I dont like the idea of extra stuff to pepole who have played it loads, like in COD4 it means that Noobies are so underwhemlmingly equipped that it is very frustrating to beginners.
I felt like this in COD, and was what lead to me not playing it much. That and my gfx sucked.
I do not like the idea of unlockables in TEEF, I have never liked them in any game. Anything that gives an advantage over another player is not a good thing imo. Pointless stuff like costumes or single player rewards seems good.
I find games with persistent unlocks and ranks far more compelling, because I get a sense of achievement. I genuinely think that the higher ranking players in COD have the advantage because they've played the game more, not because of the unlocks. It's odd that you don't like unlocks and equipment giving one player an advantage - surely that's what happens in Eve if you boil it all down?
The more powerful weapons possess bigger drawbacks as a result. They mentioned the heal gun that heals to twice as much instantly, but probably won't do any ubercharge. They will affect gameplay, but it'll all even out as new counter tactics develop.
I think the only way they'd cause the game to be unbalanced is if they go the route of making the unlockable weapons flat out better than the default ones, but I have faith valve will make them balanced alternatives rather than just upgrades.
I'd love to see the flamy-set-snipers-on-fire-through-the-floor rockets the old Pyro had returning, but like grenades for every char it's probably for the best that they're gone. It was the most underplayed class before and now with no range other than the shotgun, it can frustrating to play when people keep just out of range of you.
Sentries could perhaps do with being a little more vulnerable to fire, and it should be harder for people to see when they're on fire.
Some changes to make it not so blatently obvious you're a Spy might encourage me to play the class a bit more, but then the people that play as Spies a lot seem good enough at it already without additional help.
All the melee damages are a bit high, Scouts really shouldn't be killing people (they used to have a crap nailgun rather than a dangerous shotgun), but it does add to the lols.
Need to revisit the post I made about strengths/weaknesses of classes vs. each other to see if there's any obvious holes.
Snipers seem quite crap, but that's no bad thing.
Last edited by FatherJack on January 29th, 2008, 9:01, edited 1 time in total.
FatherJack wrote:Snipers seem quite crap, but that's no bad thing.
That seems to depend upon the map and player narf. I don't think the sniper is much good either, but I've seen my brother get some amazing shots using it, on a regular basis.
Hehulk wrote:
That seems to depend upon the map and player narf. I don't think the sniper is much good either, but I've seen <s>my brother get some amazing shots using it,</s> fab shoot me in the face on a regular basis.
Betterer
Last edited by fabyak on January 29th, 2008, 11:06, edited 1 time in total.
FatherJack wrote:I'd love to see the flamy-set-snipers-on-fire-through-the-floor rockets the old Pyro had returning, but like grenades for every char it's probably for the best that they're gone. It was the most underplayed class before and now with no range other than the shotgun, it can frustrating to play when people keep just out of range of you.
A Molotov cocktail weapon would be win!
As a pyro I generally wait for people to come to me, ambush is the best way.
I find the classes to be fairly evenly balanced. I tend to die at the hands of all the classes fairly evenly, and suck at all of them to a similar level.