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Reader Comments (59)

Posted: May 16th 2009 7:57PM PoisonedAl said

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Quite. Spies will duck into corners when they see a pyro, and hope he passes. Good pyos, don't. I know usual hiding spots for spies, and will give them a quick blast of the flame-thrower. Nine times out of ten, you'll get nothing, but every so often you'll get a scream!
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Posted: May 16th 2009 8:21PM Turles said

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God damn pyros!

I'm actually enjoying the idea of having near-infinite cloak energy. I know I will be able to stay still in a lot of spots in Goldrush without being pestered. Screw ammo, who needs it!? Can't wait to try these out.
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Posted: May 17th 2009 1:14AM Scratchcard said

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The death not appearing on the HUD may not be that useless. The appearance of a death on a chaotic battlefield would be enough to move on. It's like how you can't see the stock ticker and focus on Obama's speeches at the same time.
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Posted: May 16th 2009 4:28PM michaspi said

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Oh dear, I've made quite a mess.

Posted: May 16th 2009 6:41PM (Unverified) said

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I have a love/hate relationship with this game. I love the art, the sounds, the production values, and find it all very refreshing. I love that grenades were removed. But I hate much of the gameplay. In some ways, the game is a step back from Team Fortress Classic (which had its own problems). The Medic class is incredibly boring. It's quite possibly the most boring experience in an FPS game I've ever seen (yes, it's more boring than a Day of Defeat machine gunner.) In TFC, the Medic could do a quick heal of a wounded ally and then go back to actually playing the game themselves. Not so in TF2, where you tag along with people and are expected to do little else.

The Engineer's Sentry gun is even more powerful and game breaking than before, which is remarkable. Before, I could've sworn it could only shoot at a forward angle, and not rotate all around to murder you. Now Sentry spam is an even bigger problem, often requiring the boring Medic to exist and uber people in order to break through.

The game's biggest crime, I think, is having to get achievements in order to unlock important items. There's a reason no other game has ever gone this route before: it's dumb. Most of the achievements require you to do silly things, things that are NOT optimal for the victory of you or your team. So if you desire to get these items, you often must screw around, let down your team, and purposefully lose the game.






Posted: May 16th 2009 9:30PM PoisonedAl said

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tl;dr:

"It's Valve's fault I'm shit"
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Posted: May 16th 2009 7:43PM (Unverified) said

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If you have a spy that coordinates with your offensive, it's a lot easier to break through engineer fortifications. It's a lot easier to destroy an enemy sentry when a sapper has it incapacitated. The engineer has to whack off the sapper first with a wrench before it can repair the damage the sentry took from the sapping, and the spy can put a sapper back on instantly. So, if there's no one to back up the engineer, he'd have to leave the safety behind his defenses to take out the spy with a wrench or risk a few seconds of sapping to shoot the spy dead. Either way, that gives the offense a crucial opening.

I have to disagree about your opinion of the medic class, mainly because I think you're going about the playstyle of the class the wrong way. Since your ubercharge charges faster when healing players close to death, you're encouraged to take the risk of joining in on a fight so that you can then reap the benefits of healing your teammates afterwards. This is especially true when the blutslager gives you health per hit to survive a fight and the ubersaw increases your ubercharge meter directly.

As for the achievements, it's quite possible to play team fortress 2 as you normally would and get the majority of the achievements just for being a good player. While the special items are fun to fool around with, any class with the standard items would still hold their own against any specially-equipped characters. With that in mind, why intentionally grind for items? Instead you could get the items as a reward for being a good player instead. Besides, Valve is already thinking of ways to obtain those items without the achievements, so this complaint of yours will be addressed in due time.

Posted: May 16th 2009 10:58PM (Unverified) said

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I find spy sappers to be incredibly easy to counter, so that's why I didn't bring it up. It's extremely rare to see a spy who can sap things and live to tell about it. I've played Engineer for at least 8 hours and rarely felt Spies were a significant problem.

As for the Medic, I do exactly as you wrote, and still find it to be the most boring FPS experience I've seen outside of the DOD Machine Gunner. It's simply not a compelling experience to me, and in every way feels inferior to the TFC Medic experience, or the Medics from Battlefield games.

As for achievement items, it seems like what you're saying is true, but also far, far, far slower a process. I mean at least 5 times slower. It's a dumb system and that's why no other FPS game has followed this pattern, and I don't think any major game ever will, to be honest.
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Posted: May 17th 2009 12:17PM Powerlord said

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@Charlie_Six:
"I find spy sappers to be incredibly easy to counter, so that's why I didn't bring it up."

That depends... if there's more than one engineer around, yes.
If you manage to kill the Spy, yes.

Otherwise, spies will do The Spy Dance (tm) up to and including jumping over your sentry gun while placing sappers.

And before you say I'm wrong, I've played TF2 as Engineer 10 times as long as you have, and twice as long as that as TF2 Spy.
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