that they'd complement each other as a team. 'The whole is more than the sum of its parts' and all that.

In 'Rock-Paper-Scissors' Rock smashes Scissors, Scissors cut Paper and Paper covers Rock. Arguing that the soldiers should have a better close-range attack is like saying that the Scissors should be able to take on both the Rock and the Paper.

Since the soldier is/would become vulnerable to close-range attacks, he should be backed up by, say, a pyro. The two could then split the tasks of firing at distant sentries and enemies while the other burns up incoming scouts, spies and whatever it can. When encountered by enemies that neither of these can take on, it's time for the rest of the team to act and so on.

Sometimes the greatest rush I get in TF2 is when my team works efficiently, almost like ants. Someone voices "a medic and pyro to the left" and sure enough you can see your beehive-like team reorganizing itself to counter threat.

In any case, Captain Obvious says that the more you play a class, the better you get at it and that's just the way it is. I'm not so good at soldier but surely with a few hours more gameplay and adaption to the current soldier-countering trends, I'd think different.

It's *Team* Fortress.


Posted: Jan 16th 2008 4:35PM (Unverified) said

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...oh and no sh** a medic will die quick if he stands still all the time. They're fast for a reason. Also, very often ubering doesn't beat simply healing your team. Ubers are a bonus while healing is the primary objective. 10000 points healed amounts to an average how many save respawn times?

Posted: Jan 17th 2008 1:19AM (Unverified) said

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Jimiisama... you said exactly what i wanted to hear!

Posted: Jan 16th 2008 7:14PM (Unverified) said

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Can't wait for the pyro change! I already love the pyro and have easily double the time played as pyro than anything else. This is just going to make it even sweeter.

I already usually end in the top three spots unless I am just having an off game/run into a really good opposing team.

It's funny sometimes that people kick me from a server simply because I fried the entire opposing team in mad bum rush. I particularly love the dustbowl map where the attackers start in the dugout area. A good pyro can generally rush in and burn everyone before they even know what direction that the attack is coming from!

Posted: Jan 16th 2008 10:34PM RenegadeR said

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They Pyro change is definately welcome as being a Pyro can be a very boring job when you are just checking for spies and can rarely go on the offensive with all the rockets coming at you.

Also as a regular Soldier player, I personally welcome the nerfing of Soldier's point blank rockets. It will put a lot of more skill involved in playing the soldier rather than continuously shoot at the ground to get rid of anything coming close to them. It will also encourage use of the Shovel (which is an excellent weapon in my opinion). Usually I would use the rocket launcher to take out any enemies from the mid to far range. When my rockets are used up, I will immediately switch to the shovel and give them a good whack. Getting 3 kills in a row with shovel is very satisfying and humiliating to the other guys.

Posted: Jan 16th 2008 11:34PM Wuggy425 said

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Robin is a he, not a she.

TF2 has been in need of a massive gameplay overhaul since day one.

It's a fun game but lacks depth, which is why the game's popularity has plummeted since it's big launch a few months back. Random spam, zerg rushes, and low emphasis on player skill really turns off most hardcore gamers.

Nice graphics but shallow gameplay still make a game that dies out quick. Thankfully Valve learned this, although a couple months late. Better late than never.

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